Archiv der Kategorie: Kreaturen

Zoun Mauler

Zoun Mauler
Type: Swamp predator
Planet of Origin: Thonner
DEXTERITY 4D+1
PERCEPTION 1D
Hide 2D, search 3D, sneak 4D+2
STRENGTH 3D+1
Climbing/jumping 4D+2, swimming 4D+2
Special Abilities:
Claws: A zoun mauler’s claws inflict STR+2 damage.
Exceptional Reflexes: Zoun maulers gain a +1D bonus to all
Perception rolls made to determine initiative
Move: 10
Size: “Medium”

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Zolall

Zolall
Type: Nocturnal predator
Planet of Origin: Merisee
DEXTERITY 2D
Dodge 4D
PERCEPTION 2D
Hide 4D, search 6D, sneak 5D
STRENGTH 5D
Brawling 7D, climbing/jumping 6D+1, lifting 7D, stamina
6D+1, swimming 6D
Special Abilities:
Tail: Does STR+1D constricting damage each round. Victim
must make a successful opposed Strength roll to break
free.
Teeth: Do STR+2D damage, plus 4D for poison for two
rounds.
Move: 9 (walking), 15 (flying)
Size: 1.7 meters long (plus an additional 2-meter tail), 3.5-
meter wingspan
Source: Planets Collection (page 162)

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Zarymok

Zarymok
Type: Huge herd animal
DEXTERITY 2D+1
Running 3D
PERCEPTION 1D+2
Search 4D
STRENGTH 6D+2
Special Abilities:
Scent: Zarymoks can detect opponents within 10 meters by
sense of smell. If the source is upwind, the range increases
to 20 meters; if it’s downwind, the range decreases to 6
meters. Strong scents double the range and overpowering
scents triple it.
Move: 14
Size: 3-4 meters tall
Source: Ultimate Adversaries (pages 132-133)

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Yuuzhan Vong Fire Breather

Yuuzhan Vong Fire Breather
DEXTERITY 1D
PERCEPTION 1D+2
Search 6D+1
STRENGTH 8D+2 (walker-scale: 4D+2)
Special Abilities:
Anti-Laser Aerosol: As long as a fire breather is alive, it
generates an anti-laser aerosol. This give fire-breathers
an additional +3D (character-scale) bonus to resist damage
from laser- and blaster-based weapons.
Fire Breath: As indicated by its name, the creature can
breath fire in a 30 meter long, 30 meter wide cone. These
flames inflict 5D of walker-scale damage to any targets
caught in the blast. This attack can be employed once
every 1D rounds.
Force Immunity: Fire breathers are immune to all Force
powers that involve Sense or Alter.
Slam Attack: Does Strength +3D+2 damage (walker-scale
damage: 8D+1).
Walker-scale: Due to their size, fire breathers are considered
walker-scale.
Move: 6
Size: 30 meters tall
Source: The New Jedi Order Sourcebook (page 86)

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Yuuzhan Vong Dread Weapon

Yuuzhan Vong Dread Weapon
DEXTERITY 0D+2
PERCEPTION 1D
Search 3D+1
STRENGTH 10D+2 (starfighter-scale: 4D+2)
Special Abilities:
Able To Exist In Zero Atmosphere: The dread weapon can
exist in a vacuum with no ill effects.
Inhalation: Any unsecured characters within a 50 meter
semicircular radius of the dread weapon’s mouth is at
risk of being inhaled by the creature. A character can
attempt a Difficult Dexterity check in order to grab onto
something, with failure indicating that the character
has been drawn 20 meters closer to the dread weapon’s
maw. Anyone sucked into the dread weapon cannot attempt
to cut its way out of the creature, as its skin is
dozens of meters thick. The duration of this inhalation
ability is 2 minutes, after which the dread weapon must
rest for an equal amount of time. After inhaling victims,
the dread weapon typically retreats and delivers them to
its Yuuzhan Vong masters before returning for more.
Starfighter-scale: Due to its size, the dread weapon is
considered to be starfighter-scale.
Move: 20
Size: 2,000 meters long
Source: The New Jedi Order Sourcebook (pages 85-86)

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Yuuzhan Vong Capture Beast

Yuuzhan Vong Capture Beast
DEXTERITY 2D
PERCEPTION 2D
Search 3D+1
STRENGTH 14D+2 (walker-scale: 10D+2)
Climbing 17D+1
Special Abilities:
Enclose: A capture beast uses its massive bulk to herd
ground-based creatures, grappling them with its sucker-
tipped legs (see below). It eventually joins its head
to its tail, forming a 4 meter-high living “wall” around
its prey.
Force Immunity: Capture beasts are immune to all Force
powers that involve Sense or Alter.
Legs: The capture beast has a hundred pairs of suckertipped
legs which it uses to restrain targets. Anyone
attempted to escape from a capture beast by climbing
over it must resist 1D+2 grapple attempts. The legs are
considered to be character-scale for the purposes of attack
and damage rolls. Each leg has an effective Strength
rating of 7D+1, and this total is used when making
grappling attacks against captured creatures.
Walker Scale: Due to its size, the capture beast is considered
to be walker-scale.
Move: 8
Size: 200 meters long
Source: The New Jedi Order Sourcebook (pages 87-88)

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Ysalamiri

Ysalamiri
Planet of Origin: Myrkr
DEXTERITY +2
PERCEPTION 1D+1
STRENGTH +2
Special Abilities:
Force Repulsion: Ysalamiri can create “bubbles” in which
the Force cannot be manipulated. A single ysalamiri can
form a defensive bubble up to 10 meters in raidus. Within
the bubble, characters cannot use the Force skills, Force
Points, or Character Points. Force attacks directed at
ysalamiri fade away as they enter the creature’s “Force
bubble.”
Move: 0
Size: Up to 50 centimeters long
Source: Alien Anthology (page 52), The Thrawn Trilogy
Sourcebook (page 160), Heir to the Empire Sourcebook
(page 89), The Last Command Sourcebook (page 101)

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Yeomet

Yeomet
Type: Urban pest
DEXTERITY 4D
PERCEPTION 2D
STRENGTH 1D+1
Special Abilities:
Teeth: Do STR+2D damage.
Claws: Do STR+1D damage.
Disease Transmission: Characters bit by a yeomet must
make a Moderate stamina or Strength roll to avoid becoming
diseased. Diseased characters become wounded at the time
of the onset of the disease (2D hours following the time of
injury).
Move: 8
Size: 60 centimeters tall
Source: Creatures of the Galaxy (pages 91-92)

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Yammosk

Yammosk
DEXTERITY 1D
Dodge 3D+2
KNOWLEDGE 3D+2
Alien species 8D, alien species: Yuuzhan Vong 10D+1,
intimidation 9D+2, scholar: physical sciences 6D+2,
willpower 10D+1, survival 6D+2
MECHANICAL 2D
Astrogation 5D+1
PERCEPTION 4D+2
Con 7D+1, persuasion 8D+1, search 8D
STRENGTH 11D (starfighter-scale: 5D)
TECHNICAL 4D+2
Special Abilities:
Atmosphere Generation: The lung capacity of a yammosk
allows it to hold enough air to support thousands of
oxygen-breathing creatures for several hours. A yammosk
can produce a large, transparent bubble of oxygen, but can
only do so once every 24 hours.
Bite: The bite of a yammosk inflicts its Strength +1D+2
139
damage (6D+2 starfighter-scale).
Crew Skill Bonus: A yammosk can assist the crews of all
of its assigned Yuuzhan Vong capital ships within 10,000
kilometers. This results in a +2D bonus to all rolls by
these crews that involve Astrogation, Gunnery, Piloting, and
Sensors skills. This bonus does not affect non-capital-scale
Yuuzhan Vong ships, nor do multiple yammosks provide
additional bonuses. If the link between the yammosk and
its fleet is somehow severed, this bonus is lost. Note that
this bonus has already been factored into the Crew Skills
of all converted Yuuzhan Vong ships that it would normally
apply to.
Gravitic Telepathy: Yammosks can both receive and
broadcast thoughts, allowing it to treat all of its assigned
forces (the crew and troops of any ships, including noncapital-
scale coralskippers) as being within sight and voice
range. This effect extends to a range of 10,000 kilometers.
Shared Knowledge: Yammosks share their collected
memories with their offspring. While a newly-born yammosk
will possess these memories, however, it takes time before
this knowledge can be applied to the creature’s skills.
Starfighter Scale: Due to their size, yammosk are considered
starfighter-scale.
Subsensory Awareness: The yammosk has the ability
to judge a target’s basic state of mind, and is a form
of empathy. By making a successful Perception check
(difficulty of the target’s Control or Knowledge: Willpower),
a yammosk can gain a +1D bonus on all Con, Intimidation,
Persuasion, and Willpower rolls made against that target.
This effect lasts one minute per use.
Tentacles: Although the yammosk has six tentacles listed
as natural weapons, the damage rating is given as “special,”
and no other notation is made in the entry’s text. As such,
assume that the tentacles can be used to grapple and crush
opponents using the yammosk’s Strength rating as the
attack’s damage.
Move: 4
Size: Heads can be up to 19 meters in diameter, with
tendrils that can span more than 100 kilometers
Source: The New Jedi Order Sourcebook (pages 27-28)

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Wuffa

Wuffa
Type: Giant worm
Planet of Origin: Dathomir
DEXTERITY 1D
PERCEPTION 1D
Search 2D+1
STRENGTH 4D+2/6D (Dependant on length)
Special Abilities:
Strong Hide: The hide of a dead wuffa makes an incredibly
strong rope (treat as Strength 3D when resisting damage).
Armor: Adds +3D against physical attacks.
Move: 11
Size: 100-250 meters long
Source: Cracken’s Threat Dossier (page 53)

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Wrix

Wrix
Type: Mountain-dwelling carnivore
DEXTERITY 1D
Brawling parry 4D
PERCEPTION 2D
Search 3D, sneak 3D+2
STRENGTH 3D
Brawling 5D, climbing/jumping 4D+1
Special Abilities:
Claws: Do STR+1D damage.
Howl: The piercing hoe of the wrix is enough to terrify many
creatures. The wrix uses its howl to intimidate its targets
(acts as intimidation 5D) before attacking.
Move: 13
Size: Up to 2.5 meters long
Source: Creatures of the Galaxy (pages 89-90)

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Worrt

Worrt
Type: Voracious predator
Planet of Origin: Tatooine
DEXTERITY 1D
PERCEPTION +2
STRENGTH 1D
Brawling: tongue attack 4D
Special Abilities:
Tongue Attack: The worrt will attack anything that moves
that is its size or smaller. The tongue does 1D damage.
Move: 3
Size: 0.5-1.5 meters tall
Source: Creatures of the Galaxy (page 3), Galaxy Guide 5:
Return of the Jedi (page 10), Star Wars Trilogy Sourcebook
SE (page 182), Alien Anthology (pages 50-51)

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Wooly Veermok

Wooly Veermok
Planet of Origin: Naboo
DEXTERITY 4D+2
PERCEPTION 3D+2
Hide 5D+2, search 6D+1, sneak 5D
STRENGTH 5D+2
Claw 6D+1, climbing/jumping 8D+2
Special Abilities:
Bite: Does Strength +1D damage.
Claw: Do Strength +1D damage.
Gore Attack: Does Strength +2 damage.
Hide Bonus: Wooly veerkmoks gain a +3D bonus to Hide
skill checks in an arctic environment.
Screaming Howl: Wooly veermoks can emit a piercing howl
that causes those around them to make Moderate Willpower
or Control skill checks. Failure indicates that they can take
no action other than to cower or flee.
Move: 20
Size: Unlisted, but larger than the standard veermok listed
in “Secrets of Naboo.”
Source: Alien Anthology (pages 49-50)

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Woolamander

Woolamander
Type: Jungle simian
Planet of Origin: Yavin IV
DEXTERITY 5D+1
Dodge 6D
PERCEPTION 3D
Hide 4D+1, sneak 4D
STRENGTH 2D+2
Climbing/jumping 4D
Special Abilities:
Teeth: Do STR+1 damage.
Move: 10 (ground), 12 (brachiating)
Size: 0.8-1 meter tall
Source: Galaxy Guide 2 – Yavin and Bespin (page 20),
Power of the Jedi Sourcebook (page 140)

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Womp Rat

Womp Rat
Planet of Origin: Tatooine
DEXTERITY 2D
PERCEPTION 1D+1
STRENGTH 2D+1
Special Abilities:
Claws: 2D+2 damage
Teeth: 3D+1 damage
Move: 5
Size: 2.1, meters long
Combat: These vicious Tatooine natives attack in packs of
up to five. The hairy carnivores usually circle once, then
lunge. They scatter when a total of three wounds has been
inflicted on the pack as a whole or an incapacitated result
has been inflicted upon any single individual.
Source: Alien Anthology (page 50), Galaxy Guide 7: Mos
Eilsey (pages 90-91)

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Winged Xendrite

Winged Xendrite
Type: Repto-avian insectivore
Planet of Origin: Xend
DEXTERITY 3D
PERCEPTION 4D
STRENGTH 1D
Special Abilities:
Eyesight: Because of the minuscule size of its prey, the
winged xendrites have exceptional eyesight and gain a +2D
bonus on all Perception tasks involving sight,
Move: 30 (flying), 2 (crawling)
Size: 40 centimeters long, 80 centimeters wingspan
Source: Creatures of the Galaxy (pages 88-89)

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Wild

Wild
Type: Dangerous grazing animal
Planet of Origin: Kuras III
DEXTERITY 4D
Dodge 6D+2, running 8D+1
PERCEPTION 3D
Hide 6D+2, sneak 6D+1
STRENGTH 2D
Brawling 4D, stamina 4D
Special Abilities:
Fangs: Do STR+1D damage.
Newborn: Newborn wilds get a +2D to Strength, brawling
and stamina.
Move: 13
Size: 1.5 meters tall at the shoulder, up to 2.5 meters long
Source: Planets Collection (page 183)

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Whaladon

Whaladon
Type: Colossal aquatic herd animal
Planet of Origin: Mon Calamari
Scale: Walker
DEXTERITY 1D+1
PERCEPTION 2D+1
Search 3D+2
STRENGHT 4D
Brawling 6D, swimming 8D
Special Abilities:
136
Low-light Vision: Can see twice as far as humans in dim
light.
Move: 20 (swimming)
Size: 30 meters long
Source: Geonosis and the Outer Rim Worlds (page 103)

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Webweaver (Wyyyschokk)

Webweaver (Wyyyschokk)
Type: Gargantuan forest predator
Planet of Origin: Kashyyyk
DEXTERITY 2D+1
PERCEPTION 3D+1
Search 6D
STRENGTH 8D+2
Brawling 9D+2, climbing/jumping 16D
Special Abilities:
Bite: Does STR+2D+2 damage.
Webs: Any creature that touches a webweaver’s webs
is considered ensnared, and can take no actions other
than attempting to free itself. To break free, an ensnared
character must make a Heroic level Strength check. The
webs themselves are almost impossible to cut (Strength
of 6D to resist damage), and any physical item used to
cut them (knife, sword, vibroaxe, etc.) instantly becomes
ensnared as well. Any ship or vehicle snared by a web
can only break free by making a Heroic Hull check, with a
bonus based on its scale (ie, speeder-scale vehicles add 2D,
walker-scale vehicles add 4D, starfighter-scale vehicles add
6D, etc).
Terrifying Presence: When a webweaver initially attacks,
any creature facing it must make a Difficult willpower
check. If the willpower roll is failed, the creature must use
its next action to either move OR attack. If the check is
failed by more than 10 points, the creature can do nothing
but cower. The creature may attempt a Moderate willpower
check each turn to stop cowering.
Move: 24, 14 (climbing)
Size: 16 meters
Source: Ultimate Adversaries (pages 127-128)

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Watch-Beast

Watch-Beast
Type: Huge forest predator
Planet of Origin: Gamorr
DEXTERITY 2D+2
PERCEPTION 4D+2
Hide 2D, search 8D, sneak 5D+2
STRENGTH 7D+2
Special Abilities:
Low-Light Vision: Watch-beasts can see twice as far as a
human in dim light.
Bite: Does STR+2D damage.
Move: 10
Size: Around 7 meters long
Source: Ultimate Adversaries (pages 126-127)

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Warbeast

Warbeast
Type: Herbivorous
reptile armored avian
Planet of Origin:
Dxun Moon
DEXTERITY 3D+1
Dodge 4D+2
PERCEPTION 2D
STRENGTH 7D
Brawling 7D+2,
stamina 8D
Special Abilities:
Flight: Warbeasts can
sail through the air
but not hover
Move: 22 (flying), 3
(walking)
Size: 2-2.5 meters
long
Scale: Speeder
Orneriness: 3D+1
Source: Tales of the
Jedi Companion (page
109)

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Wampa

Wampa
Planet of Origin: Hoth VI
DEXTERITY 3D
PERCEPTION 4D
Search: arctic tracking 6D , sneak: arctic 7D
STRENGTH 7D
Special Abilities:
Claws: STR+1 damage
Teeth: STR+2 damage
Camouflage: +3D to sneak in arctic climates, heat-diffusing
body adding +2D to sneak versus sensors.
Howling: Wampa howls are a rudimentary form of
communication that allows Wampas to coordinate attacks.
These howls are virtually indistinguishable from the sound
of Hoth’s winds.
Move: 13
Size: 3 meters tall
Source: Core Rulebook (page 224), Galaxy Guide 3 – The
Empire Strikes Back (pages 11-13), Star Wars Trilogy
Sourcebook SE (181), Rebellion Era Sourcebook (page 94)

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Vrblther

Vrblther
Type: Predator
Planet of Origin: Nar Shadaa
DEXTERITY 4D+1
PERCEPTION 3D+2
Hide 4D+2, search 7D, tracking 7D+2, sneak 6D
STRENGHT 3D+2
Brawling 6D, climbing/jumping 7D,
Special Abilities:
Claws: Do STR+2 damage.
Bite: Does STR+1D damage.
Multiattack: A vrblther can make two brawling attacks in a
round without incurring multiple action penalties. Further
actions take penalties normally.
Exceptional Reflexes: Gain a +1D bonus to all Perception
rolls made to determine initiative.
Low-light Vision: Can see twice as far as humans in dim
light.
Move: 10 (climbing)
Size: Medium
Source: Tempest Feud (page 121), Ultimate Adversaries
(page 126)

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Voxyn Queen

Voxyn Queen
DEXTERITY 3D+1
Dodge 7D+1, spit poison 8D+2
PERCEPTION 4D
Hide 5D+2, search 6D+2, sneak 7D
STRENGTH 5D+1
Sense: 3D+2
Force Powers: Life Detection, Sense Force, Sense Force
Potential.
Special Abilities:
Bite: Does Strength +1D damage.
Claws: Do Strength +2 damage, plus disease (see below).
Disease: The claws of a voxyn are rife with harmful bacteria.
If a target takes damage from a voxyn’s claws, it must also
succeed in a Very Difficult Strength check. Failure means
that the wounds are infected, which results in a loss of 1
pip from its Strength rating. After 24 hours, the victim must
make another Strength check, with failure resulting in a
loss of another 2 pips from Strength. This loss can be healed
with proper medical attention.
Force Immunity: The voxyn queen is immune to all Force
powers that involve Sense or Alter.
Force-Sensitive: This creature is Force-sensitive.
Low-light Vision: A voxyn queen can see twice as far as a
normal human in poor lighting conditions.
Nutrient Dependency: The voxyn queen must ingest a
nutrient compound from the planet Myrkr in order to
survive. Without this nutrient, her Strength score is halved
after a month, and quartered after two months. After three
months without the nutrient she will die.
Poison Spittle: Rather than making any other attacks, the
voxyn queen can spit poison at her opponents with a range
of 1-3/6/10. If hit, a target must make a Very Difficult
Strength check or suffer a -1D penalty to all Search skill
checks. Additionally, the target treats all opponents as if
they have half concealment due to his impaired vision. After
an additional minute, another roll must be made. Failure
indicates that the target is struck blind for 1D+2 days. If
the second roll is successful, the character’s impaired vision
only lasts 2 days.
Poison Tail: Anyone struck by a voxyn’s tail takes the
creature’s Strength +1 in damage, and must make a Very
Difficult Strength check. Failure indicates that the target
is completely paralyzed for 2D minutes. The poison also
causes swelling and redness in most creatures, and this
lasts 1D days.
Regeneration: The queen voxyn heals twice as fast as other
creatures.
Sonic Screech: A voxyn can let loose with a compressed-wave
screech. All living beings with 10 meters of the screeching
voxyn must make a Difficult Strength check or be deafened
for 1D+2 days. Voxyn will typically use this attack prior
to its initial attack in order to disorient and confuse its
opponents. A screeching voxyn can make no other attacks.
Toxic Blood: Any air-breathing creature within 2 meters of a
voxyn that has been wounded (or worse) must succeed in a
Difficult Strength roll, or suffer 5D of poison damage.
Move: 14
Size: 4.6 meters long
Source: The New Jedi Order Sourcebook (pages 150-151)

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Voxyn

Voxyn
DEXTERITY 3D+1
Dodge 6D, spit acid 7D
PERCEPTION 3D+1
Hide 6D, search 6D, sneak 6D
STRENGTH 3D+2
Sense: 3D
Force Powers: Life Detection, Sense Force, Sense Force
Potential.
Special Abilities:
Acid Spittle: Voxyn can spit acid with a range of 1-2/4/6.
This attack can be dodged just like any other ranged attack.
Voxyn acid inflicts 3D+2 damage each round for 1D+2
rounds, and will damage any armor or equipment it comes
into contact with (see SWD6, pages 94-95). During a round
that a voxyn spits, it can make no other attacks.
Bite: Does Strength +1D damage.
Claws: Do Strength +2 damage, plus disease (see below).
Disease: The claws of a voxyn are rife with harmful bacteria.
If a target takes damage from a voxyn’s claws, it must also
succeed in a Difficult Strength check. Failure means that
the wounds are infected, which results in a loss of 1 pip
from its Strength rating. After 24 hours, the victim must
make another Strength check, with failure resulting in a
133
loss of another 2 pips from Strength. This loss can be healed
with proper medical attention.
Force Immunity: Voxyn are immune to all Force powers that
involve Sense or Alter.
Force-Sensitive: This creature is Force-sensitive.
Low-light Vision: A voxyn can see twice as far as a normal
human in poor lighting conditions.
Nutrient Dependency: Voxyn must ingest a nutrient
compound from the planet Myrkr in order to survive.
Without this nutrient, their Strength score is halved after a
month, and quartered after two months. After three months
without the nutrient, a voxyn will die.
Poison Tail: Anyone struck by a voxyn’s tail takes the
creature’s Strength +1 in damage, and must make a
Difficult Strength check. Failure indicates that the target
is completely paralyzed for 2D minutes. The poison also
causes swelling and redness in most creatures, and this
lasts 1D days.
Regeneration: Voxyn heal twice as fast as other creatures.
Sonic Screech: A voxyn can let loose with a compressed-wave
screech. All living beings with 10 meters of the screeching
voxyn must make a Difficult Strength check or be deafened
for 1D+2 days. Voxyn will typically use this attack prior
to its initial attack in order to disorient and confuse its
opponents. A screeching voxyn can make no other attacks.
Toxic Blood: Any air-breathing creature within 2 meters of a
voxyn that has been wounded (or worse) must succeed in a
Difficult Strength roll, or suffer 5D of poison damage.
Move: 14
Size: 4 meters long
Source: The New Jedi Order Sourcebook (pages 137-138)

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Voroos

Voroos
Type: Stationary predator
DEXTERITY 4D
PERCEPTION 2D
STRENGTH 4D/6D/8D (Depending on size)
Special Abilities:
Camouflage: Voroos are often mistaken for small hills or
other geographical features. Because of this, characters
must make a Dificult Perception roll to notice the presence
of the voroos before the voross makes the initial attack.
Tongue: The tongue of the voroos does STR+1D damage.
When the voroos makes a successful attck with its tongue,
it will attempt to grasp its target. The target character
should make a brawling parry roll versus the Dexterity of the
voroos. If the character’s roll is higher, then the attemot to
grasp in unsuccessful. Characters that have been grasped
by the voroos are then pulled into its mouth during the next
round. Characters can attempt to prevent themselves from
being pulled into the mouth of the voroos by using their
Strength versus the Strength of the voroos.
Teeth: The teeth of the voroos do little damage (one half
of the creature’s Strength), but they do make it extremely
difficult to extract objects from the mouth. Attempts to free
a character from the grasp of the mouth of a voroos results
in an additional 3D damage.
Move: 0
Size: 1-10 meters in diameter
Source: Creatures of the Galaxy (page 87)

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Vornskr

Vornskr
Type: Force-sensitive predator
Planet of Origin: Myrkr
DEXTERITY 4D
PERCEPTION 2D+2
Sneak 5D
STRENGTH 3D+2
Special Abilities:
Teeth: Str+2D damage
Force Sense: Vornskrs can detect Force-users. They are
considered to have 3D in this ability. Upon sensing a
Force-user, they become very agitated and aggressive: they
confuse all Force-users with the ysalamiri. A Force-user
within 10 meters can be detected and tracked by a vornskr
with a Very Easy roll; 11-25 meters is an easy roll; 26-50
meters requires a moderate roll; and 51-100 meters requires
a Difficult roll. Over 100 meters is a Heroic difficulty.
Move: 15
Size: 0.8 meters tall at the shoulder, up to 1.6 meters
long(including tail)
Source: Alien Anthology (pages 48-49), The Thrawn Trilogy
Sourcebook (page 159-160), Heir to the Empire Sourcebook
(pages 87-89), The Last Command Sourcebook (pages 102-
103)

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Vine Snake

Vine Snake
Type: Camouflaged predator
DEXTERITY 4D
PERCEPTION ID
STRENGTH ID
Special Abilities:
Venom: The vine snake’s neurotoxin is extremely deadly,
inflicting paralysis almost immediately. The poison does
3D damage per round unless an anti-venom is applied by
a medpac.
Move: 5
Size: 0.6-0.9 meters long
Source: The Thrawn Trilogy Sourcebook (page 159), The
Last Command Sourcebook (pages 101-102)

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Velusian Fursnake

Velusian Fursnake
DEXTERITY 4D+1
Dodge 5D+1, poisonous sting 5D+2
PERCEPTION 1D
Hide 2D+1, search 3D
STRENGTH 2D
Climbing 3D+1
Special Abilities:
Poisonous Sting: The sting of a Velusian fursnake inflicts
the creature’s Strength +1 in damage. Any damage result
greater than “Stunned” indicates that it has injected a
paralyzing poison into its prey. The target must succeed
in a Moderate Strength check or else lose 2D pips from
his Dexterity rating. A Character whose Dexterity has been
reduced below 0D is paralyzed and unable to move. These
effects last 1D hours, after which the victim recovers 1 pip
to his Dexterity per hour.
Move: 8 (ground), 4 (climb)
Size: 2 meters long
Source: Coruscant and the Core Worlds (page 159)

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Velker

Velker
Type: Flying predator
Planet of Origin: Bespin
Scale: Starfighter
DEXTERITY 2D
PERCEPTION 2D
Search 4D, sneak 4D
STRENGHT 4D
Special Abilities:
Energy Bolt: Velkers stun prey by delivering an ionized
electrical bolt which causes 10D stun damage.
Teeth: Do STR+1D damage.
Move: 140; 400 km/h
Size: 200-350 meters
Scale: Walker
Source: Galaxy Guide 2 – Yavin and Bespin (pages 54-55),
Galaxy Guide 3 – The Empire Strikes Back (page 67), Alien
Anthology (pages 47-48), Star Wars Trilogy Sourcebook SE
(page 181)

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Veermok

Veermok
Planet of Origin: Naboo
DEXTERITY 4D+1
Dodge 5D
PERCEPTION 2D+1
Hide 3D+2, search 5D+1, sneak 5D
STRENGTH 2D+2
Jump 5D+1
Special Abilities:
Bite: Does STR+1D damage.
Claw: Does STR+2 damage.
Gore: Does STR+1D damage.
Low Light Vision: A veermok can see twice as far as a human
in dim light.
Move: 15
Size: “Medium”
Source: Secrets of Naboo (page 59)

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Vaynai Pollinators Swarm

Vaynai Pollinators Swarm
Type: Vermin swarm
Planet of Origin: Vaynai
DEXTERITY 4D
PERCEPTION 1D
Search 3D
STRENGTH 1D+2
Special Abilities:
Sting: The collective sting from the swarm, if successful
(use the swarm’s Dexterity roll for the attack), is painful.
Anyone successfully stung must make a Moderate difficulty
Strength check, or suffer 3D+2 damage from the swarm’s
venom.
Swarm: Treat the entire swarm as a single creature. All
damage done to the swarm is reduced by 15 points before
being applied. When reduced to Incapacitated (or worse),
130
the swarm will retreat.
Move: 15 (flying)
Size: “Medium-sized” swarm

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Vagh Rodiek

Vagh Rodiek
Type: Armored vermin
DEXTERITY 2D
PERCEPTION 1D
Hide 2D+1, search 2D+1
STRENGTH 3D
Climbing/jumping 5D+1
Special Abilities:
Awareness: Vagh Rodiek gain a +1D bonus to all search
skill checks.
Claws: Do STR+2 damage.
Climbing Bonus: Due to their hooked claws, Vagh Rodiek
receive a +1D bonus to climbing/jumping skill checks made
when climbing.
Natural Armor: Vagh Rodiek add +2 pips to their Strength
rolls when resisting damage.
Move: 12
Size: “Medium-sized”

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Ursod

Ursod
Type: Ursoid carnivore
Planet of Origin: Yavin 8
DEXTERITY 4D
PERCEPTION 3D
Search 4D+1, sneak 5D
STRENGTH 5D
Brawling 6D
Special Abilities:
Camouflage: The ursod can use its chameleon-like fur to
fade against both snow and lichen-covered rock, giving it a
+1D to sneak while moving or hiding.
Teeth: Do STR+1D damage.
Claws: Do STR+1D damage.
Thick Hide: The ursod’s thick hide and shaggy fur gives it a
+2D Strength for defense only.
Move: 10
Size: 3 meters tall
Source: Galaxy Guide 2 – Yavin and Bespin (page 24)

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Ursmal

Ursmal
Type: Ursoid
Planet of Origin: Ottega
DEXTERITY 2D
Brawling parry 6D
PERCEPTION 2D
Search 4D, sneak 4D+2
STRENGTH 5D+1
Brawling 6D+2, climbing/jumping 5D+2
Special Abilities:
Bite: Does STR+1D damage.
Claws: Do STR+2 damage.
Hybernation: Ursmals in hibernation cannot act to fend off
attacks.
Move: 9
Size: “Huge”
Source: The Truce at Bakura Sourcebook (page 106)

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Ur-Greedle

Ur-Greedle
Type: Subterranean herd animal
Planet of Origin: Geonosis
DEXTERITY 2D+2
PERCEPTION 2D+2
Hide 4D+1, search 4D+1
STRENGHT 2D+1
Special Abilities:
Darkvision: Can see up to 20 meters in total darkness.
Low-light Vision: Can see twice as far as humans in dim
light.
Radiation Resistance: Gain a +2 bonus to Strength against
radiation poisoning.
Move: 8
Size: 1.5 meter tall
Source: Geonosis and the Outer Rim Worlds (page 64)

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Umrach

Umrach
DEXTERITY 3D+2
PERCEPTION 3D
Hide 4D, search 4D, search: track 5D, sneak 5D
STRENGTH 4D+1
Jumping 6D
Special Abilities:
Blindsight: Even though it has no eyes, an umrach can
detect its surrounds up to 30 meters distant.
Constrict: If the umrach succeeds in a grappling attack
against a foe, it can automatically constrict the foe on
subsequent rounds for its Strength rating in damage.
While constricting, it can also bite, and receives a +2D
bonus to the attack roll. Anyone so constricted can break
free by succeeding in an opposed Strength check with the
umrach.
Exceptional Reflexes: Umrachs gain a +1D bonus to all
Perception rolls made to determine initiative.
Force Absence: Umrach are immune to all Force powers that
involve Sense or Alter.
Mouth Tentacle “Bite”: A successful “bite” with the umrach’s
mouth tentacles inflicts its Strength +1D+2.
Slam Attack: A slam attack by an umrach inflicts the
creature’s Strength +1 in damage.
Tail Attack: An umrach can inflict its Strength +1 by striking
an opponent with its tail.
Move: 16
129
Size: Unlisted (Large)
Source: Coruscant and the Core Worlds (page 34)

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Umgullan Racing Blob

Umgullan Racing Blob
Type: Umgullan blob subspecies
Planet of Origin: Umgul
DEXTERITY 2D
“Running” 8D
PERCEPTION 1D
STRENGTH 2D
Stamina 4D
Special Abilities:
Defusion: A blob can detach portions of its body, move them
separatley to another location, and reform itself once they
get there. Each portion of a blob is as intelligent as the main
mass.
Move: 15
Size: 1-1.2 meters
Source: The Jedi Academy Sourcebook (page 124)

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Ukian Torbull

Ukian Torbull
Planet of Origin: Ukio
DEXTERITY 2D
Dodge 3D
PERCEPTION 2D
STRENGTH 2D
Special Abilities:
Tough Hide: +1D protection against physical attacks.
Appetite: The torbull must be fed and watered at least
four times a day. A minimum of 20 liters of water and 10
kilograms of grain (or similar food sources) are required to
sustain the Torbull. Constant grazing is usually effective,
though when operating in desert conditions ample food
must be carried. The Orneriness of a torbull that has missed
a feeding increases by 3D. A torbull that misses more than
two consecutive feedings dies of hunger.
Tame: The Torbull does not have an aggressive nature;
when ridden, the rider receives +1D to Beast Riding.
Move: 10 (walking) 15 (swimming)
Size: 2 meters at the shoulder, 5 meters long
Orneriness: 1D
Source: Core Rulebook (pages 222-223)

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Treppok

Treppok
Type: Placid aquatic imnivore
Planet of Origin: Baralou
DEXTERITY 2D
PERCEPTION 2D
STRENGTH 6D
Special Abilities:
Teeth: Do STR+2D damage. If a character is wounded, he
or she must male a Moderate Dexterity check to avoid being
swallowed.
Move: 45 (swimming)
Size: Up to 30 meters long
Orneriness: 4D
Source: Planets Collection (page 31)

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Thevaxan Marauder

Thevaxan Marauder
Type: Giant reptilian hunter
Planet of Origin: Gorsh
DEXTERITY 2D
PERCEPTION 1D
STRENGTH 5D
Brawling 5D+2
Special Abilities:
Tai Swipe: Does STR+2D damage.
Teeth: Do STR+1D damage.
Charge: Does STR damage, plus an extra +1D for every
round charging up (up to +3D).
Move: 15
Size: Up to 20 meters long, up to 8 meters tall at the
shoulder
Orneriness: 7D
Source: Planets Collection (page 56)

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Tedellian Besiioth

Tedellian Besiioth
Type: High-gravity hunter
DEXTERITY 1D+2
PERCEPTION 2D
Search 4D+2
STRENGTH 4D+2
Brawling 6D+2, climbing/jumping 5D+2
Special Abilities:
Visual Tracking: Besiloths rely on vision for tracking. In
large expanses of open terrain, they can spot prey from
kilometers away.
Intimidating Gaze: Effectively has an intimidation score of
7D. If the besiioth’s intimidation attack succeeds by more
than 10 points, the target looks away and is incapable of
action for the next round.
Claws: Do STR+1D damage.
Bite: Does STR+1D damage.
Move: 12 (high-gravity worlds), 18 (standard gravity words)
Size: Up to 2 meters long
Source: Creatures of the Galaxy (pages 77-78)

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Tris

Tris
Type: Domesticated riding animal
Planet of Origin: Coyn
DEXTERITY 4D
Running 5D
KNOWLEDGE 0D
Intimidation 5D
PERCEPTION 3D
Search: tracking 5D
STRENGTH 5D
Stamina 7D
Special Abilities:
Hooves: Do STR+1D damage.
Teeth: Do STR+2D damage.
Move: 16
Size: 2.0 meters tall at the shoulder, up to 3.5 meters long
Orneriness: 5D+1 (1D for Coynite soulrider)
Source: Planets Collection (pages 144-145)

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Tymp

Tymp
Type: Nocturnal forager
Planet of Origin: Serat
DEXTERITY 3D
PERCEPTION 1D
STRENGTH 1D+1
Special Abilities:
Night Vision: Tymps have extremely good night vision and
receive +2D bonus to all Perception tasks undertaken in low
light conditions.
Tusks: Tymps fight with their tusks, which do STR+1D
damage.
Climbing: When under extreme stress, tymps will use their
prehensile tails to climb tress, adding +2D to their climbing
skill.
Move: 10
Size: 0.7 merters (plus 0.7-meter tail)
Source: Creatures of the Galaxy (pages 85-86)

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Two-Headed Tortuce

Two-Headed Tortuce
Type: Amphibian herbivore
Planet of Origin: Canastra IV
DEXTERITY 2D+1
PERCEPTION 3D+2
Sneak 5D+1
STRENGTH 2D+2
Brawling 3D, swimming 4D
Special Abilities:
Armor: Tortuce shells are extremely hard
and durable and get +1D to resist all
physical and energy attacks.
Dual Brained: Tortuces have two
distinct brain cavities. This permits the
coordination of multiple attacks against
would-be aggressors: the creature can
make two attacks at no penalty; third
and subsequent actions suffer normal
penalties (the third is at -1D, the fourth
at -2D, and so forth).
Heightened Smell: Tortuces sense the
presence of other creatures primarily
through a heightened sense of smell (+1D
to any search rolls).
Jaws: Tortuces have very powerful jaws
(used to rip out vegetation). They cause
STR+1D damage.
Move: 4 (walking), 8 (swimming)
Size: 0.8-1.0 meters long
Source: Creatures of the Galaxy (pages 84-85)

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Tusk-Cat

Tusk-Cat
Type: Large feline
Planet of Origin: Naboo
DEXTERITY 4D
PERCEPTION 1D
Search 4D+1, search: tracking 4D+1, sneak 2D+2
STRENGTH 4D+2
Special Abilities:
Bite: Does Strength +1D damage.
Claw: Does Strength +2 damage.
Low Light Vision: A tusk-cat can see twice as far as a human
in dim light.
Move: 20
Size: Unlisted (large)
Orneriness: 4D
Source: Secrets of Naboo (page 59)

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Tunnel Worm

Tunnel Worm
Type: Mutated bio-experiment
Planet of Origin: Kathol Rift
DEXTERITY 3D
Brawling parry 5D
PERCEPTION 2D
Search 6D, sneak 5D
STRENGHT 3D
Brawling 5D
Special Abilities:
Internal Luminescence: Tunnel worms can generate an
internal phosphorescent glow that appear dim to human
eyes.
Absorption: The tunnel worm absorbs its prey through its
permeable outer membrane. Its internal digestive acids do
4D damage.
Permeable Body: Attempts to puncture the translucent
creature will be unsuccessful, since it can adjust its outer
membrane to let solids pass through. However, energy
weapons will inflict major damage on the creature. All
blaster hits on the tunnel worm receive a +1D bonus to
damage.
127
Move: 15 (swimming)
Size: 3 meters
Source: The DarkStryder Campaign: The Kathol Rift (pages
65-66)

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Tuggle

Tuggle
Type: Domesticated
sledge beast
Planet of Origin:
Toola
DEXTERITY 2D
PERCEPTION 1D
STRENGTH 3D
Lifting: pulling 4D,
stamina 4D
Special Abilities:
Bite: STR+2D
damage.
Move: 12; 35 km/h
(unhitched). 10; 30
km/h (hitched)
Size: 0.5 meters
tall, 1.5 meters
long
Orneriness: 2D
Source: Rules of
Engagement: The
Rebel Specforce
Handbook (page
55)

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Troos Armored Crebik

Troos Armored Crebik
Type: Arboreal anthropod
Planet of Origin: Troos
DEXTERITY 2D
PERCEPTION 2D+2
STRENGTH 3D
Special Abilities:
Falling Attack: The falling attack of the crebik does 6D+2
damage. In addition, potential targets must make a Very
Difficult Perception roll to avoid being surprised by the
attack.
Pincers: Do STR+2D damage.
Mandibles: Do STR+2 damage.
Move: 6
Size: 1 meter long
Source: Creatures of the Galaxy (pages 83-84)

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Tripion

Tripion
Type: Desert crustacean
Planet of Origin: Yavin 13
DEXTERITY 3D+2
PERCEPTION 1D+2
STRENGTH 1D-5D *
Brawling 5D+1
* The larger species of tripions will have greater Strength.
Special Abilities:
Pincers: the pincers do not themselves inflict damage, but
are used to seize and hold prey. When a tripion makes a
successful pincer attack, its target must make a Moderate
Dexterity roll. Characters who fail this roll are held fast
by the creature, and suffer a -2D penalty do Dexterity.
Breaking free of the pincers require an opposed Strength
roll; the character must succeed by six or more points to
break free.
Venom Tail: The three tail stingers can strike in the same
turn. The smaller tripions mostly cause stun damage of
1D-2D, while the larger species tend to do 3D-4D=1 regular
damage, because their venom is more potent.
Move: 12
Size: 1-18 meters long
Source: Galaxy Guide 2 – Yavin and Bespin (page 29)

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Tresher

Tresher
Type: Avian cliff dweller
Planet of Origin: Tinallis
DEXTERITY 3D+2
Dodge 7D
PERCEPTION 4D
Search 6D
STRENGTH 5D+2
Special Abilities:
Acute Vision: Treshers have extremely good eyesight for
spotting prey from high altitudes. Add +2D to visual search
rolls.
Bite: Teeth in semi-circular jawbone do STR+2 damage.
Talons: Leg claws do STR+2 damage.
Tail: When used as a tailswipe, bony-ridged tail feathers do
STR+1 damage.
Diving Attack: Treshers commonly attack by diving on prey.
When making such strike, movement is increased to 55
(160 km/h) and increase attack damage by +1D.
Move: 6 (walking), 18 (flight)
Size: 1.8-2.4 meters tall, up to 3.5-meter wingspan
Source: Creatures of the Galaxy (pages 81-83)

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Tree Viper

Tree Viper
Type: Large snake
Planet of Origin: Najarka
DEXTERITY 2D
PERCEPTION 2D
STRENGTH 3D
Brawling 4D
Special Abilities:
Fangs: Do 2D damage (plus poison)
Constriction: 3D damage each round (subtracts 2D from
Dexterity of the captured character until character makes
successful opposed Strength roll to break free).
Venom: If character is wounded by a bite attack, he is
considered poisoned. Each round thereafter, he must make
a Moderate Strength roll or be paralyzed. If paralyzed, all
voluntary muscle activity stops. After ten round, the toxin
has affected the involuntary muscles, and the character
can no longer breathe. Characters who cease breathing
for eight minutes suffer brain damage, and are completely
unresponsive to all but the most effective Force powers. The
myotoxin can be counteracted at any time before those eight
minutes elapse, using the general antitoxin preset in any
medpac.
Combat: The tree vipers are large snakes with grey and
brown skin. In their initial attack, they will leap up to ten
meters from the trees.
Move: 4
Size: 2.5-3 meters long
Source: The Abduction of Crying Dawn Singer (pages 11-
14)

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Tranthebar Mountain Ripper

Tranthebar Mountain Ripper
Type: Avian predator
Dexterity 3D
Perception 1D+2
Search 6D, sneak 5D
Strength 2D+1
Stamina 4D
Special Abilities:
Beak: Rippers have exceptional vision and can spot an
object as small as 10 centimeters from a distance of 200
meters (this is reflected in their search skill)
Silent Movement: Rippers glide with minimal noise, riding
mountain thermal currents to their advantage.
Speed: Rippers can make dives at speeds approaching 200
kilometers per hour.
Talons: Talons do STR+2D damage.
Move: 40 (flying), 70 (diving)
Size: 2.2 meters tall at the shoulder, up to 5 meters
wingspan
Orneriness: 5D
Source: Galladinium’s Fantastic Technology (page 91)

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Tra’cor

Tra’cor
Type: Amphibious creature
Planet of Origin: Socorro
DEXTERITY 3D
Brawling parry 4D+2
PERCEPTION 3D
Hide 4D, search 5D, sneak 4D+2
STRENGTH 4D+2
Brawling 5D+1, climbing/jumping 5D, stamina 5D, swimming
5D+1
Special Abilities:
Claws: Do STR+2D damage.
Teeth: Do STR+1D damage.
Dehydration: Tra’cors can spend can spend up to 24 hours
out of water without suffering ill-effects, but after this
period, they begin to suffer a -1D penalty to all skills for
each additional 8-hours period out of water.
Water Glands: From time to time, water cellars dry up or
drain into lower, inaccessible areas and the tra’cors are
forced to migrate. Special glands along the underside of the
creature’s neck allow it to know instinctively the location of
the nearest water source, up to 10 kilometers away.
Move: 5 (land), 13 (water)
Size: 2.7 meters tall (standing), 1.3 meters (on all fours)
Source: The Black Sands of Socorro (pages 22-23)

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Thunder Lizard

Thunder Lizard
Type: Massive saurian
Planet of Origin: Marca
DEXTERITY 2D
PERCEPTION 1D+2
STRENGTH 5D
Special Abilities:
Armor: Grants +1D to Strength to resist damage.
Tail Slap: Does STR-1D damage.
Move: 4
Size: 12 meters long
Orneriness: 3D
Combat: Generally peaceful, but dangerous when angered
or frightened. Thunder Lizards will leave characters alone
unless attacked or surprised. They will be found only in
water.
Source: Planet of the Mists (page 14)

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Thornsniper Plant

Thornsniper Plant
DEXTERITY 0D
Thorns 3D
PERCEPTION 1D+2
Hide 5D
STRENGTH 2D
Special Abilities:
Camouflage: The thornsniper plant blends in with the
plants around it. When in a jungle or wooded environment,
thornsnipers may add +2D to their Hide skill checks to
avoid detection.
Thorns: When it senses vibrations, the thornsniper shoots
volleys of thorns in that direction. The plant will continue
to fire thorns for up to five rounds after it has “spotted” a
victim.
Tremorsense: A thornsniper automatically detects vibrations
made by moving creatures in contact with the ground. This
sense extends to a range of 20 meters.
Move: 0
Size: Unlisted (Small)
Source: Coruscant and the Core Worlds (page 64)

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Thanu

Thanu
Type: Carnivorous volcano dweller
Planet of Origin: Kamur
DEXTERITY 3D
PERCEPTION 1D+2
STRENGTH 2D
Special Abilities:
Heat Immunity: Thanus are extremely resistant to heat
(giving them a +1D bonus addes to their Strength when
resisting blster damage) and can travel across any solid
surface, regardless of temperature.
Tentacles: Thanu tentacles do damage equal to the Strength
of the thanu. In addition, when a thanu makes a successful
tentacle attack, its target must make a Moderate Dexterity
roll to avoid being entangled by the tentacle. Characters
who fail this roll suffer no additional damage, but during
every following round, they must make a Strength roll that
is equal to or greater than the roll made by the thanu, or
they will be pulled into its mouth. If the character’s Strength
roll is more than 10 points higher than that of the thanu,
then the character has completely escaped from its grasp.
Teeth: The teeth of the thanu (which have evolved to crush
both silicavores and the rocks that they have consumed)
do STR+2D damage. As with the tentacles, the character
must make a Strength roll 10 or more points higher than the
thanu to escape its mouth.
Move: 4
Size: 1.1 meters tall
Source: Creatures of the Galaxy (pages 80-81)

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Thanu

Thanu
Type: Carnivorous volcano dweller
Planet of Origin: Kamur
DEXTERITY 3D
PERCEPTION 1D+2
STRENGTH 2D
Special Abilities:
Heat Immunity: Thanus are extremely resistant to heat
(giving them a +1D bonus addes to their Strength when
resisting blster damage) and can travel across any solid
surface, regardless of temperature.
Tentacles: Thanu tentacles do damage equal to the Strength
of the thanu. In addition, when a thanu makes a successful
tentacle attack, its target must make a Moderate Dexterity
roll to avoid being entangled by the tentacle. Characters
who fail this roll suffer no additional damage, but during
every following round, they must make a Strength roll that
is equal to or greater than the roll made by the thanu, or
they will be pulled into its mouth. If the character’s Strength
roll is more than 10 points higher than that of the thanu,
then the character has completely escaped from its grasp.
Teeth: The teeth of the thanu (which have evolved to crush
both silicavores and the rocks that they have consumed)
do STR+2D damage. As with the tentacles, the character
must make a Strength roll 10 or more points higher than the
thanu to escape its mouth.
Move: 4
Size: 1.1 meters tall
Source: Creatures of the Galaxy (pages 80-81)

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Tesfli Piercer

Tesfli Piercer
Type: Swarm insect
Planet of Origin: Gorsh
DEXTERITY 2D
PERCEPTION 0D
STRENGTH 0D
Special Abilities:
Fragile: Open flame and insect repellants scare them off and
exposure to cold will kill them.
Rotting Disease: Their bite causes no actual damage, but
anyone bit must make a Very Easy stamina check or be
infected by a “rotting disease”. Within one week the infected
limb will swell and turn black, after two more untreated
weeks the limb is at -1D Dexterity and Strength, after
another week, -2D. After seven weeks of infection the limb
is totally useless.
Move: 8
121
Size: 1-4 centimeters long
Source: Planets Collection (page 87)

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Tenticulon

Tenticulon
DEXTERITY 3D+2
Sting 5D+2
PERCEPTION 2D
Search 4D, sneak 3D+1
STRENGTH 4D
Grapple 6D, swimming 9D
Special Abilities:
Blindsight: Tenticulons can detect prey out to 80 meters.
Breathe Underwater: As water-born creatures, tenticulons
can breathe underwater and will not drown.
Fast Healing: Tenticulons heal twice as fast as is normal.
Grasping Tentacles: If a tenticulon successfully grapple
an opponent, it can constrict its tentacle(s), inflicting the
creature’s Strength in damage each round, +1D per tentacle
past the first that is constricting. To escape, the target must
succeed in an opposed Strength roll with the tenticulon.
Immune to Heat: Attacks that do damage by producing heat
have their damages reduced to zero against tenticulons.
Stinging Tendrils (12): The stings on a tenticulon’s tendrils
inflict the creature’s Strength rating in damage, but they are
only effective against an unarmored opponent.
Swallow Whole: If the tenticulon manages to grapple a
target with at least five of its tentacles, it can swallow its
target whole if it makes a successful grappling attack. Any
creature swallowed whole is subjected to the tenticulon’s
digestive acids, and these inflict 4D acid damage per
round.
Move: 12 (swim)
Size: Unlisted (Colossal)
Source: Coruscant and the Core Worlds (page 140)

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Tentacle Bird of Pelemax

Tentacle Bird of Pelemax
Type: Flightless jungle avian
Planet of Origin: Pelemax
DEXTERITY 3D
Running 4D
KNOWLEDGE 1D
Intimidation: war cry 6D
PERCEPTION 2D
Hide 4D
STRENGTH 3D
Climbing/jumping 4D, stamina 5D
Special Abilities:
Beak: Does STR+2 damage.
Talons: Foot claws do STR+1D damage.
Tentacles: Tentacles are well developed, manipulative
appendages. These can assist the creature in swinging from
tree to tree with a +1D for all climbing/jumping or running
actions.
War Cry: The creature is renown for its piercing war cry prior
to maing an attack. This cry can be particularly unnerving
to unprepared opponents. If the intimidation:war cry gets 5
or more result points on a target, the target is stunned and
cannot take any actions for two rounds.
Water Storage: The creature can store large amounts of
water in specially developed internal receptacles located
along the base of the neck and upper torso area. It can go
up to one standard month without water.
Move: 16 (running), 10 (climbing/tree movement)
Size: 1.6-2.5 meters tall, up to 3 meters long, tentacles
extending out to 3 meters in length
Source: Creatures of the Galaxy (pages 79-80)

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Telkadis Hiding Tree Spider

Telkadis Hiding Tree Spider
Type: Predatory arachnid
Planet of Origin: Telkadis
DEXTERITY 2D+2
PERCEPTION 2D+1
Hide 3D+2, search 4D, sneak 3D
STRENGTH 3D+1
Digging: tree burrowing 5D+1
Special Abilities:
Silent Movement: Tree spiders can move very silently, adding
+1D+2 to all sneak attempts.
Sense: Tree spiders sense prey by the presence of heat given
off in their vicinity. Add +1D to all search rolls made within
20 meters.
Camouflage: Tree spiders often burrow deep into their host’s
pulpy bark, making them hard to detect, even up close. Add
+3D to all sneak rolls when so hidden.
Poison: Spider bites do 3D damage; in addition, once bitten
the victim must make a Very Difficult stamina roll to avoid
temporary paralysis (lasting upwards of an hour).
Move: 12
Size: 60-80 centimeters in diameter
Source: Creatures of the Galaxy (page 79)

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Tauntaun

Tauntaun
Type: Arctic Climate Omnivore
Planet of Origin: Hoth VI
DEXTERITY 2D
PERCEPTION 3D
STRENGTH 4D
Special Abilities:
Charge Attack: Does STR+1D+1 damage
Arctic Creature: Tauntauns can withstand frigid
temperatures that are deadly to most other creatures
(although their stamina in the cold is not unlimited).
Move: 16
Size: 1.3-2 meters at the shoulder
Orneriness: 1D
Source: Core Rulebook (page 222), The Star Wars
Sourcebook (pages 92-93), Rules of Engagement: The
Rebel Specforce Handbook (pages 54-55), Galaxy Guide 3
– The Empire Strikes Back (pages 13-14), Star Wars Trilogy
Sourcebook SE (pages 180-181), Rebellion Era Sourcebook
(pages 92-93)

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Tatooine Howler

Tatooine Howler
Type: Desert predator
Planet of Origin: Tatooine
DEXTERITY 1D+1
PERCEPTION 2D
Hide 3D, search 3D+2, tracking 4D+1, sneak 3D+1
STRENGTH 5D+2
Brawling 6D
Special Abilities:
Claws: Do STR+1 damage.
Camouflage: Howlers are covered in dirty yellow fur,
allowing them to blend with their surroundings. They get a
+1D bonus to hide in the desert.
Move: 10

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Taozin

Taozin
DEXTERITY 1D
PERCEPTION 1D+1
Hide 5D+1 (8D+1 in dark
conditions), search 5D
STRENGTH 8D+1
Climbing 13D
Special Abilities:
Bite: The taozin’s bite
inflicts its Strength
+1D+2 damage.
Blindsight: Taozin are
blind and do not “see” by
conventional means.
Camouflage: Taozin are
naturally translucent.
In dark conditions, they
gain a +3D bonus to all
Hide skill rolls.
Energy Resistance:
Taozin are resistant
to energy from fire,
blasters, and lightsabers.
When resisting damage
from fire or blasters, a
Taozin gets a +2D bonus
to its Strength. When
resisting damage from
lightsabers, this bonus increases to +3D.
Force Invisibility: Taozin cannot be detected by any uses of
the Force.
Lightsaber Diffusion: When struck by a lightsaber, a
Taozin’s translucent flesh causes the energy from the
saber to “splash” outward in all directions. Anyone within 2
meters of a Taozin that is struck by a lightsaber will take 5D
of damage, unless they make a Difficulty Dodge skill roll.
Web: A taozin can spew an adhesive substance from
its mouth with a range of 3-25/50/100. This web-like
material covers a 6 meter by 6 meter area, and anyone
within the target area may attempt to Dodge the attack as
normal. Anyone hit by this attack is considered entangled.
Entangled creatures suffer a -1D penalty to all attack rolls,
a -2D penalty to their Dexterity scores, and can only move
at half of their normal Movement scores. Those wishing to
free themselves must roll a Very Difficult Strength check to
do so. These webs are flammable, and will burn away within
1D rounds, but anyone caught in the burning webs will take
3D+1 worth of damage each round they are exposed to the
flames.
Move: 4 (ground), 4 (climbing)
Size: Unlisted (Gigantic)
Source: Power of the Jedi Sourcebook (pages 81-83)

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Tantla

Tantla
Type: Forest scavenger
Planet of Origin: Ealor
DEXTERITY 4D+2
Running 6D+2
PERCEPTION 2D+2
Hide 4D, sneak 4D+2
STRENGTH 2D+2
Special Abilities:
Claws: Foot and paw claws do STR+1 damage.
Extremely Protective: Tantla adults are uncommonly
protective of their young. When presented with a potential
threat, they band together as a group and fight to the death
to safeguard their cubs. In such circumstances tantla
adults will unhesitantly sacrifice themselves, if necessary,
to drive off an attacker. When presented with a danger
to their young, all adult tantla attack with +2D to their
Strength rolls for purpose of causing and resisting damage
(this due to increased adrenaline).
Grapple Tongue: The tip of the tantla’s long tongue contains
hundreds of minute suckers used to adhere to its prey,
118
aiding in the quarry’s capture. A potential victim so caught
must make a Difficult Strength roll to break free or suffer a
-1D Dexterity penalty.
Restricted Vision: Tantlas have difficulty in distinguishing
distances and multiple objects in three-dimensional
perspective. Tantlas suffer a -1D penalty to any search rolls
when a target in not moving.
Tail: A barbed tailswipe does STR+2 damage.
Teeth: Teeth do STR+1 damage.
Move: 12
Size: 1-1.3 meters tall, up to 3 meters long
Source: Creatures of the Galaxy (page 77)

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Tangak

Tangak
Type: Carnivorous predator
Planet of Origin: Coyn
DEXTERITY 4D
Dodge 6D
KNOWLEDGE 0D
Intimidation 6D
PERCEPTION 3D
Hide 6D, sneak 5D
STRENGTH 5D
Brawling 7D, lifting 6D, stamina 7D
Special Abilities:
Claws: Do STR+3D damage,
Teeth: Do STR+2D damage.
Camouflage: Tangaks can effectively blend in with their
surroundings. Tangaks gain a +2D bonus to their sneak
dice if the terrain has buildings, trees and bushes, or large
piles of rock to hide near.
Move: 13
Size: 3.0-3.5 meters tall
Source: Planets Collection (page 145)

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Syren Plant

Syren Plant
Type: Carnivorous plant
Planet of Origin: Kashyyyk
DEXTERITY 2D+1
PERCEPTION 1D+1
Hide 5D+1, search 3D+1
STRENGTH 7D
Special Abilities:
Bite: Does STR+1D damage.
Constriction: If a syren plant makes a successful bite attack
against a creature in its maw, it begins to constrict for its
Strength code in damage each turn.
Pheromones: The syren plant uses pheromones to attract
prey, although the article presents no rules for this aspect
of the plant, nor does it indicate whether sentient creatures
would be affected, and thus attracted, by the pheromones.
Move: 0
Size: 6-7 meters tall, 6 meters across

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Swarm Bug

Swarm Bug
Type: Swarm insect
Planet of Origin: Gorsh
DEXTERITY 1D
PERCEPTION 0D
STRENGTH 0D
Special Abilities:
Methane Explosion: If a swarm bug is struck by an object,
roll 1D; on a 1 it explodes. If exposed to open flame, roll
1D; on a 1-3 it explodes. If in a swarm, all bugs explode in
a chain reaction, doing 2D damage to everyone within a 2
meter radius.
Move: 12
Size: Up to 4 centimeters long
Source: Planets Collection (page 57)

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Swamp Worm

Swamp Worm
Type: Swamp dwelling predator
Planet of Origin: Veron
DEXTERITY 2D
PERCEPTION 1D
STRENGTH 3D+1
Special Abilities:
Teeth: Do STR+1D damage.
Poisonous Tail: Posion causes 4D damage but can only be
used on creatures behind the swamp worm.
Move: 15 (wet mud only)
Size: 1.5-4 meters long
Source: Planets Collection (page 89)

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Swamp Slug

Swamp Slug
Type: Omnivorous underwater giant
Planet of Origin: Dagobah
DEXTERITY 1D
PERCEPTION 2D
STRENGTH 7D+1
Special Abilities:
Lack of Vital Organs: Due to
their small number of vital
organs, swampslugs receive
+2D armor to resist attacks.
Bite: Does STR+1D damage.
If swampslug’s attack roll
is double a target’s parry
or swimming attempt,
target is swallowed whole.
If swallowed, target receives
STR+2D damage,
and target must
inflict nonstun
damage
to be spit
out.
Move: 4
(swim)
Size: Up to 8 meters long
Source: Galaxy Guide 3 – The Empire Strikes Back (page
63), Star Wars Trilogy Sourcebook SE (page 180)

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Swamp Skimmer (Garalalesh)

Swamp Skimmer (Garalalesh)
Type: Swamp preadot
Planet of Origin: Ergeshui
DEXTERITY 5D
PERCEPTION 2D
Sneak 5D
STRENGTH 6D
Special Abilities:
Armor: +2D physical, +1D energy
Bite: Does STR damage, but if attack succeeds by 10 or
more points, pry is swallowed whole.
Move: 14 (swimming)
Size: Up to 3 meters long
Source: Planets Collection (page 217)

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Swamp Serpent

Swamp Serpent
Type: Snake
Planet of Origin: Marca
DEXTERITY 2D+2
PERCEPTION 2D
STRENGTH 1D
Special Abilities:
Bite: Does STR+1D damage.
Move: 5
Size: Up to 1.5 meters long
Combat: Timid, but territorial, these creatures will defend
their nests if attacked, but don’t pose a major threat to most
humans.
Source: Planet of the Mists (page 14)

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Svaper

Svaper
Type: Underwater voracious threat
Planet of Origin: Rodia
DEXTERITY 4D
PERCEPTION 2D
STRENGTH 2D
Special Abilities:
Bite: Does STR+3D damage.
Spines: The spines on a svaper’s back do STR+3D+2 damage
and remain lodged in the skin until the target takes a turn
to remove the spine.
Tough Skin: +2D to resist damage. The gills do not get
this protection, but are Very Difficult to hit. Their skin
is exceedingly rough to the touch, and painful to scrape
against.
Move: 20 (swimming)
Size: 2-3 meters long (20-year-old adults can grow up to 6
meters long!)
Source: Creatures of the Galaxy (pages 75-76)

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Sussimi

Sussimi
Type: Tiny aquatic predator
Planet of Origin: Mon Calamari
DEXTERITY 3D+1
PERCEPTION 2D+2
Hide 6D+1, search 5D
STRENGHT 1D+2
Swimming 2D+2
Special Abilities:
Exceptional Reflexes: Gain a +1D bonus to all Perception
rolls made to determine initiative.
Low-light Vision: Can see twice as far as humans in dim
light.
Ink: Three times per day, a sussimi can spray a cloud of
colorless acidic ink that covers a roughly spherical area with
a diameter of 3 meters. Anyone caught in the cloud takes
1D damage for each quarter of his body directly exposed to
the ink (4D if completely exposed). Aquatic characters who
inhale the ink take 3D damage. The ink dissipates in 10
rounds.
Camouflage: Sussimis gain a +2D bonus to hide if they
are not currently digesting a meal (up to one hour after
feeding).
Move: 14 (swimming)
Size: 0.5 meter
Source: Geonosis and the Outer Rim Worlds (page 102)

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Sureggi

Sureggi
Type: gargantuan forest herd animal
Planet of Origin: Kashyyyk
DEXTERITY 2D+2
PERCEPTION 2D+2
Search 6D
STRENGTH 7D
Climbing/jumping 9D, swimming 9D
Special Abilities:
Breathe Underwater: The sureggi can breathe water
normally.
Bite: Does STR+1D+1 damage.
Move: 6, 6 (climbing), 8 (swimming)
Size: 8-20 meters long
Orneriness: 2D
Source: Ultimate Adversaries (pages 122)

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Styanax

Styanax
DEXTERITY 4D
PERCEPTION 3D
Search 7D, sneak 5D+2
STRENGTH 6D
Ram 6D+2, swimming 10D
Special Abilities:
Battering Ram: Styanax can ram an opponent (usually a
watercraft), inflicting Strength +1D damage.
Bite: The bite of a styanax does the creature’s Strength +1D
damage.
Breathe Underwater: As fish-like creatures that live in
water, styanax are able to breathe underwater.
Low-light Vision: A styanax can see twice as far as a human
in dim light.
Poison: A successful tail attack made by a styanax that
results in any damage rating greater than “Stunned” results
in the poisoning of the target. Anyone poisoned in this
manner must succeed at a Difficult Strength check, or take
6D poison damage.
Tail Whip: A successful strike from a Styanax’s tail does the
creature’s Strength +1D+1 damage.
Move: 16 (swim)
Size: Up to 14 meters long
Source: Coruscant and the Core Worlds (page 155)

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Stratt

Stratt
DEXTERITY 4D
PERCEPTION 2D+1
Hide 4D, search: track 3D, sneak 4D
STRENGTH 4D
Brawling 4D+2, climbing/jumping 6D+2
Special Abilities:
Bite: A stratt’s bite inflicts Strength +1D damage.
Camouflage: The dark fur of a stratt aids the creature in
blending into shadows. In dimly lit environments, stratts
receive a +3D bonus to Hide skill checks.
Claws: The claws of a stratt inflict Strength +1D damage.
Move: 16
Size: 2 meters long
Source: Coruscant and the Core Worlds (page 35)

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Steep

Steep
DEXTERITY 1D+1
PERCEPTION 2D+2
Search 6D
STRENGTH 4D+1
Special Abilities:
Amphibious: Steeps are equally comfortable living in or out
of water.
Bite: A steep’s bite inflicts Strength +1D damage.
Exceptional Reflexes: Steeps gain a +1D bonus to all
Perception rolls made to determine initiative.
Low-light Vision: Steeps can see twice as far as a human in
dim light.
Thick Hide: The thick hide of a steep gives it a +2D bonus to
Strength rolls made to resist physical damage, and a +1D
bonus to Strength rolls made to resist energy damage.
Move: 8 (ground), 16 (swimming)
Size: Unlisted (Large)
Source: Coruscant and the Core Worlds (page 113)

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Starweird

Starweird
Type: Large Force-using vacuum predator
Planet of Origin: Outer Space
DEXTERITY 3D
PERCEPTION 4D+2
Hide 10D, search 11D
STRENGTH 5D+2
Special Abilities:
Claws: Do STR+1D
Darkvision: Can see up to 20 meters in total darkness.
Incorporeal: A starweird’s body is visible but incorporeal. It
has a 50% chance to ignore any damage from a corporeal
source, but not from Force Powers. Also, its claw attacks
ignore armor protection. It can pass through solid objects
and cannot be heard if it doesn’t wish to be.
Telepathic Scream: A starweird can unleash a telepathic
scream as an attack action, affecting all living creatures
within 20 meters of it.
Creatures that fail a Very
Difficult willpower roll are
panicked by 1D rounds.
Force Skills:
Control 3D+1, sense 4D, alter
3D+1
Force Powers:
Drain energy, telekinetic kill,
force lightning, sense force
potential, life detection, sense
force
Move: 12 (flying)
Size: 1.8 meters tall
Source: Ultimate Adversaries
(pages 121-122)