Archiv der Kategorie: D

Dxun Tomb Beast

Dxun Tomb Beast
Planet of Origin: Dxun Moon of Onderon
DEXTERITY 4D
PERCEPTION 2D+2
Hide 4D, search 4D
STRENGTH 7D+1
Climbing/jumping 11D, horn attack 8D
Special Abilities:
Claws: Do Strength +1D+2 damage.
Exceptional Reflexes: Dxun tomb beasts gain a +1D bonus
to all Perception rolls made to determine initiative.
Horn: Does Strength +1D+1 damage, plus poison.
Low Light Vision: A dxun tomb beast can see twice as far as
a normal human in poor lighting conditions.
Poison: Rotting flesh and gore produce a toxic bacterial
build-up around the dxun tomb beast’s horn. This produces
a poison, and anyone struck by the tomb beast’s horn must
make a Difficult Strength roll or suffer an additional 8D
poison damage.
Move: 10 (ground), 12 (climb)
Size: Unlisted (huge)
Source: The Dark Side Sourcebook (pages 112-113)

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Durgolosk

Durgolosk
Type: Huge predator
Planet of Origin: Barab I
DEXTERITY 3D+1
Running 4D
PERCEPTION 3D
Hide 5D, sneak 5D, search 7D
STRENGHT 8D+1
Special Abilities:
Bite: Does STR+1D+2
Poisonous Tentacles: Does 3D damage. When a Durgolosk
deals damage with its tentacles, the target must make a
Very Difficult stamina roll. Failure means the target suffers
a temporary –1D penalty to Dexterity and must roll again or
suffer a –2D penalty do Dexterity.
Trample: Does STR+2D+1 damage. If target can make a
Heroic dodge roll it receives only STR damage.
Darkvision: Can see up to 20 meters in total darkness.
Low-light Vision: Can see twice as far as humans in dim
light.
Move: 15
Size: Huge
Source: Geonosis and the Outer Rim Worlds (pages 19-20)

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Druyza

Druyza
Type: Domesticated laborer
Planet of Origin: Socorro
DEXTERITY 2D
PERCEPTION 2D
Search 3D+2
STRENGTH 7D
Brawling 5D, lifting 9D+1, stamina 9D, swimming 8D
Special Abilities:
Head-Butt: Does STR damage.
Teeth: Do 3D damage.
Kick: Does STR+1D damage.
Swimming: Druyza can hold their breath underwater for up
to one hour.
Move: 6
Size: 1.5 meters tall, 2.44 meters long
Orneriness: 1D+2
Source: The Black Sands of Socorro (pages 21-22)

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Droidbreaker

Droidbreaker
DEXTERITY 2D
Dodge 4D
KNOWLEDGE 2D
Survival 2D+2
MECHANICAL 1D+2
PERCEPTION 2D+2
Hide 4D+2, search 4D, search: tracking 4D
STRENGTH 4D+1
Brawling 5D+2
TECHNICAL 1D+2
Special Abilities:
Acid Resistance: When resisting damage from acids,
a droidbreaker adds +3D to its Strength checks.
Armor: The thick hide of a droidbreaker provides it with
a +2D bonus to Strength checks made to resist physical
damage, and a +1D bonus to Strength checks made to resist
energy damage.
Energy Sense: Droidbreakers can pinpoint the locations of
power outputs by succeeding in a Moderate Search skill
check. The range of this ability is 200 meters.
Exceptional Reflexes: Droidbreakers gain a +1D bonus to all
Perception rolls made to determine initiative.
Low-light Vision: A droidbreaker can see twice as far as a
human in dim light.
Metal Sense: Droidbreakers can track sources of metal
within 10 meters. Finding the metal requires a Moderate
Search skill check.
Poison Resistance: When resisting damage from poisons, a
droidbreaker adds +2D to its Strength checks.
Proboscis: The bone proboscis of a droidbreaker inflicts its
Strength +2D damage.
Move: 12
Size: 5 meters tall at the shoulder
Source: Coruscant and the Core Worlds (page 54)

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Droch

Droch
DEXTERITY 5D+1
Dodge 5D+2
PERCEPTION 1D+2
Hide 2D+1, search 3D+1, sneak 2D+1
STRENGTH 0D+1
Special Abilities:
Affected by Light: When exposed to light, droch become
sluggish, and their Dexterity ratings drop to 2D.
Bite: The bite of a droch does its Strength +1 in damage.
Death Seed Plague: This disease, which is contracted
through ingestion or inhalation, has an incubation period
of 1D days. When initially exposed, a character must
succeed at a Moderate Strength check or become infected.
If infected, the character loses 1D from his Strength
rating once the incubation period ends. Each following
day, another Strength check (Moderate difficulty) must be
made, with failure indicating a further loss of 1D from the
character’s Strength rating. If a character’s Strength rating
falls below 0D, he dies. If cured, the character will recover
+2 pips of Strength per week for a number of weeks equal to
the number of dice he lost from his rating (ie, 1 pip of each
lost 1D is permanent).
Move: 6
Size: Unlisted (Diminutive)
Source: Power of the Jedi Sourcebook (page 78)

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Dread Weapon

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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Dragonsnake

Dragonsnake
Type: Underwater predator
Planet of Origin: Dagobah
DEXTERITY 2D
PERCEPTION 2D
STRENGHT 5D
Special Abilities:
Bite: Does STR+2D damage. If dragonsnake attack roll
is double a target’s parry or swimming attempt, target is
swallowed whole. If swallowed, target receives STR damage,
and target must inflict non-stun damage to be spit out.
Razor-sharp Fins: Do STR+3D damage.
Constrictor Coils: if dragonsnake connects with a Moderate
brawling attack, target is ensnared. Target receives STR
damage each round until free. Target must incapacitate
dragonsnake to break free.
Move: 5 (swim)
Size: Up to 4 meters long
Source: Galaxy Guide 3 – The Empire Strikes Back (page
63), Star Wars Trilogy Sourcebook SE (page 175), Alien
Anthology (page 30)

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Draagax

Draagax
Type: Crazed nocturnal omnivore
Planet of Origin: Relkass
DEXTERITY 4D
Dodge 5D, running 6D
PERCEPTION 3D
Sneak 5D
STRENGTH 4D
Brawling 5D, climbing/jumping 5D
Special Abilities:
Enhanced Speed: After ingesting modest amounts of Relkass
sentinel plant, the draagax lapse into a chemically-induced
berserker state which lasts several hours. A by-product of
this berserker state is an increased movement rate, which
goes to 28.
Infrared Vision: Draagax eyes can see into the infrared
portion of the electro-magnetic spectrum. During periods of
darkness, draagax can see with no penalties.
Poisoned Fangs: Draagax carry a set of specialized fangs
behind their primary cutting incisors. These are connected
to poison glands located along the lower jaw. When
draagax attack, they use their primary cutting teeth to
hold their prey while injecting them with a paralytic poison.
Humanoids coming in contact with draagax poison must
make a stamina roll at Moderate level to avoid immediate
incapacitation. Stamina rolls increase one difficulty level
with each successive bite received.
Move: 12
Size: 1.6-2.0 meters tall at the shoulder
Source: Creatures of the Galaxy (pages 23-24)

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D’oemir Bear

D’oemir Bear
Type: Arctic predator
Planet of Origin: Neftali
DEXTERITY 2D
Brawling parry 4D+2
PERCEPTION 2D+1
Hide 3D, search 3D+2, sneak 3D+1
STRENGTH 6D
Brawling 6D+1, lifting 6D=1, stamina 6D, swimming 6D+2
Special Abilities:
Hibernation: When food gets scarce, the d’oemir bear goes
into hibernation, sometimes staying in this state for up to
a year.
Claws: Do STR+1D damage.
Bite: Do STR+2 damage.
Move: 10
Size: 1.3 meters tall (on all fours), 1.98 meters tall
(standing)
Source: The Black Sands of Socorro (page 99)

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Doashim

Doashim
Type: medium-size predator
Planet of Origin: Ryloth
DEXTERITY 3D+2
PERCEPTION 4D
Hide 8D, search 7D, tracking 7D+2, sneak 6D+2
STRENGTH 4D+1
Brawling 5D, climbing/jumping 7D
Special Abilities:
Camouflage: The doashim blends in with its surroundings,
granting a +1D bonus to hide in mountainous
environments.
Thick Hide: Grants +1 against physical attacks.
Claws and Bite: Each do STR+1D+1 damage.
Darkvision: Can see up to 20 meters in total darkness.
Multiattack: A doashim can make two brawling attacks in a
round without incurring multiple action penalties. Further
actions take penalties normally.
Terrifying Presence: Doashims posses the intimidate skill
at 5D.
Move: 10
Size: Medium
Source: Ultimate Adversaries (pages 80-81)

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Divto

Divto
Type: Predatory serpent
DEXTERITY 3D+2
PERCEPTION 3D+2
Sneak 5D+2, sneak: forest
6D+2
STRENGTH 4D
Brawling 5D, stamina 5D
Special Abilities:
Teeth; 5D damage
Multiple Attacks: The divto
can make three attacks
per round (one per head)
without suffering any
multi-action penalties.
Additional attacks incur
normal penalties.
Poison: Once every round
(up to three consecutive
rounds), the divto can
deliver a powerful poison
to its prey with a successful
bite attack. The poison
causes stun damage of
6D+2.
Move: 7
Size: 3 meters long
Source: Alien Anthology (pages 28-29), The Thrawn Trilogy
Sourcebook (page 157), Dark Force Rising Sourcebook
(page 73)

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Dinko

Dinko
Type: Scavenger
Planet of Origin: Proxima Dibal
DEXTERITY 3D+1
PERCEPTION 2D+1
STRENGTH 1D+2
Special Abilities:
Stink: The dinko’s scent glands secret a substance that is
horribly offensive to most beings. The smell is repulsive and
may take weeks to eliminate (even after repeated molecular
cleanings).
Bite: Does Strength damage and injects toxin. Toxin has a
damage value of 3D; victim must make opposed Strength or
stamina roll. If failed, the victim is overcome with nausea.
Source: Han Solo and the Corporate Sector Sourcebook
(page 141)

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Dimlurker

Dimlurker
DEXTERITY 3D
Dodge 4D+2
PERCEPTION 3D
Hide 4D+1, search 4D+2, sneak 4D+1
STRENGTH 3D+1
Brawling 4D, climbing/jumping 8D+1
Special Abilities:
Claws: A successful claw attack by a dimlurker inflicts its
Strength +1D.
Crushing Attack: If a dimlurker hits a target with two claw
attacks, it can attempt a grapple check to pull its victim into
a crushing “hug.” A successful hug by a dimlurker inflicts
the creature’s Strength +2D. While hugging and grappling,
the dimlurker can make no other attacks, though it is
capable of moving at its full Move allowance.
Darkvision: Dimlurkers have no eyes, but they can “see” out
to 20 meters by other means.
Stench: Dimlurkers have a characteristic rotting stench that
hangs around them.
Terrifying Presence: When encountering a dimlurker for
the first time, characters must make an opposed Control
or Willpower skill check against the dimlurker’s Perception
score. Failure indicates that the character is terrified,
and must either make an attack, or flee the creature
immediately.
Move: 12 (ground), 12 (climb)
Size: Unlisted (Large)
Source: Coruscant and the Core Worlds (page 155)

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Diathim

Diathim
Type: Large vacuum herd animal
Planet of Origin: Moons of Iego
DEXTERITY 5D+1
Energy pulse 7D
PERCEPTION 5D
Hide7D+2, search 7D+2
STRENGHT 4D+1
Special Abilities:
Exceptional Reflexes: Gain a +1D bonus to all Perception
rolls made to determine initiative.
Blindsight: Diathims have powerful nonvisual senses
and don’t suffer any of the penalties for poor lighting
conditions.
Energy Pulse: Once every 3 rounds, a diathim can emit a
white burst of energy from its chest that deals 7D energy
damage. The energy pulse’s range is 3-75/200/500 m.
Vaccum Creature: Diathims can survive in the vacuum of
space.
Force Skills:
Control 2D+2, alter 2D+2, sense 2D
Force Powers:
Affect mind, drain energy
Move: 22 (flying)
Size: Large
Source: Geonosis and the Outer Rim Worlds (page 72)

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Dianoga

Dianoga
DEXTERITY 2D
PERCEPTION 3D+1
STRENGTH 6D
Special abilities:
Colour: Can change color to match surroundings (+4D to
sneak)
Tentacles: Target must make opposed Strength roll to escape
and not be dragged along.
Move: 3
Source: Galaxy Guide 1: A New Hope (page 57), Hideouts &
Strongholds (page 133), Star Wars Trilogy Sourcebook SE
(page 175), Rebellion Era Sourcebook (page 102)

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Dewback

Dewback
DEXTERITY 3D
PERCEPTION 2D
STRENGTH 4D
Brawling 4D+1
Move: 35; 100 km/h (during day), 7; 20 km/h (at night)
Size: 1.3-2.1 meters tall at shoulder
Orneriness: 3D
Source: The Star Wars Sourcebook (pages 87-88), Galaxy
Guide 7: Mos Eisley (page 24), Rules of Engagement: The
Rebel Specforce Handbook (page 54), Star Wars Trilogy
Sourcebook SE (page 174)

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Dark Wolf

Dark Wolf
Type: Medium-size desert predator
Planet of Origin: Sriluur
DEXTERITY 4D+2
PERCEPTION 3D+2
Hide 6D, search 5D+1, tracking 6D, sneak 6D
STRENGHT 4D+2
Brawling 6D, climbing/jumping 7D+1
Special Abilities:
Stinger Tail: Does STR damage. If it deals damage, target
must make a Moderate stamina roll or take a temporary –1D
penalty to Strength.
Claws: Do STR+2 damage. If it deals damage, target must
make a Moderate stamina roll or be paralyzed for 1D
hours.
Bite: Does STR+1 damage.
Night Hunter: Dark wolves gain a +1D bonus to tracking at
night.
Darkvision: Can see up to 20 meters in total darkness.
Exceptional Reflexes: Gain a +1D bonus to all Perception
rolls made to determine initiative.
Move: 16
Size: Medium-size
Source: Geonosis and the Outer Rim Worlds (page 131)

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Danchaf (Tree Goblin)

Danchaf (Tree Goblin)
Type: Organized predator
Planet of Origin: Garban
DEXTERITY 4D
PERCEPTION 4D
STRENGTH 2D+1 (3D+1 for larger goblins)
Brawling 4D, climbing/jumping 4D
Special Abilities:
Claws: Do STR+1D damage.
Climbing: Because of their claws and natural affinity for
climbing, tree goblins get a +1D to climbing rolls.
Stealth: Perception rolls to spot danchal are made at one
difficulty level higher when the creatures are in trees or
bushes.
Senses: Danchaf have exceptional tracking senses; they get
+1D+2 for search, search: tracking and Perception rolls.
Move: 8
Size: 1.5-2 meters tall
Source: Creatures of the Galaxy (pages 22-23)

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