Archiv der Kategorie: M

Merdeth

Merdeth
Type: Colossal desert predator
Planet of Origin: Geonosis
Scale: Starfighter
DEXTERITY 1D
PERCEPTION 2D+1
Search 5D+2, tracking 6D+1
STRENGHT 7D
Brawling 11D
Special Abilities:
Tentacles: Do STR+1D damage.
Bite: Does STR+3D damage.
Darkvision: Can see up to 200 meters in total darkness.
Mip Swarm: Each merdeth hosts 1D swarms of mips, and it
can launch these mip swarms as a free action to attack its
enemies. Mip swarms function as mobile extensions of the
merdeth’s will and disperse if the merdeth is killed.
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Move: 4
Size: Over 30 meters in diameter

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Myntor

Myntor
Type: Burrowing predator
Planet of Origin: Kothlis
DEXTERITY 2D
PERCEPTION 3D
Sneak 5D
STRENGTH 2D+1
Special Abilities:
Armor: +2D to resist damage. Blaster shots reflect off armor
if a 1 is rolled on the wild die.
Speed Burst: Once every six hours, a Myntor can move at
18 for two rounds.
Claws: Do STR+2 damage.
Bite: Bite inflicts STR+1D+1 damage.
Move: 8, 18 (speed burst)
Size: 1-1.5 meters long
Source: Shadows of the Empire Planets Guide (page 88)

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Mynock (Glittering)

Glittering Mynock
Type: Glowing parasite
DEXTERITY 3D
PERCEPTION 1D
STRENGTH 1D
Special Abilities:
Stun Resistant: It is able to absorb small amounts of energy
through its hide, a blaster would kill it, but a stun bolt is
just a snack.
Energy Drain: It will mindlessly suck on any power source it
is near until the source is drained. While draining power, it
gives off a rainbow of colored light from its wings; the more
power the source has, the brighter its glittering light.
Move: 15 (flying)
Size: 1 meter long
Source: Twin Star of Kira (page 73)

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Mynock

Mynock
Type: Parasite
DEXTERITY 3D
PERCEPTION 1D
STRENGTH 1D
Special Abilities:
Energy Drain: survive by draining energy from starships.
Flight: Mynocks who drain enough energy can fly.
Silicon life forms: silicon-based life forms and can survive in
the vacuum of space.
Move: 9, 1 (space units per turn)
Size: 1.5 meters wide, 0.5 meters tall
Source: The Star Wars Sourcebook (pages 88-89), Galaxy
Guide 3 – The Empire Strikes Back (page 43), Operation:
Elrood (page 32), Star Wars Trilogy Sourcebook SE (177)

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Muttamok

Muttamok
DEXTERITY 4D
Dodge 4D+2
PERCEPTION 2D
Hide 2D+2, search 3D+2, sneak 2D+2
STRENGTH 1D+1
Sense 2D+1
Alter 2D
Force Skills: Friendship.
Special Abilities:
Bite: Does the muttamok’s Strength +1 in damage.
Force-Sensitive: Muttamoks are Force-sensitive.
Move: 8
Size: 1 meter tall
Source: Power of the Jedi Sourcebook (page 80)

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Mutriok

Mutriok
Type: Desert scavenger and hunter
Planet of Origin: Socorro
DEXTERITY 4D
Dodge 4D+2, running 6D
PERCEPTION 5D
Search Hide 5D+1, search 6D+1, sneak 5D+2
STRENGTH 2D+1
Brawling 4D, climbing/jumping 5D+1, stamina 4D
Special Abilities:
Paws: Do STR damage.
Teeth: Do STR+1D damage.
Perception: Mutrioks gain +1D on all search rolls and
Perception rolls in the open desert.
Move: 12 (walking), 16 (running)
Size: 0.79-0.92 meters tall at the shoulder
Source: The Black Sands of Socorro (page 20)

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Mutated Behemoth

Mutated Behemoth
DEXTERITY 3D+2
Brawling parry 4D+2, dodge 4D+1
PERCEPTION 1D
STRENGTH 4D+2
Bite 5D+1, climbing/jumping 6D+2
Special Abilities:
Bite: Mutated behemoths can bite foes, inflicting Strength
+2D damage.
Low-light Vision: Mutated behemoths can see twice as far as
humans in dim light.
Scaly Hide: The scaly hide of a mutated behemoth adds
+1D to all Strength rolls made to resist physical damage.
Move: 12
Size: 4 meters long
Source: Coruscant and the Core Worlds (page 64)

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Mutant Fefze Beetle

Mutant Fefze Beetle
DEXTERITY 4D
Brawling parry 5D+2, dodge 5D+1
PERCEPTION 0D+2
Hide 1D, search 2D+1
STRENGTH 2D
Brawling 2D+1, climbing/jumping 3D+2
Special Abilities:
Armor: A fefze beetle can add +1D to all Strength rolls made
to resist physical damage.
Claw: The claw attack of a mutant fefze beetle inflicts the
creature’s Strength +1 in damage.
Darkvision: Mutant fefze beetles can see in the dark up to
20 meters.
Scent: Mutant fefze beetles gain a +1D bonus to all smellrelated
Search skill rolls.
Move: 12
Size: Unlisted (Medium)
Source: Coruscant and the Core Worlds (page 87)

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Mucous Salamander

Mucous Salamander
Type: Large aquatic predator
Planet of Origin: Yavin IV
DEXTERITY 6D+1
PERCEPTION 3D+1
Hide 6D+2, sneak 6D+2
STRENGTH 3D+2
Brawling: bite 4D+1, swimming 7D+2
Special Abilities:
Bite: Does STR+1D+2 damage.
Amorphous: The mucous salamander’s molecular structure
is such that it can change its density from extremely flexible
to rock hard. In the water, the mucous salamander is
extremely smooth and flexible, so it cannot be grappled, it
can only be caught by being completely contained – it can
slip through gaps as small as 5 mm thick. In this form it is
also immune to any piercing and bludgeoning weapons. On
land, it hardens its skin, granting +1D+1 to resist damage,
and allowing it to be grappled, but suffers a -2D penalty do
Dexterity.
Swallow Whole: After a successful brawling attack, the
creature can immediately attempt to swallow its opponent
as a free action. To swallow its prey, it must succeed at a
second brawling attack. A swallowed opponent takes 3D
acid damage each round.
Camouflage: In the water, the mucous salamander gains a
+1D+1 bonus to hide.
Low-Light Vision: Mucous salamanders can see twice as far
as a human in dim light.
Exceptional Reflexes: Gain a +1D bonus to all Perception
rolls made to determine initiative.
Move: 2, 50 (swimming)
Size: Large
Source: Ultimate Adversaries (pages 103-104)

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Muckworm (Garool)

Muckworm (Garool)
Type: Carnivorous worm
Planet of Origin: Ergeshui
DEXTERITY 3D
PERCEPTION 2D
STRENGTH 6D
Special Abilities:
Bite: Only causes 4D damage, but casues 2D damage every
additional round by draining fluids. After a muckworm has
clamped onto a victim, the victim must make a successful
opposed Strength roll to pull the muckworm free.
Move: 19 (crawling and swimming)
Size: Up to 2 meters long
Source: Planets Collection (page 217)

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Mother Plant

Mother Plant
Type: Huge spawning plant
STRENGTH 5D+1
Special Abilities:
Maw: Does STR+1D damage but Feeders must place victim
inside for the attack to be made.
Size: Due to its immense size, all to hit rolls incur a +10
penalty to hit a vital part of the plant. Otherwise the attack
does not harm the plant.
Weakness: Energy weapons inflict an additional +1D of
damage on the mother plant.
Move: 0
Size: 10 meters in diameter
Scale: Speeder
Source: The DarkStryder Campaign – The Kathol Outback
(pages 36-37)

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Mosrk’teck

Mosrk’teck
Type: Carnivorous amphibian
Planet of Origin: Marca
DEXTERITY 3D+1
PERCEPTION 3D
STRENGTH 4D
Special Abilities:
Bite: Does STR+1D damage.
Move: 4
Size: Up to 4 meters long
Orneriness: 6D
Combat: Mosrk’tecks hunt in groups of half a dozen or
more creatures. They are vicious carnivores.
Source: Planet of the Mists (pages 13-14)

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Mosgoth

Mosgoth
Type: Aerial reptilian mount
DEXTERITY 4D
PERCEPTION 3D
Search 5D
STRENGTH 4D
Brawling 5D
Special Abilities:
Claws: Do STR+2 damage.
Teeth: Do STR+1D damage.
Tail: Does Strength damage.
Night Vision: Mosgoth have a form of organic sonar which
allows them to navigate in complete darkness with no
penalty.
Move: 7 (walking), 28 (flying)
Scale: Speeder
Orneriness: 3D
Size: 12-17.5 meters long
Source: Alliance Intelligence Reports (page 74)

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Morvak

Morvak
Type: Tunnel creature
Planet of Origin: Isen IV
DEXTERITY 2D
PERCEPTION 2D
Mineral detection 4D
STRENGTH 5D
Special Abilities:
Armor: A Morvak’s hard exoskeleton provides +1D to resist
energy and +2D to resist physical attacks.
Claws: Do STR+1D damage.
Tentacle Acid: Does 4D damage.
Rock Eaters: Morvak survive by tunneling through rock and
ingesting compounds.
Space Survival: Morvak can survive in the vacuum of
space.
Move: 6
Size: 0.7-1.3 meters long
Source: Planets Collection (pages 65-66)

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Mole Serpent

Mole Serpent
DEXTERITY 1D+1
PERCEPTION 1D+1
Search 4D+1, sneak 4D
STRENGTH 7D
Special Abilities:
Bite: Does Strength +1D+2 damage.
Burrow: The mole serpent can burrow through the ground
with a Move score of 10.
Stealth: When a mole serpent burrows through the ground,
it can only be detected by an opposed roll between the
character’s Search skill and the mole serpent’s Sneak skill
(the mole serpent gains a +15 bonus to its roll due to the
fact that it is moving under ground).
Swallow: The mole worm attacks by surfacing, then biting
and attempting to swallow its prey. If the initial attack roll
is successful, the serpent is assumed to have its target in its
mouth (inflicting normal bite damage). The next round, the
serpent makes an opposed Strength check against its target.
If it succeeds, it swallows the target whole. Once inside the
serpent, the target takes 5D acid damage until it is either
dead or it somehow breaks out (either by cutting its way
out, or climbing out with a successful Climbing/Jumping
check that is Very Difficult). Note that climbing back into
the creature’s mouth isn’t sure salvation – the character will
still need to succeed in an opposed Strength check with the
serpent in order to leave its mouth. If the worm fails in its
attack, it will retreat below the ground and wait for another
opportunity to strike.
Tremorsense: The mole worm can make Search rolls
underground to sense the location of characters within 20
75
meters on the surface. The difficulty is normally Moderate,
but drops to Easy if the character is moving.
Move: 10
Size: 10-18 meters long
Source: Secrets of Tatooine (pages 93-94)

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Modrol

Modrol
Type: Jungle Predator
Planet of Origin: Port Haven
DEXTERITY 3D
Brawling parry 5D
PERCEPTION 4D
Search 6D, sneak 5D
STRENGTH 7D
Brawling 9D
Special Abilities:
Claws: Do STR+2D damage.
Camouflage: Modrols naturally change their skin coloration
to blend with their immediate jungle environment. This
allows them a +1D bonus to their sneak skill when on the
jungle.
Move: 18
Size: 5 meters tall
Source: Platt’s Starport Guide (page 34)

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Mip Swarm

Mip Swarm
Type: Tiny parasite swarm
DEXTERITY 6D
PERCEPTION 2D+2
Hide 9D, search 5D+2, sneak 6D
STRENGHT 1D
Special Abilities:
Exceptional Reflexes: Gain a +1D bonus to all Perception
rolls made to determine initiative.
Darkvision: Can see up to 100 meters in total darkness.
Swarm Attack: When a mip swarm surrounds a target, it
automatically deals 3D damage per round.
Distraction: Beings surrounded by a mip swarm must make
a Moderate stamina or willpower roll, or are unable to attack
or use any skills that require patience or concentration.
Dispersed Form: Mip swarms only take half the damage of
attacks.
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Move: 20 (flying)
Size: 2 meters wide
Source: Geonosis and the Outer Rim Worlds (page 64)

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Miner’s Horror

Miner’s Horror
Type: Vacuum predator
DEXTERITY 3D
PERCEPTION 1D
STRENGTH 4D
Brawling 5D
Special Abilities:
Saw: The saw-bladed teeth of the miner’s horror vibrate
at high speed, chewing anything in its path to bits, doing
STR+2D damage.
Armor: Add +2D to resist damage from physical or energy
attacks.
Move: 3 (Space)
Size: 20 meters long or larger
Scale: Starfighter
Note: Treat its brawling skill as its attack skill when
encountering a starship; treat Strength (with armor) as its
hull code and treat Dexterity as its maneuverability code.
Source: Creatures of the Galaxy (pages 47-48)

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Millitile

Millitile
Type: Many-legged serpentine fungus eater
Planet of Origin: Kothlis
DEXTERITY 1D+2
PERCEPTION 2D
STRENGTH 1D+1
Brawling: bite 2D, climbing/jumping 3D+2
Special Abilities:
Bite: Bite causes STR damage and injects a mild poison.
Victim must make a Moderate stamina roll or become ill for
two days (-1D to all rolls).
Move: 5 (slither), 8 (using legs for up to 5 minutes)
Size: Up to 8 meters long
Source: Shadows of the Empire Planets Guide (pages 88-
89)

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Methnap

Methnap
Type: Domesticated cretacean
Planet of Origin: Chad
DEXTERITY 2D
PERCEPTION 2D
STRENGTH 3D+2
Special Abilities:
Sea Singing: Methnaps have a long range form of
communication, allowing reasonably complex exchanges
of information. With extended exposure, riders can develop
understanding of more basic concepts in the methnap
“tongue”.
Move: 12; 35 km/h
Size: 12-15 meters
Orneriness: 1D
Source: Rules of Engagement: The Rebel Specforce
Handbook (page 54)

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Mear

Mear
Type: Grazing herbivore
Planet of Origin: Gacerian
DEXTERITY 3D
Missile weapons 4D+1
PERCEPTION 1D
STRENGTH 3D
Climbing/jumping 4D
Special Abilities:
Quilled Horns: Do STR+2D damage, ranges 3-10/15/20.
Hooves: Do STR+1D damage.
Move: 9
Size: 2.5 meters long, 2 meters tall at the shoulder
Source: Planets Collection (page 234)

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Massiff

Massiff
DEXTERITY 3D
Running 3D+2
PERCEPTION 2D+2
Hide 3D+2, search 3D+1, search: tracking 4D, sneak 3D+2
STRENGTH 3D+1
Climbing/jumping 5D+1
Special Abilities:
Bite: Does STR+2 damage.
Resistant to Radiation: Massiff gain a +1D bonus to Strength
when resisting the effects of harmful radiation.
Track by Scent: Massiff can track by scent, and gain a +1D
bonus to their search: tracking skill when doing so.
Move: 10
Size: 2 meters long

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Massassi Abomination

Massassi Abomination
DEXTERITY 5D+1
Melee weapons: Massassi lanvarok 7D+2, melee parry
6D+2, thrown weapons: Massassi lanvarok 7D+2
KNOWLEDGE 2D
Intimidation 2D+2 (4D vs. Force-sensitive, 4D+2 vs. non-
Force-sensitive)
MECHANICAL 2D
PERCEPTION 1D+2
STRENGTH 6D
Brawling 8D+1, climbing/jumping 8D+2
TECHNICAL 2D
Control 1D+1
Sense 3D+2
Alter 1D
Force Powers: Channel Rage, Combat Sense, Danger
Sense, Emptiness, Hibernation Trance, Life Detection,
Telekinesis.
Special Abilities:
Abominable Presence: Because they exude the Dark Side
of the Force, Massassi abominations add 1D+1 to Intimidation
skill rolls versus Force-sensitive characters (who
have no Dark Side points), and add 2D to Intimidation
skill rolls versus non-Force-sensitive characters.
Force-Sensitive: The abominations are Force-sensitive.
Low Light Vision: A Massassi abomination can see twice
as far as a normal human in poor lighting conditions.
Natural Armor: Massassi abominations add +1D to their
Strength score for the purposes of resisting damage.
Primitive: Because they are a primitive species, beginning
Massassi abomination characters may not place
any skill dice in any vehicle operations, starship operations,
or repair skills.
Move: 10
Size: Unlisted (man-sized)
Source: The Dark Side Sourcebook (pages 118-119)

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Marsh Haunt

Marsh Haunt
DEXTERITY 2D+1
Dodge 5D
PERCEPTION 3D+2
Hide 7D+1 (8D+2 in swamp environment), search 5D+1,
sneak 4D+2
STRENGTH 7D+2
Climbing/jumping 8D, swimming 8D
Control 3D+1
Sense 2D+2
Alter 2D+1
Force Powers: Enhance Attribute, Magnify Senses, Waves
of Darkness.
Special Abilities:
Camouflage: Marsh haunts gain a +1D+1 bonus to Hide
skill checks when in a swampy environment.
Exceptional Reflexes: Marsh haunts gain a +1D bonus to all
Perception rolls made to determine initiative.
Force-Sensitive: The marsh haunt is Force-sensitive.
Slam Attack: The marsh haunt can physically slam an
opponent, inflicting its Strength rating in damage.
Move: 12
Size: Unlisted (Huge)
Source: Power of the Jedi Sourcebook (pages 79-80)

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Marmaw

Marmaw
Type: Amphibious carnivore
Planet of Origin: Almar
DEXTERITY 1D
Dodge 1D+2, brawling parry 4D+2
PERCEPTION 2D
Search 3D
STRENGTH 3D
Brawling 4D, swimming 4D+1
Special Abilities:
Teeth: Do STR+1D damage. If a marmaw’s brawling attack
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beats the victim’s brawling parry roll by 4 or more points,
the marmaw has latched onto its target; increase the
difficulty of all actions by the victim by two difficulty levels.
If the marmaw’s brawling attack beats the victim’s brawling
parry roll by 10 or more points, the victim has been pulled
into the marmaw’s mouth – the victim must make an
opposed Strength roll and beat the marmaw by 5 or more
points to pull free.
Amphibious: Marmaws have both lungs and gills, although
they must spend at least three hours per day in water to
avoid dehydration.
Move: 5 (land), 15 (swimming)
Size: Up to 4 meters long
Source: The Truce at Bakura Sourcebook (pages 102-103)

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Marigar Snow Q’lk

Marigar Snow Q’lk
Type: Arctic herbivore
Planet of Origin: Neftali
DEXTERITY 3D
Brawling parry 6D+1, dodge 6D+1, running 6D+2
PERCEPTION 3D+1
Hide 4D, search 4D+1
STRENGTH 4D
Brawling 5D+2, climbing/jumping 5D+1, stamina 5D
Special Abilities:
Awareness: Q’lk are extremely perceptive. In open areas
with no cover, they gain +1D to all search and Perception
rolls.
Antlers: head antlers do STR+1 damage.
Hoofstrike: Kicking does STR+1D+2 damage.
Move: 17
Size: 1.4 meters tall (at the shoulder); 1.53 meters long
Source: The Black Sands of Socorro (page 98)

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Mantellian Savrip

Mantellian Savrip
Type: Desert predator
Planet of Origin: Ord Mantell
DEXTERITY 2D+1
PERCEPTION 3D
Hide 4D+2, search 4D+2
STRENGTH 5D
Climbing/jumping 8D
Special Abilities:
Armor: +1D protection against physical and energy attacks.
Claws: Do STR+1D damage.
Bite: Does STR+2D damage.
Move: 10
Size: 2 to 2.5 meters tall

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Magus

Magus
Type: Desert browser
Planet of Origin: Reopi
DEXTERITY 2D+1
PERCEPTION 2D+1
Sneak 4D+1
STRENGTH 1D+1
Stamina 5D
Special Abilities:
Armor: Magus hide is both thick and extremely tough. Add
+1D+1 against all physical and energy attacks.
Claws: Foot and paw claws do STR+2 damage.
Odors: Magus possess a special defensive gland that
secretes a foul smelling oil used to discourage predators.
Attackers must make a Very Difficult stamina roll to close
to within three or four meters.
Move: 9 (above ground), 14 (moving through sand)
Size: 58 centimeters long when fully extended
Source: Creatures of the Galaxy (page 47)

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Maelibus

Maelibus
Type: Large desert predator
Planet of Origin: Iego
DEXTERITY 2D+2
Brawling parry 6D, running 3D+1
PERCEPTION 3D
Search 6D+2
STRENGHT 4D
Brawling 6D, climbing/jumping 7D
Special Abilities:
Claws: Do STR+1D damage.
Blindsight: Maelibi have powerful nonvisual senses and don’t
suffer any of the penalties for poor lighting conditions.
Vaccum Creature: Can survive in the vacuum of space.
Force Skills:
Control 2D+2, alter 2D+2, sense 2D
Force Powers:
Waves of darkness, illusion
Move: 16
Size: Large
Source: Geonosis and the Outer Rim Worlds (page 72)

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Maalraas

Maalraas
DEXTERITY 3D+1
PERCEPTION 4D+1
Hide 5D+1, search 6D+1, sneak 5D+1
STRENGTH 4D
Climbing/jumping 5D+2
Special Abilities:
Bite: Does STR+1D damage.
Claws: Do STR+2 damage.
Energy Resistance: The maalraas adds +2D to all Strength
rolls made to resist damage from fire and blaster weapons.
Keen Senses: Incredibly sharp hearing grants the maalraas
a +1D bonus to Search skill checks that involve sound.
Scent: Nighthunters can track by following the scent of their
prey.
Move: 10
Size: 2 meters long

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