Archiv der Kategorie: S

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)

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Squall

Squall
DEXTERITY 4D+2
PERCEPTION 1D+2
Hide 4D, search 4D
STRENGTH 1D
Special Abilities:
Bite: A squall can bite for its Strength rating in damage.
Keen Senses: Squalls have exceptional senses, and gain a
+1D+1 bonus to all Search skill checks.
Move: 10 (ground), 2 (burrow)
Size: Unlisted (Tiny)
Source: Coruscant and the Core Worlds (page 68)

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Spukamas

Spukamas
DEXTERITY 5D+1
Running 6D
PERCEPTION 3D+1
Search 5D, search: tracking 5D
STRENGTH 1D
Jumping 2D+2
Special Abilities:
Bite: A spukamas inflicts its Strength +1 on a successful
bite attack.
Claw: The claws of a spukamas inflict the creature’s
Strength in damage.
Exceptional Reflexes: Spukamas gain a +1D bonus to all
Perception rolls made to determine initiative.
Move: 12
Size: Unlisted (Tiny)
Source: Coruscant and the Core Worlds (page 75)

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Spor Crawler

Spor Crawler
Type: Poisonous insect
Planet of Origin: Nar Bo Sholla
DEXTERITY +2
PERCEPTION +2
STRENGTH +2
Special Abilities:
Poison: Creatures stung by the spor crawler suffer 5D of
damage (roll every five minutes for one hour). The character
must also make a Difficult stamina roll to withstand the
extreme pain – failing the roll means the character suffers a
-3D penalty to all actions for the next six hours. A Moderate
first aid roll when using a medpac can neutralize the poison
but there is no remedy for the pain.
Burrowing: Spor crawlers can dig in soft materials.
Camoflage: if a crawler has a place to hide, a Difficult
search or Perception roll is needed to see it before it attacks.
Characters familiar with Nar Bo Sholla may make Easy
survival rolls to be able to guess where spor crawlers are
likely to be found and may reduce the search or Perception
difficulty by two levels (by knowing to look for the telltale
disturbances in the dirt or sand).
Move: 1
Size: 8 centimeters long
Source: Creatures of the Galaxy (pages 72-73

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Spike-Finned Sounder

Spike-Finned Sounder
Type: Small aquatic predator
Planet of Origin: Kamino
DEXTERITY 3D
Dodge 3D+2
PERCEPTION 2D+2
Hide 4D+1, search 4D+1
STRENGHT 2D
Brawling 3D, swimming 4D+2
Special Abilities:
Exceptional Reflexes: Gain a +1D bonus to all Perception
rolls made to determine initiative.
Glide: A sounder that breaks the water’s surface can glide 2
meters above the water as part of his regular movement. It
can attack but not dodge while gliding.
Low-light Vision: Can see twice as far as humans in dim
light.
Move: 14 (swimming)
Size: 2 meters long
Source: Geonosis and the Outer Rim Worlds (pages 78-79)

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Spiderwalker Construct

Spiderwalker Construct
Type: Charon construct
Planet of Origin: Stronghold
DEXTERITY 3D
Brawling Parry 4D+1
KNOWLEDGE 2D
MECHANICAL 2D
PERCEPTION 3D
Search 4D+1
STRENGTH 4D
Brawling 5D+2
TECHNICAL 2D
Special Abilities:
Agile: Spiderwalkers
may take two
brawling attacks
per round with no
reduction to die
codes.
Move: 9
Size: Over 2.5
meters tall
Source: Otherspace II – Invasion (page 10)

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Spice Spider

Spice Spider
Type: Subterranean predator
Planet of Origin: Kessel
DEXTERITY 1D
PERCEPTION 8D
Search 9D
STRENGTH 4D
Brawling: impale 5D , stamina 6D+2
Special Abilities:
Impaling: The spice spider can impale its prey on one of
its hundreds of dagger-like legs. Each impalement causes
STR+1D damage, plus an additional +2 damage per turn
from addtional jostling. A character must make an opposed
Strength roll to break free.
Drain Energy: The spice spider feeds by draining energy from
living beings. Each impaled character takes 1D damage per
turn from having his or her energy drained.
Move: 15
Size: 2.4-6.8 meters wide
Source: Alien Anthology (pages 45-46), The Jedi Academy
Sourcebook (pages 123-124), Geonosis and the Outer Rim
Worlds (page 85)

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Space Wraith

Space Wraith
Type: Medium-size vacuum parasite
Planet of Origin: Outer Space
DEXTERITY 3D+1
Possession attack 4D
PERCEPTION 3D+1
Con 6D, Hide 6D, search 6D
STRENGTH 2D+2
Special Abilities:
Incorporeal: As an incorporeal creature, the space wraith can
be harmed only by incorporeal creatures, energy weapons
and Force Powers such as Force Lighting. Except for Force
Powers, all attacks have a 50% chance of being ignored. An
incorporeal creature can pass through solid objects and its
attacks ignore natural and added armor. It cannot be heard
if it does not with to be.
Possession: A space wraith that touches an opponent can
attempt to possess him. If the attack succeeds, the space
wraith’s body vanishes into the opponent’s body. The target
can resist the attack with a successful Difficult willpower
roll. If it resists, it’s immune to that particular wraith’s
possession for one day.
Possessed Creatures: A creature possessed by a space
wraith is filled with evil intents. It can see in total darkness
up to 20 meters and gains +2D to resist damage and +1D
to willpower. It also takes a -1D penalty to Knowledge and
Perception,
Move: 16 (flying)
Source: Ultimate Adversaries (pages 118-119)

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Space Slug

Space Slug
Type: Vacuum Predator
DEXTERITY 2D
PERCEPTION 1D
STRENGTH 6D (creature scale)/5D (starfighter scale)*
* For a 6-metre-long and 900-metre-long slug respectively;
Strength varies dramatically by the length of the slug;
extremely large slugs are in the starfighter or capital class.
Special Abilities:
Vacuum: Space slugs are native to the vacuum of space and
can survive in this environment with no assistance.
Teeth: Do STR+1D damage.
Move: 6 (creature-scale slugs only).
Size: May be as small as 1 meter long, possibly up to 900
meters long.
Source: The Star Wars Sourcebook (page 91), Galaxy Guide
3 – The Empire Strikes Back (page 43), Star Wars Trilogy
Sourcebook SE (page 180), Alien Anthology (pages 44-45)

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Space Mite

Space Mite
Type: Arachnid parasite
DEXTERITY 2D
PERCEPTION 1D
Sneak 2D+1
STRENGTH 1D
Brawling: bite 3D
Special Abilities:
Bite: Does STR+1D+2 damage and injects silica into the
victim’s bloodstream, causing lethargy for the next 24
hours, resulting in a -1D penalty on all skill rolls and a -2D
penalty to all Dexterity rolls.
Move: 5
Size: 1 meter long
Source: Operation: Elrood (page 34

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Somago

Somago
Type: Modified annelidian carnivore/scavenger
Planet of Origin: Tenek
111
DEXTERITY 4D
PERCEPTION 2D
STRENGTH 3D+1
Special Abilities:
Choking Attack: If a somago strikes the head of its
opponent, it can then perform a choking attack, inflicting
an additional 3D of damage per round until the somago is
killed or removed.
Hooks: Do STR+1D damage.
Move: 4
Size: 50 centimeters long
Source: Creatures of the Galaxy (pages 71-72)

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Socorran Tailring

Socorran Tailring
Type: Desert dweller
Planet of Origin: Socorro
DEXTERITY 4D
Brawling parry 5D, dodge 4D+2, pick pocket 5D
PERCEPTION 4D
Hide 6D, search 8D+1, sneak 5D
STRENGTH 1D+1
Brawling 2D+2, stamina 5D, swimming 2D
Special Abilities:
Claws: Do STR+1D damage.
Teeth: Do STR+1D damage.
Sting: The bite of a tailring is extremely painful but rarely
fatal. If untreated, it may induce nausea and high fevers.
The sting has a damage of 4D, rolled against the victim’s
Strength. The worst injury possible is a wound, in which
case roll 3D for the number of hours the victim is affected
by nausea and fever.
Tail: Do STR damage. When frightened, tailrings rattle their
tails before they strike.
Constriction: When extremely agitated, tailrings wrap their
tails around the nearest limb and squeeze. Should this be
the neck of a predator, death is certain even if the tailring
is killed. The tailring rolls STR+4D damage once every
minute with a constriction attack: the victim must make an
opposed lifting or Strength roll and beat the tailring by five
or more points to break free.
Move: 16
Size: 0.3-0.9 meters long
Source: The Black Sands of Socorro (pages 20-21)

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Slork

Slork
Type: Disgusting scavenger
Planet of Origin: Kidron
DEXTERITY 1D
PERCEPTION 3D
STRENGTH 4D
Special Abilities:
Grubbers: Do STR+1D damage.
Stench: Nauseates organic beings (except other slorks)
within a 10 meter radius unless the “targets” make a
Difficult stamina roll. Breathers reduce this to a Moderate
roll.
Blubber: Slork gain an additional +1D to resist damage.
Shots at their snouts circumvent this, but shooting at the
snout increases the difficulty by one level.
Move: 3
Size: 1-1.5 meters tall
Source: Creatures of the Galaxy (pages 70-71)

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Slivilith

Slivilith
DEXTERITY 3D+1
PERCEPTION 2D+1
Search 4D+1
STRENGTH 8D+1
Special Abilities:
Darkvision: Slivilith can see up to 20 meters in total
darkness.
Tentacles: Slivilith have six tentacles which do Strength +2
damage. Each tentacle can attack a separate target, but
modifiers for multiple actions apply.
Move: 6 (ground), 30 (flight)
Size: “…the size of small shuttles…”
Source: Alien Anthology (pages 43-44)

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Slimy Nonakara

Slimy Nonakara
Type: Amphibious omnivore
DEXTERITY 2D+2
PERCEPTION 1D+1
STRENGTH 2D
Special Abilities:
Slime: The slime produced by the nonakaras irritates
the skin of many other creatures. Characters who come
in contact with the slime of a nonakara (either by being
struck by a nonakara or by entering a pool polluted by the
nonakara) must make an Easy Strength roll. Characters
who succeed the roll are unaffected, but all other suffer 1D
damage for every round of contact.
Teeth: Do STR+1D damage.
Larval Implantation: Any being that enters a pool of water
inhabited by a nonakara has a one in six chance of being
attacked by a nonakara larva. When the larva attack, they
will burrow into the character’s muscles. Characters who
are attacked will become fatigued in 4 to 16 hours, as the
larva begins draining energy from the characters. This
fatigue causes the character’s Strength to decrease by -1D.
Every 10 days, the character’s Strength will decrease by an
additional -1D.
If the character’s Strength reaches zero, the character dies,
109
and the nonakara emerges and searches for another host.
Removing the larva is a Moderate medicine task with access
to surgical facilities. The character’s full Strength can only
be gained by 12 to 20 days of rest in a total care setting.
Move: 10 (swimming), 2 (crawling)
Size: 20 centimeters to 4 meters long (depending on the size
of the body of water in which they live)
Source: Creatures of the Galaxy (page 69)

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Sliideptra

Sliideptra
Type: Arboreal invertebrate carnivore
Planet of Origin: Tel IV
DEXTERITY 1D
PERCEPTION 3D
STRENGTH 1D
Special Abilities:
Wide Angle Vision: The well-developed eyes of sliideptras
give them a +2D bonus to Perception for all tasks involving
sight.
Poison Spray: The poison of a sliideptra is a potent toxin
(causes 7D damage). The sliideptra is only able to make
this poison attack once every 50 hours. Characters who
fail their Strength rolls by more than 15 points die from
the poison. Characters who fail Strength roll by one to 14
points suffer neural damage (damaging the brain’s ability to
control muscles), resulting in a -1D penalty on all Dexterity,
Mechanical, Strength and Technical tasks (in addition to
normal damage); this penalty lasts until a medpac is used
(Very Difficult first aid difficulty). For every five hours that
passes between the time of contact with the poison and a
successful healing attempt, the penalty increases by an
additional -1D. When the Dexterity penalty is equal to the
character’s Dexterity, the characters is totally paralyzed
and cannot move. In addition, all characters who come in
contact with the poison will suffer cosmetic damage to the
exposed skin – the poison produces a permanent bald spot
covered by smooth, pinkish scar tissue.
Successful application of a medpac will counteract the
effects of the poison, but will not eliminate the poison from
the character’s system. For a week following the treatment,
once every 20 hours following the application of the medpac,
the character must make an Easy Strength roll. Characters
who fail this roll suffer the effects of the neural damage
again and can only be healed through the application of
advanced medicine.
Completely eliminating the poison from a character’s
system is a Moderate medicine task requiring access to
commonly available serum antibodies or an Easy Ho’Din
herbal medicine task.
Move: 2 (up to 7 meters from tree limb)
Size: 40 centimeters long
Source: Creatures of the Galaxy (pages 67-68)

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Slashrat

Slashrat
Planet of Origin: Bimmiel
DEXTERITY 4D+1
PERCEPTION 3D
Hide 4D+2, search 5D+2, sneak 4D
STRENGTH 2D+1
Climbing/jumping 3D+1
Special Abilities:
Claws: Do Strength +2 damage.
Darkvision: They see up to 20 meters in total darkness.
Exceptional Reflexes: Slashrats gain a +1D bonus to all
Perception rolls made to determine initiative.
Feeding Frenzy: When within 2 meters of a slashrat emitting
killscent (see entry in AA, page 43), other slashrats are
driven into a feeding frenzy. Frenzied slashrats feed on
any living or dead creature they can find. Slashrats in a
frenzy have their Strength scores increased to 3D, but have
their Dexterity reduced to 3D+2. A frenzy generally lasts
six rounds.
Scent: Slashrats gain a +2D bonus to track prey when scent
is an issue, and gain a +2D bonus to Perception checks that
involve their sense of smell.
Tail lash: Does Strength +2 damage.
Move: 60 (ground), 60 (burrow)
Size: 1.2 to 1.5 meters long.
Source: Alien Anthology (pages 42-43)

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Slar

Slar
Type: Leaping hunter
Planet of Origin: Port Evokk
DEXTERITY 2D
Brawling parry 7D, dodge 3D
PERCEPTION 2D
STRENGTH 3D
Brawling 4D, climbing/jumping 6D, lifting 5D
Special Abilities:
Leaping: The slar can leap up to 15 meters vertically or 40
meters horizontally (Moderate difficulty).
Tail: Slars wrap their tails around sturdy tree limbs to brace
themselves; when their tails have enchored them, they can
add +1D to brawling parry, brawling and lifting, but they
cannot dodge, nor move more than two meters.
Claws: Do STR+1D damage, on a successful hit, the slar
rolls brawling while the target rolls brawling parry: if the
slar’s total is higher, the slar has used its claws to pin the
victim.
Rrazor Quills: Do STR+2D damage.
Move: 8 (walking), 15 (leaping horizontally), 40 (leaping
vertically)
Size: 1.4 meters tall, 3 meters long (with tail)
Source: Creatures of the Galaxy (pages 66-67

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Skreev

Skreev
Type: Large airbourne predator
Planet of Origin: Dxun
DEXTERITY 2D+2
PERCEPTION 2D
Search 7D+1, sneak 6D+2
STRENGTH 4D+2
Special Abilities:
Armor: The skreev’s natural armor grants it a +1D+1 bonus
to Strength rolls to resist damage.
Flight: A skreev can fly at a move rating of 10.
Low-Light Vision: A skreev can see twice as far as a human
in dim light.
Death From Above: A skreev gains +2D to hit and damage
when performing a dive attack.
Bite: Does STR+1D damage.
Claws: Do STR+1D damage.
Clumsy on the Ground: A screev cannot attempt to sneak
while on the ground.
Move: 4, 10 (flying)
Size: 20 meters wingspan
Source: Ultimate Adversaries (page 114)

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Skree-skater

Skree-skater
DEXTERITY 5D
PERCEPTION 2D+2
Hide 6D, search 7D
STRENGTH 4D
Jumping 5D+1
Special Abilities:
Exceptional Reflexes: Skree-skaters gain a +1D bonus to all
Perception rolls made to determine initiative.
Gelatin: Skree skaters gain a +3D bonus to Hide and Move
Silently skill checks when moving on gelatinous terrain.
They are also able to burrow through the gelatin of their
homeworld.
Low-light Vision: Skree-skaters can see twice as far as
humans in dim light.
Piercing Beak: The piercing beak of a skree-skater inflicts its
Strength +1D in damage.
Scent: Skree-skaters gain a +1D bonus to all smell-related
Search skill rolls.
Move: 10 (ground), 4 (burrowing through gelatin)
Size: Unlisted (Medium)
Source: Coruscant and the Core Worlds (page 104)

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Skinwing

Skinwing
Type: Ferocious flying predator
Planet of Origin: Goroth
DEXTERITY 2D
Brawling parry 2D+2, dodge 2D+1
PERCEPTION 3D
STRENGTH 3D
Brawling 4D+1, stamina 4D
Special Abilities:
Claws: Hind claws do STR+1 damage, but only when the
creature is airbourne.
Bite: A bite does STR+2 damage.
Wing Buffet: A buffet from the creature’s large wings does
STR+1D stun damage.
Move: 14 (flying), 4 (walking)
Size: 1.8 meters long, 3 meter wingspan
Orneriness: 6D
Source: Goroth, Slave of the Empire (page 91)

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Skeeg

Skeeg
Type: Predatory mollusk
Planet of Origin: Vendara
DEXTERITY 1D+2
PERCEPTION 1D
STRENGTH 2D+1
Special Abilities:
Stingers: Do 1D+1 damage (plus poison).
Poison: The poison of a skeeg is more an annoyance than
a true danger. Characters who make an Easy Strength roll
suffer only a slight swelling and itching. Characters who fail
their Strength rolls suffer a -1D penalty on all subsequent
Strength actions (excluding resisting damage). Both of these
effects can be cured by either four hours of rest or the
successful application of a medpac.
Scent: Skeegs produce aromatic secretions which attract
and sedate their prey. When within one meter of a skeeg,
characters must make a Moderate Perception roll. Those
who fail the roll are unaffected, but those who succeed (i.e.,
have noticed the scent) become drowsy and suffer a -1D
penalty on all Dexterity rolls during the time that they are
within one meter of the skeeg and for 4-14 rounds after they
leave the area.
Move: 0.5 meters
Size: 17 centimeters long
Source: Creatures of the Galaxy (pages 65-66)

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Skar’kla

Skar’kla
Type: Mountain predator
Planet of Origin: Bothawui
DEXTERITY 3D
PERCEPTION 2D
Search: tracking 4D, sneak 4D+2
STRENGTH 3D+1
Brawling 5D, climbing/jumping 4D+1
Special Abilities:
Claws: Do STR+1D+1 damage, add +1D to climbing.
Leap Attack: Skar’klas prefer to leap down on their prey
during their initial attack. They get +1D to their brawling
attack and +1D to damage.
Fur: The skar’kla’s thick fur provides excellent protection
from the cold, allowing it to withstand freezing temperatures
without shelter. When in snowy areas, its white fur gives it
+1D to sneak.
Move: 14
Size: 1.6 meters long, 1.2 meters tall
Source: Shadows of the Empire Planets Guide (page 62)

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Sith Wyrm

Sith Wyrm
Planet of Origin: Yavin IV
DEXTERITY 2D
PERCEPTION 1D+1
Hide 3D+2, search 6D+2
STRENGTH 8D+1
Special Abilities:
Bite: Does Strength +4D+2 damage. If the Sith Wyrm
succeeds in its bite attack by more than ten points, it has
swallowed its target whole. Victims who are swallowed
whole suffer 4D damage per round from digestive acids in
the wyrm’s stomach.
Darkvision: Sith Wyrms can see up to 20 meters in total
darkness.
Walker Scale: Sith Wyrms are considered walker-scale.
Move: 16 (ground), 40 (burrow)
Size: Unlisted (colossal)
Source: The Dark Side Sourcebook (pages 121-122)

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Sith Warbird

Sith Warbird
Type: Huge plains herd animal
DEXTERITY 3D
Beak attack 3D+2
PERCEPTION 2D
STRENGTH 6D+1
Climbing/jumping 7D
Special Abilities:
Battle Harness: A Sith warbird equipped with a battle
harness can accommodate a rider. A battle harness provides
the warbird with armor, which grants +2D to the warbird’s
Strength rolls to resist damage. In addition, the harness is
equipped with a cockpit that provides 3/4 cover to the rider,
special reins that add a 1D bonus to the riders beast riding
skill rolls, and a mounted blaster cannon (use statistics for
an E-Web blaster, see SWD6, pages 231, 233, and 263).
Beak: Does STR+1D+1 damage.
Trample: Does STR+1D damage.
Move: 10
Size: 6 meters tall, 10 meters long
Orneriness: 2D
Source: Ultimate Adversaries (pages 113-114)

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Sith Hound

Sith Hound
Planet of Origin: Korriban
DEXTERITY 4D
PERCEPTION 2D+2
Search 5D+2, search: tracking 6D+1
STRENGTH 3D
Special Abilities:
Bite: Does Strength +1D damage.
Claws: Do Strength +2 damage.
Darkvision: Sith hounds can see up to 20 meters in total
darkness.
Exceptional Reflexes: Sith hounds gain a +1D bonus to all
Perception rolls made to determine initiative.
Move: 10
Size: Unlisted (man-sized)
Source: The Dark Side Sourcebook (page 118)

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Sith Familiar

Sith Familiar
Type: Tiny Force-using airborne vermin
DEXTERITY 5D
PERCEPTION 2D+1
Hide 5D, search 3D+1, tracking 4D+1, sneak 3D+2
STRENGTH 1D
Special Abilities:
Alchemically Created: A Sith familiar can be created
by following the instructions written on Sith scrolls, or
contained in a Sith holocron. This requires 10,000 credits
worth of materials, an alchemical apparatus (see the Dark
Side Sourcebook), and a Very Difficult Alter roll when using
the Alchemy Force skill.
Bite: Does STR+2 damage.
Claws: Do STR+1 damage.
105
Force Conduit: The master of a Sith familiar can use certain
Force powers as if she were are the familiar’s location. These
powers include Enhance Attribute, Force of Will, Illusion,
Life Detection, Magnify Senses, Projective Telepathy,
Receptive Telepathy, Sense Force, Sense Force Potential,
and Telekinesis. Additionally, the familiar’s master can use
Affect Mind, Create Force Storms, Hatred, Memory Wipe, or
Waves of Darkness as if he were at its location, but this has
a 3 in 6 chance of destroying the familiar.
Force Resistance: Sith familiars are resistant to Force
powers that utilize the Sense skill, and receive a +3D bonus
to any Perception or Control rolls made to resist these
powers. Any Sense powers used against a Sith familiar that
do not grant a resistance roll have their Sense difficulty
increased by +10.
Force Skills:
Control 3D
Force Powers:
Enhance attribute
Move: 4, 15 (flying)
Size: 0.5 meter wingspan
Source: Ultimate Adversaries (page 113)

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Siringana

Siringana
DEXTERITY 2D+2
Dodge 6D
PERCEPTION 2D+2
Hide 7D, search 3D, sneak 3D+1
STRENGTH 4D+1
Brawling: spiked tail 6D
Special Abilities:
Bite: The bite of siringana inflicts the creature’s Strength
+1D+1 in damage.
Darkvision: The siringana can see up to 20 meters in
complete darkness.
Exceptional Reflexes: Siringana gain a +1D bonus to all
Perception rolls made to determine initiative.
Scent: Siringana gain a +1D bonus to all smell-related
Search skill rolls.
Spiked Tail: When used as a weapon, the spiked tail of a
siringana inflicts Strength +1D damage.
Terrifying Presence: When encountering a siringana for the
first time, characters must make an opposed Control or
Willpower skill check against the siringana Perception score.
Failure indicates that the character is terrified, and must
either make an attack, or flee the creature immediately.
Move: 30
Size: Unlisted (Large)
Source: Coruscant and the Core Worlds (page 127)

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Silooth

Silooth
DEXTERITY 6D+2
PERCEPTION 3D+1
Hide 5D+1, search 6D+1, sneak 5D+1
STRENGTH 6D+2
Claw 8D
Special Abilities:
Acid Spray: Silooth can, instead of attacking with their
claws, shoot a stream of powerful acid from its mouth. This
acid can reach targets up to 10 meters away (range: 1-3/
6/10), and does 7D damage. A silooth can only spray acid
once every 5 rounds.
Claws: Do Strength +1D damage.
Crush: A silooth can crush a target in its mandibles. It must
first grapple with its victim, rolling a successful Brawling
attack to do so. Next, it must make an opposed Strength
roll against its target, with failure indicating that the target
has broken free. On the next round, the silooth can crush
the victim by making another opposed Strength check,
inflicting Strength +1D+2 damage on the unfortunate soul.
Victims held by the silooth can attempt to escape on their
action by succeeding in an opposed Strength check.
Exceptional Reflexes: Silooths gain a +1D bonus to all
Perception rolls made to determine initiative.
Low Light Vision: A silooth can see twice as far as a normal
human in poor lighting conditions.
Move: 16
Size: 3 meters
Source: The Dark Side Sourcebook (pages 119-120)

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Sid’Han

Sid’Han
Type: Mud crawler
DEXTERITY 4D
PERCEPTION 2D
Hide 8D, sneak 8D
STRENGTH 6D+1
Special Abilities:
Armor: Grants +2D to Strength to resist damage.
Teeth: Do 4D damage.
Tail: Does STR damage. On any attack which incapacitates,
mortally wounds or kills, the victim is entangled and cannot
escape without an opposed Strength total.
Move: 7
Size: Up to 10 meters long
Orneriness: 18D
Source: The Politics of Contraband (page 59)

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Shredder Bat

Shredder Bat
Type: Flying predator
Planet of Origin: Atrisia
104
DEXTERITY 1D+2
PERCEPTION 5D
Search: tracking 7D, sneak 6D+2
STRENGTH 2D+2
Brawling 3D+2, flight 4D
Special Abilities:
Hearing: Shredder bats have incredibly sophisticated senses
of hearing, allowing them to build composite images of the
world around them and detect prey up to 15 kilometers
away. This is reflected in their Perception and related die
codes.
Fangs: Cause STR+1D damage; dive-bombing attack causes
STR+2D+2 damage.
Move: 18 (flying)
Size: Up to 1 meters long, up to 1 meter wingspan
Source: Creatures of the Galaxy (pages 64-65)

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Shenbit Bonecrusher

Shenbit Bonecrusher
Type: Medium-size predator
Planet of Origin: Barab I
DEXTERITY 3D+1
PERCEPTION 3D+1
Search 5D, sneak 5D
STRENGHT 4D+2
Climbing/jumping 6D+2
Special Abilities:
Bite: Do STR+1D damage.
Claws: Do STR+2 damage.
Darkvision: Can see up to 20 meters in total darkness.
Multiple Attacks: Can attack with both claws as a single
attack, suffering no penalty for multiple actions.
Exceptional Reflexes: Gain a +1D bonus to all Perception
rolls made to determine initiative.
Scent: Gain a +1D bonus to all smell-related search skill
rolls.
Radiation Resistance: Gain a +1D bonus to Strength when
resisting the effects of harmful radiation.
Move: 12
Size: 2 meters long
Source: Geonosis and the Outer Rim Worlds (page 19)

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Shear Mite

Shear Mite
Type: Tiny vermin
Planet of Origin: Dathomir
DEXTERITY 4D+2
PERCEPTION 2D+1
Hide 5D, search 3D+2
STRENGHT 1D
Climbing/jumping 2D+1
Special Abilities:
Acid: Each round after being bitten, a shear mites opponent
must succeed on a Very Difficult stamina roll or take 3D
acid damage. Once he succeeds, the acid has no further
effect.
Darkvision: Can see up to 20 meters in total darkness.
Strong-Minded: Shear Mites get a +3D bonus to Perception
against mind-influencing effects.
Move: 12
Size: 0.5 meter
Source: Geonosis and the Outer Rim Worlds (page 34)

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Sevarcos Spice Eel

Sevarcos Spice Eel
Type: Carnivorous sand-boring slug
DEXTERITY 2D
PERCEPTION 3D
Search 5D
STRENGTH 4D
Brawling 5D
Special Abilities:
Bite: Does STR+1D damage.
Tail Lash: Does STR+1D+2 damage.
Move: 12 (surface), 6 (boring underground)
Size: 10-15 meters long
Note: For giant spice eels, add 1D to the creature’s Strength
and Perception.
Orneriness: 5D
Source: The Best of the Adventure Journal: Issues 1-4
(page 48)

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Sensor Star

Sensor Star
Type: Marsh creature
Planet of Origin: F’tral
DEXTERITY 0D
PERCEPTION 0D
Search 1D+2
STRENGTH +2
Special Abilities:
Subsonic Communication: Sensor start can communicate
with subsonic tones, which can be detected by sensors at
distances of up to 250 meters.
Sensitive Receptors: Sensor stars can detect an incredible
array of electro-magnetic communication, making them
useful guard creatures.
Move: 2
Size: Up to 25 centimeters across
Source: Creatures of the Galaxy (pages 63-64)

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Scurrier

Scurrier
Type: Scavenger/small predator
DEXTERITY 3D
Running 4D
PERCEPTION 2D+2
Sneak 3D+2
STRENGTH 2D+1
Climbing/jumping 3D+2
Special Abilities:
Teeth: STR damage
Horns: Males only. STR+1D damage
Manipulation: Forepaws can manipulate small objects or
pick apart machinery if it has a TEC or repair skill of 4D
Move: 15
Size: Up to 1.5 meters long
Source: Star Wars Trilogy Sourcebook SE (page 179),
Secrets of Tatooine (pages 15-16)

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Scrub Lizard

Scrub Lizard
Type: Desert hunter
Planet of Origin: Korbin
DEXTERITY 2D
PERCEPTION 3D
Search: tracking 5D, sneak 5D
STRENGTH 4D
Special Abilities:
Blood Frenzy: If a scrub lizard can cause a wound when
attacking a target, the lizard goes into a frenzy, giving it +1D
to Strength and Dexterity actions.
Armor: +1D to physical and energy.
Teeth: Do STR+1D damage.
Trample: Causes 4D damage.
Move: 15
Size: Up to 3 meters long, 1 meter tall at the shoulder
Source: Planets Collection (page 243))

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Scree

Scree
Type: Medium-size vacuum predator
Planet of Origin: Vergesso Asteroids
DEXTERITY 4D+2
PERCEPTION 3D+1
Search 8D
STRENGTH 4D+1
Brawling 5D+2, climbing/jumping 9D+2
Special Abilities:
Natural Armor: Grants +1D+2 against physical damage and
+1D against energy damage.
Corrosive Bite: Does STR+1D+2 damage.
Darkvision: Can see up to 20 meters in total darkness.
Move: 10, 200 (flying)
Size: 1.6 meters tall
Source: Ultimate Adversaries (pages 112-113)

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Schinga Shikou

Schinga Shikou
Type: Huge desert predator
Planet of Origin: Makem Te
DEXTERITY 2D
PERCEPTION 2D+2
Search 7D+1, tracking 8D, sneak 5D
STRENGHT 8D
Special Abilities:
Exceptional Reflexes: Gain a +1D bonus to all Perception
rolls made to determine initiative.
Bite: Does STR+1D+2 damage.
Move: 20
Size: 8 meters long
Orneriness: 2D
Source: Geonosis and the Outer Rim Worlds (page 95)

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Sarlacc

Sarlacc
Type: Solitary stationary carnivore
DEXTERITY 2D
PERCEPTION 1D
STRENGTH 6D
Special Abilities:
Tentacles: have a Strength of 6D, reach up to four meters
outside pit; do not cause damage, but victims must make a
successful opposed Strength roll to escape.
Bite: 5D damage.
Acid digestion: Any creature dragged into the sarlaac’s
maw suffers 5D damage from digestive acid until the victim
is knocked unconscious and dragged into the sarlaac’s
digestive tract — at that point, the victim normally wakes
up, but by then it is normally incapacitated by the sarlaac’s
paralyzing digestive enzymes, 7D stun damage.
Move: 2
Source: Star Wars Trilogy Sourcebook SE (pages 178-179),
Galaxy Guide 5: Return of the Jedi (page 24), Secrets of
Tatooine (pages 7-8)

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Sanl’jek

Sanl’jek
Type: Communal forest herbivore
Planet of Origin: Dancreti
DEXTERITY 4D
Dodge 5D
PERCEPTION 6D
Hide 7D, search 8D, sneak 7D
STRENGTH 1D
Climbing/jumping 4D
Special Abilities:
Birth Pouch: female sanl’jeks have a protective body cavity
located between the two halves of the creature’s rib cage
area. Sanl’jek young are routinely carried in this protective
pouch until the age of one local year. While being so
transported the young sanl’sek will receive +1D protection
against physical or energy attacks directed against the
parent; the large size of the young will give females carrying
infants in their pouches a large, bloated appearance.
Claws: Foot and paw claws do STR+2 damage.
Communal Loyalty: While typically passive creatures,
sanl’jeks will react with extreme violence if any member
of its community is attacked. This often results in mass
attacks by the entire community. During such frenzied
reactions, all sanl’jeks receive a +2D bonus to all physical
attacks until the attacker is driven off or incapacitated,
increase their Move score to 40 during such periods. Use
the combined action bonuses on the rulebook to determine
appropriate bonuses for group attacks, but increase the
“number of people being coordinated” by three levels
compared to the bonus (for example, it would take six
sanl’jeks to get a +1D bonus, 10 to get a +2D bonus, 15 to
get a +3D bonus, etc.)
Enhanced Auditory Sense: Snal’jeks possess a specialized
set of auditory receptors allowing them to discern the
heartbeats of other communal members at extreme
distances (they can detect fellow pride members at
distances up to 25 or 30 kilometers). At close range, they
can deduce aggressive or passive intent of other creatures
through minute changes in the creature’s heart rate. Allow
sanl’jeks +2D to any search rolls when attempting to locate
members of its own community. Similarly, +2D is added
to any hide or sneak rolls made when attempting to avoid
other creatures. In the presence of other creatures, sanl’jeks
receive +3D to any Perception rolls for initiative.
Silent Movement: Sanl’jeks can move very silently, adding
+1D to their sneak attempts if they make only one move per
round.
Move: 12 (walking), 40 (frenzy)
Size: 0.2-0.3 meters tall
Source: Creatures of the Galaxy (pages 61-62)

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Sand Tick

Sand Tick
DEXTERITY 7D+1
PERCEPTION 1D+2
Hide 5D+2, search 3D
STRENGTH 0D+1
Climbing/jumping 4D+2
Special Abilities:
Disease: The bite of the sand tick exposes the victim to
crazed bantha fever. A bitten character must succeed at
a Difficult Strength check, or come down with the disease
after 1d6 days. After the incubation period has passed,
victims lose one pip each from Knowledge and Perception,
and this loss is continuous unless the victim is treated.
Lost pips return at a rate of one per day per attribute once
the disease has been cured. Characters who are reduced
below 1D in an attribute by the disease, but who are later
cured, lose 1D permanently from the attribute in question.
Characters whose attributes drop to 0D expire.
Numbing Bite: Sand ticks numb a potential host with
secretions in their saliva before attaching themselves. A
Very Difficult Perception check is required to feel the bite.
Characters with one or more attached ticks take 1 point of
damage per tick
per day (roll
Strength versus
the total damage
each day to
determine wounds,
with a Stun result
indicating no
effect).
Move: 6
Size: Fist-sized.
Source: Alien
Anthology (page
42)

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Sacorrian Grain Fly

Sacorrian Grain Fly
DEXTERITY 5D+1
Bite 6D+1
PERCEPTION 2D
Search 5D+2
STRENGTH 0D+1
Special Abilities:
Bite: A successful bite attack made by a Sacorrian grain fly
injects a poison (see below).
Darkvision: Sacorrian grain flies can up to 20 meters in
complete darkness.
Poison: The poison of a Sacorrian grain fly produces a
painful bite, and anyone bitten must succeed at a Moderate
Strength check or be considered to have taken a “Stunned”
damage effect. These stuns are cumulative, and failing a
number of saves equal to a character’s Strength rating will
knock the character unconscious (as detailed in SWD6,
page 97).
Move: 2 (crawling), 12 (flying)
Size: “…the length of an adult Human’s thumb.”
Source: Coruscant and the Core Worlds (page 144)

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Saberjowl

Saberjowl
Type: Colossal aquatic predator
Planet of Origin: Kamino
Scale: Starfighter
DEXTERITY 2D+1
PERCEPTION 2D+2
Search 5D+2, sneak 4D+1
STRENGHT 3D+2
Brawling 8D, swimming 10D
Special Abilities:
Claws: Do STR+1D damage.
Bite: Do STR+3D damage.
Low-light Vision: Can see twice as far as humans in dim
light.
Exceptional Reflexes: Gain a +1D bonus to all Perception
rolls made to determine initiative.
Move: 18 (swimming)
Size: 100 meters long
Source: Geonosis and the Outer Rim Worlds (page 79)

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