Creatures of the Galaxy: A-E

About the Format of the "Creatures" pages

Each species will have an entry a lot like this:

SPECIES NAME
Dexterity:

Perception:
Strength:
Orneriness:
Special Abilities:
Size:
Capsule:
Frequency:

Species Name: The name of the species, natch!

Attributes: The attributes will be listed with an average rank for the species. This is not a "set in stone" number, but merely a guide to determine where an average adult of that species will be. A juvenile of that species will most likely have lower ranks in some attributes.  Furthermore, only in special circumstances will an animal have attributes other than the ones listed here.  Skills that fall under an attribute will be listed with the attribute.

Orneriness:  Animals that can be used as pack animals, beasts of burden, or for riding will have an Orneriness code which will be matched against a character's Beast Riding skill to determine that character's success at utilizing the animal.  In most cases the character's skill rank needs to beat the animal's orneriness code for success.  In some cases (with extremely docile beasts) having a rank that is 10 less than the animal will suffice.  In some rare and dangerous circumstances, a character's skill may have to beat the orneriness code by more than 10!  Consult with Domino for any special situations involving orneriness. 

Special Abilities: This section lists any physical or instinctual abilities the species has due to physiology or psychology. 

Size: The size range of normal adult individuals

Capsule: A description of appearance, temperament, etc...

Frequency: Basically, a scale system of how common this race is in the galaxy:
Common:  A species of animal that is very well known.
Uncommon:  Contrary to the rank name, simply means not as common as other more well known animals.
Rare:  Many have heard of this creature, not too many have seen it.
Unique:  This animal is essentially rumored to exist, few actually claim to have encountered one.
Presumed Extinct:  Animals that have basically been annihilated, or have died off on their own.

Now let's visit this intergalactic zoo!

A|B|C|D|E

A

ADAR
Dexterity: 
20
Perception:  20; Search:  Tracking - 40
Strength: 
40; Brawling - 60; Flight - 70
Orneriness: 
N/A
Special Abilities: 
Adaptive:  Adars can eat virtually anything to gain nourishment.
Claws:  An adar's claws do 60 damage.
Leaping Attack:  An adar can leap with great ability and ram a perceived threat.  Leaping attack does 70 damage.
Wings:  Enable adars to fly.  Flight speed is ~100 KMH (it should be noted that through leaping they can achieve speeds of up to 40 KMH).  Adars can only fly for 5 minutes every hour, which is enough to take them out of danger or remove the threat through attack.
Size: 
Up to 2.5 meters long
Capsule: 
Adars are long, reptile-like creatures with long tails, huge clawed forelimbs, hooked rear limbs, and large membranous wings on their backs.  They prefer to live in temperatures between 30 and 90 degrees Celsius (86 - 194 Fahrenheit), which is the mild season on their home world, Omiddelon III.  Adars move by using their rear limbs to propel them through the air with great leaps, while their wings help them glide on air currents.  Their forelimbs help them scamper through obstructed areas, such as forests, jungles and swamps.  Their tails help them maintain their balance for all movement.
They have an extremely high metabolism and must consume their full weight every day to match their energy use.  However, they are well adapted to environments where food is scarce - their tails can store excess energy and water.  Also, when adars must begin drawing on stored energy, part of the conversion process releases an enzyme which eventually induces a mild trance-like state that begins once the stored energy is nearly gone.  Adars in sheltered areas can survive up to eight standard months while in this state.
Adars have evolved to metabolize virtually any food source.  The prefer the proteins of living beings, but they can eat plants and in some cases have lived from eating wood, rock, and minerals.  Dependency on non-food sources of nourishment has been known to shorten the life-span of adars under study.
Adars have become a hazard on the few worlds they have accidentally been transported to.  Because of their adaptive feeding habits, they can thrive virtually anywhere.  Packs of roaming adars have been reported everywhere from subterranean city waste systems to isolated farms and ranches.  Adars will not hesitate to attack humans (or any other species), large grazing animals, and just about anything else that might be edible.  Their cunning and battle tactics make them dangerous opponents, especially at short range.  Adars typically hunt in small packs, ranging from four to three dozen of the beasts.  They separate, using their wings to cover a vast area.  Once food is located, a single adar will release a piercing scream which will summon the rest of the pack.  They circle their prey and, using a series of leaping or "dive-bombing" attacks, wear their victim(s) down.  Needless to say, most targets don't stand a chance when confronted by a pack of adars
Frequency: 
Uncommon

ALTAGAK
Dexterity: 
50
Perception:  30; Sneak - 50
Strength: 
40
Orneriness: 
N/A
Special Abilities: 
Claws:  The foot claws do 60 damage.
Silent Movement:  Altagak can move very quietly.  A person or creature practically needs to be listening for one to be able to hear it coming.
Speed:  When initiating an attack altagak can produce spurts of high acceleration, maintaining this high speed (80 KMH) for up to five minutes.
Threatening Display:  To discourage competitors when feeding or nesting, altagak adults expand their spinal mane, making them appear to be much larger than they are.
Tail:  The spiny tail of an altagak does 50 damage in a tail swipe.
Teeth:  Large, rending teeth do 50 damage.
Tusks:  Commonly used to skewer prey during an on-rushing charge, tusks do 60 damage.
Size: 
1.8 - 2.2 meters long
Capsule: 
A lethal mass of destruction, the altagak has been descried by natives of the planet Altora as "high speed death on four legs."  This description truly depicts how this predator passes the day away in Altora's southern savannahs.  The altagak is a solitary hunter that enjoys the warmth of the planet's southern hemisphere.  It sits in the sun, basking in the warmth, until it becomes aroused by the prospect of prey.  They typically hunt large herd animals native to the southern plains, but they are not above attacking warm-blooded humanoids if game is scarce.
After spotting a potential meal, the altagak becomes a patient hunter capable of stalking its quarry for hours on end.  Using the cover of tall grasses, the animal carefully approaches to within a hundred meters of its unsuspecting "lunch" before bolting to a sudden sprint to rapidly close the distance before the victim knows it is in danger.  During such attack charges, altagaks have been clocked at over 80 KMH.
The altagak uses the momentum of this charge to deliver a skewering attack with its tusks, impaling the victim.  The shock of this impact is usually enough to bring the prey down to the ground.  After the attack, the altagak's sinuous snout retracts to allow several sets of sharp teeth to make short work of the meal.
Because of the lack of major predators on Altora, altagak life spans are in excess of 28 years.  Due to this fact, and the voracious appetite of the average altagak, large bounties have been placed on altagak hides by ranchers who are losing their herds.  Altagaks have been spread to other worlds, but are primarily found on Altora.
Frequency: 
Uncommon

ANDOAN MINERAL- FISH
Dexterity: 
10
Perception:  10
Strength: 
10
Orneriness: 
N/A
Special Abilities: 
Fins:  20 damage.
Mineral Sense:  Mineral-fish can sense large concentrations of minerals and metals, which they feed on.
Shell:  Adds 10 to strength to resist damage.
Tail:  30 damage.
Size: 
Up to 1 meter long
Capsule: 
Mineral-fish are native to Ando, the homeworld of the war-like Aqualish race.  They were once plentiful in the oceans of their world, but they became a prime commodity in the wars between the two Aqualish races and their populations suffered for it.
Mineral-fish are shellfish that form hard outer shells composed of incredibly valuable metals and alloys.  They have an extremely high metabolism and produce a great deal of heat.  Their value is derived from their diet:  minerals and metals.  Harvested mineral-fish contain rich deposits of valuable metals and ores.
Frequency: 
Rare

ARQET
Dexterity: 
40
Perception:  30; Sneak - 50
Strength: 
30
Orneriness: 
N/A
Special Abilities: 
Armor:  The Arqet's dorsal and spinal plates provide +20 against physical and energy attacks.
Camouflage:  Arqet skin varies in hue according to the amount of solar radiation received.  This allows it to blend in with its rocky surroundings (this ability is accounted for with the sneak skill).
Claws:  The creature's hooves do 40 damage.
Feigned Immobility:  Patient predators, Arqets remain absolutely motionless to allow their prey to draw close to them before striking.
Horns:  The curved horns of an arqet do 50 damage.
Teeth:  The teeth do 40 damage.
Size: 
1.8 - 2.2 meters long
Capsule: 
The arqet is a murderous predator inhabiting the mountain ranges of the planet Pellastrallas.  A solitary hunter, arqets feed off of various smaller animals that inhabit the region.
The arqet combines sure-footedness, numerous dense plates of rigid hide, and piercing sharp teeth for a package of grisly death.  When hunting, the arqet remains motionless, convincing its prey that it is nothing more than a boulder in the mountains.  Once the victim comes within range, the arqet attacks by skewering the unfortunate "snack" on its horns. 
Frequency: 
Uncommon

B

BALL CREATURES OF DUROON
Dexterity: 
25
Perception:  20
Strength: 
15
Orneriness: 
N/A
Special Abilities: 
Danger Sense:  The ball creature is famed for its ability to detect danger.  Ball creatures are sometimes used as guard animals.
Pseudopod Skin: 
The ball creature doesn't have limbs or sensory organs.  instead, its muscles allow it to form and extrude limbs as needed.  the creatures can also extrude some specialized organs, such as mouths and eyestalks.
Attack: 
These beasts never intentionally attack.  however, in the event that someone is inadvertently hit by one, the creatures cause 25 damage due to the force of their springing action.
Size: 
.3-.5 meters diameter
Capsule: 
The ball creatures are nocturnal and migrate in herds (although individuals are often found feeding by themselves).  While the creatures are native to Duroon, they have been brought to many worlds by traders and merchants.  On planets where they have gotten into the wilderness, visitors have reported seeing herds of the creatures bouncing, rolling, and springing across the terrain during a migration.  These sightings have earned the creatures the nickname "bouncebeasts."
The creatures appear to be smooth spheres.  Coloration varies widely, from green, to blue, to yellow, to even fluorescent colors.  Ball creatures typically live in large herds and reproduce rather quickly.  When predators attack they tend to focus on the most brightly colored creatures, as the rest of the herd bounces to safety.  While the individual dies, its death allows the continuation of the species.
Frequency: 
Uncommon

BANDARA
Dexterity: 
20
Perception:  10
Strength: 
5
Orneriness: 
N/A
Special Abilities: 
Hunger:  Bandaras can (and will) eat anything.  Any object, including characters or other living creatures, that comes into contact with a swarm of bandaras suffers 10 damage every ten seconds.
Mating Song: 
During mating season, male bandaras make an extremely loud noise which is used to attract mates.  Characters who are within 30 meters of a swarm of singing males are distracted if their perception is ranked 25 or higher.  Unless a character has a willpower of 50 or higher, all attributes and skills will suffer a -10 rank penalty until he is out of ranged of the "Sweet Song of Spring."
Size: 
2 centimeters
Capsule: 
Bandaras (Devaronian for "sandbar dwellers") are small beetles that live on riverbanks on Devaron.  Enormous swarms of these insects turn the white sand of a beaches and sandbars black.  Individual beetles move quickly, but they never leave the swarm, and the swarm rarely leaves the location it was formed on.  New swarms are created when a swarm becomes too large for one area of the riverbank.  Several bandaras will break away from the swarm and float downstream until they land on an empty sandbar.
Bandaras do not actively hunt; they are scavengers of whatever river-bound detritus floats their way.  They are quite successful in finding nourishment in this passive feeding style, and can eat almost anything.  They use their strong mandibles to reduce varied types of matter to fine particles and mush, extracting whatever organic materials they need to survive.
For this reason, Devaronian river-boat pilots are careful when navigating in the vicinity of a sandbar or beach known to be occupied by bandara swarms since any boat that runs aground among a swarm will be quickly consumed.
Frequency: 
Common (on Devaron)/Rare (anywhere else)

BERGRUUTFA
Dexterity: 
10
Perception:  15; Search - 35
Strength: 
60; Brawling (head butt) - 70; Lifting - 90
Orneriness: 
10
Special Abilities: 
Armored Body:  Adds 15 to strength to resist damage against energy and physical attacks.
Armored Head: 
Adds 25 to strength to resist damage against energy and physical attacks.
Drool: 
Bergruutfas produce a lot of saliva:  Any being unfortunate enough to step in a sizable puddle of bergruutfa drool must have a Dexterity greater than 25 or they WILL fall.
Head Butt:  Strength +10 damage.  Compare target's Strength with the bergruutfa's Head Butt damage; for every 5 ranks that the bergruutfa beats the target's Strength by, the target is thrown 1 meter (Example:  Bergruutfa Head Butt damage is 70.  Target's Strength is 25.  The difference between 25 and 70 is 45, so the target will be thrown 9 meters!).
Size: 
Up to 7 meters tall
Capsule: 
Bergruutfas are large but tranquil grazing beasts native to the plains, jungles, and forests of Teloc Ol-sen.  These creatures figure prominently into the legends of the people of Teloc Ol-sen, and have a place in historical accounts as well.  Bergruutfas are known for their size and mild temperament; they have been known to grow up to 7 meters tall at the shoulder and are perfect for traversing the treacherous terrain of their world.
They are incredibly calm and docile beasts, seemingly failing to take notice of other wild beasts around them.  They have such thick armor plating all over their bodies that most attacks are completely ineffective, causing no damage whatsoever.  This armor is also thick enough to stop blaster fire of most hand weapons.  When angered, bergruutfas are very dangerous and few hand-portable weapons exist that can stop them.
The animals show keen intelligence and even a sense of humor.  As trained mounts and beasts of burden, they learn their names and commands easily; they can often be sent to do simple tasks without supervision.  They have served as farm animals, war beasts, and caravan animals, but they are also excellent as guard beasts (they are quite capable of stopping an intruder with a grunt and a head butt).  As for their sense of humor, they have been known to hide objects belonging to their riders and then physically use the bulk of their bodies to prevent their masters from finding the object.  They are very playful, but that can be dangerous considering their massive proportions.
Their coloration ranges from light brown to dark green, but during winter seasons their coloring lightens considerably.  Young bergruutfas are almost always brown when they are born.  In the wild, they travel in herds of up to 150 beasts, though most herds seldom exceed 50 adults and their accompanying calves.  They feed on rich vegetation, and prefer fruits, nuts, and leaves.  Adults have no natural predators and seem to have a balanced position in nature.  Young are hunted by large predators, but there are usually adult bergruutfas nearby to keep everyone in the herd safe.
Frequency: 
Uncommon

BLOODSNIFFERS
Dexterity: 
30
Perception:  20
Strength: 
30
Orneriness: 
N/A
Special Abilities: 
Blood Drain:  Bloodsniffers survive only on the blood of their victims.  They must consume their own weight in blood every two days to survive.
Claws: 
40 damage
Thorny Spur: 
Bloodsniffers attack by tackling or clawing their victim.  The spur does 40 damage, and a wound has a 65% chance of hitting a major vein or artery (First Aid rank of 35, or 25 with a medpac to stop the victim from bleeding to death in five minutes).
Size: 
1-2.1 meters long
Capsule:
  nearly as ferocious as howlrunners, bloodsniffers are vicious predators native to the deserts of Kamar.  Because its metabolism consumes potassium at an enormous rate, a bloodsniffer must consume its weight in blood every two days.  Bloodsniffers do not drink water or eat because the blood of their prey provides all vital nutrients.  Needless to say, the creatures can only survive where prey is plentiful.
Bloodsniffers are well-muscled animals with a low center of gravity.  They have a tongue with a sharpened, horny spur to draw blood from their victims.  The animals live in small packs (3-8 adults plus pups) and are extremely territorial.  They are known to prefer mountains, but can survive anywhere they can find enough prey.
Frequency: 
Rare

BOGAN'S BROWN NAFEN
Dexterity: 
50
Perception:  40
Strength: 
10
Orneriness: 
N/A
Special Abilities: 
Disease Transmission:  All characters who are bitten by a nafen must match their Strength rank against a disease rank (rank is 40) every three hours.  Every three hours the disease rank increases by 5.  Unless the character receives medical attention, they will eventually become ill.  The disease will vary, at the will and whim of Domino, the site administrator of the Battle Zone.  Domino will determine the nature of the illness and the means to cure it.
Venom:  nafen produce a relatively weak venom, but they usually attack in large numbers and the cumulative effect of the bites can be deadly.  Characters bitten by fewer than 10 nafen will not be harmed beyond the stinging sensation and the risk of disease that accompanies each bite.  Characters bitten by 10 or more nafen must match their Strength rank against the rank of the venom (15) which doubles in rank with every ten nafen bites.  Characters who are bitten enough will become incapacitated.
Size: 
30 centimeter wingspan
Capsule: 
Winged rodents known as nafen are found on many plnets throughout the galaxy, but Bogan's brown nafen are one of the largest and most unwholesome species and are only found on planets that are primarily tropical.  Like all nafen, brown nafen hunt insects and other small flying creatures and gather their food while flying through the air.  This behavios would cause many to consider the nafen to be beneficial creatures, but any benefits accorded by the nagen are countered by the risks that are created by a large population of the creatures.
While they consume large quantities of insects, they are also a highly efficient method for disease transmission.
The venom and fangs of the nafen are primarily a defensive device meant to be irritating, not fatal.  However, the nafen are territorial; the entire swarm will gather to attack an intruding presence.  The attack of an individual is nothing to cause panic, but when an entire swarm attacks the results are often devastating to the victim.
Juvenile nafen are tailless, quadrepedal rodents that are usually not seen.  The 2 centimeter long creatures burrow under the ground eating roots and tubers.  At some point, a currently unknown trigger causes the juvenile nafen's rate of growth to increase substantically, and it burrows deeply into the ground.  Its skin begins to excrete a sticky substance which produces a cocoon.  Inside the cocoon, the nafen grows wings and its fangs and venom glands develop.
Nothing preys on the mature nafen, but many small predators feed on the non-flying juveniles (which are considered a delicacy by many sentient reptilian species). 
Frequency: 
Uncommon

BOMA BEASTS
Dexterity: 
35;  Dodge-40
Perception: 
40;  Hide-65; Search-60; Sneak-70
Strength: 
70;  Brawling-85; Stamina-90
Orneriness: 
30
Special Abilities: 
Claws:  90 damage (OUCH!).
Spikes:  Any attacker making a melee strike against a Boma Beast must be prepared for pain.  They will immediately be inflicted with 60 damage from the creature's razor-sharp spines.
Size:
2-3 meters tall
Capsule: 
These monstrous beasts skulk about the forests of Onderon, their massive bodies destroying the flora underfoot.  Many children's tales speak of the dreaded beasts and of their terrible vengeance against those who dare to invade their territory.  They have sharp, spike-like bone protrusions which at first glance appear to be wicked weapons meant for aggressive purposes.  However, these spines are a defense, protecting the beasts vulnerable face and skull.  Anyone encountering a Boma Beast would do well to avoid testing just how "vulnerable" the face and skull truly are.
Frequency: 
Unique

BORCATU
Dexterity: 
30
Perception: 
20
Strength: 
15
Orneriness: 
N/A
Special Abilities: 
Armored Hide:  Adds 10 to Strength to resist damage from physical attacks.
Bite:  Does 20 damage.
Claws:  Do 20 damage.
Digging:  Borcatu can hollow out a burrow or dig out a tasty meal in a matter of minutes.
Size:
2-3 meters tall
Capsule: 
Small and bad tempered, borcatu range from desert sands to urban slums, crossing the galaxy as stowaways on trading vessels.  These tough little creatures have rock-hard digging claws and powerful jaws, which they use on anyone who tries to pick them up.  Borcatu come in a variety of colors, though most tend towards mottled dark patterns suitable for camouflage.
Frequency: 
Uncommon

C

CHERFER
Dexterity:
  30
Perception:  20
Strength:  40
Orneriness:  N/A
Special Abilities: Hooves: Do 50 damage with a kick and can quickly throw a lot of dirt.
Snout:  Cherfers can gore an opponent for 50 damage or use their snout to dig into the ground.
Size: 1-1.5 meters tall at the shoulder
Capsule:
Unlike the ranphyx which shares their world, the cherfers of Eloms deserts are vicious killers; herd beasts so wrathful that they have been known to turn on their own kind and gore them to death with sharp hooves and bony snouts.  Newborn cherfers are born aggressive, fighting each other in their own litters with tiny vestigial horns.  These horns fall away as the foal grows toward maturity and their snout grows.  Like so many creatures of the plains of Elom, cherfers are omnivorous.  Their preferred meal, however, is flesh.  Although small burrowing creatures make up a majority of their diet, the beasts will not hesitate to attack larger mammals, ranphyx, or even Elomin if food is scarce.
Cherfer coats are rough and brightly colored.  Red, orange, and yellow stripes on an off-white base are common, though blue and green stripes are not entirely uncommon.  Cherfers in colder climates tend to have lighter base coats while those in more temperate regions grow darker fur.
Cherfers are very stupid; the cleverest would have trouble beating a bantha in a battle of wits.  A cherfer's stupidity is inversely proportionate to its viciousness.  Herds become temporary social units; cherfers fight within the herd, get thrown out, wander until they join another herd, then begin the process all over again.  A cherfer herd can number anywhere from five to thirty individuals, depending on the season and available prey.  Anyone attacked by a cherfer herd will not be happy about it, for the creatures attack in force, running their prey to ground and goring them to death.  Some criminal gangs even export cherfers to decadent worlds for arena sport.  Although captive cherfers can live more than 15 standard years, wild ones rarely do.
Frequency: 
Rare

CHIILAKS
Dexterity:
  10; Dodge - 40
Perception:  20; Search - 40; Tracking - 40
Strength:  55; Brawling - 70; Climbing/Jumping - 70; Swimming - 80
Orneriness:  N/A
Special Abilities: Claws:  Do 65 damage.
Stamina:  Chiilaks can hold their breath for 20 minutes and have immense stamina, able to swim for hours on end without tiring.
Size: 1.9-2.5 meters tall
Capsule:
Chiilaks are large, six-limbed omnivores inhabiting the glacial regions of the moon Misnor.  On that world, their skins are quite valuable for furred garments, such as coats and cloaks, and they are much sought after by hunters who range the frigid terrain of that world.  Fortunately, the chiilak are hardly defenseless.  They are tall and quite strong beasts, and their size guarantees that anyone with the misfortune to fall into their grasp will suffer grievously - one story exists of a Wookiee being flattened by a chiilak with one swing.  Their rear limbs have sharp claws which are used for climbing as well as combat.
Chiilak excel at water travel; their four forelimbs are long and muscular, with webbed paws.  They swim quite swiftly.  They are sir breathers, but have been known to be able to hold their breath for up to twenty minutes at a time.  They can remain underwater for extended periods, and can dive into deep, frigid waters to hunt for fish.  With their great stamina, chiilaks have been known to swim nearly 300 kilometers in one day.
Hunting chiilaks can therefore be a problem.  They are adept in the water and can swim great distances fairly quickly. Even with servo-enhanced aqua-gear and ranged spear guns, hunters are no match for a chiilak underwater.
Chiilaks tend to have white, gray, or tan fur, and the coats darken as the chiilak ages.  Their diet consists mainly of fish, marine plants, and a number of bushes, grasses, and berries that thrive on the surface of the frozen regions of Misnor.  While their natural lifespan can be over 50 local years, few chiilaks live beyond 20 local years due to uncontrolled hunting.  Many interested groups and parties have lobbied the Imperial Governor to restrict or ban chiilak hunting, but the current government is siding with the local garment manufacturers' association, which is a great source of revenue for Misnor.
Frequency: 
Rare

CLAWBIRD
Dexterity:
  15;  Dodge-50; Flight-40
Perception:  10
Strength:  10
Orneriness:  N/A
Special Abilities: Poison Spines: Clawbird poisonous spines do 15 damage and inject a slow-acting poison into a target.  Consider the poison to have a paralysis intensity of 30 which increases by 5 every 30 minutes (maximum of 60).  The numbers are to be matched against the victim's Strength or Stamina - which ever is higher every time the poison's intensity grows.  If the poison is less than half the character's Strength or Stamina rank, the character will be fine.  If the poison is more than half the character's Strength or Stamina rank but less than the rank itself, the character feels sick and all Dexterity and Strength skills suffer by 10 ranks (temporarily).  If the poison is equal to or just barely greater than the character's Strength or Stamina rank, the character will be stunned and barely able to move.  If the poison is greater than the Strength or Stamina rank by 10 ranks or more, the character will be completely paralyzed.  If the poison is more than 15 ranks greater than the character's Strength or Stamina rank, the character will be die.  The poison can be counteracted by medicines found in any standard medpac.
Size: 10 centimeters long, 15 centimeter wingspan
Capsule:
Clawbirds are from Wayland.  They are small but dangerous avian creatures with sharp, needle-like spines on the tip of each wing.  The spines inject a poison into a target.  Despite their size, they are more than a match for larger predators, especially when they hunt in flocks (which range in size from 5 birds to over 100).  Clawbirds attack in swarms using a series of "wave attacks" to bring down their prey.  poisoning their prey, they wait for the victim to die and then feed communally.
Frequency: 
Rare

CRACIAN THUMPER
Dexterity:
  30
Perception:  40;  Sneak-50
Strength:  30
Orneriness:  10
Special Abilities: Claws:  35 damage
Tail:  45 damage
Silent Movement:  Thumpers can move very silently, adding 20 to their sneak rank if they move only 5 meters or less every 10 seconds (Thumpers can move at a ground speed of 30 meters/10 seconds).
Size: 1.7 meters at the shoulder
Capsule:
Cracian Thumpers have long been used at work beasts by the natives of their world of origin.  When the Cracians decided to market them to the galaxy, Thumpers became indispensable for use as both riding and pack animals.  The Thumper got its name from the sound it should make when it runs.  However, the remarkably agile creatures have such a light touch that they hardly make any sound at all.  They are extremely loyal and obedient animals and can be taught to follow verbal or touch commands.  They can even determine between friends and enemies if their masters train them.  Some can be taught to attack on command.
Sharp fore claws and a whip-like tail provide these creatures with remarkable offensive capabilities, although they are not aggressive.
Frequency: 
Common

D

DANCHAF (Tree Goblin)
Dexterity: 
40
Perception:  40;  Search - 60;  Search (Tracking) - 70
Strength: 
25-35 (depending on size); Climbing - Strength +10
Orneriness: 
N/A
Special Abilities: 
Claws:  Do Strength +10 damage.
Senses:
  Danchaf have exceptional tracking senses; which is reflected in their Search and Search (Tracking) ranks.
Stealth:  Perception ranks lose 10 rank levels to spot a danchaf when the creature is in a tree or a bush.
Size: 
1.5 - 2 meters tall
Capsule: 
There has been great debate among the galaxy's xenobiologists and zoologists as to whether or not the danchaf, also called "tree goblins," should be considered sentient.  Most scientists claim that the beasts lack the abstract reasoning, communication skills and societal structure shared by intelligent species.  The Jenet of Garban, the danchaf homeworld, argue that the goblins exhibit problem-solving skills and complex interactions when they aren't being observed by offworlders.  The Jenet natives claim that the tree goblins are too smart to be successfully studied.  In fact, they are one of the few predator species to survive the Jenets' sleansing of their homeworld.
According to Jenet legends, danchaf packs marauded across the forests of Garban.  It was only by the courageous actions of warriors and hunters that the danchaf hold on the forests was broken, enabling the Jenet to claim supremacy on Garban.  The tree goblins have since fallen into their current primitive state; however, the Jenet claim that the danchaf remain more subtle and intelligent than they appear.
Xenobiologists dismiss this as paranoid ravings by the Jenet.  They say that the tree goblins are primates of the most elementary kind.  Only one known study by a team lead by Republic xenobiologist Wanth Xemlorn has documentation of tool or language use among the danchaf.  All other studies have dismissed Xemlorn's observations as fantasy fed by the wild tales of the Jenet.
Danchaf are ferocious pack carnivores, hunting from the trees in groups of five to fifteen.  They stalk their prey with their keen sight and smell, then leap from the trees, often onto one predetermined target.  Their tactics do indicate some degree of cunning, but other pack animals exhibit similar behavior.  Although danchaf have been known to eat tree fruits on occasion, fresh meat is their obvious preference.
They are heavy (roughly 150 kilograms) and bipedal, with broad shoulders and large climbing claws.  They have expressive faces that can range from angry scowls to contented/mischievous grins.  They have large horns on their shoulders and backs.  Xenobiologists have speculated about the horns, but they seem to serve no purpose for the beast.  Tree goblins communicate with odd cooing noises, which seem incongruous coming from such menacing beings.  The coloration of danchaf runs from mottled greens to speckled browns and blacks.
Frequency: 
Rare

DINKOS
Dexterity: 
35
Perception:  25
Strength: 
20
Orneriness: 
N/A
Special Abilities: 
Bite:  The bite itself does 20 damage, but also injects a toxin.  The toxin has a damage rank of 30 which the victim must match Strength or Stamina rank against.  If the toxin rank is stronger, the victim is overcome with nausea.
Stink:
  The dinko's scent glands secrete a substance that is horribly offensive to most beings.  The smell is repulsive and may take weeks to eliminate (even after repeated molecular cleanings).
Size: 
.1 meters long
Capsule: 
Among the most unpleasant creatures in the galaxy, dinkos are tiny scavengers from Proxima Dibal.  They are practically hatched in a state of perpetual rage.  They are long, thin animals, with powerful rear legs, twin pairs of grasping extremities on their chests and long fangs.
Aside from their incredible temper, dinkos are known for the incredibly vile smell they produce.  unlike some animals, the dinkos scent is not a defensive measure, but a tool of mating dominance.  The creatures will attack anything that moves (they only see things that are moving - even a tree branch moving in a breeze).
Frequency: 
Rare

DIVTO
Dexterity:
  40
Perception:  40;  Sneak-60; Sneak (Forest)-70
Strength:  40;  Brawling-50; Stamina-50
Orneriness:  N/A
Special Abilities:  Teeth:  50 damage
Multiple Attacks:  The Divto can make three attacks every 10 seconds (one per head) without suffering any loss in ability.
Poison:  Divto bites deliver a potent poison to its prey, causing 70 "stun" damage.
Size:
3 meters long
Capsule:
Divto are fearsome three-headed snakes, indigenous to Endor.  They grow to a length of three meters and each head can strike the same target.  These predators lie in wait in the tall grass, springing at the last minute when prey passes by.  They seek to strike three times in quick succession with their three heads, attempting to deliver poison to their intended victim.
Frequency:
Rare

DRAAGAX
Dexterity:
  40;  Dodge - 50;  Running - 60
Perception:  30;  Sneak - 50
Strength: 
40;  Brawling - 50; Climbing/Jumping - 50
Orneriness: 
N/A
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 running speed (~80 kmh!).
Infrared Vision: 
Draagax eyes can see into the infrared spectrum.  During periods of darkness, draagax can see with no problem.
Poisoned Fangs: 
Draagax have a specialized set of fangs behind their primary cutting incisors.  These are connected to poison glands located alont the lower jaw.  When the 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 match their stamina against the poison's rank of 50 or be immediately incapacitated.  Match the stamina against the poison every 10 minutes, increasing the poison rank by 15 every time until the character falls unconscious.
Size: 
1.6 - 2 meters tall
Capsule:
  Draagax are a thoroughly nasty cave-dwelling hunter indigenous to the planet Relkass.  Draagax are pack-oriented predators who hunt primarily along the planet's equatorial grasslands, living in the many caves that dot the neighboring foothills.  Draagax feed primarily on the tall razorgrass and small rodents found in the region, but prefer the wild Relkass Sentinel plant.  This is a form of cacti that blooms in the dry season.  It is during this time that the draagax are the most dangerous.
The Relkass Sentinel plant contains a chemical compound that acts as a powerful narcotic.  Once in the bloodstream, even small amounts of the plant toxin can send an average draagax into a frenzy (which will last for several hours).  During this period they will attack warm-blooded creatures on sight, aided by their ability to detect heat sources.  Packs of berserker draagax have been known to wipe out small villages, dragging small children and cattle off with them into the night.  For this reason, government officials have offered large bounties to cull the draagax population during the dangerous dry season.
Only the most experienced hunters apply for the job.
Frequency: 
Rare

DRAVIAN HOUNDS
Dexterity:
  30
Perception:  30;  Search (tracking venom)-70
Strength: 
45;  Brawling-70; Stamina-110
Orneriness: 
N/A
Special Abilities:
  Armor:  adds 10 to strength in resisting damage.
Barbed Tail: 
Tail swipe does 55 damage and marks prey with tracking venom
Claws: 
65 damage
Teeth: 
60 damage
Tracking Venom: 
Once a nashtah has marked its prey with tailbarb venom or its saliva, it can track the victim unerringly for one month.
Size: 
1.1 meters tall at shoulder; 1.5 meters from head to tail-tip 
Capsule:
  Dravian hounds, or nashtahs, are the only animals from Dra III that have ever been domesticated.  The six-legged predators are native to Dra III's mountains, and they have diamond hard claws and teeth for digging prey out of basalt formations.  The creatures have three sets of jagged, sharp teeth, as well as a long barbed tail.  Coloring ranges from green to dark brown.
In the wild, nashtahs usually attack in packs and can outsmart larger, faster and more vicious creatures.  The animals are tireless and eager to kill.  Some prominent crimelords and gangsters use nashtahs as guard beasts, even though they are as likely to attack their owners as defend them.
Frequency: 
Uncommon

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