Creatures of the Galaxy: F-L

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F

FORNTARCH
Dexterity:
  20
Perception:  30
Strength: 
20
Orneriness:
  N/A
Special Abilities:
  Slicers (forelimbs):  50 damage
Teeth:  30 damage
Size:
  3 meters long; 1 meter long slicers
Capsule:
  These dangerous and large rodents are carnivorous and lie in wait in the trees found in the swamps of Gorsh.  They typically dine on small reptiles and mammals, they have been known to attack larger (humanoid) targets.  When a target passes by, they use their powerful legs to leap from the tree.  Tumbling down at the unsuspecting victim, they attack with their forelimbs (called slicers), giant razor limbed appendages.  They will try to impale the victim on one slicer and then bite their prey.
Frequency:
  Rare

G

GANJUKO
Dexterity: 
10
Perception:  20;  Sneak - 35
Strength: 
40;  Climbing/Jumping - 50
Orneriness: 
N/A
Special Abilities: 
Beak:  45 damage, can dig with its beak at 1% running speed (0.4 kmh)
Temperature Sensitivity:
  Ganjukos are extremely sensitive to temperature and are greatly weakened at temperatures above freezing.  When exposed to temperatures higher than 5 degrees centigrade for more than one hour, reduce their Strength rank by 10; after one day, this penalty increases to 20 rank levels.  After more than one week in above freezing temperatures, they will slip into a hieration state, which lasts until temperatures return to a more comfortable level.
Size:
  Up to 3.5 meters tall, up to 5 meters long
Capsule: 
This predator is found throughout the arctic wastes of the Filve sector, although its genetic structure indicates that it is likely to have originated on the planet Fenn.  It was presumably spread through the sector in pre-Republic times by explorers, colonists, or the careless.  These animals are also found on Bothawui, Kothlis, and several other Bothan planets.
The large creature has singularly evolved for frigid climates.  Massive layers of fat and thick, dark hair help it absorb and retain heat.  They have black, brown, or dark red coloring, although their beaks and heads can range from red to brilliant orange.  The animals have incredibly hard external skull plates and beaks, which are reinforced with thickened layers of cartilage, providing it with a potent offensive weapon in addition to offering excellent protection for the head and eyes.  The beaks are often used for cracking open the armor shells of prey, as well as for digging into ice.  Ganjukos have a retractable lid that comes down over each eye to protect it during combat, when they prefer to fight by scent and sound.
Despite their immensity, weighing in at over 600 kilograms in standard gravity, they move with frightening speed.  They can easily outrun humans and other humanoid species, although their bulk makes it difficult to turn.  Ganjukos are solitary creatures, each one controlling up to 200 square kilometers.  They have few natural predators as adults, although the helpless hatchlings suffer a high mortality rate as tasty snacks for other predators.
Ganjukos have a deserved reputation for being dangerous and easily angered animals.  They are the subjects of numerous safari expeditions, but many new hunters underestimate their speed, cunning, and ferocity (ganjukos have claimed a fair number of "trophies" themselves)..
Frequency:  Uncommon

GHESTS
Dexterity: 
10
Perception:  20
Strength: 
70
Orneriness: 
N/A
Special Abilities: 
Claws:  Do 80 damage
Teeth:
  Do 90 damage
Size:
  6 meters long
Capsule: 
Ghests are large reptiles that live in the swamps and bayous of Rodia.  Also known as swamp demons, they are an important facet of Rodian mythology.  While they normally prey on the larger herbivores of Rodia there were times in Rodian history when it was not uncommon for a ghest to attack a primitive Rodian village, devouring all of the inhabitants.  Primitive Rodians believed that the ghests captured the spirits of the dead, and the appearance of a ghest was hailed as a warning of doom to come.  Even now, ghests are often seen as demons in modern Rodian dramas.
When searching for prey, ghests move slowly through the murky water, their eyes and forehead just barely above the surface.  When they spot something, they explode into motion, snapping their teeth and claws.  Ordinarily, they consume their prey in one bite.
On land, ghests move at a respectable 25 kmh, but can cut through water at a swimming speed of 40 kmh. 
Frequency:  Rare

GLIM WORM
Dexterity: 
10
Perception:  10;  Sneak - 40
Strength: 
10;  Brawling (Grappling) - 30;  Digging - 40
Orneriness: 
N/A
Special Abilities: 
Grappling Attack:  Glim worms wrap their bodies around targets, trying to pull them to their mouth.  This is signified by matching their Brawling (Grappling) rank against the intended victim's Brawling or Strength rank.
Size:
  1 meter long
Capsule: 
Glim worms are tunneling predators common to many different terrain types, although they are prevalent in desert regions.  Many types are known across various worlds, but the most common is the "winding brown glim worm."  Growing up to one meter long, these tube-like creatures survive by hunting small rodents, reptiles, snakes, and insects.
These animals are covered by flexible but sharp scales, which move in layers due to the contractions of hard muscle underneath.  Because of the complex muscle structure their skin seems to be continually "flowing," as the muscle contractions power the creature's movement.  Glim worms are most notable for their movement underground - they are documented to be able to tunnel through loose sand and soils at a remarkable 40 kmh while moving at only 30 kmh above ground.
They tunnel at a depth of about one meter, periodically surfacing to use their remarkable vibration sensitivity to search out prey.  When they find a target, they dive back underneath the ground.  While tunneling, their movement is untraceable to surface creatures, but the glim worm's skin can detect the vibration of fleeing targets.  At the right moment, the glim worm can track its food and burst up to the surface virtually on top (or underneath if you prefer) its prey.
Glim worms can capture animals through simple contact.  If any part of the worm grazes the target, the glim worm's muscles force the skin to flow out and contract around the prey.  The glim worm has countless glands underneath its scales and exudes an adhesive slime which assists in this effort.  Then the rippling skin "rolls" the creature to the glim worm's mouth; food is eaten whole.
Glim worms rely almost exclusively on their sense of touch for hunting:  they have no sense of vision or smell.  Glim worms live about 5 to 8 standard years, laying one cache of 12 to 16 eggs per year.  They do not present much of a threat to humanoids, but they can be quite a shock to the unwary wilderness traveler, especially when they burst to the surface level to conclude a hunt.  On some worlds, glim worms are hunted for a variety of reasons.  Their slime can be formulated into an inexpensive if somewhat weak adhesive, while scale-covered clothing is quite fashionable on some frontier worlds.  On some planets, glim worm meat is considered a delicacy; on others it is used to feed other meat bearing animals.
Frequency:  Common

GORM-WORM
Dexterity: 
50;  Dodge-70
Perception:  30;  Hide-40; Sneak-45
Strength: 
10
Orneriness: 
N/A
Special Abilities: 
Bite:  20 damage (armor or some other personal shield obviously protects from this bite)
Lethal Venom:
  Any individual bitten by a gorm-worm must immediately match their Stamina against 45 rank poison.  If the Stamina rank is less than the poison rank, they are incapacitated and will die within ten minutes.  If the Stamina rank is higher than the poison rank, they pass out for ten minutes and ALL abilities suffer -20 ranks until they can be given medical attention.
Size:
  1-1.5 meters long
Capsule: 
This reptile is native to the planet Gorm on the galactic frontier.  The deadly venom the creature injects into its victim's bloodstream has caused the gorm-worm to become an expensive commodity across the galaxy.  The smaller specimens can command values in the hundreds of thousands of credits on the black market.  The buyers, however, do not come from the Galactic Museum of Coruscant.  Rather, most beings who purchase a gorm-worm do so for nefarious purposes.  Bounty hunters have kept gorm-worms as a part of their arsenal, and assassins have been known to train them as well.
Frequency:  Rare

GORNT
Dexterity: 
20
Perception:  10
Strength: 
10
Orneriness: 
N/A
Special Abilities: 
Bite:  Does 20 damage.
Size:
  1 meters long
Capsule: 
Throughout the great war between the Galactic Empire and the Rebel Alliance, there were prizes far beyond the weapons and ships; stolen mess supplies have been, in their own way, been important to the Alliance.  The Old Republic general and strategy master, Velthzul Tyotso, once wrote "An army travels on its stomach," and the Rebellion's troops are no exception.  Living more often than not on stale rations scavenged from old depots, rebel soldiers were delighted when a new kind of meat was added to the Imperial military menu.  Sweet, juicy, and nutritious, this new packed meat quickly became a favorite of troops on both sides of the war.  Few rebels could imagine that the source of this new delicacy was, in fact, the squat, ugly gornt.  Fewer still would really care.
When the Empire annexed Hethar, the local colonists offered a staple of their own diets to the Imperial suppliers.  This staple, gornt meat, could go for long periods without spoiling and tasted good.  As this food was cheaply and easily procured, the Imperial navy quickly instituted a gornt breeding and processing program.  A few enterprising Sullustans set up ranches and made deals; wild gornts were rounded up, fattened, and bred to provide food for naval supplies.  Several lucky Imperial suppliers received high commendations and the Sullustan ranchers grew rich.
Frequency:  Uncommon

GRAIVEH
Dexterity: 
30;  melee-40
Perception:  30
Strength: 
35;  Brawling-65
Orneriness: 
N/A
Special Abilities: 
Claws:  Do 45 damage
Eyesight:  Graiveh have exceptional eyesight and gain a +20 bonus to Perception when a task involves their sight
Leaping Attack:  Graiveh often use a leaping attack when hunting.  They travel up to 10 meters in a single movement in this fashion.  When employing this tactic, Graiveh receive a +20 bonus to their Melee or Brawling skill.  A successful leaping attack does 65 damage.
Size:
  2.5 meters tall
Capsule: 
The scientific community of the galaxy has come to a consensus that the graiveh have nearly reached the end of the journey towards intelligent sentience.  That journey began hundreds of thousands of years in the past, however, so its complete end may be several thousand years in the future.  Sentientologists, zoological behaviorists, and xenobiologists are carefully studying these tall, furred humanoids in hopes that the process of their development will yield clues that aid in the understanding of how other sentient races have developed.
The graiveh live in the forests and grasslands of the temperate planet of Ealor, which is located in the Bysis system.  The herd families (numbering 34 to 40 individuals) are currently exhibiting territorial hunting behaviors that are often thought to be a necessary stage in the development of animal husbandry.
Graiveh mate for life, and their families form herds that stay together for many generations.  Unless there have been premature deaths, each herd will consist of an equal number of males and females, because the graiveh invariably give birth to twins - one male and one female.
It is currently a violation of Imperial law and Rebel Alliance edicts to kill or otherwise remove a graiveh from Ealor, but they are still occasionally found in illegal research stations and in unlicensed zoos.  However, Imperial law does not, in fact, absolutely forbid the capture or destruction of graiveh.  Few beings, other than legal scholars, realize that the law allows for a number of exceptions in cases that would have some benefit to the Empire.  Additionally, there have been suggestions that the Empire is sponsoring genetic research in an attempt to bring the graiveh to full-sentience early in an effort to use the beings as slave labor.
Frequency:  Uncommon

GREAT OOPIK
Dexterity: 
15
Perception:  20;  Search-50
Strength: 
20;  Climbing/Jumping-60
Orneriness: 
N/A
Special Abilities: 
Claws:  Foot and wing hook claws do 30 damage
Sonic Motion Detection:  Oopiks are all but blind in normal light.  They locate and track prey through the constant use of ultrasonic waves reflected back to especially adapted aural receivers located behind the eye cavities.  This gives them unusually keen hunting skills, which are reflected in their Search skill rank.
Sonic Stun:  Oopiks can project a short range cone of intensely powerful ultrasonic waves capable of stunning prey into submission.  At close range, the oopik can use this ability to project a 45 degree forward arc of concentrated vibrations doing 40 stun damage (with a range of up to five meters).
Tail:  Tailswipe does 25 damage
Size:
  1 - 1.3 meters tall, up to 2 meter wingspan
Capsule: 
The "great oopik" is a creature from the planet Paramatan.  It is a cross between native reptilian and avian life forms, but was thought to have died out several millennia ago.  Only within the last decade have small groups of oopiks been discovered in remote forests on Paramatan's southernmost continent.
Despite its being a flightless bird, oopiks live a large portion of their lives in the fruit trees found on Paramatan.  Oopiks have strong, sharp claws on their feet and wings that aid them in traveling from branch to branch, and even from tree to tree.  By using the height of their tree homes as a primary defense, oopiks protect their eggs and young from would-be predators.  Oopiks dine on small forest creatures, using a highly developed ultrasonic echoing system to pinpoint and attack their quarry.
To date there is no evidence to suggest oopiks pose any threat to humanoid life.  However, very little is known about them. 
Frequency:  Rare

H

HOSKA
Dexterity: 
30
Perception:  10
Strength: 
30
Orneriness: 
40
Special Abilities:
  Horns:  40 damage 
Trample Attack:  50 damage
Size: 
Up to 2.7 meters tall at the shoulder
Capsule: 
Hoska are large herd creatures that find their contentment grazing the plains of Essowyn.  They are often found in herds numbering in the thousands, and when spooked trample flat anything in their path.  These are huge hoofed beasts (nearly 3 meters tall), and run at speeds of up to 15 kilometers per hour.  Black is the most common color of hide, but variation in colors include brown, tan, yellow, pale red and even white.  These animals are not very intelligent and tend not to avoid hazards, even if several dozen members of their herd have been killed.  
Frequency: 
Uncommon

HOWLRUNNERS
Dexterity: 
25
Perception:  15;  Search (tracking)-50
Strength: 
30;  Brawling-40
Orneriness: 
N/A
Special Abilities:
  Bite:  45 damage
Size: 
1.1 meters long
Capsule: 
Howlruners are among the most dangerous animals native to Kamar.  They have a canine appearance, but their heads have an unnerving resemblance to a human skull.  They get their name from the terrifying howling sound they make while tracking down prey.
howlrunners are pack animals and work cooperatively to track down and kill larger herd creatures.  They live in virtually any terrain and are known to migrate long distances in search of food.  Howlrunners aren't especially fast, but they will tirelessly follow their intended prey until it collapses.
The Incom Corporation (after being nationalized by the Empire) was so inspired by tales of this vicious beast they named a prototype snubfighter after it, the I-7 Howlrunner
Frequency: 
Common

HSSISS
Dexterity: 
35;  Dodge-45
Perception:  25
Strength: 
30;  Brawling-45; Swimming-50
Orneriness: 
N/A
Special Abilities:
  Light-side Disruption:  Any being using the Force in an hssiss's presence must be tainted by the Dark Side or suffer a -20 rank penalty on all Force Attributtes for the duration of that presence.  Any Force-wielder with 20 rank or less in an attribute cannot use those attributes.
Size: 
1.75-2 meters long
Capsule: 
In Millennia past, Sith sorcerers and Dark Side devotees were said to keep a pack of hssiss with them at all times.  Jedi scholars who have studied the ways of the Sith believe that these creatures may in some way either aid those who call on the Dark Side of the Force or protect them from discovery by muting the Force emanations produced by their foul wizardry.  This theory has led to the nickname "Dark Side Dragons" for the hssiss species.
These reptilian beasts vary in color from black to a mottled dark green and can be found on many worlds throughout the galaxy (though it is not known which planet they developed, or if their Force disrupting ability was naturally developed).  A double row of spikes extends down their back from their heads to their tails, and 5-7 centimeter-long fangs protrude from both their bottom and top jaws.
There have been no reported sightings of hssiss in the galaxy for over three hundred years.
Frequency: 
Presumed Extinct

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