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Reading Room - Archived Games (data may be deleted) => Black Sun [Star Wars SE] => Topic started by: tomcat on Jan 11, 2011, 08:15 PM

Title: CREATURES
Post by: tomcat on Jan 11, 2011, 08:15 PM
CREATURES

This thread is for me to post stat blocks or other information I need as a GM.

***SPOILERS BELOW***

Don't peruse the thread if you want to keep some things suspenseful.
Title: Re: CREATURES
Post by: tomcat on Jul 12, 2015, 10:40 AM
NEXU (tbd)                 CL 5

Medium beast 6
Init +12; Senses lowlight vision; Perception +10
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Defenses Ref 16 (flat-footed 12), Fort 13, Will 12
hp 45; Threshold 13
Current - nexu 1 DEAD
Current - nexu 2 27 CT -1
Current - nexu 3 8 CT -1
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Speed 8 squares
Melee 2 claws +8 (1d4+7) and bite +8 (1d6+7)
Fighting space 1 square; Reach 1 square
Base Atk +4; Grp +8
Atk Options Ambush [a Nexu deals +2d6 points of damage with its natural weapons against flat-footed opponents - Core p.276] Pin [if the Nexu succeeds on a grapple attack and the opponent fails the opposed grapple, the opponent is automatically pinned until the start of his next turn. A pinned opponent cannot move or take any actions while pinned, and loses its Dex modifier to Reflex - rendering it flat-footed - Core p.87]
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Abilities Str 18 (+4), Dex 18 (+4), Con 17 (+3), Int 2 (-4), Wis 14 (+2), Cha 12 (+1)
Species trait Ambush [a Nexu deals +2d6 points of damage with its natural weapons against flat-footed opponents - Core p.276]
Feats Pin [if the Nexu succeeds on a grapple attack and the opponent fails the opposed grapple, the opponent is automatically pinned until the start of his next turn. A pinned opponent cannot move or take any actions while pinned, and loses its Dex modifier to Reflex - rendering it flat-footed - Core p.87] Skill training (Initiative, Perception) [Core p.88]
Skills Initiative +12, Perception +10, Stealth +12


(http://rpg.avioc.org/webimages/starwars/nexu.jpg)
Title: GUTKURR
Post by: tomcat on Jul 12, 2015, 10:41 AM
GUTKURR (3)                 CL 8    

Huge Beast 9
Init +4; Senses normal, darkvision; Perception +17
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Defenses Ref 17 (flat-footed 17), Fort 19, Will 13
hp 122; second wind +30/61; Threshold 29
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Speed 8 squares
Melee claws +17 (1d8+15)
Melee bite +17 (2d6+15)
Fighting Space 3x3; Reach 1 square
Base Atk +6; Grp +27
Atk Options Crush [if a successful pin, may immediately cause claw damage - Core p.84] Pin [if succeed at a grapple attack and the opposed grapple is a fail, target is pinned until the start of your next turn and may make no actions and loses Dex bonus to Reflex - Core p.216]
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Abilities Str 32 (+11), Dex 10 (+0), Con 28 (+9), Int 2 (-4), Wis 16 (+3), Cha 10 (+0)
Special Qualities savage maul uncanny tracker
Feats Crush [if a successful pin, may immediately cause claw damage - Core p.82] Pin [if succeed at a grapple attack and the opposed grapple is a fail, target is pinned until the start of your next turn and may make no actions and loses Dex bonus to Reflex - Core p.84] Skill Focus (Perception) [- Core p.87] Skill Training (Survival) [- Core p.87]
Primary Skills Perception +17, Survival +12
Secondary Skills Acrobatics +4, Climb +15, Jump +15, Stealth -6
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Savage Maul whenever a gutkurr successfully pins an enemy with a grapple attack, it deals its bite to the target instead of its claw damage (as normally provided by the Crush feat).
Uncanny Tracker a gutkurr takes no penalty to Survival checks made to track a target when moving at full speed.




Background A vicious beast, the gutkurr is huge with powerful jaws and a hard carapace lined with many protrusions.