Yuuzhan Vong Beasts

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    YUUZHAN VONG ARTILERY BEAST

    Artillery beasts are seldom seen war behemoths used by the Yuuzhan Vong only incritical engagements. Resembling giant beetles, these living weapons have beenshaped in order to replace their abdomens with a Yaret-Kor emplacement. Thoughpowerful, these beasts are rather more fragile than most Yuuzhan Vong beasts of an

    equivalent size and must be kept from harms way.The Yuuzhan Vong deployed these weapons at the Battle of Yuuzhantar, using themboth as artillery and AA emplacements - though they typically work in triads to takedown aerial threats.

    Artillery Beast CL14Colossal Shaped Beast 12Init +11; Senses: Darkvision, Perception +14-----------------------------------------------------------Defences Ref 15 (Natural Armour +15, Flat-footed 15), Fort 28, Will 16HP 235; DR 10; Threshold 78-----------------------------------------------------------Speed 4 squares

    Melee Slam +19 (3d6+16) orRanged Medium Yaret-Kor* +9 (3d10x5, 4 square spash)Fighting Space 6x12; Reach 2 squaresBase Atk +9; Grp +39Atk Options: Coordinated Attack, Far Shot, Point Blank Shot-----------------------------------------------------------Abilities Str 30, Dex 10, Con 40, Int 4, Wis 16, Cha 10Special Qualities: Armoured Defences**, Force Immunity, Integrated Yaret-Kor*Feats: Coordinated Attack, Far Shot, Point Blank Shot, Skill Training (Initiative), Skill

    Training (Perception)Skills: Endurance +26, Initiative +11, Perception +14, Stealth -14-----------------------------------------------------------Armoured Defences**: See LECG, page 220 for a description of this ability.

    Force Immunity: Artillery beasts are immune to any Force effect that targets its Willdefence (including Force powers and aspects of the Use the Force skill).Integrated Yaret-Kor*: The Yaret-Kor integrated into the artillery beast is somewhatlarger than a Colossal creature can cope with. In order to use the Yaret-Kor, artillerybeasts must use a Full-round action to both charge and fire the plasma round.Additionally, if the artillery beast moves in the round prior to firing the Yaret-Kor, ittakes a -5 penalty on its Attack roll.**Special qualities granted by shaping

    Yuuzhan Vong NgdinNgdin CL0Diminutive Shaped Beast 1

    Init -3; Senses: Perception +4-----------------------------------------------------------Defences Ref 13 (Natural Armour +1, Flat-footed 13), Fort 7, Will 9HP 2; Threshold 7-----------------------------------------------------------Speed 1 squareMelee Cilia -4 (1 plus special)Fighting Space 1 square; Reach 0 squaresBase Atk +0; Grp -18

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    Atk Options: Stinging Cilia-----------------------------------------------------------Abilities Str 2, Dex 4, Con 5, Int 1, Wis 8, Cha 2Special Qualities: Force Immunity, Stinging CiliaFeats: Skill Training (Perception)Skills: Perception +4, Stealth +12, Survival +4

    -----------------------------------------------------------Force Immunity: Ngdin are immune to any Force effect that targets its Will defence(including Force powers and aspects of the Use the Force skill).Stinging Cilia: If a ngdin deals damage to a living target with its cilia attack andsucceeds on an attack roll (1d20+2) against the targets Fortitude Defence, the targettakes 2d4 points of stun damage and moves -1 step along the condition track. If theattack fails, the target takes half damage and doesn't move along the conditiontrack.A target moved to the end of the condition track by a Ngdin is immobilised, but notunconscious or killed. (can be revived as per the Treat Injury skill, page 74 SECR).

    The 'poison' attacks every round in which the ngdin is in contact with its target.

    YUUZHAN VONG FIRE BREATHERS

    The Fire Breathers are 30 metre-tall, bladder-like leviathans that have been shapedby the Yuuzhan Vong for use as a heavy support organism. These deadly war beastshave flexible proboscises that spew streams of gelatinous flame, pores that exhaleanti-laser aerosols and hides thick enough to withstand all but a blast from aturbolaser.

    The liquid flames are created through a unique chemical reaction caused by themixture of methane, hydrogen sulfide, and a mysterious substance deep within theguts of the Fire Breather. The beasts are often deployed for clearing out entrenchedenemy positions.A smaller anti-personnel version also exists.

    Fire Breather CL14 At least...Colossal Shaped Beast 6Init +0; Senses: Perception +12-----------------------------------------------------------Defences Ref 13 (Natural Armour +16, Flat-footed 13), Fort 24, Will 9HP 110; DR 25 (40 against blaster/laser weapons), Threshold 74-----------------------------------------------------------Speed 4 squaresMelee Slam +10 (3d6+9) orRanged Flamethrower +1 (12d10, 20 square cone)Fighting Space 6x6; Reach 2 squaresBase Atk +4; Grp +38Atk Options: Flamethrower

    -----------------------------------------------------------Abilities Str 22, Dex 4, Con 38, Int 2, Wis 9, Cha 3Special Qualities: Antilaser aerosol, Enhanced Armour* (2), Flamethrower, ForceImmunityFeats: Skill Focus (Perception), Skill Training (Survival)Skills: Perception +12, Stealth -20, Survival +7-----------------------------------------------------------Antilaser aerosol: Fire breathers exhale antilaser aerosols as long as they are aliveand breathing, effectively increasing their Damage Reduction to 40 against

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    blaster/laser weapons. Releasing the aerosol requires a Move action, filling an 8x8square area surrounding the beast and lasting for 10 rounds.Enhanced Armour*: Fire breathers have been shaped by the Yuuzhan Vong to improvetheir durability. Fire breathers gain a +10 Natural Armour bonus to their Reflexdefence.Flamethrower: Fire breathers are capable of blasting a cone of gelatinous flame 20

    squares long and 20 squares wide at the terminus. This flame deals 12d10 points ofdamage to anything caught in the area, including vehicles and buildings. The firebreather may use this attack once every 1d4+2 rounds.Force Immunity: Fire breathers are immune to any Force effect that targets its Willdefence (including Force powers and aspects of the Use the Force skill).*Special qualities granted by shaping

    YUUZHAN VONG GRUTCHIN

    Grutchin CL14Large Shaped Beast 12

    Init +13; Senses: Darkvision, Perception +6Immunities: Mild, Moderate and Severe Radiation-----------------------------------------------------------Defences Ref 21 (Natural Armour +15, Flat-footed 21), Fort 21, Will 13HP 150; DR 5; Threshold 26-----------------------------------------------------------Speed 5 squares, fly 666 squares (600 km/h), fly 5 squares (Starship scale)Melee Bite +13* (2d8+20) orMelee Bite +13* (3d8+20) with Mighty SwingFighting Space 1x2 squares, 1 square (Starship scale); Reach 1 square, 0 squares(Starship scale)Base Atk +9; Grp +33Atk Options: Crush, Mighty Swing, Pin

    -----------------------------------------------------------Abilities Str 28, Dex 5, Con 26, Int 1, Wis 10, Cha 2Special Qualities: Acid-edged Mandibles, Armoured Defences**, Constrict, Darkvision,Force Immunity, Hyperspace & Vacuum Survival, Improved Natural Weapons**, Self-guiding Missile, Shaped for GrapplingFeats: Crush, Mighty Swing, Pin, Power Attack, Skill Focus (Initiative)Skills: Climb +15, Initiative +13, Jump +15, Stealth -2-----------------------------------------------------------Acid-edged Mandibles: Due to their acid-edged mouthparts, grutchins ignore theDamage Reduction of their targets.Armoured Defences**: See LECG, page 220 for a description of this ability.Constrict: A grutchin that succeeds in grappling an opponent can use the Crush andPin feats as normal. When crushing, however, a grutchin deals damage through its

    Bite attack.Force Immunity: Grutchins are immune to any Force effect that targets its Willdefence (including Force powers and aspects of the Use the Force skill).Hyperspace & Vacuum Survival: Grutchins possess a unique physiology that preventsthem from taking damage when exposed to vacuum or hyperspatial environments. Inaddition, a grutchin is able to maintain its Grapple through a hyperspace jump.Improved Natural Weapons**: See LECG, page 220 for a description of this ability.Self-guiding Missile: When used as a missile, grutchins are self-guiding and do notrequire the pilot to establish a target lock. Grutchins simply fly towards the nearest

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    target it can see and will not relent as long as its target is still in range andfunctional. The target may attempt to place a more palatable target (ie. slower)between itself and the creature in order to lose it.When the grutchin is in the same square as its target, it can attempt to Grapple aslong as it does not possess functional shields. If the Grapple check is successful, thegrutchin will begin to deal Bite damage as per the Crush feat.

    Shaped for Grappling: Yuuzhan Vong shapers have altered the legs of the grutchin tobe particularly adept at grappling. Grutchins are treated as Gargantuan creatures forthe purposes of Grapple checks (included in stat block).*Includes 5 points of Power Attack**Special qualities granted by shaping

    YUUZHAN VONG GRUTCHIN SYMBIOTE

    The grutchin symbiote is a miniature version of the grutchins used as space borneweapons. Smaller and unable to survive in vacuum environments, the grutchinsymbiotes are used for assassinations and are often carried by Yuuzhan Vong agents.In order to carry a grutchin symbiote, the Yuuzhan Vong host must first undergo a

    ritual modification in the form of four grooves cut from the shoulders to the lowerback. The symbiote's back legs slip into these grooves, hooking onto the newlyformed bone spurs, while the front legs latched around the host's neck. At the hoststelepathic command, the grutchin symbiote would launch itself at a target, attackingwith its acid-edged mandibles.

    Grutchin Symbiote CL11Tiny Shaped Beast 8Init +8; Senses: Darkvision, Perception +4-----------------------------------------------------------Defences Ref 25 (Natural Armour +9, Flat-footed 21), Fort 16, Will 13HP 60; DR 5; Threshold 16-----------------------------------------------------------

    Speed 8 squaresMelee Bite* +9 (2d3+7) andMelee 2 Claws +9 each (2d2+7)Fighting Space 1 square; Reach 1 squareBase Atk +6; Grp +15Atk Options: Crush, Pin-----------------------------------------------------------Abilities Str 16, Dex 19, Con 16, Int 4, Wis 10, Cha 6Special Qualities: Acid-edged Mandibles*, Armoured Defences**, Contact Telepathy,Darkvision, Force Immunity, Improved Natural Weapons**, Shaped for GrapplingFeats: Crush, Pin, Skill Training (Stealth)Skills: Jump +12, Stealth +23-----------------------------------------------------------

    Acid-edged Mandibles*: Due to their acid-edged mouthparts, grutchin symbiotesignore the Damage Reduction of their targets.Armoured Defences**: See LECG, page 220 for a description of this ability.Constrict: A grutchin symbiote that succeeds in grappling an opponent can use theCrush and Pin feats as normal. When crushing, however, a symbiote deals damagethrough its Bite* attack.Contact Telepathy: Grutchin Symbiotes are able to establish a telepathic link to theirhosts when they are in physical contact with each other. This allows the symbiote toreceive single thoughts (such as attack commands) from their host, though the host

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    must use a standard action in order to communicate with the symbiote. Only simple,one word commands may be issued to the symbiote due to their limited Intelligenceand this cannot be performed unless they are in physical contact with each other.Force Immunity: Grutchin Symbiotes are immune to any Force effect that targets itsWill defence (including Force powers and aspects of the Use the Force skill).Improved Natural Weapons**: See LECG, page 220 for a description of this ability.

    Shaped for Grappling: Yuuzhan Vong shapers have altered the legs of the grutchinsymbiote to be particularly adept at grappling. Grutchin Symbiotes are treated asLarge creatures for the purposes of Grapple checks (included in stat block).**Special qualities granted by shaping

    YUUZHAN VONG IMPLANTER

    Implanters are Yuuzhan Vong creatures used to implant Yorik-Kul (surge-coral) intosentient beings, in order to enslave them. Also known as "creepers", these creaturescarry dozens of Yorik-Kul seeds on their backs. The implanter inflicts pain on anddisables their victims by using a feathery appendage to disrupt the victim's nervoussystem. The victim would then be implanted with surge-coral, though the chances of

    successful implantation are greatly improved by restraining the victim within theEmbrace of Pain beforehand. Relatives of implanters were also used in escalationceremonies.

    Implanter CL0Diminutive Shaped Beast 1Init +3; Senses: Low-light Vision, Perception +3-----------------------------------------------------------Defences Ref 20 (Natural Armour +1, Flat-footed 17), Fort 8, Will 9HP 2; Threshold 8-----------------------------------------------------------Speed 2 squaresMelee Claw -4 (1+Implant*) or

    Melee Frond -4 (2d6 stun)Fighting Space 1 square; Reach 0 squaresBase Atk +0; Grp -12Atk Options: Implant*, Stunning Frond-----------------------------------------------------------Abilities Str 2, Dex 16, Con 5, Int 4, Wis 6, Cha 5Special Qualities: Force Immunity, Implant*, Low-light vision, Stunning FrondFeats: Improved Defences, Skill Training (Perception)Skills: Perception +3, Stealth +18, Survival +3-----------------------------------------------------------Force Immunity: Implanters are immune to any Force effect that targets its Willdefence (including Force powers and aspects of the Use the Force skill).Implant*: If an implanter successfully uses its claw attack on a stunned or helpless

    opponent, it implants one Yorik-Kul seed into the target.Improved Defences: Implanters have Improved Defences as a bonus feat.Stunning Frond: Any living being struck by the implanters frond attack takes 2d6points of Stun damage.

    Yorik-KulWhen a target is implanted with Yorik-Kul, they immediately begin to take root withinthe host. If the Yorik-Kul succeeds on an attack roll (1d20+[5+No. of implanted surge-coral seeds]) against the targets Fortitude defence, the target moves -1 persistent

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    steps along the condition track. If the attack fails, the target does not move down thecondition track. Whether or not the initial attack succeeds, the target is preventedfrom running or charging and, if Force Sensitive, takes a -1 penalty on Use the Forcechecks for each Yorik-Kul seed that has been implanted.In addition, the Force presence of the target becomes obscured due to the inclusionof the Yorik Kul. The target gains a +1 species bonus per surge coral seed implanted

    to any Force effect that targets its Will defence (including Force powers and aspectsof the Use the Force skill).Yorik-Kul attacks each day until the target has reached -10 steps on the conditiontrack or it has been removed with a successful DC (15+No. of implanted surge-coralseeds) Treat Injury check.A maximum of ten Yorik-Kul can be implanted into any single target.

    YUUZHAN VONG KHATTAZZ'O

    After careful analysis of the military strategies of the infidels, Shaper Adept ZharaliaTsunek came to an unpleasant conclusion - if her people continued to rely on melee-based personal combat when engaged with a people who preferentially utilised

    ranged weapons, they would take an inordinate number of casualties during thepurification of the Promised Land (if not defeated outright). Seeking to rectify thisdeficiency in service to her people, Zharalia violated the shaper protocols in order tocreate a slave species suitable for ranged combat.After extensive experimentation with the Promised Lands native species, Zharaliamanaged to shape the Khattazzo - roughly translated to the Avatars in Basic.Khattazz are barely recognisable as their original species; they are completely coatedin organic armour plating, possess claws in place of their natural digits and glowinggreen eyes. The most distinctive feature of the Avatar is a rifle-scale Yaret-Kor fusedinto their left arm capable of firing small plasma charges - thus equipping them witha ranged weapon suitable for use against the infidels dishonourable battle tactics.Unfortunately for Zharalia, her heresy was detected by Master Shapers from anotherdomain and warriors were sent to apprehend her for execution. Ironically, the

    Khattazz she created proved her theories correct, as they devastated the verywarriors she wanted to protect - though they managed to succeed in killing herbefore the last warrior was felled. Fortunately for the Yuuzhan Vong cause as a whole,the portable Qang Qahsa she had recorded her data in was found by the mastersand, given how effective they had been, the Khattazz were incorporated into thearmies of the invasion force. Conveniently, the methods involved in their creationwere passed off as a gift from the Yuno and the truth swept under the carpet toprevent further heretical acts from the shapers.

    Khattazz CL10Medium Shaped Beast 3/Scout 7Dark Side 10Init +11 (may reroll, must keep second result); Senses: Darkvision, Perception +5

    (may reroll, must keep second result)Languages: Yuuzhan Vong (Cannot speak)-----------------------------------------------------------Defences Ref 25 (Natural Armour +3, Flat-footed 22), Fort 21, Will 17HP 75; DR 5;Threshold 21-----------------------------------------------------------Speed 8 squaresMelee 2 Claws +7* each (2d4+15) orMelee 2 Claws +7* each (3d4+15) with Mighty Swing or

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    Ranged Fused Yaret-Kor +10 (3d8+5)Fighting Space 1 square; Reach 1 squareBase Atk +7; Grp +12Atk Options: Coordinated Attack, Leap Attack, Mighty Swing, Point Blank Shot, PreciseShotSpecial Actions: Surge Of Energy

    -----------------------------------------------------------Abilities Str 20, Dex 16, Con 16, Int 8, Wis 10, Cha 8Special Qualities: Darkvision, Fused Yaret-Kor, Improved Natural Weapons**, LeapAttack, Surge Of Energy

    Talents: Acute Senses, Evasion, Improved Initiative, SurefootedFeats: Coordinated Attack, Mighty Swing, Point Blank Shot, Power Attack, PreciseShot, Shake It Off, Skill Training (Initiative), Skill Training (Jump)Skills: Endurance +13, Initiative +11 (may reroll, must keep second result), Jump +13-----------------------------------------------------------Fused Yaret-Kor: Khattazz possess a rifle-scale Yaret-Kor that has been fused into theirleft forearm, thus preventing them from being disarmed. Khattazzo brace their leftarm with their right claw when firing, thus avoiding -5 penalty for using a rifle withone hand. The Yaret-Kor does not need to be reloaded but if the Khattazz rolls anatural 1 when using this weapon, it locks and the Khattazz must spend a Full-roundaction in order to return the weapon to functional use. Khattazz are naturallyproficient with this weapon [Treat as a Rifle for purposes determining the weaponsrange].Improved Natural Weapons**: See LECG, page 220 for a description of this ability.Leap Attack: As a Full-round action, a Khattazz can make a leap attack at the end of acharge of at least 2 squares in distance. This leap attack allows it to make twoseparate claw attacks against a single opponent.Surge Of Energy: Once per encounter, as a Swift Action, Khattazz are able to performextraordinarily powerful jumps whilst increasing their speed. Khattazz gain a +20species bonus on Jump checks and their speed increases by 2 squares until the endof the turn in which this ability is activated. Khattazz move -2 steps along thecondition track after using this ability.*Includes 5 points of Power Attack**Special quality granted by shaping

    YUUZHAN VONG QUEDNAK

    Quednak (also called riding lizards) are six legged, reptilian herbivores used by theYuuzhan Vong as beasts of burden. Despite their size, quednak were capable ofreaching speeds up to forty kph. Quednak are also more intelligent than other

    Yuuzhan Vong creatures and could minimally understand their orders. The YuuzhanVong occasionally use them as war mounts, but this was rare, as it was felt that theWarriors were more deserving of the honor of battle than mere beasts. They wereused prominently by the Yuuzhan Vong at the Battle of Ylesia.

    Quednak CL4Huge Shaped Beast 4Init +2; Senses: Perception +2-----------------------------------------------------------Defences Ref 17 (Natural Armour +9, Flat-footed 17), Fort 18, Will 10HP 50; Threshold 33-----------------------------------------------------------Speed 9 squares

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    Melee Bite +11 (2d6+10) andMelee 2 Claws +11 each (1d8+10)Fighting Space 3x3; Reach 1 squareBase Atk +3; Grp +21-----------------------------------------------------------Abilities Str 26, Dex 10, Con 26, Int 4, Wis 10, Cha 4

    Special Qualities: Enhanced Armour*, Force Immunity, IntractableFeats: Improved Damage Threshold, Skill Training (Survival)Skills: Climb +15, Stealth -8, Survival +7-----------------------------------------------------------Enhanced Armour*: Quednak have been shaped by the Yuuzhan Vong to improvetheir durability. Quednak gain a +5 Natural Armour bonus to their Reflex defence.Force Immunity: Quednak are immune to any Force effect that targets its Will defence(including Force powers and aspects of the Use the Force skill).Intractable: Quednak respond only to pain, in accordance with Yuuzhan Vong beliefs.Non-Yuuzhan Vong take a -10 penalty to Ride checks involving quednak, unless theyare aware of this requirement.*Special qualities granted by shaping

    YUUZHAN VONG RAKAMAT

    Rakamats are shaped reptillian collosi that the Yuuzhan Vong use as seige weapons,effectively their equivalent of an Imperial AT-AT. These six-legged war beasts areequipped with Yaret-Kors and are capable of smashing through barricades withimpunity - the New Republic found the beasts nearly indestructible thanks to theirdovin basal shielding.Chazrach warriors typically grip the thick outer skin of the rakamats, using it as ameans of transportation. Further, rakamats were used to control the Chazrach - ifthey were destroyed, the associated Chazrach would scatter.

    Rakamat CL16

    Colossal Shaped Beast 10Init +5; Senses: Perception +15-----------------------------------------------------------Defences Ref 15 (Natural Armour +15, Flat-footed 15), Fort 30, Will 10HP 255; DR 10; SR 25; Threshold 80-----------------------------------------------------------Speed 6 squaresMelee Slam +26 (3d6+24) orMelee Slam +26 (4d6+24) with Mighty Swing orRanged 4 Light Yaret-Kors +8 each (5d10x2, 2-square spash)Fighting Space 6x12; Reach 2 squaresBase Atk +7; Grp +46Atk Options: Mighty Swing

    -----------------------------------------------------------Abilities Str 48, Dex 10, Con 50, Int 4, Wis 10, Cha 6Special Qualities: Enhanced Armour*, Force Immunity, Integrated Dovin BasalsFeats: Mighty Swing, Point Blank Shot, Skill Focus (Perception)Skills: Perception +15, Stealth -15-----------------------------------------------------------Enhanced Armour*: Rakamats have been shaped by the Yuuzhan Vong to improvetheir durability. Rakamats gain a +5 Natural Armour bonus to their Reflex defence.Force Immunity: Rakamats are immune to any Force effect that targets its Will

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    defence (including Force powers and aspects of the Use the Force skill).Integrated Dovin Basals: Rakamats have been shaped to include dovin basals thatgrant it SR25. These dovin basals follow the same rules as those found aboard

    Yuuzhan Vong starships, except that they cannot be used to strip the shields off othervehicles - they are restricted to defence only.*Special qualities granted by shaping

    YUUZHAN VONG SGAURU

    Sgauru CL17Gargantuan Shaped Beast 15Init +12 (+17^); Senses: Perception +11 (+16^)-----------------------------------------------------------Defences Ref 20 (Natural Armour +15, Flat-footed 20), Fort 22, Will 9HP 250; Threshold 42-----------------------------------------------------------Speed 10 squaresMelee Head Slam +16* (+21*^) (2d6+40) and

    Melee Bite +16* (+21*^) (3d6+40) andMelee Pincers +16* (+21*^) (2d6+40) andMelee 6 Leg Slams +16* (+21*^) each (2d6+40) orMelee Head Slam +16* (+21*^) (3d6+40) with Mighty Swing andMelee Bite +16* (+21*^) (4d6+40) with Mighty Swing andMelee Pincers +16* (+21*^) (3d6+40) with Mighty Swing andMelee 6 Leg Slams +16* (+21*^) each (3d6+40) with Mighty SwingFighting Space 2x8; Reach 2 squaresBase Atk +11; Grp +45Atk Options: Aura of Horror, Cleave, Crush, Devour, Mighty Swing, Pin, TerrifyingPresence-----------------------------------------------------------Abilities Str 49, Dex 11, Con 34, Int 6, Wis 8, Cha 16

    Special Qualities: Demolition, Force Immunity, Symbiosis (Sgauru)Feats: Cleave, Crush, Mighty Swing, Pin, Power Attack, Skill Training (Perception)Skills: Initiative +12 (+17^), Perception +11 (+16^), Persuasion +10 (+15^), Stealth-8 (-3^)-----------------------------------------------------------Aura of Horror: This ability functions in the same manner as Terrifying Presence,affecting all living beings in a 12 square radius of Sgauru. This is a Free-action andSgauru is still able to use Terrifying Presence during its initial attack.Demolition: Sgauru was created to demolish artificial constructs. Whenever Sgauruscores a critical hit when attacking buildings, machinery or other structures, it dealstriple damage rather than double damage.Devour: If Sgauru hits with its Bite attack against a Large or smaller opponent; it canautomatically make a grapple check with its Bite attack at its full bonus (even if it has

    already taken a full round action). If the grapple check is successful, Sgauru canbegin devouring its target. Any creature being devoured takes 1d6+26 points ofdamage each round it is in Sgaurus maw. When the creature reaches 0 Hit Points, itis swallowed by Sgauru and continues to take 5d6 points of acid damage each roundalong with any equipment they are carrying.Force Immunity: Sgauru is immune to any Force effect that targets its Will defence(including Force powers and aspects of the Use the Force skill).Symbiosis (Sgauru)^: Sgauru maintains a symbiotic relationship with Tu-Scart as longas they are in physical contact or within 6 squares of each other. When in symbiosis,Sgauru and Tu-Scart share all sensory input, communicate telepathically and function

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    as a single entity. Telepathic communication is a Free-action and allows the pair toutilise rudimentary tactics and grants a +5 bonus to all skills and attacks.When determining Initiative, each beast makes a separate check and then both actupon the highest result. While in symbiosis, Sgauru and Tu-Scart are immune to allforms of chemical attack and can even exist in vacuum environments for 1 day.Sgauru is the lesser partner of the pair. If Tu-Scart dies, an attack roll (1d20+12) is

    made against Sgaurus Fortitude defence. If this attack is successful, Sgauruimmediately dies; failure results in Sgauru being Immobilised for 1 round due toshock, after which it can resume normal functions.

    Terrifying Presence: During its initial round of combat, as a Free-action, Sgauru maymake an untrained Persuasion check to awe its opponent. This ability works in thesame fashion as the Force Power Fear, substituting the Use the Force DCs forPersuasion DCs (See KOTOR CG, page 50). This is a Mind-affecting effect.*Includes 14 points of Power Attack

    YUUZHAN VONG TU-SCART

    Tu-Scart CL17Gargantuan Shaped Beast 15Init +12 (+17^); Senses: Low-light Vision, Perception +11 (+16^)-----------------------------------------------------------Defences Ref 17 (Natural Armour +12, Flat-footed 17), Fort 22, Will 9HP 250; Threshold 42-----------------------------------------------------------Speed 10 squaresMelee Slam +17* (+22*^) (2d6+35) andMelee Bite +17* (+22*^) (3d6+35) orMelee Slam +19* (+24*^) (2d6+42) with Powerful Charge andMelee Bite +19* (+24*^) (3d6+42) with Powerful ChargeFighting Space 2x8; Reach 2 squares

    Base Atk +11; Grp +43Atk Options: Cleave, Constrict, Crush, Devour, Pin, Powerful Charge, Overrun,

    Terrifying Presence-----------------------------------------------------------Abilities Str 45, Dex 10, Con 35, Int 6, Wis 8, Cha 15Special Qualities: Demolition, Force Immunity, Low-light Vision, Scent, Symbiosis (Tu-Scart)Feats: Cleave, Crush, Pin, Power Attack, Powerful Charge, Skill Training (Perception)Skills: Initiative +12 (+17^), Perception +11 (+16^), Persuasion +9 (+14^), Stealth-8 (-3^)-----------------------------------------------------------Constrict: When Tu-Scart succeeds in grappling an opponent, it can use Crush and Pinfeats as normal. When crushing, however, Tu-Scart deals 3d6+30 points of damage

    and it can use this ability against artificial constructs.Demolition: Tu-Scart was created to demolish artificial constructs. Whenever Tu-Scartscores a critical hit when attacking buildings, machinery or other structures, it dealstriple damage rather than double damage.Devour: If Tu-Scart hits with its Bite attack against a Large or smaller opponent; it canautomatically make a grapple check with its Bite attack at its full bonus (even if it hasalready taken a full round action). If the grapple check is successful, Tu-Scart canbegin devouring its target. Any creature being devoured takes 1d6+24 points ofdamage each round it is in Tu-Scarts maw. When the creature reaches 0 Hit Points, it

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    Special Qualities: Blindsight, Constrict, Force ImmunityFeats: Crush, Pin, Skill Training (Stealth)Skills: Stealth +6, Survival +10-----------------------------------------------------------Blindsight: Using scent and acute hearing, umrach can detect creatures and objectswithin 20 squares. As a result, umrach manoeuvre and fight as well as sighted

    creatures. Intense light and darkness do not adversely affect them.Constrict: An umrach that succeeds in grappling an opponent can use Crush and Pinfeats as normal. When crushing, however, an umrach deals 2d6+5 points of damageas it brings its mouth-spears to bear.Force Immunity: Umrach are immune to any Force effect that targets its Will defence(including Force powers and aspects of the Use the Force skill).

    YUUZHAN VONG VAGH RODIEK

    The Vagh Rodiek are Rodians shaped by the Yuuzhan Vong to use as war beastsduring the Yuuzhan Vong War. After destroying the cities of Rodia, the Yuuzhan Vong

    turned their attention to the violent Rodians, planning to forge their captives intodeadly warbeasts. Master Shaper Taug Molou was placed in charge of this project.

    Taking his Rodian experimental subjects apart on a cellular level and reassemblingtheir genetic code with other creatures found in the Qang Qahsa, this experimentresulted in the creation of the Vagh Rodiek. These mindless warbeasts scuttle forthon four crab-like legs, have sharp half-meter long scythes of bone in place of armsand their natural head-spines have been mutated into razor-sharp quills. The dronesretained enough intelligence to understand commands from their Yuuzhan Vongmasters, but nearly all sense of their former species was erased. These armouredbeasts devastated many battlefields; particularly those in Hutt Space. While theshaping protocols were violated in the process of their creation, the effectiveness ofthe Vagh Rodiek was so impressive that it was overlooked in this case.

    Vagh Rodiek CL2Medium Shaped Beast 1Init +0; Senses: Low-light Vision, Perception +1 (may reroll, must keep second result)-----------------------------------------------------------Defences Ref 15 (Natural Armour +4, Flat-footed 15), Fort 16, Will 15 (25 againstForce effects)HP 7; DR 5; Threshold 16-----------------------------------------------------------Speed 8 squaresMelee 2 Bone scythes +2 each (2d6+2)Fighting Space 1 square; Reach 1 squareBase Atk +0; Grp +2-----------------------------------------------------------

    Abilities Str 14, Dex 11, Con 14, Int 3, Wis 12, Cha 8Special Qualities: Armoured Defences*, Climbing Claws, Heightened Awareness,Improved Natural Weapons*, Limited Force Immunity, Low-light VisionFeats: Improved DefencesSkills: Climb +12-----------------------------------------------------------Armoured Defences*: See LECG, page 220 for a description of this ability.Climbing Claws: Due to their hooked claws, Vagh Rodiek gain a +5 species bonus toClimb checks.

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    Heightened Awareness: Vagh Rodiek may choose to reroll any Perception check, butthe result of the reroll must be accepted even if it is worse.Improved Natural Weapons*: See LECG, page 220 for a description of this ability.Limited Force Immunity: The Force presence of the Vagh Rodiek has been obscureddue to the inclusion of Yuuzhan Vong genetic material. Vagh Rodiek gain a +10species bonus to any Force effect that targets its Will defence (including Force powers

    and aspects of the Use the Force skill).*Special qualities granted by shaping

    YUUZHAN VONG VOXYN

    Voxyn CL15Large Shaped Beast 12Init +8; Senses: Low-light Vision, Perception +9-----------------------------------------------------------Defences Ref 19 (Natural Armour +8, Flat-footed 17), Fort 11, Will 13 (23 againstForce effects)

    HP 90; Threshold 16-----------------------------------------------------------Speed 9 squaresMelee 2 Claws +10* each (1d6+13 plus Disease) andMelee Bite +10* (1d8+13) andMelee Tail +10* (1d6+13 plus Poison) orRanged Acid Spit +11 (Special)Ranged Sonic Screech +11 (2d8 Sonic stun)Fighting Space 1x2; Reach 1 square, 4 squares (Acid Spit)Base Atk +9; Grp +18Atk Options: Acid Spit, Combat Reflexes, Disease, Poison, Sonic Screech-----------------------------------------------------------Abilities Str 18, Dex 14, Con 12, Int 6, Wis 16, Cha 12

    Special Qualities: Fast Healing 2, Force Perception, Limited Force Immunity, Low-lightvision, Nutrient Dependency, Toxic BloodFeats: Combat Reflexes, Force Sensitivity, Power Attack, Skill Focus (Use the Force),Skill Training (Stealth), Skill Training (Survival)Skills: Stealth +8, Survival +14, Use the Force +9-----------------------------------------------------------Acid Spit: As a Full-round action, the voxyn can spray highly corrosive acid at a targetup to 4 squares away with a successful ranged attack. If the acid succeeds on anattack roll (1d20+10) against the targets Fortitude Defence, the target takes 1d6points of acid damage. If the attack fails, the target takes half damage. The acidattacks each round for 5 rounds until the acid is washed off or treated (DC 15 TreatInjury check and requires a medical kit).Disease: If a voxyn successfully deals damage to a target with its claw attack,

    compare the attack roll to the targets Fortitude Defense (ignoring equipment bonusesfrom armor). If it exceeds the victim's Fortitude Defense, the target contracts one ofthe many retroviruses found coating the claws. If the disease succeeds on an attackroll (1d20+10) against the targets Fortitude Defense (ignoring equipment bonuses),the target takes 2d6 points of damage and moves -1 steps along the condition track.If the attack fails, the target takes half damage and does not move down thecondition track. The retrovirus attacks every day until cured with a DC 25 Treat Injurycheck.Fast Healing 2: Voxyn automatically regain 2 hit points every round at the end of their

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    turn, up to its normal maximum, until it is killed.Force Perception: A voxyns sensitivity to the Force grants it Force Perception, anability that works like the Sense talent of the same name.Force Sensitivity: Voxyn have Force Sensitivity as a bonus feat.Limited Force Immunity: Voxyn possess a muted Force presence due to the inclusionof Yuuzhan Vong genetic material. Voxyn gain a +10 species bonus to resist any Force

    effect that targets its Will defence (including Force powers and aspects of the Use theForce skill). This also interferes with the voxyns own Force abilities and they take a-10 species penalty to the Use the Force skill (included in the above stat block).Nutrient Dependency: Voxyn cannot survive without a nutrient compound found onlyon the planet Myrkr. Without this nutrient, voxyn lose half their Strength andConstitution after one month, lose half of the remainder after two and die after three.Poison: If a voxyn deals damage to a living target with its tail attack, the target is alsopoisoned. If the poison succeeds on an attack roll (1d20+10) against the targetsFortitude Defence, the target takes 1d6 points of damage and moves -1 step alongthe condition track. If the attack fails, the target takes half damage and doesn't movealong the condition track.A target moved to the end of the condition track by voxyn poison is immobilised, butnot unconscious or killed. (can be revived as per the Treat Injury skill, page 74 SECR).

    The poison attacks every round until cured with a successful DC15 Treat Injury check.Sonic Screech: Voxyn have the ability to utter a compressed-wave screech ofsufficient power to shatter eardrums as a Full-round action against all beings within a6 square radius. If a voxyn successfully deals strikes a target with its Sonic Screech,compare the attack roll to the targets Fortitude Defense. If it exceeds the victim'sFortitude Defense, the target takes 2d8 points of Sonic stun damage (half damageotherwise).

    Toxic Blood: If voxyn takes damage equal to or greater than its Damage Thresholdfrom a single attack, it begins to bleed and its blood vaporised. Any air breathingcreature within 1 square of the voxyn is exposed to a Toxic Atmosphere (AtmosphericHazards - SECR, page 253).*Includes 5 points of Power Attack

    YUUZHAN VONG VOXYN QUEEN

    Voxyn Primary CL19Large Shaped Beast 16Init +8; Senses: Low-light Vision, Perception +9-----------------------------------------------------------Defences Ref 23 (Natural Armour +12, Flat-footed 21), Fort 14, Will 13 (23 againstForce effects)HP 126; Threshold 19-----------------------------------------------------------Speed 9 squaresMelee 2 Claws +12* each (1d6+20 plus Disease) and

    Melee Bite +12* (1d8+20) andMelee Tail +12* (1d6+20 plus Poison) orMelee 2 Claws +10* each (2d6+20 plus Disease) with Rapid Strike andMelee Bite +10* (2d8+20) with Rapid Strike andMelee Tail +10* (2d6+20 plus Poison) with Rapid Strike orRanged Acid Spit +14 (Special)Ranged Sonic Screech +14 (2d8 Sonic stun)Fighting Space 1x2; Reach 1 square, 4 squares (Acid Spit)Base Atk +12; Grp +23Atk Options: Acid Spit, Combat Reflexes, Disease, Poison, Rapid Strike, Sonic Screech

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    -----------------------------------------------------------Abilities Str 22, Dex 14, Con 18, Int 6, Wis 16, Cha 12Special Qualities: Fast Healing 2, Force Perception, Limited Force Immunity, Low-lightvision, Nutrient Dependency, Toxic BloodFeats: Combat Reflexes, Force Sensitivity, Power Attack, Rapid Strike, Skill Focus (Usethe Force), Skill Training (Stealth), Skill Training (Survival)

    Skills: Stealth +10, Survival +16, Use the Force +11-----------------------------------------------------------Acid Spit: As a Full-round action, the voxyn primary can spray highly corrosive acid ata target up to 4 squares away with a successful ranged attack. If the acid succeedson an attack roll (1d20+10) against the targets Fortitude Defence, the target takes1d6 points of acid damage. If the attack fails, the target takes half damage. The acidattacks each round for 5 rounds until the acid is washed off or treated (DC 15 TreatInjury check and requires a medical kit).Disease: If a voxyn primary successfully deals damage to a target with its clawattack, compare the attack roll to the targets Fortitude Defense (ignoring equipmentbonuses from armor). If it exceeds the victim's Fortitude Defense, the targetcontracts one of the many retroviruses found coating the claws. If the diseasesucceeds on an attack roll (1d20+10) against the targets Fortitude Defense (ignoringequipment bonuses), the target takes 2d6 points of damage and moves -1 stepsalong the condition track. If the attack fails, the target takes half damage and doesnot move down the condition track. The retrovirus attacks every day until cured witha DC 25 Treat Injury check.Fast Healing 2: Voxyn primary automatically regain 2 hit points every round at theend of their turn, up to its normal maximum, until it is killed.Force Perception: A voxyn primarys sensitivity to the Force grants it Force Perception,an ability that works like the Sense talent of the same name.Force Sensitivity: Voxyn primary have Force Sensitivity as a bonus feat.Limited Force Immunity: Voxyn primary possess a muted Force presence due to theinclusion of Yuuzhan Vong genetic material. Voxyn primary gain a +10 species bonusto resist any Force effect that targets its Will defence (including Force powers andaspects of the Use the Force skill). This also interferes with the voxyn primarys ownForce abilities and they take a -10 species penalty to the Use the Force skill (includedin the above stat block).Nutrient Dependency: Voxyn primary cannot survive without a nutrient compoundfound only on the planet Myrkr. Without this nutrient, voxyn primary lose half theirStrength and Constitution after one month, lose half of the remainder after two anddie after three.Poison: If a voxyn primary deals damage to a living target with its tail attack, thetarget is also poisoned. If the poison succeeds on an attack roll (1d20+15) againstthe targets Fortitude Defence, the target takes 2d6 points of damage and moves -1step along the condition track. If the attack fails, the target takes half damage anddoesn't move along the condition track.A target moved to the end of the condition track by voxyn primary poison isimmobilised, but not unconscious or killed. (can be revived as per the Treat Injuryskill, page 74 SECR).

    The poison attacks every round until cured with a successful DC20 Treat Injury check.Sonic Screech: Voxyn primary have the ability to utter a compressed-wave screech ofsufficient power to shatter eardrums as a Full-round action against all beings within a6 square radius. If a voxyn primary successfully deals strikes a target with its SonicScreech, compare the attack roll to the targets Fortitude Defense. If it exceeds thevictim's Fortitude Defense, the target takes 2d8 points of Sonic stun damage (halfdamage otherwise).

    Toxic Blood: If the voxyn primary takes damage equal to or greater than its DamageThreshold from a single attack, it begins to bleed and its blood vaporised. Any air

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    breathing creature within 1 square of the voxyn primary is exposed to a ToxicAtmosphere (Atmospheric Hazards - SECR, page 253).*Includes 6 points of Power Attack

    YUUZHAN VONG YAMMOSK

    Yammosk CL16Colossal Shaped Aquatic Beast 1/Noble 7/Officer 9Init +6; Senses: Low-light Vision, Perception +22Languages: Gravitic Pulse Code, Yuuzhan Vong (Cannot speak), 3 unassigned (Cannotspeak)-----------------------------------------------------------Defences Ref 18 (Natural Armour +1, Flat-footed 18), Fort 38, Will 35HP 256; Threshold 93-----------------------------------------------------------Speed 2 squares, 10 squares (swim)Melee Bite +30 (4d6+24) and

    Melee 6 Tentacles +30 (Special)Fighting Space 6x6; Reach 2 squaresBase Atk +14; Grp +50Atk Options: Melee Defence, PinSpecial Actions: Battle Analysis, Combined Fire, Coordinate +1, Demand Surrender,Fleet Deployment, Fleet Tactics, Inspire Confidence, Presence, Weaken Resolve-----------------------------------------------------------Abilities Str 42, Dex 6, Con 32, Int 15, Wis 18, Cha 18Special Qualities: Atmosphere Generation, Breathe Underwater, Command Cover +4,Crew Enhancement, Exceptional Swimmer, Gravitic Telepathy, Low-light Vision, Share

    Talent (Battle Analysis), Share Talent (Combined Fire), Share Talent (DemandSurrender), Share Talent (Presence), Subsensory Awareness, Tentacle Grab,

    Transferred Knowledge

    Talents: Battle Analysis, Combined FireSotG, Coordinate, Demand Surrender, FleetDeploymentSotG, Fleet TacticsSotG, Inspire Confidence, Presence, Weaken ResolveFeats: Improved Defences, Improved Damage Threshold, Linguist, Melee Defence,Pin, Skill Focus (Knowledge [Tactics]), Skill Focus (Perception), Skill Focus(Persuasion), Skill Training (Knowledge [Tactics]), Skill Training (Persuasion)Skills: Endurance +24, Knowledge (Tactics) +20, Perception +22, Persuasion +22,Stealth -14, Survival +17-----------------------------------------------------------Atmosphere Generation: A yammosks lung capacity lets it support thousands ofoxygen-breathing creatures for several hours by exhaling a large transparent bubbleas a Full-round action. This bubble can pass over solid objects without breaking andallows solid objects to move through it, provided that they do so slowly. A yammoskcan only produce one such bubble every 24 hours.

    Breathe Underwater: See SECR, page 29 as Mon Calamari species abilityCrew Enhancement: Yammosks can assist the crew of its assigned Yuuzhan Vongcapital ships within 10000 km, giving the vessels a +5 competence bonus on all skillchecks and attack rolls (increase CL of affected vessels by 2). This bonus is notcumulative; a vessel can only receive one such bonus and it does not affect shipssmaller than Colossal (Frigate) in size. If the yammosks telepathic link is somehowsevered, this bonus is lost until it can be re-established.Exceptional Swimmer: As an aquatic beast, the yammosk does not need to makeSwim checks for any purpose of the skill.

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    Gravitic Telepathy: Yammosks are able to broadcast and receive thoughts by using agravitic resonance chamber found within its physiological structure. A yammosk maytreat all of its assigned forces as being within line of sight (and voice) range for thepurposes of the following talents: Combined FireSotG, Coordinate, FleetDeploymentSotG, Fleet TacticsSotG, Inspire Confidence. The maximum range for thisability is 10000 km and if the telepathic link is severed, the yammosk cannot use

    this ability until it can be re-established.Subsensory Awareness: A yammosk is able to understand the basic state of mind ofnon-Yuuzhan Vong creatures, sentient or otherwise. If a yammosk succeeds on anattack roll (1d20+15) against the targets Will Defence, it gains a +5 bonus onDeception, Perception and Persuasion checks made against that target for theduration of the encounter.

    Tentacle Grab: If a yammosk hits with one of its tentacles against a Huge or smalleropponent, it can automatically make a Grapple check with its tentacle attack at itsfull bonus (even if it has already taken a Full-round action). If the Grapple check issuccessful, the yammosk can make an opposed Grapple check each round to movethe grappled creature 1 square closer, until it pulls the creature into its maw.

    Transferred Knowledge: Yammosks transfer their collected knowledge to theirprogeny. As a consequence, a new-born yammosk will have the sum of itsprogenitors memories, although it may take some time to translate this into actualabilities.SotGDescriptions of these talents may be found in Starships of the Galaxy

    Yuuzhan Vong Dread Weapon CL10Colossal (Cruiser) Shaped Beast 10Init +2; Senses: Darkvision, Perception +8-----------------------------------------------------------Defences Ref 11 (Natural Armour +14, Flat-footed 11), Fort 26, Will 12HP 165; DR 15; Threshold 226Immunities Mild, Moderate and Severe Radiation-----------------------------------------------------------

    Speed 12 squares, Fly 2 squares (Starship scale)Melee Bite +15* (6d6+25) orMelee Bite +15* (7d6+25) with Mighty SwingFighting Space 30x600 or 1x4 (Starship scale); Reach 4 squares, 1 square (Starshipscale)Base Atk +7; Grp +51Atk Options: Inhalation, Mighty Swing-----------------------------------------------------------Abilities Str 39, Dex 4, Con 34, Int 1, Wis 8, Cha 1Special Qualities: Armoured Defences**, Darkvision, Force Immunity, Inhalation,Vacuum SurvivalFeats: Improved Defences, Mighty Swing, Power Attack, Skill Training (Perception)Skills: Perception +8, Stealth -18, Survival +8

    -----------------------------------------------------------Armoured Defences**: See LECG, page 220 for a description of this ability.Force Immunity: Dread Weapons are immune to any Force effect that targets its Willdefence (including Force powers and aspects of the Use the Force skill).Inhalation: The dread weapon can expidite travel by the action of its lungs and thesame process can also draw in unwilling passengers.

    The inhalation effect covers a 30-square radius in front of the creature. Make anattack roll (1d20+7) against any unsecured targets Reflex Defence; success indicatesthat the target is able to grab hold of something solid enough to resist the inhalation,failure indicates the target moves 12 squares closer to the maw of the dread weapon.

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    Secured targets must succeed at a Strength check (DC 10) on subsequent rounds toresist being dragged towards the dread weapon; failure indicates the target isdragged 12 squares towards the dread weapon's mouth. Inhaled targets cannot cuttheir way out as the dread weapons skin is dozens of metres thick.

    The dread weapon can employ this ability for 20 rounds at a time, after which it mustrest for a like number of rounds before it can employ the ability again.

    Vacuum Survival: Dread Weapons possess a unique physiology that prevents themfrom taking damage when exposed to vacuum environments.*Includes 6 points of Power Attack**Special qualities granted by shaping

    Capture Beast CL4Colossal (Frigate) Shaped Beast 5Init +2; Senses: Perception +2-----------------------------------------------------------Defences Ref 5 (Natural Armour +5, Flat-footed 5), Fort 30, Will 10HP 122; DR 15; Threshold 130-----------------------------------------------------------

    Speed 5 squaresMelee 100 Sucker-tipped Legs +21 (Special)Fighting Space 2x130; Reach 2 squaresBase Atk +3; Grp +46Atk Options: Pin-----------------------------------------------------------Abilities Str 47, Dex 10, Con 50, Int 2, Wis 20, Cha 2Special Qualities: Enclose, Force Immunity, Leg Grab, Uncanny Dodge IIFeats: Pin, Skill Training (Survival)Skills: Climb +25, Stealth -18, Survival +7-----------------------------------------------------------Enclose: The capture beast is able to move its body segments in any direction itwishes to form any configuration of an unbroken line (including a circle if it joins its

    head to its tail). This alters the targets to which it is adjacent. Any being that it triesto climb over the capture beast is subject to 1d4+4 leg attacks per round (thecapture beast is 2 squares tall).Force Immunity: Capture Beasts are immune to any Force effect that targets its Willdefence (including Force powers and aspects of the Use the Force skill).Leg Grab: If a capture beast hits with one of its sucker-tipped leg attacks a Huge orsmaller, it can automatically make a Grapple check with its leg attack at its full bonus(even if it has already taken a Full-round action). If the Grapple check is successful,the capture beast can make an opposed Grapple check to keep the grappled being inthe same relative position to the capture beast. The capture beast can also move,carrying any grappled beings along with it.Uncanny Dodge II: This ability is the same as the Scout talent of the same name(SECR, pg 49), but does not require those prerequisites.

    Turfhopper Grutchin (CL8)Huge vacuum weapon Beast 9Init +9; Senses Darkvision, Perception +10Defences Ref 21 (flat-footed 16), Fort 16, Will 11hp 108; Threshold 26Speed 10 squares (fly) or 1 square (starship scale)Melee +21 bite (2d6+14)

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    Fighting Space 3 x 3; Reach 1 squareBase Attack +6; Grapple +40Abilities Str 38 Dex 20 Con 22 Int 1 Wis 12 Cha 2Feats Crush, Pin, Power Attack, Weapon Focus (bite)Skills Perception +10Acid Damage After a successful bite attack, the Turfhopper Grutchin secretes a

    powerful acid that deals an additional 4d6 damage and ignores DR.Each successful attack by a Turfhopper Grutchin is cumulative for purposesdetermining whether damage overcomes the target's Damage Threshold.Living weapons Turfhooper Grutchins are most commonly used as weapons by

    Yuuzhan Vong vessels. In space combat they are dropped like mines then move undertheir own power towards the nearest large target such as an enemy capital ship.Whenever an enemy ship enters a square that has been seeded with TurfhooperGrutchins, each one makes a grapple attack (Due to their many grasping legs, a

    Turfhopper Grutchin gains a +10 bonus on grapple checks, which is already includedin their stats). If they succeed, they attach themselves to the target and begin toattack as normal, eating their way through to the ion drives or the crewcompartments.