You are on page 1of 2

Mood Swings

Creature Feature

By Steve Kenson and Owen Stephens

Thernbees are massive predators native to Almania, a planet in the Almania system in the Outer Rim. They exhibit catlike qualities,
although their prehensile tails and anesthetic bite distance them from other feline-related creatures around the galaxy. They are social,
curious creatures. However playful their behavior may appear, though, they are still predators and can be dangerous, especially in the
presence of the dark side.

First discovered by the larger galaxy during the New Republic era, thernbees seem empathic, perhaps borderline sentient. The
creatures are unusually sensitive to their environments, both physically and emotionally. Some speculate that because of this
sensitivity, the predators' behavior can change drastically when their environment changes.

This idea gains credence as the increasing black market sale of thernbees disperses them farther and farther from their natural habitat.
Most thernbees adapt well to new environments but long periods of adjustment are necessary. A few, kept in groups on private
reserves designed to mimic Almania, show little change in appearance or behavior. Those kept for public exhibition spend a year or so
reacclimatizing if their handlers are adept. Irresponsible owners who keep them as pets or guard animals, alone or in cramped quarters,
usually experience trouble with restless, malnourished thernbees.

The main determinant of a thernbee's behavior, however, is the temperament of its handler. Peaceful, attentive handlers help thernbees
adapt to new surroundings much faster than handlers who are troubled or abusive. The worst-case scenario is when thernbees are
taken off-world and exposed to the dark side.

While thernbees are not Force-sensitive or technically even Force users (their empathy isn't muted by the presence of ysalamiri), they
do appear to be aware of Force users and the dark side. Life on Almania is usually familiar enough for them that the introduction of a
dark side Force user doesn't destabilize them. But away from their home environment, even in a place to which they've grown
accustomed, thernbees react strongly to the hate and fear carried by dark side disciples.

Thernbees act skittish in the presence of a person who has more than 3 dark side points. Their discomfort at that level of exposure isn't
noticeable to the untrained eye, though a character with the Handle Animal skill would notice the thernbee's unusual behavior with a
successful check against DC 15. Those who have gone entirely over to the dark side trigger short, violent outbursts in thernbees just by
being nearby.

Frequent exposure to dark side energy for more than a month causes thernbees to become maddened and emotionally crippled. The
madness dulls a thernbee's natural empathy, since it feels only mental anguish. When it does communicate through its empathy, a
thernbee lashes out in bursts of pain and anger, which can daze mentally unprepared opponents.

Any time a maddened thernbee senses hostility with its empathic ability, it flies into
For GMs Only!
combat, attacking the nearest available target. If it manages to bite the source of the
Looking into the smuggling problem might
rage that fuels its madness, the thernbee's anesthetic saliva mutes the source of
be only the first in a series of adventures for
enraging emotions and gives the predator a chance to calm down. At that point, a
a group of heroes in the New Republic era.
successful Handle Animal check (DC 25) settles the thernbee's maddened rampage. If
First, they need to find the thernbees on a
the check fails, however, the creature continues to fight to the death.
planet succumbing to rapid industrialization.
Then they need to find and confront the
Not many dark side users have discovered this potent weapon yet, but as more do, poachers who are trapping the creatures.
thernbees become far more attractive guardians for them to collect. Smuggling rings But even after they put a stop to the
dedicated to exporting them off-world will continue to grow. If the creatures are sentient practice, the heroes can follow up with a list
as Master Skywalker suspects, this poaching could suddenly become slavery. of clients to whom the poachers sell their
catches.
In any event, exporting large predators throughout the galaxy is a dangerous
precedent, especially when most planets already seem to have their fair share of Even if buyers aren't dark side adherents,
hazardous wildlife. The New Republic has not seen fit to allocate attention or resources anyone rich enough and interested in
to the situation yet, but an independent group of heroes might be able to accomplish obtaining a thernbee illegally probably isn't
much good by looking into the situation and stopping poachers. an inconsequential enemy. Those who do
serve the dark side must be powerful to
keep one of these creatures near enough to
Maddened Thernbee: Predator 8; Init +11; Def 17 (+4 natural, –1 size, +4 Dex); Spd corrupt but contained for effective use
20m; VP/WP 152/20; Atk +17 melee (2d4+6, 2 claws), +15 melee (2d6, bite) or +17 against intruders. And anyone that powerful
melee (1d8+6, gore); SQ Anesthetic bite, daze, empathic, pounce; SV Fort +11, Ref is probably up to something else
+10, Will +8; SZ L; Rep +5; Str 22, Dex 18, Con 20, Int 2, Wis 15, Cha 15; Challenge already . . .
Code E.
Skills: Climb +6, Hide +8, Intimidate +6, Jump +6, Move Silently +4, Spot +6, Survival –2.

Force Skills: Empathy +8.

Feats: Improved Initiative, Multiattack, Power Attack.

Special Qualities: Anesthetic Bite—The saliva of a thernbee has strong anesthetic properties that dull a victim's senses, making it
difficult for the target to fight back. The substance acts as an injected poison. A victim bitten by a thernbee must make a Fortitude save
(DC 23). Failure results in the victim becoming fatigued for one hour (cannot run or charge, –2 to Str and Dex). If the initial save is
failed, the victim must make a second save after one minute. If this saving throw also fails, the victim becomes exhausted for one hour
(move at one-half speed, –6 to Str and Dex). If a character who is already exhausted fails a save against thernbee saliva, he falls
unconscious for one hour. Saliva milked from a thernbee loses these properties within minutes.

Daze—A maddened thernbee can overwhelm a target by projecting its maddened state into the target's mind. To do this, the thernbee
must be able to see the victim and make an Empathy check (DC 20). The target is allowed a Will save (DC 20) to resist. Those who fail
are dazed. This is a free action, but it can be done only once per round.

Empathic—All thernbees are empathic, automatically gaining 8 ranks of the Empathy skill. Although Empathy is normally a Force skill,
the thernbee's empathy requires no particular connection or sensitivity to the Force. Thernbees also use empathy to communicate their
emotions to other creatures. To do this, the thernbee must be able to see the creature it wishes to affect and make an Empathy check
(DC 20). The target is allowed a Will save (DC 20) to resist the mental intrusion, but even if the target fails, he or she receives only a
vague sense of the thernbee's current emotions.

Pounce—With its powerful hind legs, a thernbee can pounce upon its prey with lightning speed. A pouncing thernbee can make a full
attack after taking a move action.

You might also like