You are on page 1of 8

Wizard’s Creatures

For the D20 Star Wars Roleplaying Game

Converted by www.BothanSpy.Net - version 1.0


Index
Cularin Space Slug 2
Space Slug Stats 3
Swamp Womp Rat 4
Swamp Womp Rat Stats 5
Tatooine Howler 6
Zeev, a Pet Duuvhal 7

Converted from original work by Wizards of the Coast www.wizards.com/starwars


by www.BothanSpy.Net - version 1.0
Page 1
Cularin Space Slug
By Steve Kenson and Owen Stephens

The very rare space slugs of the Cularin system are gigantic, wormlike creatures that can
grow up to 900 meters long, fully capable of swallowing an entire starship. These silicon-
based life forms can survive in the vacuum of space. They nest in hollows and caves in large
asteroids, feeding on the minerals in them, which gives them their grayish, stonelike hide.
The interior of a space slug has its own atmosphere and pressure, and it is possible to move
around within such a creature with just a breathing mask. Space slugs often exist in
symbiosis with flocks of mynocks that live inside them, scavenging off the minerals the slug
consumes. Such creatures live in the forward section of the slug, avoiding the digestive
organs farther back. A space slug is fairly vulnerable to attacks from within it, gaining only
5 points of damage reduction against such attacks.
Space slugs tend to be lethargic creatures, resting in their planetoid dens and emerging
only occasionally to consume more minerals to sustain themselves. They rest with their
mouths open, allowing wandering fragments of rock to enter their gullets (along with the
occasional mynock, or even a passing starship). Space slugs lying with their mouths agape
can be mistaken for natural caves, although pilots usually make such a mistake only once --
slugs find the metals and minerals in a space transport an excellent meal!
Unlike the space slugs found in the Hoth asteroid belt and elsewhere, the Cularin space
slugs are unique in that they are easily trained and may be descended from some form of
domesticated creature (reduce all Handle Animal check DCs by 5). In fact, space slugs may
be the only surviving species native to the huge jungle planet that once orbited where
Cularin's asteroid field now lies. When internal stresses caused that planet to break up into
millions of chunks of rock, the creatures known as space slugs are believed to have survived
and adapted to their new, airless environment. The creatures breed through fission,
splitting into two smaller slugs when they have attained sufficient mass. Over time, a group
of slugs can deplete an asteroid of minerals. Since they are long-lived and eat slowly,
however, space slugs rarely deplete their food supply entirely.

The digestion of a Cularin space slug is very slow, but does eventually break down biological
and inorganic matter. A starship sitting in the back half of a space slug will lose 1 point of
damage reduction each day it remains there. Once its damage reduction falls to 0, the ship
receives 1d6 points of damage each day. Living creatures stuck in the digestive region are
also dealt 1d6 points of damage a day, but rarely remain long enough to be injured. The
metabolism of a slug is very slow, and it is thought they may live for tens of thousands of
years.

Some of the smugglers operating in the Cularin asteroid belt have trained space slugs to act
as guards -- in some cases even claiming to regularly land safely within the mouth of a tame
beast to avoid detection by military ships. It's possible some pirates use this tactic as well,
hiding inside a slug until target freighters draw too close to escape. Although most
government sources within the Cularin system dismiss such claims, many space transport
captains avoid getting too close to space slugs.

Converted from original work by Wizards of the Coast www.wizards.com/starwars


by www.BothanSpy.Net - version 1.0
Page 2
Space Slug Stats

Space Slug: Vacuum vermin 20; Init -3; Defense 24 (+25 natural, -8 size, -3 Dex); Spd 100 m
burrow; VP/WP 450/376; Atk +15 melee (6d12+10, bite) or +2 ranged; SQ Can survive in
vacuum, damage reduction 25, darkvision; SV Fort +18, Ref -3, Will -2; SZ C; Rep 3; Str 31,
Dex 4, Con 47, Int 2, Wis 11, Cha 6; Challenge Code: G.

Skills: Hide +6, Listen +8, Spot +8, Survival +9.

Converted from original work by Wizards of the Coast www.wizards.com/starwars


by www.BothanSpy.Net - version 1.0
Page 3
Swamp Womp Rat
By Steve Kenson and Brian Campbell

Womp rats are quadrupeds with short fur, whiplike tails, sharp teeth, and claws. The best
known variety is the desert womp rat, native to the desert planet Tatooine, but other
varieties have been found throughout many worlds. The desert variety sports light tan or
yellow fur to blend into its surroundings. By contrast, the swamp variety, found in the
marshes and bogs of Cularin, has dark, muddy brown fur, along with a set of whiskers for
sensing movement in water.

In any environment, womp rats are dangerous enough on their own, but most prefer to hunt
in packs of as many as a dozen. A group of them can bring down a large animal quickly and
tear it apart. They're adept at chasing their prey, although most prefer to strike from an
ambush. Subspecies that survive in dense wilderness, such as Cularin's jungles or marshes,
rely on their ability to ambush unwary opponents more than their skill at tracking them
down. Most womp rats are cowardly when faced with more dangerous adversaries. Bright
lights and loud noises (including blaster fire) tend to frighten them off.

Swamp womp rats are exceedingly patient, waiting just below the surface of a marsh or bog
for their prey to approach. Although they typically have poor eyesight, their long whiskers
can pick up minute vibrations up to twenty meters away. (Thus, Spot checks usually depend
on the creature's whiskers more than its eyesight.) "Swamp wompers" also rely on their
highly developed sense of smell; the members of the pack will poke the tips of their noses
above water while waiting for food. When a potential victim comes within about 10 meters,
the pack swarms, overwhelming its prey with wave after wave of attacks. The pack will
crawl up onto land only if desperate for food or when chasing a wounded victim.

When submerged, the creature's long whiskers can detect repulsorlift vibrations, but only
when a vehicle comes within about 50 meters. Because these creatures aren't particularly
bright, they've been known to hurl themselves at water transports, becoming a nuisance on
many fringe worlds. In the Cularin system, where varieties of womp rats are present, locals
often organize "womp runs" to cut down the population. In swamps, young Tarasin
sometimes troll across a lake or marsh with repulsorlift vehicles, looking for easy sport and
hoping to pick off as many swamp wompers as they can before the craft is swarming with
them. Skillful pilots then pride themselves on waiting until the last possible moment to
leave, hopefully killing one or two of the creatures in their rush to escape.

Tactics: Swamp womp rats often employ pack tactics when bringing down their prey. The
fastest creature lunges at its victim with a quick bite. If a few other womp rats are lurking
within a few meters, they'll surround the quarry, lashing out with bites and claw attacks.
Against groups, the pack usually focuses on one or two targets, usually in an attempt to a
drag a victim underwater before too many pack members are killed.

Converted from original work by Wizards of the Coast www.wizards.com/starwars


by www.BothanSpy.Net - version 1.0
Page 4
Swamp Womp Rat Stats

Swamp Womp Rat: Swamp predator 1; Init +4 (+4 Improved Init); Defense 13 (+3 natural);
Spd 10 m, swim 10 m; VP/WP 4/11; Atk +1 melee (1d6, bite), -4 melee (1d4, 2 claws); SQ
Scent; SV Fort +2, Ref +0, Will +0; SZ Medium; Str 11, Dex 10, Con 11, Int 3, Wis 11, Cha 6.
Challenge Code: B.

Skills: Hide +4, Swim +8, Survival +6


Feats: Improved Initiative

Converted from original work by Wizards of the Coast www.wizards.com/starwars


by www.BothanSpy.Net - version 1.0
Page 5
Tatooine Howler
By Steve Kenson and Owen Stephens

The Tatooine howler is a predator that has adapted to the harsh desert environments of
that world. The large, shaggy creature has a bulky build and curling horns. If seen briefly
from afar, a howler might be mistaken for a bantha. They're dangerous and unpredictable
animals, but, thankfully, very rare. In fact, most people consider them to be legends or
rumors designed to keep the curious away from secret smuggler bases in the deep desert.

Howlers are extremely intelligent carnivores. When one is on the hunt, it makes loud
howling noises to scare its prey, herding the quarry toward a rock cul-de-sac or similar
killing ground. The howler dries portions of each kill in the hot air and buries them in the
sand. If hunting turns lean, the howler can return to its secret cache of food, but otherwise
it will ignore the preserved flesh in favor of fresh meat. If a desert traveler were to find
such a buried collection of food, it would be a sure sign that a howler was nearby.

The creatures are covered in dirty yellow fur, allowing them to blend in with their
surroundings. This camouflage gives them a +2 bonus on Hide checks in sandy environments.
Only their teeth, claws, and horns are likely to stick out from their surroundings, but that's
rarely enough to blow their cover (especially during sandstorms).

Tatooine Howler: Desert predator 3; Init -1 (Dex); Defense 18 (+10 natural, -1 size, -1
Dex); Spd 10 m; VP/WP 32/20; Atk +7 melee (1d6+6, claw) or +7 melee (1d4+6, bite), +0
ranged; SQ +2 species bonus on Hide checks, +4 species bonus on desert Survival checks; SV
Fort +8, Ref +2, Will +1; SZ L; Rep 4; Str 22, Dex 8, Con 20, Int 10, Wis 10, Cha 12.
Challenge Code: C.
Skills: Hide +3, Listen +5, Move Silently +4, Survival +4.

Feats: Power Attack, Track.

Converted from original work by Wizards of the Coast www.wizards.com/starwars


by www.BothanSpy.Net - version 1.0
Page 6
Zeev, a Pet Duuvhal
By Cory Herndon

The small, feathered reptilian predator known as the duuvhal is native to Yashuvhu, a world
on the edges of the Unknown Regions. Zeev, the pet of a wandering Force adept named
Valara Saar, is the only duuvhal ever seen by the galaxy at large.

Zeev is about the size of a large dog, although the resemblance ends there. Although a
reptile, the duuvhal is warm-blooded and covered in emerald-green feathers that help it
blend into the jungles of its homeworld. It has powerful legs and can move faster than one
would expect from a creature its size. The duuvhal's bite carries a toxic venom that can be
quite deadly to Humans. This is usually not a major concern, however, as the duuvhal bites
only small prey in the wild, never a being larger than itself. Zeev, however, has been
trained by his master to bite on command.

Zeev: male duuvhal, forest predator 2; Init +0; Def 15 (+1 size, +4 Dex); Spd 10m; VP/WP
5/10; Atk +3 melee (1d6 + special, bite) or +3 melee (1d6, 2 claws); SQ Poisonous bite, SV
Fort +2, Ref +4, Will +0; SZ S; Str 14, Dex 18, Con 10, Int 2, Wis 10, Cha 10. Challenge Code:
B.
Skills: Listen +4, Jump +6, Spot +4, Survival +4

Feats: Track.
Special Qualities: Poisonous -- Any time a duuvhal hits with its bite attack, the opponent is
immediately poisoned. If the opponent fails a DC 15 Fortitude save, he suffers 1d6 Con
damage (a successful save still deals half Con damage, although it negates the need for a
second save.) If the first save failed, the poisoned individual must make another Fort save
2d4 +2 rounds later with a DC 18. Failure on this save means another 2d6 Con damage,
success means half damage.

Converted from original work by Wizards of the Coast www.wizards.com/starwars


by www.BothanSpy.Net - version 1.0
Page 7

You might also like