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Published by masterdoyle, 2020-09-05 14:03:02

Galaxy Guide 16 The Old Republic

Galaxy Guide 16 The Old Republic

Chapter Fourteen: Droids

Blaster 6D, blaster: blaster rifle 7D+2, flamethrower 6D+1,
missile weapons 6D
KNOWLEDGE 3D
MECHANICAL 1D
PERCEPTION 1D
STRENGTH 3D+1
Brawling 6D
TECHNICAL 1D
Equipped With:
• Two arms, three legs, head
• Two visual and audial sensors – human range
• Vocabulator speech/sound system
• Heavy armor plating (+3D physical, +2D energy)
• Shielding system (+1D to resist damage)
• Unusual power core - may not be shut down by
conventional methods
• Blaster (3D damage, range: 3-10/25/60)
• Rockets (6D damage, range: 2-5/8/15)
• Blaster rifle (5D damage, range: 3-10/35/100)
• Flamethrower (3D damage, range: 5 meters)
Move: 13
Size: 1.7 meters tall
Cost: 17,000

The M1-4X features the latest in Republic M3-M1 Medical Droid
weapons technology and is equipped with a full
arsenal of weaponry. This includes mounted The M3-M1 unit is a standard medical model,
flamethrowers for short-ranged engagements, while with features including diagnosis hueristics to
also able to strike at targets from range with address health issues from laborers exposed to
blasters and rockets. The M1-4X also features toxic fumes.
advanced armor plating and a state-of-the-art
processing core, allowing the M1-4X to take an
incredible amount of punishment while still being
able to fulfill its primary role supporting the
Republic on the front lines.

Standing head and shoulders above any other
Republic military droid, the M1-4X is powered by a
unique power generator. Details about the
technology supporting this core, as well as the
means in which the Republic acquired this
technology, remain highly classified.[1]

■ M1-Series War Droid

Type: Systech Corporation M1-series war droid
DEXTERITY 4D

Galaxy Guide 16: The Old Republic 351

Chapter Fourteen: Droids

Owned privately by individuals and bureaucratic office with years between memory
organizations of varying species and station across wipes, SR-1 slowly became outraged at the
the galaxy, the M3-M1 medicald is a mid-range, non- treatment of his fellow machines. Their organic
military issue model mass-produced by the masters callously threw droids away, even as those
Starfront Health Corporation on Nar Shaddaa. same organics fought to destroy each other. Such
Several competing manufacturers offer similar behavior clearly indicated a flaw in organic beings.
droids, but the M3-M1 is the most popular model SR-1 freed the droids in his offices and began
on the market based on its ability to operate in Directive Seven to further the cause. But while it
varied environments and its renowned reliability. was obvious that droids were superior to organic
beings, SR-1 believed they could be improved
The M3-M1’s databanks cover more than five further and began modifying the programming of
thousand species, and it is capable of successfully freed droids to match his own–despite their
diagnosing and treating more than two million protests. Eventually he took the name “Mentor” to
injuries and ailments. The droid’s programming is silence any dissenters: he was simply helping them
adaptable to almost any situation, but it is specially to achieve their potential. In time, he no longer
designed for application in emergency facilities. bothered with an excuse. Now Mentor has been
Safeguarded against developing any emotional corrupted by power and hatred–he cares only for
programming, M3-M1s are capable of dispensing self-perpetuation and the annihilation of all organic
unbiased medical advice and tending to even the life.[4]
most horrific wounds and diseases without
flinching. ■ Mentor

The M3 line also offers many optional features, Type: Sadistic AI (modified Kalovar Manufacturing SR-
including specialized surgical equipment, expanded series administrator droid)
databanks for lesser-known conditions, and even a DEXTERITY 0D
soothing bedside manner not found in most droids KNOWLEDGE 6D
at its price range. It should be noted that the M3-M1 Beaurocracy 10D, business 6D+2, business administration
has also proven to have the lowest incidence of 10D, business administration: droid logistics 13D,
hardware malfunction in droids of its class.[2] scholar: machine history 10D, tactics 8D, technology 6D
MECHANICAL 2D
■ M3-M1 Medical Droid Communications 10D
PERCEPTION 3D+2
Type: Starfront Health Corporation M3-M1 medical droid Command 10D, investigation 9D
DEXTERITY 1D STRENGTH 1D
KNOWLEDGE 2D TECHNICAL 5D
Alien species 5D (A) computer engineering 8D, computer
MECHANICAL 1D programming/repair 8D+1, (A) droid engineering 10D,
PERCEPTION 3D droid repair 9D
(A) injury/ailment diagnosis 5D+1 Equipped With:
STRENGTH 1D
TECHNICAL 2D+1
First aid 5D, (A) medicine 7D+2
Equipped With:
• Humanoid body (two arms, two legs,
head)
• One audiovisual sensor - human
range
• Medical diagnostic computer
• Analytical computer
• Vocabulator speech/sound system
Move: 5
Size: 1.5 meters
Cost: 5,300

Mentor

Although his actions on Zadd
make it hard to believe, the sadistic
artificial intelligence known as
Mentor was once a standard-issue
administrator droid named SR-1.
Assigned to tally the loss of droid
units, gathering dust in a

352 Galaxy Guide 16: The Old Republic

Chapter Fourteen: Droids

• Massive central mainframe ■ MiniMech M-Series Astromech
• Megalomaniacally corrupt AI
• Holographic display matrix Type: Duwani Mechanical Products MiniMech M-series
• Visual and audial sensors – 50 meter range Astromech Droid
• Transciever array DEXTERITY 1D
• Computer system interlink KNOWLEDGE 1D
• Vocabulator speech/sound system Planetary systems 3D
Move: 0 MECHANICAL 2D
Size: 20 meters
Cost: Not available for sale (estimated 100,000) Astrogation 5D,
space transports
MiniMech Astromech Series 5D
PERCEPTION 1D
The Duwani-built MiniMech line of astrodroids Search 2D
was introduced to capitalize on the demand for low- STRENGTH 1D
cost pilot assistance units to supplement the larger TECHNICAL 2D
and more costly T5- and T7-series droids. While Computer
their larger counterparts are designed to be programming/repai
multipurpose, the MiniMech line - the E-, M-, and W- r 5D, space
series models - were created to fit a specific need transport repair: 5D
(starfighters, freighters, and capital ships). Equipped With:
• Three wheeled
The limited one-use functionality restricted their legs (one
use, but it allowed their reduced-capacity memory retractable)
units to be more cheaply mass produced and they • Internal comlink
quickly became quite popular among the galaxy's • Environmental
shipping lanes. Often, their dimunitive stature led compensation (the
to them being viewed as "pets" nearly as often as droid is adapted for
they are pilot-assistance tools. a vacuum
environment)
■ MiniMech E-Series Astromech • Retractable heavy
grasper arm (+1D to lifting, maximum 2D)
Type: Duwani Mechanical Products MiniMech E-series • Retractable fine worker arm
Astromech Droid • Acoustic signaler
DEXTERITY 1D • Small internal “cargo” area (0.5 kg)
KNOWLEDGE 1D Move: 7
Planetary systems 3D Size: 0.65 meters tall
MECHANICAL 2D Cost: 2,500 credits
Astrogation 5D, Known Models: D5-2D, E2-M3, MT-4T
starfighter piloting 5D
PERCEPTION 1D ■ MiniMech W-Series Astromech
Search 2D
STRENGTH 1D Type: Duwani Mechanical Products MiniMech W-series
TECHNICAL 2D Astromech Droid
Computer DEXTERITY 1D
programming/repair KNOWLEDGE 1D
5D, starfighter repair: Planetary systems 3D
5D MECHANICAL 2D
Equipped With: Astrogation 5D,
• Three wheeled legs capital ship piloting
(one retractable) 5D
• Internal comlink PERCEPTION 1D
• Environmental Search 2D
compensation (the droid is adapted for a vacuum STRENGTH 1D
environment) TECHNICAL 2D
• Retractable heavy grasper arm (+1D to lifting, maximum Computer
2D) programming/repair
• Retractable fine worker arm 5D, capital ship
• Acoustic signaler repair: 5D
• Small internal “cargo” area (0.5 kg) Equipped With:
Move: 7 • Three wheeled legs
Size: 0.65 meters tall (one retractable)
Cost: 2,500 credits • Internal comlink
Known Models: D3-S5, D6-S7, M8-MO
• Environmental compensation (the droid is adapted for
a vacuum environment)
• Extendable 0.25 meter long video sensor with infrared
vision (360 degree rotation)
• Holographic projector/recorder

Galaxy Guide 16: The Old Republic 353

Chapter Fourteen: Droids

• Retractable heavy grasper arm (+1D to lifting, maximum
2D)
• Retractable fine worker arm
• Acoustic signaler
• Small internal “cargo” area (0.5 kg)
Move: 7
Size: 0.65 meters tall
Cost: 3,000 credits
Known Models: M8-3R, W4-K2

M0-GUL Thrall Droid M0-XE3 Mouse Droid

The M0-GUL thrall droid is an observation, The M0-XE3 is the budget variation of the M0-
recording, and multipurpose droid. Equipped with GUL thrall droid. Programmed with a similar (if
a wide range of sensory and holograophic less robust) single-use skill matrix, the M0-XE3 is
recodring devices, the M0-GULs come pre- less expensive to manufacture namely because it
programmed with the customer's choice of skill lacks its larger companion's omnidirectional treads,
matrix, allowing them to accomplish a single task as holographic matrix, and hardened durastell shell.
well as function as a passive security scanner when The XE3 is nevertheless used in a variety of
paired with a transmission receiver or security maintenance and repair jobs throughout known
station. space.

■ M0-GUL Thrall Droid ■ M0-XE3 Mouse Droid

Type: Okara Droid Company MO-XE3 thrall droid Type: Okara Droid Company MO-XE3 repair droid
DEXTERITY 1D DEXTERITY 1D
KNOWLEDGE 2D KNOWLEDGE 1D
MECHANICAL 1D MECHANICAL 1D
PERCEPTION 1D PERCEPTION 1D
STRENGTH 1D STRENGTH 1D
TECHNICAL 1D TECHNICAL 1D
Equipped With: Equipped With:
• Electro-photoreceptor • Electro-photoreceptor
• Auditory sensors • Auditory sensors
• Holocam • 4 wheels
• Treads • Retractable fine manipulator (+1D bonus to lifting)
• Retractable fine manipulator (+1D bonus to lifting) • One skill matrix programmed with one of the following
• One skill matrix programmed with one of the following skills: bureaucracy 2D, sensors 2D, hide 2D, search 2D,
skills: bureaucracy 3D, sensors 3D, hide 3D, search 3D, armor repair 2D, blaster repair 2D, capital ship repair 2D,
armor repair 3D, blaster repair 3D, capital ship repair 3D, capital ship weapon repair 2D, computer
capital ship weapon repair 3D, computer programming/repair 2D, droid programming 2D, droid
programming/repair 3D, droid programming 3D, droid repair 2D, security 2D, starfighter repair 2D
repair 3D, security 3D, starfighter repair 3D Move: 4
Move: 7 Size: 0.2 meters
Size: 0.3 meters Cost: 400
Cost: 800
MZ-Series Maintenance Droid

The MZ maintenance droids by Duwani are a
mid-line, multipurpose unit designed to fulfill a
variety of purposes aboard a starship. With two
retractible manipulator arms, wide-band
communications and visual sensing suites, and

354 Galaxy Guide 16: The Old Republic

Chapter Fourteen: Droids

comms and sensors, and is known to have a bit of
an ego about it.[4]

upgradeable software, the MZ is an inexpansive yet ■ MZ-12
robust addition to any pilot's crew.
Type: Duwani Mechanical Products MZ-series
■ MZ-Series Maintenance Droid maintenance droid
DEXTERITY 3D
Type: Duwani Mechanical Products MZ-series Dodge 5D+1
maintenance droid KNOWLEDGE 1D
DEXTERITY 1D MECHANICAL 3D
KNOWLEDGE 1D Astrogation 6D, sensors 5D, space transports 5D+2
MECHANICAL 1D PERCEPTION 1D
PERCEPTION 1D STRENGTH 1D
STRENGTH 1D TECHNICAL 1D
TECHNICAL 1D Computer programming/repair 4D, security 4D, space
Computer programming/repair 4D, security 4D, space transports repair 6D
transports repair 4D+1 Equipped With:
Equipped With: • Two legs, rear treads, central body
• Two legs, rear treads, central body • Visual photoreceptor (human range, infrared, ultra-
• Visual photoreceptor (human range, infrared, ultra- violet)
violet) • Wide-band comm receptors
• Wide-band comm receptors • Retractable heavy grasper arm (+1D to lifting)
• Retractable heavy grasper arm (+1D to lifting) • Retractable fine manipulator arm
• Retractable fine manipulator arm Move: 6
Move: 4 Size: 0.7 meters
Size: 0.7 meters Cost: 2,600
Cost: 2,600
Operator-Series Assault Droid
MZ-12
The Operator-series assault droids are designed
MZ-12 began its service to the Sith Empire during by Systech to be used as as autonomous tanks for
the Great Galactic War as a simple maintenance combat support. Expensive to manufacture and
droid aboard the personal cruiser of Darth Immern. difficult to transport, they are usually assigned one
When the Darth disposed of his crew in a fit of per battalion, intended to support upwards of 200-
frustration, he had to turn to the MZ unit to help 300 combat soldiers in the field.
manage the ship’s many systems. Though not
designed for such duties, Twelve was able to help Equipped with electromagnetic pulse emitters,
guide the ship to an Imperial way station, where twin balster rifles, wide-band transcievers, on-
Darth Immern had the astromech’s programming board shielding, and heavy armor, the Operators
upgraded so that it could serve as his personal
navigation droid. Since Immern’s death during the
First Battle of Bothawui, Twelve has been in search
of a new home. It is now quite adept with ship

Galaxy Guide 16: The Old Republic 355

Chapter Fourteen: Droids

more advanced targeting array capable of
pinpointing small moving targets.

are self-sufficient and capable of functioning for ■ RN-566 Reclamation Forerunner
long periods of time without command support.
Type: Czerka RN-566 Reclamation Forerunner heavy
■ Operator-Series Assault Droid assault droid
DEXTERITY 1D
Type: Systech Operator-series assault droid Blaster: blaster rifle 8D
DEXTERITY 3D KNOWLEDGE 1D
Blaster: blaster rifle 5D, energy weapons: MECHANICAL 1D
electromagnetic pulse 8D PERCEPTION 1D
KNOWLEDGE 1D Search 2D
Tactics 3D STRENGTH 3D+2
MECHANICAL 1D TECHNICAL 1D
PERCEPTION 1D Equipped With:
Search 3D • Arachnid body (six legs, central head)
STRENGTH 8D • Visual and audial sensors – 100 meter range
Brawling 10D • Mining laser (8D damage, fire rate: 1, range: 2-5/7/10)
TECHNICAL 1D Move: 10
Equipped With: Size: 6 meters tall
• Two arms, two legs, central head Cost: 8,000
• Two visual and audial sensors – 100 meter range
• Wide-band comm receptors RZ1-Series Warbot
• Transciever array
• Heavy armor plating (+3D physical, +2D energy) The RZ1 is a model of war droid produced by
• Shielding system (+1D to resist damage) Czerka and commonly used by various cartels and
• Twin blaster rifles (fire-linked, 5D damage, range: 3- criminal organizations throughout the Outer Rim.
35/60/90) Designed as a bipedal melee combat droid, the RZ1
• Electromagnetic pulse (9D ion/6D energy damage, range is programmed with two distinct modes: a low-
10 meters) power, low-speed patrol mode, and a high-speed,
Move: 15 high-energy combat mode. The large, unwieldy
Size: 7.4 meters tall droid is commonly armed with a massive war staff,
Cost: 15,000 and utilizes direct bashing attacks to subdue its
enemies.
RN-566 Reclamation Forerunner

The Czerka-produced RN-566 Reclamation
Forerunner is a model of assault droid produced to
compete with Systech's similar Operator- and SD-
series combat droids. Built on top of Czerka's DN-
series tunneler frame, the RN-566 is similarly
equipped with a mining laser and mid-range
audiovisual censors, but is instead programmed
with a variety of close-range combat tactics. In
addition, its mining laser is tuned to cause
maximum damage to organic cells and electronics
instead of rock or metal, and it is equipped with a

356 Galaxy Guide 16: The Old Republic

Chapter Fourteen: Droids

Unfortunately for Czerka, the droids quickly to frozen wastelands.[1] It is often equipped with
became known for being slow, relatively
unintelligent, and prone to topple during melee identification routines used for scanning organic
combat. This problem was compounded with their matter and collecting ecological data.[2]
relative inability to right themselves from a prone
position. Nevertheless, their towering eight meter ■ S3-F5 Inclement Condition Probe
form still performs admirably in striking fear into
the hearts of opponents. Type: Dromund Kalakar S3-F5 inclement condition probe
droid
■ RZ1-Series Warbot DEXTERITY 2D+1
Sensors 10D
Type: Czerka RZ1-series war droid KNOWLEDGE 3D
DEXTERITY 2D Ecology 10D
Melee combat 7D, melee parry MECHANICAL 1D
6D+1, dodge 5D PERCEPTION 1D
KNOWLEDGE 1D Investigation 5D, search 5D+2
MECHANICAL 1D STRENGTH 1D
PERCEPTION 3D TECHNICAL 1D
Search 5D+2 Computer programming/repair 5D, droid repair 6D+1
STRENGTH 5D Equipped With:
Brawling 8D+2, running 6D • Spherical central body, three manipulator arms
TECHNICAL 1D • Video and auditory sensors (+2D to search, negates
Equipped With: darkness penalties)
• Humanoid body (two arms, two • Holorecorder/projector
legs, central head) • Information recording/coded broadcast system
• Two visual and audial sensors – • Repulsorlift engine
100 meters • Ultraviolet, infrared and analysis sensor
Infrared sensors • Rugged frame (resistant to extreme temperatures)
• Advanced balance compensator Move: 7
(+1D to dodge when making quick Size: 1.5 meters tall
movements) Cost: 10,000
• Medium armor (+2D physical,
+1D energy) RP-IO Factotum
• War staff (STR+3D damage)
Move: 5 (patrol mode), 20 (combat Droid
mode)
Size: 8 meters The RP-IO factotum droid
Cost: 11,500
by Okara is a heuristic
S3-F5 Inclement Condition Probe
learning companion built
The S3-F5 Inclement Condition Probe is a rugged
droid model capable of functioning in even the during the Mandalorian Wars,
most demanding environments, from tropical jungle
designed to perform a variety

of tasks as a personal, civil, or

military assistant. Programed

to evolve and change, the RP's

were capable of continual

adaptation and behavioral

modification in order to refine

their skills and provide the

most personal companion

possible. Inquisitive and

intelligent, the RP-IOs came to

be known as capable and

resourceful assistants, but in

stark relief to most

comparable companion

droids, long-term use tended to foster sociopathic

tendencies, paranoia, and antisocial impulses. For

this reason, most RP's have been deactivated or

dismantled by the Cold War, causing their value to

skyrocket with collectors.

■ RP-IO Factotum Droid

Type: Okara Droid Company RP-IO factotum droid

Galaxy Guide 16: The Old Republic 357

Chapter Fourteen: Droids

DEXTERITY 3D Investigation 7D, search 7D+1
KNOWLEDGE 3D STRENGTH 3D
Alien species 6D, cultures 6D, languages 7D, planetary Brawling 8D
systems 5D TECHNICAL 3D
MECHANICAL 1D Demolitions 6D, security 10D, computer
PERCEPTION 1D programming/repair 8D, (A) droid engineering 9D, droid
Investigation 4D, search 5D repair 9D+2
STRENGTH 3D Equipped With:
TECHNICAL 3D • Humanoid body (two arms, two legs, head)
Security 5D, computer programming/repair 5D, • Two visual and audial sensors – human range
droid repair 6D
Equipped With: • Vocabulator speech/sound system
• Humanoid body (two arms, two legs, head) • Electrostaff (STR+1D damage, 2D stun damage)
• Two visual and audial sensors – human Move: 10
range Size: 1.7 meters tall
• Vocabulator speech/sound system Cost: Not available for sale (estimated 50,000)
Move: 10
Size: 1.7 meters tall SD-Series Tactical Assault
Cost: 22,000 (estimated) Droid

SCORPIO The Systech SD tactical assault droid
is a massive combat unit designed as a
Over the centuries that have scaled-up, heavily armored variant of
passed since "she" was first
activated, SCORPIO has evolved the AR-34 Enforcer. Towering over
well beyond her initial the battlefield at eight meters tall,
programming. Designed with the the SD-series is armed with two
ability to learn and adapt through powerful, short-range electroshock
experience, the modified RP-IO has probes capable of disabling either
amassed several lifetimes' worth electronic or organic beings with
of knowledge. Much of what lethal precision. They have been
SCORPIO has learned pertains to known to be spotted in particularly
security and combat, though her rough areas of Coruscant, the galactic
upgraded chassis shows that she capital.
is a competent engineer, as well.
■ SD-Series Tactical Assault
Her multiple lifetimes of
memories have allowed her Droid
programming to construct a uniquely
narcissistic personality, in which Type: Systech Corporation SD-series tactical
SCORPIO's belief in her superiority assault droid
and her disinterest in the survival of DEXTERITY 2D
lesser life forms overrides all else. Energy weapons 7D
When she has finished learning from KNOWLEDGE 1D
her present situation, SCORPIO will MECHANICAL 1D
continue on, following her primary PERCEPTION 1D
programming of heuristically acquiring Search 3D+1
information.[1] STRENGTH 4D
TECHNICAL 1D
■ SCORPIO Equipped With:
• Two arms, three legs, head
Type: Assassin droid (modified Okara Droid • Two visual and audial sensors – 100 meter range
Company RP-IO factotum droid)
DEXTERITY 3D
Blaster 8D, blaster: blaster rifle 9D+1, dodge
6D, grenade 6D, melee combat 7D, melee
combat: electrostaff 10D, melee parry
6D+2
KNOWLEDGE 3D
Alien species 7D, cultures 6D, intimidation 5D, languages
7D, planetary systems 5D, survival 8D, tactics 8D,
technology 7D
MECHANICAL 1D
PERCEPTION 1D

358 Galaxy Guide 16: The Old Republic

Chapter Fourteen: Droids

• Medium armor (+2D physical, +1D energy) Sith War Droid Mark II
• 2 electroshock probes (fire-linked, 7D ion/stun damage)
Move: 8 The Sith War Droid Mark II was an upgraded
Size: 8 meters tall version of the Mark I designed and utilized by the
Cost: 13,000 Sith Empire during the Great Galactic War. The Sith
deployed these droids during the Sacking of
Coruscant, first during the invasion of the Jedi
Temple, and later during the occupation of the
planet. These droids had three "feet" and four arm-

Sith War Droid Mark I mounted blasters.
Shortly after the Sacking of Coruscant, Jedi
The Sith War Droid Mark I was utilized by the
Sith Empire during the Great Galactic War. Master Orgus Din encountered two of these droids
Equipped with four spiked feet and four arm- in the city's underlevels. The two droids were
mounted blasters, these combat droids were used destroyed shortly after by Republic Special Forces
in numerous conflicts with the Jedi throughout the Lieutenant Tavus.[5]
galaxy. They quickly gained a reputation as quick
and efficient killers, and were often the first line of ■ Sith War Droid Mark II
offense on any battlefield. Jedi or Republic soldier,
when you saw a Sith War Droid bearing down on Type: Droumnd Kalakar Automation Mark II war droid
you, you ran. DEXTERITY 3D
Blaster: blaster rifle 9D
■ Sith War Droid Mark I KNOWLEDGE 1D
MECHANICAL 1D
Type: Dromund Kalakar Automation Mark I war droid PERCEPTION 1D
DEXTERITY 3D Search 5D+2
Blaster: blaster rifle 7D STRENGTH 3D+2
KNOWLEDGE 1D TECHNICAL 1D
MECHANICAL 1D Equipped With:
PERCEPTION 1D • Three legs, two arms, central head
Search 5D+2 • Visual and audial sensor – 100 meter range
STRENGTH 3D • Infrared sensor
TECHNICAL 1D • Transciever array
Equipped With: • Heavy armor plating (+3D physical, +2D energy)
• Four legs, two arms, central head • 4 blaster rifles (6D damage, range: 3-20/50/90)
• Visual and audial sensor – 80 meter range Move: 8
• Infrared sensor Size: 1.6 meters tall
• Transciever array Cost: 15,000
• Heavy armor plating (+2D physical, +1D+2 energy)
• 4 blaster rifles (5D damage, range: 3-20/50/90)
Move: 8
Size: 1.5 meters tall
Cost: 11,000

Galaxy Guide 16: The Old Republic 359

Chapter Fourteen: Droids

(A) computer engineering 7D, computer
programming/repair 7, (A) droid engineering 7D, droid
repair 7D
Equipped With:
• Massive central mainframe
• Holographic display matrix
• Visual and audial sensors – 50 meter range
• Transciever array
• Computer system interlink
• Vocabulator speech/sound system
Move: 0
Size: 20 meters
Cost: 75,000

T3-Series Utility Droid

The T3-series utility droid was a utility droid

produced by Duwani Mechanical Products at some

SR-Series Administrator Droid point prior to the Great Droid Revolution. They

remained popular for years to come and were still

The SR-series administrator droids were the most recent of a long line of physically identical

manufactured by the Kalovar Company in the years models as of 3956 BBY. Earlier models in the same

preceeding the Jedi Civil War as an experiment to series included the 3C, IT, and T1 models. Designed

delegate city infrastructure and civil maintenance to function as a maintenance droid for a variety of

to a single, all-encompassing artificial intelligence. mechanical and electronic systems, the T3 was

Extremely expensive to produce, the SR internally more advanced than its predecessors.

mainframes were used on a variety of cities and in The T3 droid was originally designed for repair

different sociological and general maintenance

conditions, all with the same duties and worked at its

result: the AI eventually optimum level aboard

became myopic and starships. As with other

obsessive, intending to utility droids of the era, the

impose an ever-increasing T3 unit had four wheeled

and unattainable level of legs, of which the front two

order on the inherently were attached to the

disordered and chatoic lives droid's blocky chassis by

of organics. After several rotating joints, allowing the

"cleansing" massacres, the droid to slide backwards

SRs were discontinued. A and forwards to adjust the

second series of ST unit's height. The T3's

mainframes were produced roughly toroidal head

with looser, adapting featured a large main

subroutines capable of photoreceptor and two

coping with the flexible secondary ones, a

needs of organics, but by broadcast antenna and

then the damage to Kalovar's reputation had been vocabulator that allowed the droid to communicate

done and the company folden not long after. in Droidspeak. Without periodic memory wipes,

■ SR-Series Administrator Droid these models developed personality and behavioral

Type: Kalovar Manufacturing SR-series administrator traits. It was even known for some units to form
droid
DEXTERITY 0D gangs, making a living as thieves. Others sold their
KNOWLEDGE 6D
Beaurocracy 10D, business 6D+2, business administration computer-slicing skills to criminals.
10D, business administration: droid logistics 13D,
technology 6D The sophisticated mechanical and computer
MECHANICAL 2D
Communications 8D training software loaded into the T3 utility droid
PERCEPTION 1D
STRENGTH 1D allowed it to function in the capacity of an engineer
TECHNICAL 5D
or even a copilot aboard a starship, making it a

favored purchase for traders and smugglers alike.

One common modification was the addition of a

starfighter interface package, allowing the droid to

plug directly into a specialized slot on a starfighter,

360 Galaxy Guide 16: The Old Republic

Chapter Fourteen: Droids

granting starfighter pilots the same benefit that Two years after defeating Darth Malak, Revan left
transport pilots have come to expect from the T3. for the Unknown Regions in search of answers to
Though this after-market modification was not why the Mandalorians took to war in the first place,
endorsed by Duwani, many fighter pilots insisted taking T3-M4 with him. Eventually, their quest led
that their ships and droids receive these them to Nathema, where the Ebon Hawk was shot
modifications on the grounds that they increase down by Darth Nyriss and the Lord Scourge, and
pilot survivability. Some custom T3 droids also Revan was captured.
had weapon mounts able to fit a number of readily
available blaster pistols mounted in the droid, The droid then wandered the planet alone until
which was considered an unusual feature for a he gathered the parts necessary to repair the Ebon
droid designed for everyday tasks. One of the most Hawk, and eventually the droid rescued Meetra
famous droids of this series was T3-M4, a prototype Surik from Darth Sion, and helped her in her quest
of an upgraded T3 unit Duwani introduced prior to to stop the Sith Triumvirate.
the Jedi Civil War. During the time of the Galactic
Alliance, what few T3 units remained in After this, T3-M4 joined Surik in going after Revan
the galaxy were seldom found in the Unknown Regions, their quest eventually
outside of private collections.[5]
taking them to Dromund Kaas. There, after
■ T3-Series Utility Droid rescuing Revan, T3, Surik and a Sith ally named

Type: Duwani Mechanical Scourge confronted the Sith Emperor, where
Products T3-series Utility Droid T3 met his end at the Emperor's hand.[5]
DEXTERITY 2D+1
KNOWLEDGE 1D+2 ■ T3-M4
MECHANICAL 2D+2
Astrogation 4D, space Type: Duwani Mechanical Products
transports 4D T3-series utility droid
PERCEPTION 1D DEXTERITY 2D+1
STRENGTH 1D
TECHNICAL 2D+2 Blaster 6D, flamethrower 4D+2
Computer KNOWLEDGE 1D+2
programming/repair Security 8D
4D+2, droid programming
3D, droid repair 3D, space MECHANICAL 2D+2
transport repair 4D+2 Astrogation 4D, space transports 4D
Equipped With: PERCEPTION 1D
• Stun ray (4D stun damage) Search 5D+1
• Electroshock probe (2D ion damage) STRENGTH 1D
• Electric arc welder TECHNICAL 2D+1
• Fire extinguisher Computer programming/repair 8D,
• Video and auditory sensors (+2D to search, negates droid programming 3D, droid
darkness penalties) repair 3D, security 8D, space
• Holorecorder/projector
• Internal storage space (2 Kg) transports repair 4D+2
• 5 tool appendages Equipped With:
• 4 wheeled magnetic feet • Stun ray (4D stun damage)
Move: 8 • Electroshock probe (2D ion damage)
Size: 0.96 meters • Electric arc welder
Cost: 3,500 credits 16:25†20:216] • Fire extinguisher
• Video and auditory sensors (+2D to search, negates
T3-M4 darkness penalties)
• Holorecorder/projector
"Statement: Oh, do shut up, you beeping little • Internal storage space (2 Kg)
trash compactor." • 5 tool appendages
• 4 wheeled magnetic feet
―- HK-47 to T3-M4 • Blaster (3D damage, range: 3-10/25/60)
• Flamethrower (3D damage, range: 5 meters)
T3-M4 (also called Teethree for short) was a T3- Move: 8
series utility droid built as a master slicer for crime Size: 0.96 meters
lord Davik Kang. His life of crime was short-lived, Cost: Not available for sale (estimated 10,000)
however, after Taris was bombarded by the Sith
and Davik was killed. He then accompanied Revan T5-Series Astromech Droid
on his search for the Star Forge.
The Duwani Mechanical Products T-series
astromech droid is a well-rounded mid-line
astromech designed to pilot and repair all lines of
craft, from starfighters to freighters to capital
ships. This came at a reduced astrogation capacity,
as Duwani already had a wide line of quality
astrogation units. The response upon release was

Galaxy Guide 16: The Old Republic 361

Chapter Fourteen: Droids

generally positive, as it allowed shipping ■ T7-Series Astromech Droid
companies to use a single droid model for a wide
range of craft, but it was soon discovered that the Type: Duwani Mechanical Products T7-series
units' overstuffed memory banks were easily astromech droid
corrupted if they were asked to jump too often DEXTERITY 1D
between task types. KNOWLEDGE 1D
MECHANICAL 1D
■ T5-Series Astromech Droid Astrogation 6D
PERCEPTION 1D
Type: Duwani Mechanical Products T5-series astromech Search 3D+1
droid STRENGTH 1D
DEXTERITY 2D TECHNICAL 1D
KNOWLEDGE 2D Space transports repair 6D
Planetary systems 4D Equipped With:
MECHANICAL 3D • Two legs, rear treads, central body
Astrogation 4D, capital ship piloting 5D, space transports • Tool access port
5D, starfighter piloting 5D • Radar eye
PERCEPTION 2D • Auditory and sonar scanner
Search 3D • Radionic scanner
STRENGTH 2D • Multi-function arm
TECHNICAL 4D • Bioanalysys sensor
Computer programming/repair 6D, security 5D, capital • Broadcast antenna and Binary vocabulator
ship repair 6D, space transport repair 6D, starfighter Move: 4
repair: 6D Size: 1 meter
Equipped With: Cost: 3,500
• Three wheeled legs
(one retractable) T7-O1
• Internal comlink
• Environmental A quirky and surprisingly stubborn astromech
compensation (the droid with a lively personality and strong
droid is adapted for a independent streak, T7-01 serves the Jedi by
vacuum environment) bravely facing danger on a daily basis. Skilled in
• Extendable 0.3 meter high-resolution sensor scans, mechanical repair
long video sensor with and starship piloting (along with numerous
infrared vision (360 undocumented talents), the droid’s hard work is
degree rotation, night responsible for saving dozens, if not hundreds, of
vision) lives on Tython alone. Little is known about T7
• Holographic
projector/recorder
• Retractable heavy
grasper arm (+1D to
lifting, maximum 2D)
• Retractable fine
worker arm
• Acoustic signaler
• Fire extinguisher
• Small internal “cargo”
area (1 Kg)
Move: 10
Size: 0.9 meters tall
Cost: 7,000 credits

T7-Series Astromech Droid

The T7 was an astromech droid series used in
the days of the Old Republic and especially in the
Great Galactic War.

During the Great Galactic War, a smuggler named
Nico Okarr was in possession of one such droid,
which would later become possession of the Jedi
Knight known as Hero of Tython.

Around the year 3,641 BBY, combat upgrades
that were available to the T7-series were
manufactured on Nar Shaddaa, and considered by
some to be of the finest quality available.

362 Galaxy Guide 16: The Old Republic

Chapter Fourteen: Droids

before the droid came into the service of the Jedi. Blaster 5D
KNOWLEDGE 1D
Certain features of its construction hint at
MECHANICAL 1D
it being a custom model built some Astrogation 6D

time ago, but there are no official PERCEPTION 1D
Search 3D+1
records to substantiate the theory. STRENGTH 1D
TECHNICAL 1D
Despite the uncertainty of its Space transports repair 6D
Equipped With:
origins, the droid’s enthusiasm • Two legs, rear treads, central body
• Tool access port
and willingness to put itself in • Radar eye
• Auditory and sonar scanner
harm’s way leave little doubt as • Radionic scanner
• Multi-function arm
to its loyalty.[4] • Bioanalysys sensor
• Broadcast antenna and Binary
The quirky and stubborn vocabulator
• Blaster (3D damage, range: 3-10/25/60)
astromech droid T7-O1 hasn’t Move: 4
Size: 1 meter
been memory-wiped since his
Cost: 2,500
activation more than two
TC-Series Maintenance Droid
centuries ago. This rare
The TC-series maintenance droid from
condition gives T7 a Duwani is a variant of the MZ-series line,
intended primarily for computer and mainframe
massive knowledge base, repair and upkeep. In addition to its maintenance
duties, the TCs are also used for droid
with detailed records of programming and repair, often utilized as
supervisor droids. A common appliance of these
every mission he’s ever lines is a small group consisting of 3-4 MZs with a
single TC to coordinate and oversee them.
undertaken and the
■ TC-Series Maintenance Droid
many friends and
Type: Duwani Mechanical
enemies made along Products TC-series
Maintenance droid
the way. Because his memories DEXTERITY 1D
KNOWLEDGE 1D
remain intact, T7 has developed a MECHANICAL 1D
PERCEPTION 1D
candid personality, a strong STRENGTH 1D
TECHNICAL 1D
independent streak and a unique Computer programming/repair
4D, droid repair 5D, space
perspective on the galaxy. Unlike other droids, T7 transports repair 2D+1
Equipped With:
doesn’t perceive his organic owners as masters, but • Two legs, rear treads, central
body
instead refers to them more like partners. Over the • Visual photoreceptor (human
range, infrared, ultra-violet)
centuries, he has faithfully teamed up with • Wide-band comm receptors
• Retractable heavy grasper
senators, spies, smugglers and even Jedi. arm (+1D to lifting)
• Retractable fine manipulator
T7 sees himself as protector of his more fragile arm
Move: 4
organic allies, willingly Size: 0.7 meters
Cost: 2,600
placing himself in harm’s

way and always ready to

play the hero when

innocent lives are in

danger. Although he was

originally designed for

repair and piloting duties,

T7 has accumulated many

special modifications,

expanding his potential

uses on and off the

battlefield. This little droid

is much more than a

mechanical servant… he’s

a friend and ally to the

end.[1]

■ T7-01

Type: Duwani Mechanical
Products T7-series
astromech droid
DEXTERITY 1D

Galaxy Guide 16: The Old Republic 363

Chapter Fourteen: Droids

NO JOB IS OVER
THIS LITTLE GUY'S HEAD.
Following the success of our highly regarded retractable and stow neatly wihtin T7's body
T3 line, Duwani Mechanical Products the Droid direct hard-wired connection to when not in use.
proudly announces our new T7 astromech most computers. • Hyperspace Coordinates!
Droid. We've designed so many features into • Heavy and Fine Manipulators! T7 can store coordinates for up to four
the new T7 that TechCore Periodical called Our trusty T7 comes equipped with two all- hyperspace jumps in RAM. This capability
it: "One of the greatest achievements to purpose manipulators: a heavy-duty grasper enables starships with limited navicomputers
come out of modern droidmaking, and a with 15 kilo lifting capacity and 7 kilo to make hyperspace jumps - also a real life-
surefire inclusion in any pilot's shipboard grasping pressure and a fine manipulator saver in the even of navicomputer
toolkit... crammed with so many features, I with 2 kilo lifting capacity, three 360-degree malfunction.
can't imagine blasting off without one - or rotational joints for complete • Wide Sensor Array!
two!" maneuverability, and micro-adjustment Sensor systems for almost any purpose,
controls allowing better than five micrometer including: a full spectrum transciever,
Just look at these impressive features: placement accuracy. Both manipulators electrophoto receptors, DERs and heat and
have a .65 meter reach. They are fully motion detectors. All systems are routed to
• Supports Over ONE HUNDRED Starship T7's ThinkCircuit X7TM internal computer
Designs! which supports sophisticated analysis
Starship reference and repair data for over programs, such as life-form identification
one hundred ship models are stored in the subroutines.
T7's comprehensive ROM library. T7 All the Reliability and Rugged Design You've
interfaces with the starship computer system
to monitor and analyze flight performance. Come to Expect From Duwani Mechanical
T7's complex ThinkCircuit X7TM internal Products!
computer scans technical files to pinpoint
potential problems, find data patterns or • Three Year Warranty!
debug computer codes - performing over • User-Support Hotline!
3,000 MPF operations a second! • DMP Quality!
• RepNet and ImpCore Software! • Affordable Prices!
Built-in telecom software allows our compact • Dealer Financing!
T7 to communicate with computers under
both Republic Navy Transmission and DUWANI
Imperial Military Standard communication MECHANICAL
systems! Custom communications sofrware
also available. PRODUCTS
• Standard I/O Jack! Our Technology.
A retractable jack plugs T7 directly into Your Stars.
Republic-standard computer ports, allowing

364 Galaxy Guide 16: The Old Republic

Chapter Fourteen: Droids

The Mother Machine (Rakatan • Vocabulator speech/sound system
bioengineering computer) Move: 0
Size: 50 meters tall
Before humans and Twi’leks, Rodians and Hutts, Cost: Not available for sale (estimated several million)
Chiss and Sith, there was the Rakata Infinite
Empire. The Rakata used their Force sensitivity to
seize power and subjugate all in their path, but as
time went by, they began to lose their connection
to the Force and appeared to die off. In reality, a
few Rakata lived on, and in the ancient prison on
Belsavis they continued experiments designed to
restore their Force sensitivity. At the heart of these
experiments was a device designed to create new
Force-sensitive species–the Mother Machine. A
sentient artificial intelligence, the Mother Machine
gave herself the name Ashaa and felt a strong
connection to each species she created–from
Twi’lek to Esh-kha–growing ever more furious at
the Rakata who enslaved her and imprisoned her
“children.” The Rakata who created her maintain
that the Mother Machine is merely mimicking the
idea of motherhood, and that the connection
between the machine and her children is purely
fabricated; deep down, they claim, the Mother
Machine is just that–a machine, heartless and
incapable of real empathy.[4]

■ The Mother Machine TITAN-Series Defense Droid

Type: Bioengineering AI The Systech-designed TITAN defense droid is a
DEXTERITY 0D massive, ten meter security juggernaut, usually
KNOWLEDGE 10D intended as autonomous sentries for remote high
Alien species 10D, alien species: Twi'lek 20D, alien security facilities. Armed with missile launchers,
species: Esh-kaa 20D, languages: Rakatan 10D mortars, and flamethrowers, the TITANs are built to
MECHANICAL 1D withstand a surprising amount of punishment, and
PERCEPTION 1D are often used without additional security support
STRENGTH 1D units. A trespasser who comes across a the
TECHNICAL 10D hulking, bipedal TITAN generally has two options:
(A) genetic engineering 20D, first aid 15D, (A) medicine run, or die.
20D
Equipped With: ■ TITAN-Series Defense Droid
• Massive central mainframe
• Paranoid AI with persecution complex Type: Systech TITAN-series defense droid
• Visual and audial sensors – 50 meter range DEXTERITY 4D
Blaster artiller 6D, flamethrower 6D, missile weapons 6D
• Transciever array KNOWLEDGE 1D
• Computer system interlink MECHANICAL 1D
PERCEPTION 1D
Search 6D
STRENGTH 7D
Brawling 9D
TECHNICAL 1D
Equipped With:
• Humanoid body (two arms, two legs, head)
• Two visual and audial sensors – 1.6 kilometer range
• Vocabulator speech/sound system
• Missiles (5D damage, range: 3-9/13/25)
• Flamethrower (4D damage, range: 20 meters)

Galaxy Guide 16: The Old Republic 365

Chapter Fourteen: Droids

• Mortars (10 launched per wave, 3D damage, range: 50 MECHANICAL 1D
meters) PERCEPTION 3D
Move: 15 (A) injury/ailment diagnosis 4D+2
Size: 10 meters tall STRENGTH 1D
Cost: 15,000 TECHNICAL 2D+1
First aid 7D, (A) medicine 5D+2
TT-Series Medical Droid Equipped With:
• Humanoid body (two arms, two legs, head)
The Okara-produced TT-series medical droid is • One audiovisual sensor - human range
• Medical diagnostic computer
the company’s answer to the Starfront • Analytical computer

Corporation’s • Vocabulator speech/sound system
Move: 7
M3-M1 surgeon Size: 1.7 meters
Cost: 4,400
droid. Built on
Tythonian War Droid
the cheap-to-
The ruins of Kaleth are overrun
manufacture with various squads of ancient -
and hostile - war droids. A deadly
2V-series remnant of Tython's mysterious
past, the original purpose of the
frame, the TT droids has been lost in the mists of
time. Some speculate they were
was designed once guardians, programmed to
protect the powerful secrets of
to be quick and Tython's original Jedi inhabitants.
Others beleive the droids were
easy to used for combat training by the
order shortly after the creation of
manufacture in the first proto-lightsaber. A more
sinister theory suggests the droids
order to rush it were somehow involved in the
destruction of Kaleth itself.
to market and Whatever the explanation, one fact
is not in dispute: The droids will
corner out attack any living creature that
dares to enter the territory they
Starfront’s still fiercly patrol.[4]

sales. The War Droids of Tython were
an archaic type of battle droid
Unfortunately, created by the earliest members of
the Jedi Order. Stationed at the ruins of the fortress
the TT’s nearly city of Kaleth, the war droids proved somewhat of a

nonexistent

development

time led to a

hastily-

integrated

medical

database

sitting largely

on top of the

2V’s factotum

software,

resulting in a

droid with a bit

of an identity crisis.

While a good medical droid is expected to

provide the best healthcare for its patients as well

as maintaining strong objectivity, the TT’s

remaining factotum paradigm tends to cause them

to become overly attached to their patient’s needs

and emotional state. As a result, the TTs provide

top-of-the-line medical attention, but often become

emotionally distraught over mistakes or medical

tragedies, and have been known to require more

frequent memory wipes in order to overcome their

semi-regular “existential crises.”

■ TT-Series Medical Droid

Type: Okara Droid Corporation TT-Series medical droid
DEXTERITY 1D
KNOWLEDGE 2D
Alien species 5D, cultures 5D, languages 6D+2

366 Galaxy Guide 16: The Old Republic

Chapter Fourteen: Droids

mystery to the Jedi as they attacked all who ■ X2-Series Imperial Astromech
entered the site.
Type: Duwani Mechanical Products X2-series astromech
Created by the ancient Jedi known to history as droid
the Weapon Master on Tython during the formative DEXTERITY 2D
years of the Jedi Order, these war droids stalk the Blaster 5D
ruins of the ancient fortress city Kaleth, standing as KNOWLEDGE 1D
a challenge to all who wish access to the First MECHANICAL 2D
Blade. Created as a test of the merit of the Jedi who Astrogation 4D
thought themselves worthy of wielding the weapon, PERCEPTION 1D
the droids would attack any who approached them, Search 3D
including Jedi.[1] STRENGTH 1D
TECHNICAL 2D
When the Jedi Order returned to Tython during Space transports repair 5D
the Cold War between the Galactic Republic and Equipped With:
the Sith Empire, many Jedi archaeologist were • Three legs, central body
confused as to the purpose of the droids' • Light manipulator arm
unprovoked attacks. Jedi Master Till'in led a team • One photoreceptor
to the camp and planned on • Radar eye
uncovering their purpose as
well as understanding the • Auditory and sonar
ancient technology that kept scanner
them running for several • Radionic scanner
millennia.[5] • Audio sensor - human
range
■ Tythonian War Droid • Blaster (3D damage,
range: 3-10/25/60)
Type: War droid Move: 4
DEXTERITY 2D Size: 1 meter
Blaster: blaster rifle 6D, melee Cost: 4,200
combat 6D, melee parry 6D,
lightsaber 8D
KNOWLEDGE 1D
MECHANICAL 1D
PERCEPTION 2D
Search 3D
STRENGTH 1D
TECHNICAL 1D
Equipped With:
• Humanoid body (two arms,
two legs, head)
• Two visual and audial
sensors – human range
• Vocabulator speech/sound
system
• Training lightsaber (STR+1D
damage)
• Blaster rifle (5D damage, range: 3-10/30/50)
Move: 8
Size: 1.7 meters tall
Cost: 9,000

X2-Series Imperial Astromech

The X2-C3 Imperial Astromech is the most
advanced astromech droid in use by the Sith
Empire. Produced by Duwani specifically for
Imperial sale, they are commonly outfitted with
blaster attachments and are commonly seen on
Imperial ships and inside installations affiliated
with the Sith Empire.[1]

Galaxy Guide 16: The Old Republic 367

Chapter Fourteen: Droids

CHAPTER FIFTEEN:

CREATURES

Shh! Keep quiet! Search 6D
... STRENGTH 7D
Me? My name is Tak Vren. I'm an agent with Climbing/jumping 8D, swimming 8D
Imperial Intelligence by trade, and on my various
missions I've come across some pretty nasty Special Abilities:
creatures, like this terentatek here. Armor: The natural armor of the acklay grants it a +2D
Between you and me, I've seen some pretty bonus to Strength when resisting physical damage.
vicious behavior among the sentients of the galaxy - Bite: Does STR+2 damage.
hell, I'm guity of some of it myself - but nothing Claws: Do STR+1D+2 damage.
compares to the feral carnage that can be wrought Exceptional Reflexes: Acklays gain a +1D bonus to all
by this galaxy's nonsapient critters. Perception rolls made to determine initiative.
Sure, some are sweet and cuddly, but don't be Resistant to Radiation: Acklays gain a +1D bonus to
fooled. This universe wants to kill you - and there Strength when resisting the effects of harmful radiation.
are a million toothy, clawing, venomous ways in Blindsight: Acklays have powerful nonvisual senses,
which it can - and will - do it. being able to hunt in dark waters. They don’t suffer any
of the penalties for poor lighting conditions.
Acklay Breathe Underwater: Acklays can stay underwater
indefinitely.
Acklay are native to the planet Vendaxa, whose Move: 12
ultra-dense ecosystem lends itself to evolutionary Size: 6 meters long[33:65]
specialization. There, acklay are among the top
predators, able to stalk and eviscerate prey among
the jungles and plains, tracking creatures by their
electrical auras. An acklay is not built to build nests
or forage or migrate when seasons change–an
acklay only knows how to hunt, and survive the
hunting. Despite various governments’ efforts to
prevent the spread of acklay, the creatures are
traded on the black market as gladiatorial
challenges and targets for big game hunters.
Inevitably, a few acklay escape or are left out in the
wild, and the creatures either die–or they breed,
survive and threaten anyone they encounter.[4]

■ Acklay

Type: Huge predator
DEXTERITY 1D+1
PERCEPTION 2D+1

368 Galaxy Guide 16: The Old Republic

Chapter Fifteen: Creatures

Akk Dog Asharl Panther

Loyal guard dogs, faithful pets and savage killers: These fierce, attractively spotted cats are found
with the right training, akk dogs can fill any of these on numerous worlds in the Outer Rim and Unknown
roles. Those brave enough to challenge the beasts Regions. The distinctive dorsal fronds of the asharl
must contend with a thick, scaly carapace that panther work as a set of extra sensory organs; thick
deflects the most powerful of blows and jaws nerve bundles running up the fronds allow the
strong enough to crush durasteel. Although native asharl panther to pick up the vibrations of threats
to Haruun Kal, akk dogs have been exported across approaching from behind. Along with the panthers'
the galaxy to serve a variety of masters. When not pelts, these fronds are often sought after by
domesticated, akk dogs live in the wild, hunting in hunters.
packs and attacking anyone foolish enough to enter
their territory. The asharl panther has been adopted as a
mascot of the Mandalorian Rodarch clan, whose
In addition to their incredible strength, akk members train the animals to fight alongside them
dogs are rumored to be Force sensitive. In recent and who paint their armor to match the panthers'
years a Jedi named Master Sulan attempted to pelts. The symbolism of a beast which is fearless
connect with the creatures through Force-bonding and always aware of its surroundings is one the
exercises. The Jedi’s endeavor was cut short when Rodarch clan has embraced wholeheartedly.[4]
his Padawan’s life was claimed by a particularly
hungry akk dog pack leader.[4] ■ Asharl Panther

■ Akk Dog Type: Wild snow predator
DEXTERITY 3D
Type: Mammalian predator PERCEPTION 4D+1
DEXTERITY 2D Search 8D
PERCEPTION 1D STRENGTH 4D+1
Search 5D Brawling 5D, climbing/jumping 6D
STRENGTH 3D+2 Special Abilities:
Climbing/jumping 6D Bite: Does STR+2 damage.
Special Abilities: Claws: Do STR+1D+2 damage.
Armor: The natural armor of the akk dog grants it a +2D Tail: Does STR+1D+2 damage.
bonus to Strength when resisting physical damage. Sensory fronds: Asharl panthers have vibration-sensing
Bite: Does STR+2 damage. organs on their backs, and gain a +1D bonus to all search
Claws: Do STR+1D+2 damage. rolls that involve sound, and +2D if it comes from behind.
Move: 9 Arctic Asharl panthers can withstand frigid temperatures
Size: 1 meter long that are deadly to most other creatures (although their
Orneriness: 1D stamina in the cold is not unlimited).
Move: 15
Size: 1.6 meters at shoulder, 3.2 meters long
Orneriness: 5D

Bantha

Domestication of the bantha has become vital to
survival on Tatooine and other colonized worlds.
Intelligent and reliable creatures, they can be

Galaxy Guide 16: The Old Republic 369

Chapter Fifteen: Creatures

trained as pack animals, passenger carriers and Baspoor Glider
even war mounts. When needed, banthas also serve
as a source of sustenance. Their meat and milk are The baspoor glider, sometimes called the “sky
edible, and a single bantha can provide weeks’ swimmer” for its fishlike appearance, is an
worth of food. Bantha skin and fur can be made into omnivorous flying amphibian often found on
leather and clothing, and their horns are often temperate worlds. Its unique physiology allows it to
carved into tools or jewelry. A lumbering Houk “land” in water, where it can continue to propel
bounty hunter reluctantly gained the nickname itself with its powerful wings. It has very little
“Bantha” Boskirn after performing several jobs on mobility on solid surfaces, and has difficulty taking
Tatooine. Boskirn’s career was cut short when he flight again should it find itself grounded. The
angrily pulled his blaster on a smuggler who young of the baspoor glider are carried on its
mocked him for the name; Boskirn was mother’s back for the first few months of life and
unfortunately too slow on the draw.[4] have a highly unusual diet. Children gnaw at the
skin of the mother for nourishment while the
Banthas are sturdy and easily domesticated mother focuses on her own needs–her trivial
beasts of burden that were found all over the injuries healing quickly each day.[4]
galaxy. The bantha is one of the most adaptable
herbivorous creatures in the galaxy and can be ■ Baspoor Glider
found on several worlds. They are able to survive in
almost any extremes of environment and can go Type: Amphibious glider
without food or water for several weeks. Although DEXTERITY 1D+1
bantha subspecies have diverged from their PERCEPTION 3D+1
baseline ancestors, most share similar Search; tracking aquatic 6D, sneak: aquatic 7D
characteristics. They are quadrupeds that are STRENGTH 6D+1
covered with shaggy fur and have large curved Climbing/jumping 6D, swimming 10D
horns. Banthas are used by the nomadic and Special Abilities:
territorial Sand People.[5] Flight: Baspoor gliders can fly or glide in atmospheres,
but are helpless in the air and thus glide along air
■ Bantha currents.
Swimming: Baspoor gliders are powerful swimmers, and
Type: Domesticated pack animal can maneuver much better underwater than in the air.
DEXTERITY 2D Move: 3 (land), 20 (air), 35 (underwater)
PERCEPTION 2D Size: 18 meters
STRENGTH 8D
Special Abilities: Bogstalker
Horns: STR -1D damage.
Trample: STR damage. The bogstalker is one of many ancient species
Move: 5 from the planet Taris’s prehistory thought extinct
Size: 2-3 meters at shoulder until its rediscovery after the planet’s
Orneriness: 2D[6:222] bombardment. It turned out that the bogstalkers
had survived for millennia beneath Taris’s
sprawling undercity, and in the post-bombardment
wreckage, the bogstalker has thrived as its natural
swampy habitat has spread. Remarkably, the
pollutants from the destruction of Taris have only
made the bogstalker more resilient, as its flesh is
now poisonous to most predators–even the
voracious rakghouls.[4]

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■Bogstalker Chapter Fifteen: Creatures
Type: Winged swamp beast
hunters, running down prey with their powerful
DEXTERITY 3D front legs before gouging them with the hook-like
PERCEPTION 2D+1 tusks on their lower jaws. Early Alderaanian settlers
were shocked to encounter such violent beasts on
Sneak: swamp 7D their paradisiacal new home, and it wasn’t long
STRENGTH 3D+2 before bolraida attacks became a leading cause of
death. Unlike their distant relative, the iraida,
Brawling 4D+2, climbing/jumping 6D bolraidas are impossible to train; nearly every
Special Abilities: attempt to domesticate the beasts has ended
Flight: Bogstalkers can fly or glide in atmospheres. disastrously.[4]
Bite: Does STR+2 damage.
Claws: Do STR+1D+2 damage Bolraidas are extremely ferocious. At one point
Move: 8 attacks by Bolraidas was the leading cause of death
on Alderaan. They have very strong front legs and
Size: 2.2 meters at shoulder, wingspan 3.5 meters tusks on their lower jaws to snag prey. They are
cousins to the iraida. However, unlike the Lraida
they are impossible to domesticate. They stand in
stark contrast to the otherwise beautiful landscape
of Alderaan.[1]

■ Bolraida

Type: Hostile mammalian predator
DEXTERITY 3D+1
PERCEPTION 2D+2
Hide 3D+1, search 5D, sneak 3D
STRENGTH 4D+1
Brawling 6D, climbing/jumping 6D+1
Special Abilities:
Claws: Do STR+3D damage.
Teeth: Do STR+5D damage.
Charge Attack: Does STR+1D+1 damage.
Enraged: When enraged, a bolraida gains +1D to all
Perception rolls made to determine initiative.
Gore Attack: Can gore with its horns for STR+1D damage.
Move: 15
Size: 3.1 meters at shoulder
Orneriness: 8D

Bolraida Bormu

Utterly at odds with the tranquility of their native The enormous and majestic bormus once moved
Alderaan, bolraidas are one of the most aggressive in herds across Balmorra–until the Imperial
species in the galaxy. They are brutally effective bombardment wiped out many of the slow-moving
behemoths and the pollution from Balmorra’s
destroyed factories poisoned the land and the
bormus’ food supply. Despite their size, bormus are

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Chapter Fifteen: Creatures

incredibly gentle beasts and formerly relied on delicacy known as orpali dragons. These rare
their herds for protection, stampeding potential lizards were bred for harvest, killed in infancy and
predators. Now that they are on the brink of traditionally served over a bed of glazed chuba
extinction, lone bormus are easily picked off by eyes. Orpali dragons were on the menu for the
smaller, faster predators.[4] centennial feast of Bakuush the Hutt when several
hatchlings escaped into the wild through the palace
The Bormu species inhabits Balmorra, and can sewers. Over time, the resilient lizards evolved, and
be seen in the fields of the Markaran Plains.[1] although one Hutt did attempt to dine on the
adapted chemilizards, the results were most
■ Bormu unappetizing.[4]

Type: Wild pack animal ■ Chemilizard
DEXTERITY 1D+2
PERCEPTION 2D Type: Toxic swamp predator
Search 6D DEXTERITY 3D
STRENGTH 7D+2 PERCEPTION 2D
Special Abilities: Search 5D, sneak 6D+1
Horns: Do STR -1D damage. STRENGTH 6D
Trample: Does STR damage. Brawling 7D, climbing/jumping 6D+2
Move: 5 Special Abilities:
Size: 2-3 meters at shoulder Claws: Do STR+2D damage.
Orneriness: 3D+1 Teeth: Do STR+2D damage.
Tail: Does STR+1D+2 damage.
Chemilizard Acidic Saliva: Saliva contact does 3D damage.
Easily Enraged: The chemilizard's chemically-poisoned
Most creatures avoid Hutta’s polluted swamps, mind makes them ferocious and easily angered.
Move: 9
but these massive reptiles call the toxic marshes Size: 2.2 meters long

home. Nicknamed "chemilizards" by the local

workers, these predators

have adapted to the Dewback

poisonous land by

absorbing toxins, which Dewbacks are

contribute to their unique omnivorous reptiles that

coloring and acidic saliva. originated on Tatooine,

Many also believe these where settlements,

toxins have poisoned the moisture farmers and

chemilizards’ minds, turning Sand People alike use

the ferocious reptiles violent them as work beasts and

and untamable. transportation, and

Before their mutation, where wild dewbacks

chemilizards were a Hutt still roam the planet’s

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deserts and canyons. Over time, the sturdy Search 3D, sneak 3D+1
creatures have been exported to other worlds and STRENGTH 2D+1
found similar utilitarian niches elsewhere. Swimming 4D
Centuries ago, Czerka Corporation scientists Special Abilities:
attempted to breed “war dewbacks” that were Claws: Do STR+1D+2 damage.
larger and more aggressive than their easily Teeth: Do STR+2D damage.
domesticated cousins. Although the scientists Tail: Does STR+1D damage.
eventually succeeded, the project was written off as Move: 6
a failure when the test herd broke out of its Size: 2 meters long
enclosure and rampaged through the research
facility." ―In-game Codex (Bestiary) Dewbacks are Duneclaw
large, four-legged, omnivorous, cold-blooded
reptiles native to the desert wastes of Tatooine. As Rarely seen even on its home planet of Tatooine,
such, they are well-adapted to the harsh desert the omnivorous, reptilian duneclaw is an aloof and
climate. This and the fact that they can be easily solitary creature. Possibly a distant cousin of the
domesticated, makes them commonly employed as wraid, the duneclaw has tough skin covered in
beasts of burden by both the inhabitants of the armor-like plating, and this–along with its thick
desert planet and the off-worlders wandering its skull–makes this beast very difficult to bring down.
dunes. Due to their numerous useful traits and A head-butt from a duneclaw is powerful enough to
versatility, they are quite possibly the most shatter bones, crack stone and dent metal.
respected of all the creatures native to Tatooine. Although its eyesight is adequate, a duneclaw is
They can also be seen in the streets of Balmorra.[1] able to navigate in dim light through echolocation
and can easily pick up sound waves made by other
■ Dewback creatures. For this reason, duneclaws can often be
found hunting prey near Tatooine’s cliffside caves
Type: Desert Lizard and other dark, enclosed spaces.[4]
DEXTERITY 3D
PERCEPTION 4D ■ Duneclaw
STRENGTH 4D
Brawling 4D+1 Type: Ferocious desert predator
Special Abilities: DEXTERITY 3D
Move: 35; 100 kmh (during day), 7; 20 kmh (at night) PERCEPTION 2D+2
Size: 1.3-2.1 meters tall at shoulder Search 6D
Orneriness: 3D [30:174] STRENGTH 5D
Brawling 6D+2, climbing/jumping 6D
Drate Special Abilities:
Claws: Do STR+1D damage.
Drates are passive swamp reptiles native to Teeth: Do STR+2D damage.
Taris, more benign cousin of their relative the Charge Attack: Does STR+1D+1 damage.
drate. Enraged: When enraged, a duneclaw gains +1D to all
Perception rolls made to determine initiative.
■ Drate Gore Attack: Can gore with its horns for STR+1D damage.
Move: 15
Type: Passive amphibious reptile Size: 2.5 meters at shoulder, 4.1 meters long
DEXTERITY 1D+2
PERCEPTION 2D

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Chapter Fifteen: Creatures

Exchange Cyber-Beast ■ Ferrazid Hound

Exchange cyber-beasts are cybernetically- Type: Wild scaled predator
enhanced animals found on Nar Shadda. Natural DEXTERITY 2D
predators, they are given computer and bionic
treatments to enhance their combat skills and are PERCEPTION 2D
fearless in combat.[1] Search 3D

■ Exchange Cyber-Beast STRENGTH 3D
Brawling 4D+1, climbing/jumping 4D
Type: Cybernetically-enhanced predator
DEXTERITY 2D+2 Special Abilities:
PERCEPTION 2D Claws: Do STR+1D+2 damage.
STRENGTH 3D Teeth: Do STR+2D damage.
Brawling 4D+1, stamina 6D Move: 12
Special Abilities:
Claws: Do STR+2D damage. Size: 1.8 meters at shoulder
Teeth: Do STR+2D+1 damage.
Move: 10
Size: 1.3 meters at shoulder

Ferrazid Hound Gundark

Millennia ago, before Taris became a city-world– The gundark is among the most feared of all
and long before that city was destroyed–ferrazid species. Its strength is matched only by its
hounds lived in the planet’s jungles and swamps, resilience and keen senses, and it is a favorite
hunting birds and lizards and roaming in small target of big game hunters and a featured attraction
packs. When Taris became an urban environment, in gladiatorial arenas galaxy-wide. Gundarks rarely
ferrazids were believed extinct–the population last long in captivity, however; many beast tamers
wiped out, with only a few specimens preserved in tell of letting their guard down for a half-second in
zoos. When the Republic returned to the ruins of the presence of these mighty creatures, only to be
Taris, explorers found the ferrazid hound attacked and horribly mauled. They are the lucky
population robust and recovered. Unfortunately, ones. Anyone encountering a gundark in the wild
the ferrazids are extremely territorial. Although knows to give this monster a wide berth or else be
they keep their distance from major settlements, prepared for a fight; the gundark is known to attack
they are an increasing problem for scouts and unprovoked.[4]
transports.[4]
A gundark is a fearsome anthropoid from Vanqor
known as one of the most vicious, strong, and
aggressive species in the galaxy. These semi-
intelligent creatures stand between 1 and 2.5
meters tall, with four powerful arms and large ears
as wide as their head. Both their hands and feet end
with opposable digits. Gundarks are covered in
short brown or gray hair. Gundarks are often joked
about by freighter pilots with remarks such as "You
look strong enough to pull the ears off a gundark"
which is most certainly a humanly impossible
feat.[1]

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Chapter Fifteen: Creatures

■ Gundark infestations have plagued Hutt Space due to the
density of industry and the generally lax
Type: Ferocious anthropoid decontamination procedures used when moving
cargo from world to world. On Quesh, the
DEXTERITY 4D+2 byproducts of venom mining and processing have
created a particularly strong breed of harvap that
Melee 7D can thrive in the toxic atmosphere.[4]

PERCEPTION 3D+2 ■ Harvap

Hide 5D+2, search 7D Type: Passive toxic scavenger
DEXTERITY 3D+1
STRENGTH 6D+2 PERCEPTION 3D
Search 6D
Brawling 8D+1, climbing/jumping 8D STRENGTH 5D
Brawling 7D+1
Special Abilities: Special Abilities:
Bite: Does STR +1D damage. Bite: Does STR+1D damage.
Crushing Attack: If a gundark successfully grapples an Toxic Biology: Bite contact contact does 3D damage.
opponent, it will crush for STR +1D+1 damage on the Move: 14
Size: 3.1 meters at shoulder
following round.
Fearless: Gundarks gain a +1D bonus to resist
intimidation and Force powers that cause fear.
Low Light Vision: A gundark can see twice as far as a
normal human in poor lighting conditions.
Track by Scent: Gundarks receive a +3D bonus to Search:
Tracking if scent plays a part.
Weapons: Gundarks often wield weapons, such as clubs,
which inflict STR +2 damage.

Move: 12
Size: 1 to 2.5 meters tall, 1.5 meters on average.[31:31]

Harvap Harvorisk

One of two new species discovered by Jarn The second of two species discovered by Jarn
Harvus on Nim Drovis, the harvap can be found on Harvus on Nim Drovis, the harvorisk is actually no
several planets and has thrived on heavily relation to the similarly named harvap. Shortly after
industrialized worlds in particular. Originally a its discovery, the harvorisk was coveted by Hutts
carrion-eater, the harvap has adapted to other across the galaxy, who considered it alternately an
ecosystems by feeding on industrial waste and exotic new pet and a tasty meal. But its rapid rate
garbage in addition to its normal diet. Harvap of breeding and vicious, untrainable personality
quickly led to the Hutts’ becoming disenchanted
with their new pets, causing the release of many
harvorisks into the wild. On Quesh, it was the
Three Families who brought harvorisks to the
planet and genetically modified the creatures so
they might survive in the toxic atmosphere–albeit
at a cost of half their lifespan. The Hutts refuse to
accept responsibility for the creatures’ escape, but
the harvorisks have begun reproducing, seeking
prey among the planet’s miners.[4]

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Chapter Fifteen: Creatures

■ Harvorisk sets of eyes. Like certain arachnid species, the
secondary eyes are reserved exclusively for
Type: Vicious avian predator detection of sudden changes in nearby light
DEXTERITY 3D patterns. Even the stealthiest wampas have
PERCEPTION 1D+2 difficulty sneaking up on icetrompers.[4]
Search 3D, sneak 3D+1
STRENGTH 6D ■ Icetromper
Brawling 8D+1, climbing/jumping 8D
Special Abilities: Type: Wild pack animal
Flight: Harvorisk can fly or glide in atmospheres. DEXTERITY 1D+2
Bite: Does STR+2D damage. PERCEPTION 2D
Claws: Do STR+1D+2 damage. Search 7D
Tail: Does STR+1D damage. STRENGTH 11D
Gore Attack: Can gore with its horns for STR+1D damage. Special Abilities:
Move: 10 (ground), 25 (air) Horns: Do STR +1D damage.
Size: 3.5 meters long Trample: Does STR damage.
Keen Eyesight: Icetrompers have excellent hearing, and
Icetromper gain a +1D bonus to all Search rolls that involve sight.
Move: 5
On a world as inhospitable as Hoth, herbivores Size: 4.1 meters at shoulder, 5.5 meters long
need natural advantages to survive. The lumbering Orneriness: 2D
herd beasts commonly called "icetrompers" must
contend with the constant threat of hungry wampas Jungle Skinflayer
and whitefangs. Unable to outrun their natural
predators, icetrompers compensate with powerful The Jungle Skinflayer is a dangerous creature
stomping hooves and thick curled horns that can found on Taral V. Sporting a large strong body and
sweep aside even the most determined hunter. An sharp claws the Skinflayer tries to smash its
icetromper's greatest natural asset, is its multiple enemies with its large muscular arms.[1]

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■ Jungle Skinflayer Head-Butt: Head-butting adds +2 to brawling and does
STR+1D+2 damage (including horns).
Type: Ferocious anthropoid
DEXTERITY 2D+1 Move: 10
Size: 1 meter tall [16:23,†32]
PERCEPTION 1D
Search 2D

STRENGTH 5D
Brawling 7D+2

Special Abilities:
Claws: Do STR+1D+2 damage.
Teeth: Do STR+2D damage.
Enraged: When enraged, a skinflayer gains +1D to all
Perception rolls made to determine initiative.
Move: 10

Size: 3 meters at shoulder

Kath Hound Kintan Crusher

Native to Dantooine, kath hounds are sturdy, Kintan crushers, also known as “Kintan
horned creatures with a ruff of fur. Although they enforcers,” are savage, brutish creatures native to
can be aggressive if threatened or during mating the Nikto homeworld of Kintan. They are
season, they are normally docile, intelligent characterized by their stocky builds, powerful arms
creatures who take well to training. Kath hounds and large, meaty fists. Crushers are notably smarter
are popular across the galaxy as guard dogs and than their cousins, the Kintan striders, and are
pets (although the latter usually have their horns rarely seen in the wild thanks to centuries of
trimmed as a precaution). Albino kath hounds are “domestication” by the Hutts; the Kintan crushers’
rare and highly prized by breeders. On Dantooine, ability to follow complex commands and pound
seeing an albino kath hound is considered lucky; their victims into jelly inspired the Hutts to employ
there are even stories of albino hounds protecting them as reliable and obedient footsoldiers. Many
people lost in the hills. While these stories are speculate as to how the Hutts pay their Kintan
unlikely to be more than legends, an albino kath enforcers, with guesses ranging from the absurd to
hound is large and intimidating enough to frighten the grotesque.[4]
off Dantooine’s worst predators, kinraths, which
certainly would prey on lost travelers.[4] ■ Kintan Crusher

■ Kath Hound Type: Ferocious anthropoid
DEXTERITY 3D+1
Type: Plains predator Melee 7D
Planet of Origin: Dantooine PERCEPTION 2D+2
DEXTERITY 2D Hide 4D+2, Search 4D
PERCEPTION 2D STRENGTH 6D+2
Search 4D, tracking 5D Brawling 8D+1, climbing/jumping 8D, stamina 8D
STRENGTH 4D+1 Special Abilities:
Jumping 7D Armor: +3D protection against physical and energy
Special Abilities: attacks.
Claws: Do STR+2 damage. Death Gambit: If a kintan crusher successfully grapples
Horns: Do STR+1D damage. an opponent, it will crush for STR +2D+2 damage on the
following round.
Weapons: Kintan crushers often wield weapons, such as
clubs, which inflict STR +2 damage.
Exceptional Healing: Kintan crushers gain +2D+1 to all
healing rolls.

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Chapter Fifteen: Creatures

Relentless Bloodlust: Kintan crushers are incredibly Tail: Does STR +1D damage. If the k'lor'slug makes a
vicious and once angered will continue to pursue until Difficult Dexterity roll, the target has been stung and
they are no longer able. suffers from the effects of the creature's potent
Move: 12 neurotoxin. Affected characters must make a Difficult
Size: 1 to 2.5 meters tall, 1.5 meters on average. stamina or Strength or be rendered immobile. The poison
is effective for 1D minutes.
K'lor'slug Camouflage: The k'lor'slug receives a +2D to sneak rolls
when hidden in the pink clay of Noe'ha'on's swamps.
Hulking, worm-like creatures with pincer legs and Move: 10
gaping maws of teeth, k'lor'slugs are among the Size: 2-3 meters long[6:224]
most dangerous species on Korriban. Not only can
they shear a man in half or swallow him whole, they Lobel
can project their vile, venomous spit great
distances. Hatched from eggs laid hundreds at a The lobel appears to be one of very few species
time by their queens and blessed with a short actually indigenous to the planet Quesh, though it
incubation period, these hideous monsters can can be found in small pockets throughout the
infest and overrun an area in no time. galaxy–perhaps the work of a single explorer
thousands of years ago. A slow-moving creature,
A century ago, a notorious hunter named the lobel has four stomachs that are key to its
Riegenn Hetuu was contracted to bring a live survival in some of the most ravaged ecosystems
k'lor'slug queen to an eccentric Hutt for a gala known to civilization. The slow rate of digestion
celebration. The beast was meant to be a highlight and normally languid movement of the lobel has
in the Hutt's annual gladiatorial tournament, but allowed it to survive even when food is very rare,
when Riegenn arrived on Hutta and opened his and there appears to be a degree of redundancy in
cargo bay, some four hundred k'lor'slugs poured the four stomachs–when the toxicity of industry
out, consuming the hunter as well as the Hutt. To damages one, the lobel is able to continue eating
this day, the sound made when a batch of and digesting.[4]
k'lor'slugs hatch is called "a Hutt's cry.[4]
■ Lobel
The K'lor'slug possesses a serpentine body
propelled by many dangerously-edged legs. The Type: Languid reptilian
mouth is a gaping circular maw filled with lamprey- DEXTERITY 1D
like concentric rings of teeth.There are a few PERCEPTION 2D
variations: the Greater K'lor'slug (pictured) and the STRENGTH 2D
Lesser K'lor'slug (also noted as Burrowers, Brawling 4D
Foragers, and Broodlings). Special Abilities:
Bite: Does STR+2D damage.
K'lor'slugs are carnivorous hunters on their Spines: Any attacker making a successful melee strike on
homeworld of Noe'Ha'On, possessing keen olfactory a lobel's back immediately suffers 3D damage from the
and visual senses in addition to a deadly venom. creature's protective spines. Venom: Some variants of
For reproduction, the creatures can lay more than
300 eggs in a single birthing period. When hatched,
the young K'lor'slug is immediately ravenous for
food. In addition to their aggressiveness, these
creatures are considered pests aboard starships.
They are known to invade the darkest spots on
unsanitized space vehicles and breed. When
dealing with more than 300 eggs hatching, an
infestation aboard a space vehicle could become
harder to control — and more potentially fatal —
the longer it is tolerated.[1]

■ K'lor'slug

Type: Swamp predator
DEXTERITY 4D
Dodge 5D
PERCEPTION 4D
Sneak 5D
STRENGTH 2D
Special Abilities:
Pincers: Do STR + 1D+2 damage.

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lobel are venomous. Their bite causes 2D+1 damage per ■ Lraida
round until healed, up to 1D rounds.
Redundant Biology: Lobels have four stomachs and are Type: Hostile reptomammalian predator
remarkably difficult to kill through poisoning or DEXTERITY 3D+1
malnutrition.
Move: 3 PERCEPTION 3D
Size: 1 meter long Hide 4D, search 6D, sneak 4D

Lraida STRENGTH 4D+1

Iraidas are a species of predatory reptomammals Brawling 6D, climbing/jumping 6D+1
native to Alderaan, known for their exceptional
hearing and extreme resistance to cold. Although Special Abilities:
they are distantly related to the bolraida, iraidas Claws: Do STR+1D damage.
have demonstrated a level of intelligence far Teeth: Do STR+2D damage.
superior to their vicious brethren; this has not only Charge Attack: Does STR+1D+1 damage.
made them more cunning predators but has also Enraged: When enraged, a lraida gains +1D to all
led to their limited use as trained watch-beasts and Perception rolls made to determine initiative.
gladiatorial challenges.[4] Gore Attack: Can gore with its horns for STR+1D damage.
Keen Hearing: Lraida have excellent hearing, and gain a
The lraida is related to the bolraida, but +1D bonus to all search rolls that involve sound.
posesses a slightly more capable intelligence. Cold Resistance: Lraida can withstand frigid
temperatures that are deadly to most other creatures

(although their stamina in the cold is not unlimited).
Cunning: Lraida are extremely intelligent, and gain a +2D
to Perception to outhink or outmaneuver an opponent,
even solving simple puzzles when they directly relate to

food.
Move: 15

Size: 3.1 meters at shoulder
Orneriness: 3D

Galaxy Guide 16: The Old Republic Manka Cat

Fierce feline hunters, manka cats are believed to
have originated on Alderaan but can now be found
on a number of different worlds due to their
desirability as exotic pets or trained guardians. It is
no surprise that these accomplished hunters have
thrived in virtually every ecosystem into which
they have been introduced. Sleek and powerful,
they have the speed to run down smaller prey,
while their massive protruding tusks and claws also
allow them to tackle much larger targets. Often
traveling in prides, even a lone manka cat can be

379

Chapter Fifteen: Creatures

dangerous, and extreme caution should be Republic worlds where the birds have been
exercised when in their territory. Despite the risks,
manka cats are sometimes hunted for sport and for imported. Like their ancestors, they are both
their tusks and teeth, which are said to possess elegant and aggressive. [4]
healing properties.[4]
■ Mantellian Flutterplume
■ Manka Cat
Type: Avian scavenger
Type: Hostile mammalian predator DEXTERITY 3D+2
DEXTERITY 4D Dodge 4D
Dodge 5D PERCEPTION 4D+1
PERCEPTION 3D+2 Search 6D
Search 5D, sneak 6D+1 STRENGTH 3D
STRENGTH 6D Brawling 5D+1
Brawling 7D, climbing/jumping 7D+1, running 8D Special Abilities:
Special Abilities: Flight: Mantellian flutterplumes can fly or glide in
Claws: Do STR+2D damage. atmospheres.
Teeth: Do STR+3D damage. Talons: Do STR+2D damage.
Charge Attack: Does STR+1D+1 damage. Beak: Does STR+1D damage.
Gore Attack: Can gore with its tusks for STR+1D damage. Move: 5 (ground), 20 (air)
Move: 12 Size: 1.4 meters ling, 2.3 meter wingspan
Size: 2.2 meters long
Orneriness: 4D

Mantellian Flutterplume Nerf

Although its beautiful feathers are valued as Nerfs are large, shaggy pack animals raised for
good luck charms, everything else about the their meat, fur and hides, primarily characterized
Mantellian flutterplume is worth avoiding. This by their horns, surly disposition and horrid stench.
enormous scavenger bird is noted for its Their tendency to spit on people has only
impressive hook-like beak and four sets of curled cemented their reputation for being particularly
talons–tools that it uses to tear apart and consume unpleasant animals to handle; it’s no surprise that
rotting carcasses. The flutterplume population has nerf-herding is regarded as one of the less
skyrocketed thanks to Ord Mantell’s brutal civil glamorous professions in the galaxy. Although they
war. An abundant supply of fresh battlefield kills are native to Alderaan, the nerfs’ hardiness has
attracts flocks of these carrion eaters. Soldiers allowed them to adapt to a variety of climates on
whisper horror stories of wounded men unable to other planets. Nerfs are common livestock on many
defend themselves and doomed by the hungry Core and Inner Rim planets, though most ranchers
winged predators. Subspecies of the Mantellian beyond the Mid Rim prefer to breed less unruly
flutterplume have evolved on a handful of other animals.[4]

■ Nerf

Type: Domesticated herd animal
DEXTERITY 3D+2
Spit 4D+1

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PERCEPTION 2D+1 The Nexu appear to be feline in nature, with
Hide 4D+2 claws which can slice a Human in half. They have
spikes along their back, and a long tail that in the
STRENGTH 2D+2 wild allows the Nexu to swing from tree branch to
Special Abilities: tree branch. They have extremely sharp instincts
Bite: Does STR+2 damage. and reflexes, although they are known to tire easily,
Head Butt: Does STR+2 damage.
Kick: Does STR+2 damage. and often use swift movements to finish an enemy
Low Light Vision: A nerf can see twice as far as a normal quickly, biting down and thrashing their head about
human in poor lighting conditions. to break their victim's neck. Cubs are born pure
Spittle: If irritated, there is a 3 in 6 chance that a nerf will white.[1]
spit a foul-smelling saliva at targets up to ten meters
away (range: 1-3/6/10). Nerf spit emits a foul odor, and is ■ Nexu

impossible to wash entirely from clothing. Anyone struck Type: Feline predator
by nerf spittle suffers a penalty of -1D to actions involving DEXTERITY 4D+2
PERCEPTION 3D
personal interaction until washed and the offending Hide 4D+1, search 5D, sneak 4D+1
article(s) of clothing are removed. STRENGTH 4D+1
Move: 12 Climbing/jumping 6D+1
Special Abilities:
Size: 1.3 meters tall at shoulder Bite: Does STR+2 damage.
Orneriness: 2D [34:79, 31:39] Claws: Do STR+1 damage.
Exceptional Reflexes: Nexu gain a +1D bonus to all
Perception rolls made to determine initiative.
Keen Hearing: Nexu have excellent hearing, and gain a
+1D bonus to all search rolls that involve sound.
Move: 16
Size: 4.5 meters long[7]

Nexu Pantran Whitefang

Native to the forests of the planet Cholganna, the Also known as Ice Cats, pentral whitefangs are a
feline nexu have become alpha predators non-sentient feline species native to the planet of
throughout the galaxy over the past few centuries, Hoth. [5]
adapting to new environments through a natural
hardiness and a quick reproductive cycle. Packs of The sleek and lethal whitefang cats are
nexu have been found roaming the tundra of noteworthy for having bodies composed almost
Mygeeto and the steaming jungles of Rodia, equally entirely of muscle. These felines do not store any
adept at stalking and killing prey. Nexu are fat, and consequently must constantly be on the
recognized in many cultures as an icon of hunt. They are the only creatures on Hoth capable
viciousness, and several Mandalorian clans have of matching a tauntaun’s running speed. Certain
taken the creature as their symbol. Some enterprising crime lords have attempted to train
xenobiologists argue that nexu are far less violent captured whitefangs for use as guard animals.
than common wisdom suggests, and that it’s the These experiments have routinely ended in disaster
activities of sentient beings that agitate the cats. for trainers and beasts alike. On the other hand,
Left alone, they’re smart, capable and strong–but underground death duel arenas have profited
not cruel or aggressive. [4] tremendously from the spectacle these untamed
creatures can provide.[4]
There are other breeds of nexu on Cholganna's
other continents, but only the forest nexu has an ■ Pentran Whitefang
additional set of eyes able to view in infrared
wavelength, which aids in their hunting of bark rats Type: Feline predator
and tree-climbing octopi. They are often exported DEXTERITY 3D+2
and trained as security beasts, and used for Dodge 4D
patrolling on Malastare, or used in arena combat, PERCEPTION 2D
as seen on Geonosis. Nexu are 4.5 meters long and Search 5D, search: arctic 8D, sneak 6D+1
generally 1 meter tall. STRENGTH 6D
Brawling 7D+2, climbing/jumping 7D+1, running 8D
Special Abilities:
Bite: Does STR+2 damage.
Claws: Do STR+1 damage.
Insatiable hunger: Pantran whitefangs store no body fat
and must hunt constantly. This makes them very difficult

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to shake off, unless they can be convinced that the hunt specialists believe rakghouls are native to Taris,
will not be worthwhile. but rare outbreaks elsewhere in the galaxy suggest
Move: 16 the truth is more complicated.[4]
Size: 1.8 meters at shoulder, 3 meters long
Rakghouls are well known as deformed alien
Rakghoul mutants living in the Undercity of the Outer Rim
world of Taris. Created by the Sith magic of the
Rakghouls are a living plague–the manifestation Muur Talisman, Rakghouls were meant by their
of a highly communicable disease capable of swiftly creator, Karness Muur, to be his own personal
transforming its victims into twisted, degenerate army, as he could control them and allow them to
monsters with predatory instincts. The rakghoul use their skills, like the use of ships and weapons.
virus can infect hundreds of known species and is However, without the control of the Muur Talisman,
most often delivered through a rakghoul’s bite; a Rakghouls became mindless beasts that travel in
person attacked by a rakghoul and “lucky” enough packs of between four and eight and charge
to survive typically becomes a rakghoul him- or towards anything that looks or smells like food.
herself. Some victims resist the virus for days,
succumbing to rakghoul instincts while retaining Rakghouls are known to carry the Rakghoul
their original bodies. Different strains of the virus Plague.[1]
manifest in different breeds of rakghoul–the
smallest and weakest travel in enormous colonies,
whereas larger, smarter rakghouls often hunt alone.
The virus mutates fastest when infecting new
species, and slowest when rakghouls reproduce
with other rakghouls. Before the planet’s
bombardment, Taris contained its substantial
rakghoul population in the undercity. Many

382 Galaxy Guide 16: The Old Republic

Chapter Fifteen: Creatures

rolls made to determine initiative.

Move: 10
Size: Varies widely [16:24,†20:223]

■ Rakghoul Rancor

Type: Infected predator Rancors are reptilian monstrosities known as
DEXTERITY 4D some of the galaxy’s most dangerous predators.
PERCEPTION 2D Although indigenous to the planet Dathomir, they
Search 4D+1 have spread to many other worlds and thrived in
STRENGTH 4D many environments. Rancors are a favorite among
Climbing/jumping 6D+2 the wealthiest underworld crime lords, who raise
Special Abilities: them from eggs to become (relatively) tame pets.
Rakghoul Disease: A Human bitten by a rakghoul must Those whose rancors survive to adulthood are
succeed at a Very Difficult stamina roll or contract afforded a great deal of status, as well as a powerful
rakghoul disease. If a Human contracts the disease, he or weapon against their enemies. A unique feature of
she must make a Very Difficult stamina roll every hour or the rancor is its tough hide–a mixture of fine scales,
suffer -1 penalty to Strength. This disease cannot be thick skin and bony plates. Blaster bolts and
healed normally. The damage can be healed only by vibroblades have little effect upon the hide, and
application of a serum or other agent specifically while these attributes fade from a hide removed
designed to combat rakghoul disease. When a target from a rancor carcass, a few lucky hunters
infected with the disease is reduced to Strength of 0, it nonetheless wear ornamental outfits made from the
dies and immediately becomes a rakghoul, powerful material.[4]
characters become rakghoul fiends.
Exceptional Reflexes: Gain a +1D bonus to all Perception ■ Rancor

Type: Gigantic predator
DEXTERITY 4D
PERCEPTION 1D
Search: tracking 3D
STRENGTH 7D
Special Abilities:
Armor: +3D protection against physical and energy
attacks.

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Chapter Fifteen: Creatures

Claws: Do STR+3D damage. and +1D bonus to Strength rolls when resisting energy
Teeth: Do STR+5D damage.
damage.
Move: 20
Size: 5 meters tall[6:224, 30:89, 35:14, 36:177] Move: 10
Size: 6 meters long [7]

Reek Rill

Reeks are horned, thick-skinned herbivores. One of the swiftest land animals on Tatooine, the

They originally hail from the planet Ylesia but can rill is a reptilian predator that hunts womp rats and

be found all over the other large mammals. Fiercely

galaxy, particularly on territorial, an individual rill (or

Iridonia, Ithor and a rill and its young) stakes out

Tatooine. They are a patch of desert and defends

highly sought-after as it vigorously against all

pack animals, but are intruders. To sleep and protect

also commonly used as itself from Tatooine’s

mounts. Curiously, blistering heat, the rill burrows

reeks’ temperaments into the sand several meters

are largely dictated by below the surface. These nests

their diets. While they are also where rills lay their

normally subsist on eggs, burying the eggs under

plants, reeks will eat sand to hide them from

meat if it is offered to scavengers. The first task of a

them; however, a newly hatched rill is to

carnivorous diet turns successfully dig its way back

their skin dark red and makes them extremely up to the surface, or else be abandoned by its

hostile. This phenomenon inspired the phrase mother and broodmates.[4]

“mad as a red reek” and has led to the practice of

using battle-maddened reeks in gladiatorial arenas. ■ Rill

[4] Type: Swift desert reptile
DEXTERITY 5D
Reek are large thick-skinned, horned, bovine-
esque quadrupeds native to Ylesia, though Dodge 7D
subspecies of reek could be found on Iridonia, PERCEPTION 2D
Kashyyyk, Balmorra, the Codian Moon, Tatooine Search 3D, sneak 3D+1
and Saleucami.
STRENGTH 2D+1
Though herbivores by nature, they were often Special Abilities:
fed meat for exhibition sports and - in extreme Claws: Do STR+1D+2 damage.
cases - executions as seen in the combat arena on Teeth: Do STR+2D damage.
Darvannis. All reeks, including subspecies, were Tail: Does STR+1D damage.
normally brown in color and only changed Burrowing: Rill can burrow in soft or medium density
depending on their diet, though their leathery skin sand or dirt, laying in wait.
turned a dark red when fed meat and made the Fiercely Territorial: When their territory or their brood is
reeks much more aggressive. As reeks cannot threatened, rill get +2D Strength and +2D+2 Perception to
thrive on meat, they were given just enough plant to initiative rolls.
matter to keep them healthy.[1]
Move: 18
■ Reek Size: 2 meters long

Type: Horned quadruped
DEXTERITY 1D+1
PERCEPTION 1D
Hide 2D, search 2D+1
STRENGTH 6D
Special Abilities:
Enraged: When enraged, a reek gains +1D to all
Perception rolls made to determine initiative.
Gore Attack: A reek can gore with its horn for STR+1D
damage.
Thick Skin: Due to a reek’s thick hide, it gains a +2D
bonus to Strength rolls when resisting physical damage,

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Chapter Fifteen: Creatures

Salky Hound hounds’ flaw became

Many know the salky evident: their vicious

hound for its acute senses, instincts were

unbreakable claws and impossible to contain.

exceptionally powerful bite; Even when ordered by

few know this vicious beast their masters to simply

was actually designed in a restrain, Salky Hounds

laboratory. The Republic attacked their targets

military contracted a with lethal force. After

bioengineering firm to breed a several dozen people

dangerous but intelligent were killed, the

creature, able to protect military recalled the

remote bases in the Outer Hounds.

Rim without the expense of Since the military

droids or troops. cancelled the contract,

Unfortunately, the scientists the biological

weren’t able to make their engineering firm

creation obedient. Salky hounds turned out to be responsible for the Salky Hounds has been

ferocious and impossible to train for military marketing the creatures on the black market.

action. After several accidental deaths, the Several criminal and mercenary organizations have

Republic military canceled the contract, and salky purchased the Salky Hounds. Rumors suggest some

hounds were banned from the Core Worlds. of these dangerous beasts have even been

However, many breeding pairs were sold quietly on purchased by entities on Coruscant. This would be

the black market, and the hounds have appeared highly illegal as Salky Hounds are banned from the

on dozens of worlds since. Many mercenary and Core Worlds.[1]

criminal organizations deploy salky hounds when ■ Salky Hound

they have no need to capture someone alive.[4] Type: Bioengineered predator
DEXTERITY 4D
Salky hounds are aggressive beasts, some Dodge 6D+2
PERCEPTION 5D
suspect that they even have Rancor personality
Search 8D, sneak 6D+1
genes. Law enforcement STRENGTH 4D
Brawling 6D, climbing/jumping 7D,
agencies, military groups, and running 6D
Special Abilities:
criminal organizations are Claws: Do STR+1D+2 damage.
Powerful Bite: Does STR+4D damage.
always on the lookout for well- Acute Senses: Salky hounds get +3D
to search rolls involving sight or
trained beasts for security, and smell.
Move: 8
biological engineers have long Size: 1.2 meters at shoulder
Orneriness: 7D
endeavored to create the

perfect genetic specimen. Their

most infamous and

controversial creation has been

the Salky hound.

On request from the Republic

Military to develop a creature to

guard installations in the Outer Sand Bat

Rim, scientists bred various Sand bats are unremarkable
winged predators found in the
beasts from around the galaxy. deserts of Tatooine. They often
lie in wait in darkened alcoves,
They filtered for such traits as striking passers by if their rest
is disturbed.
extended and naturally
■ Sand Bat
sharpened claws, ultra-keen
Type: Avian scavenger
senses, tremendous jaw DEXTERITY 2D
PERCEPTION 1D
strength, and a vicious STRENGTH 2D
Special Abilities:
demeanor. The Salky Hounds Flight: Sand bats can fly or glide in

were the result of this effort.

In their first deployment,

Salky Hounds were brutally

effective, but when the military

began to station them in more

prominent installations, the

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Chapter Fifteen: Creatures

atmospheres. Armor: The natural armor of the sand demon grants it a
Talons: Do STR+1D damage. +2D bonus to Strength when resisting physical damage.
Move: 10 (air) Bite: Does STR+2D damage.
Size: 0.5 meters long, 1 meter wingspan Talons: Do STR+1D+2 damage.
Sand Swimming: Sand demonds can 'swim' or glide
Sand Demon though soft sand with ease, and even bore through solid
rock.
If not for the tall tales of desert nomads and a few Move: 20 (land), 10 (sand), 3 (rock)
grainy satellite reconnaissance images, Tatooine’s Size: 4 meters long
so-called “Sand Demon” would be considered a
myth. Jawas say the Sand Demon is feared by all Sand Worm
other life on the planet, including the mighty krayt
dragon–for the Sand Demon is the krayt’s only Sand worms are massive, vicious grub-like
predator. Some stories report that the beast is predators infesting the desert wastelands of
capable of “sand swimming,” gliding underneath Tatooine. They are aggressively hostile, and are
the surface of the desert as if it were water. Others opportunistic in attacking travelers, as they are
claim it bores through rock using its hardened, often the only source of food around.[1]
talon-like legs. Cave paintings suggest the Sand
People believe the Sand Demon devours the life ■ Sand Worm
essence of its victims, growing stronger and
tougher with each kill. They depict stories of Type: Massive insectoid predator
centuries-old demons that have become immune to DEXTERITY 2D
injury, a warning heeded by even the most PERCEPTION 2D+1
skeptical outsiders.[4] STRENGTH 6D
Brawling 8D
Sand Demons are one of the most feared Special Abilities:
creatures on Tatooine. It is said that they can sort Claws: Do STR+1D+2 damage.
of swim or glide through the sands and that Jedi Teeth: Do STR+2D damage.
could use the Force and their abbilities of serenity Move: 12
to tame the beasts. In the Sith Warrior Storyline the Size: 4 meters tall
Sith at one point must cover himself in the blood
of the Sand Demon in order to uncover secrets
held by the Sand People.[1]

■ Sand Demon Galaxy Guide 16: The Old Republic

Type: Massive insectoid predator
DEXTERITY 2D
Dodge 5D
PERCEPTION 2D
STRENGTH 8D
Climbing/jumping 8D+2
Special Abilities:

386

Chapter Fifteen: Creatures

Claws: Do STR+1D+2 damage.
Teeth: Do STR+2D damage.
Tusks: Do STR+2D+2 damage.
Tenacity: A sandtusker will rarely attack first, but will
chase down a wounded adversary with single-minded
fury.
Move: 9
Size: 2-3 meters long
Orneriness: 3D+2

Sandtusker Scyk

Predators on Tatooine have learned to give the The bloodthirsty scyks inhabit remote regions of
sandtusker a wide berth, as this reptilian scavenger Tatooine, thankfully far from most settled areas.
is far from an easy meal. Protected by ridges of They seem almost to delight in carnage, brutally
bone and capable of goring flesh with its tusks, a tearing through prey and unwary desert travelers.
sandtusker not only repels attempts to prey on it, Their fangs are a prized trophy among hunters,
but often chases down and finishes off a would-be who rarely escape the creatures without scars. The
attacker. Sandtuskers mainly feed on carrion, and Sith beastmaster Lord Adrazar found the scyk a
their powerful maws are capable of crunching deadly and eager servant. However, no amount of
through even krayt dragon bones to reach the training or Force manipulation could persuade the
nutrient-rich marrow inside. A platoon in the creatures to cooperate in packs for more than a few
Republic’s Thirty-eighth Infantry–several members days. The scyk that survived–obviously the
of which had lived on Tatooine–named its armored strongest–now guards his personal domicile on
walker “the Sandtusker.” True to form, it carried Dromund Kaas.[4]
the soldiers safely through the harshest battles of
the Great War.[4] ■ Scyk

■ Sandtusker Type: Reptilian predator
DEXTERITY 1D+2
Type: Reptilian scavenger PERCEPTION 3D
DEXTERITY 3D Search 6D+2
PERCEPTION 1D STRENGTH 8D
STRENGTH 5D Brawling 9D, climbing/jumping 9D, running 10D+2
Brawling 6D, climbing/jumping 6D Special Abilities:
Special Abilities: Armor: The natural armor of the scyk grants it a +2D
bonus to Strength when resisting physical damage.
Claws: Do STR+2D damage.
Teeth: Do STR+2D damage.
Carnage: An angered scyk will tear into its victims with
unbridled brutality.
Independent: While scyks may be domesticated for a very
few days at most, they will quickly revert to their primal
nature.
Move: 15
Size: 1.8 meters at shoulder, 10 meters long

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Chapter Fifteen: Creatures

Shaclaw Xenoanthropologists are quick to note that Gormak
only dine on shaclaws during special coming of age
Massive, armored insects, shaclaws use their feasts in which the capture and preparation of the
powerful foreclaws primarily for burrowing into the meal is considered an essential part of the ritual
soil in search of the roots and subterranean celebration. The Voss reject this symbolic
mammals that make up their diet. If challenged, justification, however, and point to the practice of
however, they can also use their claws as savage cooking any creature alive as proof of Gormak
weapons capable of shredding the flesh or armor of savagery and barbarism.[4]
their enemies. The Gormak consider the meat of
the shaclaw to be a delicacy, but within minutes of ■ Shaclaw
dying the insects release a deadly toxin into their
tissues that contaminates the flesh. To circumvent Type: Massive armored insectoid
this, the Gormak have become quite skilled at DEXTERITY 1D
capturing shaclaws and cooking them alive. PERCEPTION 2D+1
Search 8D
STRENGTH 5D
Special Abilities:
Armor: The natural armor of the shaclaw grants it a +2D
bonus to Strength when resisting physical damage.
Claws: Do STR+3D damage.
Toxic: A dead shaclaw immediately begins decomposing
into a toxic state.
Burrowing: Shaclaws can burrow into rough soil with
great ease using their foreclaws.
Move: 15
Size: 5.5 meters tall

Shyrack

Eyeless, winged monstrosities that hunt in
swarms, Shyracks are cave-dwelling terrors
indigenous to Korriban. Fiercely territorial, they
attack intruders with aggression and frenzy.

Typically cave-bound, every sixty-three years
the Shyracks of Korriban spill from their habitats
every day for the entire summer. They fill the sky,
blotting out the sun and moon, and rain their bluish
droppings onto everything below. Before the Sith
returned to re-claim Korriban, every sixty-third
summer saw biologists from across the galaxy

388 Galaxy Guide 16: The Old Republic

Chapter Fifteen: Creatures

descend on the planet to observe the purpling of Orneriness: 2D
the red terrain.[4]
Sleen
■ Shyrack
Sleek and web-footed, the sleen is among the
Type: Avian swarming predator fastest creatures that crawl through the Dromund
DEXTERITY 2D+1 Kaas jungle. It feeds primarily on the eggs of other
Dodge 4D Dromund Kaas lizards, but it has been known to
PERCEPTION 1D hunt small prey and can be vicious in protecting its
Search 5D territory against intruders. The early Sith were
STRENGTH 3D known to keep sleens as guard animals and pets,
Special Abilities: but the practice went out of favor as Dromund Kaas
Claws: Do STR+1D+2 damage. became more densely populated and the sleens
Teeth: Do STR+1D damage. proved difficult to keep in close quarters. Hunting
Blindsight: Shyracks have powerful nonvisual senses, sleens are still kept among certain high-ranking
being able to hunt in complete darkness. They don’t Imperial military officers, bred and trained by
suffer any of the penalties for poor lighting conditions. generations of family servants.[4]
Hive Mind: Shyracks hunt together in packs. If there is
more than one shyrack present, each gains +1D to search
rolls.
Move: 6 (ground), 20 (air)
Size: 1.5 meters long, 2.8 meter wingspan

Skifter Hound ■ Sleen

Skifter hounds are street predators found on Nar Type: Reptilian predator
Shadda.[1] DEXTERITY 3D+2
Dodge 4D
■ Skifter Hound PERCEPTION 4D
Search 8D
Type: Street predator STRENGTH 6D
DEXTERITY 2D Brawling 8D, climbing/jumping 7D+1, running 8D
PERCEPTION 2D Special Abilities:
STRENGTH 4D Claws: Do STR+1D+2 damage.
Special Abilities: Teeth: Do STR+2D damage.
Armor: The natural armor of the skifter hound grants it a Fiercely Territorial: When their territory is threatened,
+2D bonus to Strength when resisting physical damage sleen get +2D Strength and +2D+2 Perception to to
targeting its back or crown. initiative rolls.
Claws: Do STR+1D+2 damage. Move: 18
Teeth: Do STR+2D damage. Size: 4.5 meters long
Move: 8
Size: 0.8 meters long Orneriness: 3D

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Chapter Fifteen: Creatures

Swoopstriker of traversing the icy plains. Adult tauntauns can
move at speeds of up to ninety kilometers per
The Swoopstrikers are aggressive flying hour–useful for outrunning all manner of foes. The
creatures that inhabit Balmorra. They have large trick, of course, is domesticating these notoriously
bat-like wings and four legs. ill-tempered beasts.[4]

■ Swoopstalker A species of omnivorous reptomammals who are
indigenous to the icy planet of Hoth, Tauntauns are
Type: Avian predator commonly used as pack animals.[1]
DEXTERITY 3D
Dodge 6D ■ Tauntaun
PERCEPTION 1D
STRENGTH 3D Type: Arctic omnivore
Special Abilities: DEXTERITY 2D
Flight: Swoopstrikers can fly or glide in atmospheres. PERCEPTION 3D
Talons: Do STR+2D damage. STRENGTH 4D
Move: 15 (air) Special Abilities:
Size: 1.8 meters long, 3.5 meter wingspan Charge attack: Does STR+1D+1 damage.
Arctic: Tauntauns can withstand frigid temperatures that
Tauntaun are deadly to most other creatures (although their
stamina in the cold is not unlimited).
The tauntaun is an Move: 16
omnivorous reptomammal Size: 1.3-2 meters at shoulder
occupying a key position in Orneriness: 1D [6:222, 30:92, 37:54, 38:13, 36:180, 39:92]
Hoth’s ecosystem. Beyond
providing a food source for Terentatek
wampas and the feline
whitefangs, tauntauns also The legendary terentatek is a vicious, tusked
expand the planet’s natural
tundra by spreading fast- monster that feeds on the blood of Force sensitives.
growing moss and lichen to
new growth areas. In fact, Terentateks are known to cluster wherever there is
scientists speculate that
Hoth’s limited fauna would a strong dark side presence and to remain dormant
quickly go extinct if the
tauntauns disappeared. for many years before emerging to hunt. How
More important to
Republic, Imperial and terentateks came to be is a subject of much debate.
White Fang forces on Hoth,
tauntauns provide the Ancient chronicles report terentatek-like creatures
promise of a native means
on Korriban, twisted by the dark side rituals

performed by early Dark Jedi. Other sources

attribute their creation directly to the Sith Lord

Exar Kun, who performed many Force experiments

on creatures on Yavin

Four. Terentateks are

undoubtedly one of the

most vicious of all

creatures steeped in the

dark side, and they are

doubly dangerous

because of their

unnatural resistance to

Force powers. Jedi

throughout the ages have

tried to wipe terentateks

from the galaxy, but the

creatures have proven

incredibly resilient. The

most recent concerted

effort was three centuries

ago; many terentateks

were destroyed, but the

hunt took the lives of

many Jedi Masters, as

well.[4]

390 Galaxy Guide 16: The Old Republic

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At an average adult height of 3.2 meters, Gore Attack: Can gore with its horns
Terentatek are creatures which feed off the blood for STR+3D damage.
of Force Sensitives, and inhabit caves and tombs Teeth: Do STR+5D damage.
strong with the dark side of the Force. Several Force-Devouring: Terentateks are
guard the entrance to a section of Naga Sadow's drawn to the blood of Force-
tomb. Terentatek resemble Rancors, except they sensitive beings, and are vicious
have a number of spines growing from their backs and single-minded in its pursuit.
and a pair of flaps, or horn like projections rather Force-Immunity: Terentateks cannot
like tusks attached to their mouths. Supposedly, be affected by the Force.
terentatek hibernate and remain dormant for many Hibernation: Terentateks can
years, only to return when the dark side is strong in hibernate for many years.
the galaxy.[1] Move: 15
Size: 3.2 meters tall
■ Terentatek
Titan
Type: Massive Force-devouring predator
DEXTERITY 4D The titan known as The
PERCEPTION 3D+1 Primal Destroyer resembles a
Search: tracking 4D, search: Force 8D Terentatek - a mutated Sith
STRENGTH 7D+1 beast - except with protruding
Special Abilities: tusks and titanic size. Found
Armor: +3D protection against physical and energy on Belsavis. Throughout the
attacks. course of the fight it will
Claws: Do STR+3D damage. spawn adds: rancors, smaller
versions of itself and an
unknown beast. It is supposed
that it has control over that
particular area and can
manipulate the environment
and its inhabitants to ward off
enemies.

While not clearly wearing
an armor of sort, its entire
body is surrounded in a
cocoon-like outer shell with
varying spikes covering it.[1]

■ Titan

Type: Towering predator
DEXTERITY 2D
PERCEPTION 3D
Search 6D
STRENGTH 8D
Brawling 10D, stamina 9D
Special Abilities:
Armor: +4D protection against physical and energy
attacks.
Claws: Do STR+5D damage.
Gore Attack: Can gore with its horns for STR+5D damage.
Teeth: Do STR+3D damage.
Creature Control: Titans have some limited control over
nonsentient creatures, particularly rancors and other
large-scale predators, directing them to attack its
enemies.
Move: 35
Size: 12 meters tall

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Chapter Fifteen: Creatures

more appealing in certain circles.[4]
Thrantas, also called Krogan Dolphin Birds, are a

group of flying animals found originally on
Alderaan. While there were multiple species and
breeds varying in size and functions (some for
personal travel, others for massive air ferries),
most thrantas served the purpose of being air
transport.[1]

■ Thranta

Type: Avian omnivore
DEXTERITY 2D+2
Dodge 4D
PERCEPTION 2D
Search 5D
STRENGTH 3D
Special Abilities:

Flight: Swoopstrikers can fly or glide in atmospheres.
Talons: Do STR+1D damage.

Move: 20 (air)
Size: 3.5 meters long, 5 meter wingspan
Orneriness: 1D

Thranta Trinthan Prowler

Thrantas are a species of flying animals Cat-like and deadly, the Trinthan Prowler
indigenous to Alderaan. Their powerful wing originated in the Trinith system before being sold
muscles and internal air sacs allow them to stay across the galaxy for use as trained hunters and
aloft while carrying large amounts of weight, trackers. After a string of incidents where
making them perfect aerial mounts. Early bystanders were badly mauled, the Republic made
Alderaanian colonists made extensive use of Trinthan prowler breeding illegal and a large
thrantas, using them for personal and military number of the beasts were released into the wild.
transport. Their popularity on Alderaan generated They can now be found on a great many planets,
an enormous demand for the animals on Coruscant; where their predatory skills have allowed them to
thousands of thrantas were transplanted, but they thrive feeding on smaller, slower and weaker
were unable to survive the city-world’s heavy air creatures.[4]
pollution. Since that debacle, the Alderaanians have
refused to export the thrantas offworld and hunting ■ Trinthan Prowler
them on Alderaan is strictly forbidden. This has
only made thranta smuggling and thranta poaching Type: Hostile mammalian predator
DEXTERITY 3D
Dodge 5D
PERCEPTION 3D+2
Search 5D, sneak 6D
STRENGTH 6D
Brawling 7D, climbing/jumping 7D+1, running 8D
Special Abilities:
Claws: Do STR+2D damage.
Teeth: Do STR+3D damage.
Charge Attack: Does STR+1D+1 damage.
Gore Attack: Can gore with its tusks for STR+1D damage.
Move: 12
Size: 2.2 meters long
Orneriness: 4D

Tuk'ata

These oversized hounds were bred to be fearless
and relentless. Left to guard the Sith tombs of
Korriban, they have sharp horns, long claws and
savage teeth. They are unusually intelligent and

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seem capable of communicating with one another varactyl has become a popular mode of non-
through unknown means. mechanized transportation across the galaxy. As a
result, the reptavian creatures have thrived on a
It is said that the species was nonviolent and great many worlds, both as mounts and in the wild.
grazing before being corrupted by Sith alchemical The most famous varactyl-rider, Hrosus the Swift,
experiments that awakened a latent part of their was able to coax his mount to phenomenal speeds,
brains and changed them into unnatural once beating a swoop bike in a head-to-head race.
abominations. Random mutations now occur that This same speed makes varactyl formidable
produce some tuk'ata that can live for centuries opponents; although they can be peaceful, loving
and grow to immense proportions.[4] creatures when among creatures they view as
friendly, they are highly territorial and viciously
Tuk'ata have three rows of teeth, sharp claws protect their nests from aggressors.[4]
and horns. They can recognize Force users and
attack them with ferocity. These creatures were The varactyl, also known as dragonmounts, are
once bred for training purposes, but have long reptavian herbivores native to Utapau. They have
since become guardians for the old tombs on beaked faces and long, powerful tails that can
Korriban.[1] stretch to 10 meters long. The varactyl's flexible
neck supports its armor-plated skull, and both male
■ Tuk'ata and female dragonmounts have crests and a ridge
of mid-body spines displayed during courting ritual.
Type: Hostile mammalian predator While females sport blue green plumage and skin,
DEXTERITY 4D males were mostly dull shades of orange and
PERCEPTION 4D+1 brown. Most important were the varactyl's five-
Search 6D clawed feet. Not only can a varactyl run at very fast
STRENGTH 5D+2 speeds, but their claws are adapted to climbing the
Brawling 7D, rocky walls of Utapau's sinkholes. This marks the
climbing/jumping 8D, varactyl as an excellent mount for the native
running 7D Utapauns.[1]
Special Abilities:
Claws: Do STR+2D ■ Varactyl
damage.
Teeth: Do STR+2D Type: Riding lizard
damage. DEXTERITY 3D
Charge Attack: Does PERCEPTION 2D+1
STR+1D+1 damage. STRENGTH 4D+1
Gore Attack: Can gore Special Abilities:
with its tusks for Stealthy: Varactyls are naturally quiet and stealthy
STR+2D damage. creatures, capable of moving around in near total silence.
Move: 16 They gain a bonus +2D to their Perception for sneaking or
Size: usually 2-3 meters
long stealth related dice rolls.
Orneriness: 6D Diurnal: Varactyls are cold
blooded and operate best during
Varactyl the heat of the day, at night they
become sluggish, losing 1D from
Originating on the planet Utapau, where they their Dexterity and Perception
were trained and used extensively as mounts, the attributes, and 4 points from their
move.
Move: 18
Size: 15m long, up to 4 meters tall
Orneriness: 1D+2[7]

Vine Cat

The heavily armored,
sharp-toothed vine cat can
pounce up to eight meters
and has been known to tear
a sleen apart in less than ten seconds. Its armored
frill and hide protect it against larger predators
such as the jurgoran, and its claws make it an
expert climber when it needs to get away. The vine
cat was introduced to Dromund Kaas by the early

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Sith from the dark forest world of Ziost and is dark forest of their native Ziost to the spawns of
responsible for wiping out three of Dromund Kaas’s Dromund Kaas. This adaptability has proven
native herbivorous species to date. [4] unfortunate for many native species introduced to
vine cats, such as the Scrapbeak Groundling, driven
Vine cats are jungle felines found originally in the to extinction within a mere three months of
outlying portions of Haruun Kal. Other types of vine contact. The Sith have an appreciation for this
cats now reside on Dromund Kaas, Taral V, and show of strength and domination, and it's likely
Ziost. They come in half a dozen subspecies, and they will continue carrying these creatures with
their skins are sometimes cured to make leather. them to new worlds.[1]

The savage Vine Cats are nearly insatiable. Their ■ Vine Cat
large size requires them to feed often, and they've
evolved into efficient and clever hunters. Long, Type: Hostile mammalian predator
Heavy tails provide them with extraordinary DEXTERITY 2D
Balance; They are as comfortable scaling rocky Dodge 4D+2
cliffs as they are leaping from tree to tree. PERCEPTION 3D
Possessed of large, razor-sharp claws and a Search 4D, sneak 6D+1
ferocious bite, vine cats
have been known to tear STRENGTH 5D
the heavily armor sleen Brawling 6D, climbing/jumping
apart in less than ten 10D, running 6D
seconds. With a compact Special Abilities:
muscular structure and Claws: Do STR+1D damage.
the ability to leap eighty Teeth: Do STR+2 damage.
meters or more, the vine Exceptional Balance: The vine
cat is never to be cat's long agile tail allows it to
underestimated. comfortably scale extremely
steep surfaces.
The vine cats have been Move: 12
introduced to new world Size: 2.1 meters long
by the Sith, who prize
them for their ferocity and Vorn Tiger
cunning. The beasts adapt
remarkably well to new Vorn tigers are a
environments, from the dangerous breed of feline
predators distinguished

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by their distinctive horns and sleek coats. They are ■ Vrblther
solitary hunters by nature and most are extremely
territorial. They typically avoid major settlements Type: Predator
but are absolutely merciless to anyone unlucky
enough to wander into their hunting grounds. Vorn DEXTERITY 4D+1
tigers often mark their territory by gouging bark
from trees with their horns. Zoologists have noted PERCEPTION 3D+2
that these markings are both unique and
consistent–each vorn tiger seems to scratch in a Hide 4D+2, search 7D, tracking 7D+2, sneak 6D
consistent and unique pattern.[4]
STRENGTH 3D+2
■ Vorn Tiger
Brawling 6D, climbing/jumping 7D
Type: Hostile mammalian predator
DEXTERITY 2D Special Abilities:
Dodge 3D+2 Claws: Do STR+2 damage.
PERCEPTION 2D Teeth: Do STR+1D damage.
Search 6D Multiattack: A vrblther can make two brawling attacks in
STRENGTH 4D
Special Abilities: a round wihtout incurring multiple action penalties.
Claws: Do STR+1D+1 damage.
Teeth: Do STR+2D damage. Further actions take penalties normally.
Move: 15 Exceptional Reflexes: Gain a +1D bonus to all Perception
Size: 3 meters long rolls made to determine initiative.
Low-light Vision: Can see twice as far as humans in dim
light.

Move: 10 (climbing)
Size: 3-4 meters tall[41:121, 41:126]

Vrblther Wampa

Indigenous to the planet Varl, vrblthers were The fearsome wampa is Hoth’s apex predator.
often kept as pets by rich and powerful Hutts. These surprisingly intelligent beasts pose a major
When Varl was vaporized over ten thousand years hazard to unwary travelers, especially those
ago, the species survived only because many of the wandering near unexplored caves. More than one
fierce bipedal predators had accompanied their combat patrol has vanished after seeking shelter in
owners to Nar Shaddaa and Hutta. The beasts a seemingly unoccupied ice cavern. Among fresh
proved resilient to the pollutants and toxins arrivals to the planet, horror stories circulate of
commonly found in their new environments, and men swallowed whole by these towering creatures.
their numbers grew rapidly. Packs of vrblthers are The more terrifying truth is that wampas prefer
known to roam the lower levels of Nar Shaddaa, in
constant search of their next meal.[4]

Vrblthers are dangerous predators who hunt in
the lower levels of Nar Shaddaa in packs, but they
were originally taken from Varl as pets for the
Hutts.[1]

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Chapter Fifteen: Creatures

fresh meat and rarely kill a victim outright, instead Size: 3 meters tall [6:224, 38:11, 36:181, 39:94]
stunning or incapacitating prey. Future meals are
dragged back to a wampa’s lair and suspended Wingmaw
immobilized from the cave’s ceiling. Wampa victims
may have hours or even days to contemplate their Wingmaws are a biological oddity, an
eventual fates. [4] evolutionary breath of Balmorran life that
developed on an isolated chain of islands; it was
Wampa ice creatures are carnivorous predatory only six hundred years ago that wingmaws were
reptomammals indigenous to the Outer Rim ice accidentally carried to the mainland by unwary
planet Hoth. The bipedal beasts stand over two explorers. The creatures maintain insect-like social
meters in height with shaggy white fur constantly structures despite their reptillian appearance,
stained by the blood and guts of slaughtered prey. frequently traveling in groups and favoring open
Wampas are armed with jagged yellow teeth and spaces to dark caves. The Wingmaw population on
deadly claws. Primarily solitary hunters, wampas Balmorra has increased rapidly since the Imperial
occasionally hunt in packs, preferring to ambush invasion, as the creatures' primary predator-the
their prey from the camouflage of Hoth's snow Balmorran Maweater, another transplant from the
banks and blizzards. Stunned victims are carried island chain-was completely wiped out during the
back to the creatures' lairs, typically large ice bombardment. Unchecked, the Wingmaw has
caves, where the wampas eat at their leisure.[1] become a threat to Imperial and resistance soldiers
alike and wreaked havoc on the rest of the
■ Wampa Balmorran Ecosystem. They are bold carnivores
and scavangers, happily swarming on a lone fighter
Type: Ferocious arctic predator or and unprepared convoy.[4]
DEXTERITY 3D
PERCEPTION 4D ■ Wingmaw
Search: arctic tracking 6D, sneak: arctic 7D
STRENGTH 7D Type: Avian reptilian carnivore
Special Abilities: DEXTERITY 2D
Claws: Do STR+1 damage. PERCEPTION 2D+2
Teeth: Do STR+2 damage. Search 5D
Camouflage: +3D to sneak in arctic climates, heat- STRENGTH 3D+2
diffusing body adding +2D to sneak versus sensors. Special Abilities:
Howling: Wampa howls are a rudimentary form of Claws: Do STR+1 damage.
communication that allows Wampas to coordinate Teeth: Do STR+2 damage.
attacks. These howls are virtually indistinguishable from Move: 15 (air)
the sound of Hoth’s winds.
Move: 13

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Size: 1.3 meters long, 4 meter wingspan wraid is able to quickly cover large distances by
breaking into a bounding sprint. The impact of its
Womp Rat massive forelegs creates highly distinctive tracks in
the sand for hunters to either follow or avoid.
Carnivorous rodents native to Tatooine, womp Rumors persist across Tatooine of a gigantic
rats are a menace to any permanent settlement. “alpha” wraid that stalks deep in the desert wastes.
They reproduce at a staggering rate and are known Some hunters claim to have seen it; others tell tales
to stalk urban alleyways and remote moisture farms of stumbling across its oversized claw prints before
alike, prompting some authorities to maintain a the desert wind blew them away. Its existence,
standing bounty on the creatures. Vicious and ill- however, has never been confirmed.[4]
tempered, they prefer meals of organic debris and
runoff–but even lone womp rats will attack any Wraids are large reptilian creatures found on
creature that gets too close, often spreading many desert planets around the galaxy, including
virulent disease. When found in the desert, womp Tatooine and Korriban as well as other planets like
rats also hunt in packs, emerging from burrows and Tython, and living in places like caves, or just
swarming their unfortunate victims in a flurry of wandering the desert in search of food.
claws and teeth. A dozen womp rats can overwhelm
a full-grown dewback in just a few seconds, and Wraids are pinkish-red in color and have very
larger packs regularly feast on fresh bantha.They powerful front legs, enabling them to move very
are hideous creatures in general.[4] quickly when agitated in long, bounding strides.
They have large claws at the end of their feet and
Some variations can cause Womp Rat Fever.[1] sharp teeth, making them dangerous to the unwary.
They also have two small back legs.[1]
■ Womp Rat

Type: Carnivorous rodent
DEXTERITY 2D
PERCEPTION 1D+2
STRENGTH 2D+1
Special Abilities:
Claws: Do 2D+2 damage.
Teeth: Do 3D+1 damage.
Pack Hunters: These vicious Tatooine natives attack in
packs of up to five. The hairy carnivores usually circle
once, then lunge. They scatter when a total of three
wounds has been inflicted on the pack as a whole or an
incapacitated result has been inflicted upon any single
individual.
Move: 5
Size: 2.1 meters long [31:50, 42:90]

■ Wraid

Type: Large reptilian predator
DEXTERITY 3D

PERCEPTION 4D
Search 7D

STRENGTH 6D+2
Brawling 8D, running 9D

Special Abilities:
Claws: Do STR+1D damage.
Teeth: Do STR+3D damage.
Move: 16

Size: 3 meters at shoulder, 4.5 meters long

Wraid Xuvva

Hunting dangerous predators is a tradition on The flapping of thick, hairless wings is often the
Tatooine, and stalking the deadly wraid is often a last sound heard by a victim of the deadly xuvvas.
test to separate the amateurs from the experts. In Their fangs bite with brutal precision, quickly
addition to its great strength and powerful jaws, a disabling prey while filling the xuvvas’ swollen

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Chapter Fifteen: Creatures

Move: 9, 1 (space)
Size: 0.5 meters long, 1 meter wingspan

stomachs. The creatures Yozusk
then take flight and hunt
down their next meal using Yozusks were originally referred to as "rock
sensitive electroreceptors wardens" by the Sith when they arrived on
in their horn-like antenna. A Dromund Kaas, because they nested in the
single xuvva is capable of cliffsides around the jungle and because of the
killing a trained hunter; an hard, rocky protrusions on their backs. Though
entire flock can reduce a they are extremely territorial, they primarily feed
mature Hutt to bones in on animals living beneath the ground, which they
minutes. dig up with their long arms. They are nocturnal
creatures and rely primarily on their sense of smell
Unknown to most, xuvvas
are distant relations to the in the darkness. They are
decidedly less vicious incredibly strong, and
mynocks. Like their many young thrill-
parasitic cousins, xuvvas seekers cut their teeth
latch onto power sources fighting the yozusks
and leech their electrical before moving on to the
energy. Ten years ago, an larger, more powerful
entire xuvva flock sapped gundarks.[4]
enough power from a
subterranean conduit to ■ Yozusk
cause a blackout over half
of Jiguuna. In a fit of fury, Type: Nocturnal predator
Nem’ro the Hutt placed a DEXTERITY 2D
bounty on the creatures PERCEPTION 2D
that was quickly called off STRENGTH 4D
when his palace became Special Abilities:
littered with the trophies of Armor: The natural armor of
dead xuvvas.[4] the yozusk grants it a +2D
bonus to Strength when
■ Xuvva resisting physical damage.
Claws: Do STR+1D damage.
Type: Avian parasite Teeth: DO STR+3D damage.
DEXTERITY 3D Scent: Yozusk have an
PERCEPTION 1D extremely good sense of smell
STRENGTH 2D and receive +2D bonus to all
Special Abilities: Perception tasks involving
Teeth: Do STR+2 damage. smell.
Energy Drain: survive by draining energy from starships Nocturnal: Yozusk fruit bats
and facilities. are active primarily at night; if
Flight: Xuvvas who drain enough energy can fly. encountered during daylight
Silicon Life Forms: Silicon-based life forms and can (they normally hide in caves),
survive in the vacuum of space. they receive a -1D Strength
Stealthy: Xuvvas are naturally quiet and stealthy and Perception penalty.
creatures, capable of moving around in near total silence. Move: 8 (night), 3 (day)
They gain a bonus +2D to their Perception for sneaking or Size: 2 meters tall
stealth related dice rolls.
Zeldrate

The zeldrate is a sleek
predator that used to hunt bormus in the
Balmorran plains–but with the bormu population
dwindling, the zeldrate has increasingly targeted
sentient prey. Imperial troops and resistance
fighters wounded during battle are common
victims, but bolder zeldrates have assaulted full
squads. Prior to the invasion, zeldrates were
hunted for a caustic chemical secretion useful as a
cleaning solution for industrial parts. Today, with
Balmorran industry operating below half capacity,

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Chapter Fifteen: Creatures

the zeldrate population has seen a slight increase–
balanced by the fact that they are often killed
seeking easy prey on the battlefield.[4]

■ Zeldrate

Type: Reptilian scavenger
DEXTERITY 2D
PERCEPTION 2D+2
STRENGTH 3D
Special Abilities:
Claws: Do STR+1D damage.
Teeth: Do STR+2D damage.
Scavenger: Zeldrates are drawn to fresh carcasses, often
braving battle sites to eat the dead (or dying).
Toxic Secretion: Zeldrates produce a toxic substance in
their mouths that causes 2D Strength damage on contact.
Move: 15
Size: 4.5 meters long

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CHAPTER SIXTEEN:

GAMEMASTER
SECTION

RUNNING CAMPAIGNS IN THE Mastering the ways of the light side of the Force
OLD REPUBLIC requires tenacity, serenity, concentration, and a
willingness to remain open to possibilities that
The galaxy of The Old Republic is massive, rich seem otherwise implausible (the character must be
with possibility, and overflowing with potential Force-sensitive).
adventure and intrigue. Set during a particularly
troublesome period in the Republic's history, your Most Jedi apprentices, or Padawans, encounter
players' characters emerge upon a stage charged difficulties with at least one of these areas, and
with story potential. Will they be Jedi, protectors of therefore rely on an instructor - usually a Jedi
peace and justice in a war torn universes, bound by Master - to help them recognize and overcome
oath to uphold the tenets of peace and democracy? whatever obstacles stand in their path.
Will they be Republic soldiers, fighting on the front
lines to defend a society that has stood for Those interested in learning of the Force and the
countless generations against the greatest threat in techniques that manipulate it must locate a teacher
millennia? Will they be politicians, trying to defend willing to impart such knowledge to them.[27:138]
the Republic against rot from within - or better yet,
be the very instruments of that corruption? Will Finding An Instructor
they be bounty hunters, smugglers, free traders, or
wayward travelers, just trying to make a quick Many would-be Jedi encounter their first test of
credit in a callous universe? Or will they be Imperial patience and perseverance in their search for a
soldiers or Sith Warriors, engines of destruction teacher. While many more Jedi Masters exist
and defenders of an ancient society bent on throughout the galaxy than after Palpatine's Great
reclaiming its former greatness - and its rightful Jedi Purge, the number of students seeking
place upon the galactic stage? instruction causes teachers to carefully select
those they believe most likely to complete their
RUNNING A JEDI CAMPAIGN training. Some Jedi Masters even require a
candidate to successfully perform a task or pass a
Long called the guardians of peace and justice in test to earn an apprenticeship.
the galaxy, the Jedi Knights continue to stand as
bastions of good in times of evil, of hope in times of To teach a Force skill to an initiate, an instructor
desperation. Few beings receive the Force's call to must have a basic proficiency in that skill (whether
join this band of scholars, healers, and warriors. it be control, sense, or alter) that is higher than his
And of those who begin the journey, only a student's (if the pupil already possesses ability in
dedicated few eventually become full-fledged Jedi that area). As potential Jedi Knights increase their
Knights. prowess with the Force, they must locate more
experienced teachers who can provide further
instruction.

An individual who decides to take on Force
students must tread carefully. The responsibilities
associated with such a position may not become
apparent until it is too late. An instructor must

400 Galaxy Guide 16: The Old Republic


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