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Saga Edition RPG Omnibus
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Rancor

While there are certinly larger and more vicious creatures in the galaxy, the rancor holds a special place in the nightmares of countless sentient creatures. Creatures of vast rage and single–minded carnage, ranors are periodically captured by big game hunters and shipped to new worlds as exotic pets.

Rancor           (CL 11)

     Saga Edition Core Rulebook, page 276.

Huge beast 12

Initiative: +5; Senses: low-light vision;Perception +9

Defenses: Ref 17 (flat-footed 17), Fort 16, Will 8

Hit Points: 138; Damage Threshold: 36

Speed: 8 squares

Melee: 2 claws +11* (1d8+20) or

Melee: bite +11* (2d6+20)

Fighting Space: 3×3; Reach: 2 squares

Base Attack: +9; Grapple: 27

Attack Options: Cleave, Crush, Pin, Power Attack

Abilities: Str 26, Dex 9, Con 23, Int 2, Wis 7, Cha 15

Special Qualities: Fast Healing 5

Feats: Cleave, Crush, Pin, Power Attack, Toughness

Skills: Perception+9

Fast Healing 5—A rancor automatically regains 5 hit points every round at the end of its turn, up to its normal maximum, until it is killed.

* Includes 6 points of Power Attack

Bull Rancor

Beast description

Beast           (CL )

File:Swse beast beast.jpg

     Force Unleashed Campaign Guide, page 224.

 beast #

Initiative: +; Senses: Perception +

Defenses: Ref  (flat-footed ), Fort , Will 

Hit Points: ; Damage Threshold: 

Speed:

  1. squares

    Fighting Space: 3×3; Reach: 2 squares

    Base Attack: +; Grapple: +

    Abilities: Str , Dex , Con , Int , Wis , Cha

    Feats:

    Skills:

Dathomiri Rancor

In addition to being sl ightly larger and stronger than most other rancors (see above). Dathomiri rancors are considerably more intelligent, and their claws function as hands. They can speak, they have an enduring culture, and they can both make and use simple tools. Although no one knows if they learned fire and tool use from the Humans who colonized Dathomir many centuries ago, today these rancors chip knives and other tools from stone, use fire for both warmth and cooking, and have elaborate histories and tales of heroism that they pass on from one generat ion to the next. Although they might have once had their own language, today all Dathomiri rancors speak Paecian, the native language of the Witches of Dathomir. Like the witches, these rancors are matriarchal. Each of their small bands of between a half dozen and a dozen adult rancors is led by the largest and oldest female in the band, who is known as the herd-mother.

     These rancors’ intelligence makes them extremely dangerous to those who attack them or intrude in to their territory. In addition to communicating with each other and occasionally calling upon the witches for aid, Dathomiri rancors use slings and other primitive missile weapons and can build simple traps such as deadfalls and pit traps.

Beast Encounters

Dathomiri rancors are most often found in either their own rude villages, which consist of a few huts of undressed logs and thatch, or in the villages and towns of the Witches of Dathomir. The rancors and the witches have a close relationship that borders on cultural symbiosis. Some rancors partner themselves with individual witches. These partnerships are for life, and the rancor serves as the witch’s mount, companion, and protector.

     Most of Dathomir’s intelligent rancors are not partnered with witches, because the rancors outnumber the witches by more than a factor of ten. However, all of the witches’ villages have a quarter set aside for their rancors, and some witches share their own dwellings with their bestial allies. The villages of the unpartnered rancors are often built near one of the villages of the witches, so that they can seek aid from the witches. Rancor heromothers often go to the witches for advice and for help with rancors that have become ill. In return, the wild rancors work with the partnered ranrors to help the witches defend their villages and use their immense strength to help clear land, build roads, and perform other similar tasks for the witches. Foolish hunters occasionally travel to Dathomir for the challenge of hunting prey as clever and deadly as the in telligent rancors, but the rancors and the witches deal with them very harshly.

     Away from Dathomir, intelligent rancors are almost always found in the company of a witch who has decided to travel offworld. Naturally, anyone who threatens or even seriously harasses a witch must deal with her rancor’s wrath. Almost all rancors who travel offworld learn to understand Basic, but like Wookiees, they are incapable of speaking it.

     Most of the other Dathomiri rancors found away from Dathomir are in zoos and menageries owned by individuals who are sufficiently unscrupulous and immoral to keep sentient beings in cages. When the Witches of Dathomir learn of an intelligent rancor being held captive against its will, they send one or two witches and their rancors to free it, sometimes by using payment or threats, but most often by force. The only other Dathomiri rancors found away from Dathomir are those few unpartnered rancors that want to travel offworld and either join interstellar circuses or make a living as bodyguards for those who value the intimidation factor that being protected by a hulking rancor provides.

Dathomiri Rancor           (CL 11)

     Threats of the Galaxy, page 122.

Huge beast 9 scout 2

Force: 2

Initiative: +6; Senses: low-light vision;Perception +11

Languages: Paecian

Defenses: Ref 17 (flat-footed 17), Fort 16, Will 10

Hit Points: 146; fast healing; Damage Threshold: 26

Speed: 8 squares

Melee: bite +18 (1d8+15) and
claw +18 (2d6+15)

Ranged: sling +7 (1d4+15)

Fighting Space: 3×3; Reach: 2 squares

Base Attack: +8; Grapple: +27

Attack Options: Cleave, Crush, Pin, Power Attack

Abilities: Str 28, Dex 9, Con 23, Int 5, Wis 10, Cha 15

Special Qualities: fast healing 5, low-light vision

Feats: Cleave, Crush, Pin, Power Attack, Skill Training (Survival), Toughness, Weapon Proficiency (simple)

Skills: Perception +11 (can reroll, must take second result), Survival +11

Fast Healing 5—A rancor automatically regains 5 hit points every round at the end of its turn, up to its normal maximum, until it is killed.

Tra’cor Rancor

The tra’cor is a subspecies of rancor found on the remote world of Socorro. Much smaller than the typical rancor, the tra’cor is an aquatic creature that spends most of its life beneath the surface, consuming fish and other marine life. Though the tra’cor is amphibious, it can survive for only short periods outside the water, since it dehydrates quickly. Tra’cor have large tails that resemble those of some serpentine sea creatures, adding a natural weapon to the creature’s arsenal that most rancors do not possess. Though the tra’cor is deadly in any situation, underwater it is exceptionally fast and can overtake its prey in a matter of seconds.

Tra’cor Rancor           (CL 6)

     Threats of the Galaxy, page 123.

Large aquatic beast 7

Initiative: +3; Senses: low-light vision;Perception +3

Defenses: Ref 13 (flat-footed 13), Fort 17, Will 10

Hit Points: 81; fast healing 5; Damage Threshold: 22

Speed: 6 squares, 8 squares (swimming)

Melee: 2 claws +9* each (1d6+11) and
bite +9* (1d8+11) and
tail +9* (1d6+11)

Fighting Space: 2×2; Reach: 2 squares

Base Attack: +5; Grapple: +14

Attack Options: Bantha Rush, Cleave, Power Attack

Abilities: Str 22, Dex 11, Con 25, Int 2, Wis 10, Cha 13

Special Qualities: Fast Healing 5, low-light vision

Feats: Bantha Rush, Cleave, Power Attack

Skills: Swim +14

Fast Healing 5—A rancor automatically regains 5 hit points every round at the end of its turn, up to its normal maximum, until it is killed.

* Includes 2 points of Power Attack.

Tyrant Rancor

A rare variety of rancor only found on a few worlds throughout the galaxy, the tyrant rancor is much larger than most other rancors. Most tyrant rancors live on worlds where food is abundant; xenobiologists speculate that most of them are actually the descendants of rancors that were relocated from other worlds to habitats that were unprepared for a predator of its size, allowing the tyrants to run rampant over the ecosystem and grow to incredible size. Tyrant cancors are of much the same disposition as most normal rancors but are much stronger and heartier, making them extremely dangerous opponents in any environment.

Tyrant Rancor           (CL 15)

     Threats of the Galaxy, page 123.

Gargantuan beast 15

Initiative: +11; Senses: low-light vision;Perception +5

Defenses: Ref 15 (flat-footed 15), Fort 25, Will 8

Hit Points: 307; fast healing 10; Damage Threshold: 45

Speed: 8 squares

Melee: 2 claws +20* each (2d6+26) and
bite +20* (3d6+26)

Fighting Space: 4×4; Reach: 3 squares

Base Attack: +11; Grapple: +40

Attack Options: Bantha Rush, Cleave, Crush, Pin, Power Attack

Abilities: Str 38, Dex 9, Con 40, Int 2, Wis 7, Cha 15

Special Qualities: fast healing 10, low-light vision

Feats: Bantha Rush, Cleave, Crush, Pin, Power Attack, Toughness

Skills: Initiative +11

Fast Healing 10—A tyrant rancor automatically regains 10 hit points every round at the end of its turn, up to its normal maximum, until it is killed.

* Includes 5 points of Power Attack.