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Saga Edition RPG Omnibus
Revision as of 21:05, 28 August 2024 by Tenor1411 (talk | contribs) (Created page with "{{DISPLAYTITLE:Vornskr}} {{npcmenu}} <div id="vornskr" class="arch"> <h3 class="headline arch">Vornskr</h3> <p class="single nomargin">Native to the planet Myrkr, the vornskr is a dog like predator with an innate sensitivity to the Force and Force-users. These furred quadrupeds have long legs tipped in sharp claws, powerful jaws filled with deadly fangs, and long, whiplike ta ils tipped with poisonous spines. They are aggressive, fast, and incredibly strong for...")
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Vornskr

Native to the planet Myrkr, the vornskr is a dog like predator with an innate sensitivity to the Force and Force-users. These furred quadrupeds have long legs tipped in sharp claws, powerful jaws filled with deadly fangs, and long, whiplike ta ils tipped with poisonous spines. They are aggressive, fast, and incredibly strong for their size. Vornskrs are nocturnal, hunting after dark in packs consisting of between three and five individuals.

     One of the vornskr’s primary prey animals is the ysalamiri, a lizardlike creature that is also native to Myrkr. Ysalamiri project a bubbleshaped field that nullifies the use of Force powers, which makes it difficult for vornskrs to locate them. Vornskrs sometimes mistake a Force-user for a group of ysalamiri, leading them to attack. The presence of Force-users enrages vornskrs, a behavior that no amount of training can eliminat

Vornskr Encounters

Vornskrs are dangerous predators that are widely sought as guard animals. The creatures are incredibly difficult to train, and even specimens that are raised in captivity are too wild to be truly domesticated. Vornskrs that have their tails clipped are made somewhat less aggressive by the process, but they are also deprived of their paralytic poison as a result of the surgery. Regardless of the method used to domesticate vornskrs, they will always continue to be agitated by Force-users.

     Whether they are encountered in the wild, or as part of a securit detachment, vornskrs use their Force abilities to locate and track their prey. They are ferocious animals, but nonetheless cunning. They prefer to a tack in small groups, using numbers and surprise to knock their opponent off balance before delivering a paralyzing tail lash. Once the foe is immobilized, the move in for the kill as a group. When facing multiple adversaries, a pack of vornskrs pair off and attempt to disable those individuals who appear to be most threatening. If the tide turns against them, they retreat and regroup, returning only if they are trained to do so.

     On their home planet of Myrkr, vornskrs are most often encountered after dark when they are hunting for ysalamiri. They spend the daylight hours asleep, with a single member of the pack left awake to keep watch.

Vornskr           (CL 7)

     Threats of the Galaxy, page 128.

Medium beast 7

Initiative: +6; Senses: low-light vision;Perception +8

Defenses: Ref 18 (flat-footed 15), Fort 13, Will 12

Hit Points: 52; Damage Threshold: 13

Speed: 8 squares

Melee: 2 claws +8 each (3d6+6) and
bite +8 (1d8+6) and
tail +8 (1d4+6 plus poison) or

Melee: 2 claws +6 each (4d6+6) with Rapid Strike and
bite +6 (2d8+6) with Rapid Strike and
tail +6 (2d4+6 plus poison) with Rapid Strike

Fighting Space: 1 square; Reach: 1 square

Base Attack: +5; Grapple: +18

Attack Options: Combat Reflexes, poison, Rapid Strike

Abilities: Str 16, Dex 17, Con 17, Int 5, Wis 14, Cha 10

Special Qualities: Force Perception, low-light vision

Feats: Combat Reflexes, Force Sensitivity, Rapid Strike, Skill Training (Stealth)

Skills: Perception +8, Stealth +11, Use the Force +8

Force Perception—A vornskr’s sensitivity to the Force grants it Force Perception, an ability that works like the Sense talent of the same name.

Force Sensitivity—Vornskrs have Force Sensitivity as a bonus feat.

Low-light_Vision—Vornskr ignore concealment (but not total concealment) from darkness.

Poison—If the tail of a vornskr deals damage to a living target, the target is also poisoned. If the poison succeeds on an attack roll (1d20+8) against the target’s Fortitude Defense, the target moves −1 step along the condition track. A target moved to the end of the condition track by the poison is immobilized, but not unconscious.