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100% found this document useful (8 votes)
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Ultimate Adversaries PDF

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Bumpybot123
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Clear and Present

Dangers
An Ultimate Adversaries Web Enhancement

By Owen K.C. Stephens


DESIGN The Star Wars galaxy is home to an amazing array of
OWEN K.C. STEPHENS dangerous beasts, some of which are detailed in the
Ultimate Adversaries accessory. Many of these creatures are
EDITING popular sport for big game hunters, who are always driven
RAY AND VALERIE VALLESE to add one more head to their trophy room wall. Some
creaturessuch as rancors and krayt dragonsare hunted for
TYPESETTING prestige, while others are collected for their rarity. Some
NANCY WALKER creatures, however, present a real danger to civilian popula-
tions and must be hunted down for the safety of nearby
WEB PRODUCTION
settlements. Sometimes, these creatures are kept in check by
BART CARROLL their native environments but become dangerous when
transported to different worlds.
WEB DEVELOPMENT
This web enhancement to Ultimate Adversaries presents
THOM BECKMAN
three new creatures that threaten settlements: the anooba,
ART DIRECTION the Coruscani rat, and the saw-toothed grank. It also
ROB RAPER includes a template for turning any creature into a master
hunter.
LUCAS LICENSING EDITOR
JANE IRENE KELLY Anooba
Anoobas are pack predators native to Tatooine. They are
STAR WARS RPG DESIGN MANAGER
thick-skinned quadrupeds with enormous fanglike spurs
CHRIS PERKINS
jutting from their mouths. These are actually horns of ivory-
DIRECTOR OF RPG R&D like material that are anchored directly to an anoobas skull,
BILL SLAVICSEK allowing the creature to exert tremendous force. Though
largely hairless, an anooba has a ridge of stiff fur running
from the base of its skull to the tip of its long tail. An
U.S., CANADA EUROPEAN HEADQUARTERS anoobas tail is as long as the creatures head and torso put
ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Belgium
Wizards of the Coast, Inc. P.B. 2031 together, and its used to counterbalance the beast and to
P.O. Box 707 2600 Berchem help it radiate heat. An anoobas blood circulates quite close
Renton WA 98057-0707 Belgium
to the surface of its tail, which is constantly sweaty and
Questions? 1-800-324-6496 +32-70-23-32-77
kept in motion, allowing the anooba to cool itself. Because
www.wizards.com/starwars www.starwars.com of this, the creature can exert itself for much longer periods
of time than most Tatooine natives.
This d20 System game utilizes mechanics developed for the new
Anoobas live in packs of 10 to 12 members, ruled over by
DUNGEONS & DRAGONS game by Jonathan Tweet, Monte Cook,
Skip Williams, Richard Baker, and Peter Adkison. a dominant mated pair. When young are born, theyre cared
This Wizards of the Coast game product contains no Open Game Content. for and fed for a single season, after which any in excess of
No portion of this work may be reproduced in any form without written
the normal pack size are driven off. Many anooba young die
002 permission. To learn more about the Open Gaming License
and the d20 System License, please visit www.wizards.com/d20. in their first year, while the toughest and most cunning
2004 Lucasfilm Ltd. and & where indicated. All rights reserved. form new packs with other young cast-offs. Packs of
Used under authorization. Made in the U.S.A.
DUNGEONS & DRAGONS and the Wizards of the Coast logo anoobas work together for all needs, hunting and fighting
are registered trademarks owned by Wizards of the Coast, Inc. as a group. A pack of anoobas is able to take down much
The d20 System logo and d20 are trademarks owned by Wizards of the Coast. Inc.
larger prey and often feeds off a single ronto or bantha kill
This Wizards of the Coast game product contains no Open Game Content.
No portion of this work may be reproduced in any form for days.
CLEAR AND PRESENT DANGERS

without written permission. Anoobas are usually nocturnal, as their native deserts are
To learn more about the Open Gaming License and the d20 System License,
please visit www.wizards.com/d20.
cooler at night. However, they can change their sleep cycle
This material is protected under the copyright laws of the United States of as needed to track and kill prey or to avoid other dangerous
America. Any reproduction or unauthorized use of the material or artwork predators. Anoobas moved to other worlds often become
contained herein is prohibited without the express written permission of
Wizards of the Coast, Inc. This product is a work of fiction. active during the day simply because thats when their prey
Any similarity to actual people, organizations, places, can be found. On civilized worlds, however, they stick to
or events is purely coincidental.
their night cycle to avoid heavy traffic of armed citizens.
The strong pack instinct of anoobas makes them easily
trained, and they are popular hunting animals on many
worlds. However, the instinct to drive off young makes
domestic anooba packs prone to creating wild populations.
Many worlds have found themselves with hundreds of packs
www.wizards.com www.starwars.com of wild anoobas that stalk homeless vagrants in the wilder-
ness or in abandoned buildings. Worlds without such
problems usually outlaw domestic anoobas, though big-game
hunters often keep a secret kennel of the beasts anyway.
003

CLEAR AND PRESENT DANGERS


Species Traits Skills: Climb +9, Hide +5, Jump +10, Listen +9, Move
Improved Grab: If an anooba hits with a bite attack, it Silently +9, Spot +11, Survival +15.
deals normal damage and attempts to start a grapple as a Feats: Endurance, Power Attack, Run.
free action without provoking an attack of opportunity. No
initial touch attack is required. Improved grab can be used
only on opponents of Medium or lesser size. Opponents
Coruscani Rat
On Coruscant, the creatures called rats are not the tiny
cannot move past a creature using improved grab. A crea-
vermin described by that word on most other planets.
ture with improved grab draws held opponents toward it
Coruscani rats are 3-meter-long predators that live in the
(that is, into the 2-meter-by-2-meter space around it).
abandoned lower levels, eating slugs, other predators, and
Pack Grab: If two or more anoobas attempt to grapple
any citizens foolish enough to encounter them. A typical
the same target, they can grapple a target of Large or even
specimen weighs 300 kilograms, is dull gray in color, and
Huge size. To do this, the anoobas must ready their attacks
has massive razor-sharp incisors. The small, red eyes of a
together. Each anooba is allowed to make a grapple check.
Coruscani rat and brightly reflect any light shined at them.
If two or more anoobas successfully grapple a Large target,
The creatures have no need for light, and many spend their
they can keep it grappled. If four or more anoobas success-
entire lives in darkness.
fully grapple a Huge target, they can keep it grappled. If at
No one knows if the creatures are native to Coruscant, as
any time after the initial grapple checks, there are fewer
they have obviously been mutated by exposure to the radia-
than two anoobas grappling a Large target or fewer than
tion and wastes of the under region of the planet. A typical
four anoobas grappling a Huge target, all anooba grapples
specimen is covered in sores, tumors, and asymmetrical fat
on that target end.
deposits. Coruscani rats are generally thought of as hairless,
Low-Light Vision: An anooba can see twice as far as
though in truth a few scraggly hairs can be found in any
normal in poor lighting situations. The anooba can still
given patch of oily skin. Their misshapen, lumpy appearance
distinguish colors, even in dim light.
disguises any hint of their original species traits. Its been
Scent: An anooba can detect approaching enemies, sniff
suggested that the creatures can be traced back to anything
out hidden foes, and track by sense of smell. It can identify
from veermoks to womp rats, but generations of exposure
familiar odors just as Humans recognize familiar sights and
to the worlds toxins and mutagens have truly turned them
detect opponents within 10 meters by sense of smell. If the
into their own species.
opponent is upwind, the range increases to 20 meters; if
These predators are fearless and ruthless, attacking
downwind, it drops to 6 meters. Strong scents, such as
anything that seems edible, even creatures twice their size.
smoke or rotting garbage, can be detected at twice the
They are too vicious and driven by hunger to give up poten-
ranges noted above. Overpowering scents can be detected
tial prey, and theyve even been known to attack armored
at triple ranges.
repulsor vehiclesunsuccessfully, of course. Most Coruscani
When an anooba detects a scent, the exact location is
rats travel in packs of as many as 10, though bull males also
not revealed. Instead, the anooba knows only that its
travel alone. All the females in a pack give birth at once,
quarry is present somewhere within range. It must spend a
after constructing a large nest. Each female has a litter of
full-round action to note the direction of the scent. Packs
three to five pups, but generally half are born dead. A typi-
of anoobas often spread out to triangulate the location of
cal pack has four or five females and produces eight to 10
scented prey. At a range of 2 meters, an anooba can
live pups in each litter. After a few weeks, the litter is able
pinpoint the exact location of the scent. Anoobas do not
to survive on its own, and the young wander off to form
need to guess the location of a fully concealed opponent
their own pack.
detected this way.
An anooba can also follow tracks by smell, making a
Species Traits
Survival check to find or follow a track. The typical DC for a
Darkvision: Coruscani rats can see in the dark out to a
fresh trail is 10 (no matter what kind of surface holds the
range of 30 meters. Darkvision is black and white only, but
scent). This increases or decreases depending on the
it is otherwise like normal sight, and Coruscani rats can
strength of the quarrys odor, the number of creatures, and
function with no light at all.
the age of the trail. For each hour that has passed, the DC
Disease: A creature that takes wound damage from a
increases by 2. This ability otherwise follows the rules for
Coruscani rats bite must succeed on a DC 17 Fortitude save
the Track feat. An anooba tracking by scent ignore the
or contract a disease. The organisms in Coruscani rat saliva
effects of surface conditions and poor visibility.
have an incubation period of 3d6 hours, and they cause 1d4
Skills: Anoobas are very cunning and tough, gaining a +8
points of initial Con damage and 1d4 points of Con
species bonus on Survival checks.
damage on subsequent days until the infected creature
overcomes the disease (see Chapter 12 of the Star Wars
Anooba: Medium-size desert predator 8; Init +3 (+3 Dex,);
Roleplaying Game revised core rulebook).
Defense 16 (+3 Dex, +3 natural); Spd 12 m; VP/WP 60/16;
Atk +11 melee (1d8+6, bite) or +11 ranged; Sq species
Coruscani Rat: Large predator 8; Init +8 (+4 Dex, +4
traits; SV Fort +9, Ref +9, Will +6; Face/Reach 2 m by 2
Improved Initiative); Defense 19 (1 size, +4 Dex, +6 natu-
m/2 m; FP 0; DSP 0; Rep +0; Str 18, Dex 16, Con 16, Int 5,
ral); Spd 20 m, 16 m climb; VP/WP 60/16; Atk +11 melee
Wis 19, Cha 6. Challenge Code D.
(1d8+2, bite) and +4 melee (1d6+1, 2 claws) or +11 ranged;
SQ species traits; SV Fort +9, Ref +10, Will +2; Face/Reach Improved Grab: If a saw-toothed grank hits with a bite
2 m by 4 m/2 m; FP 0; DSP 0; Rep +0; Str 15, Dex 19, attack, it deals normal damage and attempts to start a
Con 16, Int 4, Wis 11, Cha 10. Challenge Code D. grapple as a free action without provoking an attack of
Skills: Climb +10, Hide +12, Jump +13, Listen +5, Move opportunity. No initial touch attack is required. Opponents
Silently +14, Spot +4, Survival +6. cannot move past a creature using improved grab. A crea-
Feats: Improved Initiative, Track, Weapon Finesse (bite). ture with improved grab draws held opponents toward it
(that is, into the 2-meter-by-2-meter space around it).
Creatures of Small size or lesser are grappled by a saw-
Saw-Toothed Grank toothed grank normally. If a saw-toothed grank successfully
The saw-toothed grank is a small but deadly predator from
wins a grapple check against a creature of Medium size or
the marshlands of Naboo. It has a generally feline shape,
larger, it actually does not grapple the creature, instead
though it has a short, thick tail and hair only along its
locking itself onto the target and automatically dealing bite
flanks. The most notable feature of the saw-toothed grank
damage each round until it is knocked out or a successful
is its massive jaw and powerful teeth. The teeth are as hard
grapple check dislodges it.
as durasteel and have been reported to chew through
A saw-toothed grank gains a +4 bonus to all grapple
modern body armor. The native prey of the saw-toothed
checks.
grank is a hard-shelled creature called a shiros, which may
Grind: When a saw-toothed grank wins a grapple check
explain the granks unusually damaging bite. Saw-toothed
against a target for 2 consecutive rounds, it begins to grind
granks do not like water and avoid it passionately.
its powerful teeth together. This deals 2d6+8 points of
Saw-toothed granks are solitary predators, willing to take
damage to the target. The grank continues to deal this
on creatures much larger than themselves. When hunting, a
damage with every subsequent grapple check until it is
grank charges prey from cover and locks its jaws around a
dislodged.
vital area. The beast then hangs on until either it or its foe
Scent: A saw-toothed grank can detect approaching
is dead, grinding its massive teeth together to chew through
enemies, sniff out hidden foes, and track by sense of smell.
hide, flesh, and bone. A saw-toothed grank that locks its
It can identify familiar odors just as Humans recognize
jaws onto a larger creature may be taken for quite a ride
familiar sights and detect opponents within 10 meters by
before it brings down its prey, but most granks learn which
sense of smell. If the opponent is upwind, the range
combats they can survive and which prey they should avoid.
increases to 20 meters; if downwind, it drops to 6 meters.
A saw-toothed grank has very acute hearing and uses the
Strong scents, such as smoke or rotting garbage, can be
hairs growing from its flank to detect minute vibrations in
detected at twice the ranges noted above. Overpowering
the ground. Coupled with its keen senses, this enables a
scents can be detected at triple ranges.
grank to track down nearly any prey.
When a saw-toothed grank detects a scent, the exact
Saw-toothed granks mate once every five to six years. A
location is not revealed. Instead, the saw-toothed grank
mated couple stays together for three years, during which
knows only that its quarry is present somewhere within
time the female gives birth to exactly two cubs. When the
range. It must spend a full-round action to note the direc-
cubs are three years old, the family splitsthe male cubs
tion of the scent. At a range of 2 meters, a saw-toothed
follow the father, while the female cubs follow the
grank can pinpoint the exact location of the scent. Saw-
mother. Each parent teaches its young how to hunt and
toothed granks do not need to guess the location of a fully
fend for themselves, and within a few more years, the
concealed opponent detected this way.
004 young have grown into adults and have all of their
A saw-toothed grank can also follow tracks by smell,
parents skill.
making a Survival check to find or follow a track. The typi-
Saw-toothed granks are popular as pets and fighting
cal DC for a fresh trail is 10 (no matter what kind of surface
animals because of their small size and great hunting skill.
holds the scent). This increases or decreases depending on
However, when a mated pair is taken offworld, they often
the strength of the quarrys odor, the number of creatures,
breed beyond an owners ability to manage them. The
and the age of the trail. For each hour that has passed, the
owner usually releases the unwanted cubs into the wild,
CLEAR AND PRESENT DANGERS

DC increases by 2. This ability otherwise follows the rules


where they become a roving threat. On Naboo, the grank
for the Track feat. A saw-toothed grank tracking by scent
population is kept in check because the natives know to
ignore the effects of surface conditions and poor visibility.
move into or through water to escape from the hungry
Tremorsense: Using its sensitivity to ground vibrations, a
beasts. But the creatures of other worlds dont instinctively
saw-toothed grank automatically senses the location of any
head for water when attacked, and so the granks prosper,
creature within 20 meters that is in contact with the
and their population explodes. Eventually, the saw-toothed
ground.
granks come into contact with a settlement and begin prey-
ing on sentient life.
Saw-Toothed Grank: Small predator 6; Init +7 (+3 Dex, +4
Improved Initiative); Defense 19 (+1 size, +3 Dex, +5 natu-
Species Traits ral); Spd 20 m; VP/WP 33/12; Atk +12 melee (1d6+6, bite)
Low-Light Vision: A saw-toothed grank can see twice as or +10 ranged; SQ species traits; SV Fort +6, Ref +8, Will
far as normal in poor lighting situations. The saw-toothed +3; Face/Reach 2 m by 2 m/2 m; FP 0; DSP 0; Rep +1; Str
grank can still distinguish colors, even in dim light. 18, Dex 17, Con 12, Int 3, Wis 13, Cha 9. Challenge Code E.
Improved Charge: When a saw-toothed grank charges, Skills: Hide +8, Jump +7, Listen +4, Move Silently +6,
its bite deals 2d6+12 points of damage. Spot +14, Survival +12.
005

CLEAR AND PRESENT DANGERS


Feats: Heroic Surge, Improved Initiative, Weapon Focus Feats: The master hunter gains the Track feat if it didnt
(bite). already have it. It also gains Dodge, Mobility, Spring Attack,
and Improved Critical with its primary attack, even if it
doesnt qualify for these feats.
The Master Hunter Template Abilities: The master hunter has +4 Con and +4 Wis.
Master hunter creatures are exemplary specimens of their
species, far more dangerous than others of their kind. These
Sample Master Hunter
creatures are often older and more experienced than typical
Heres a sample master hunter creature, using a nexu as the
specimens, but sometimes theyre simply freaks of evolution.
base creature.
In some cases, they have a distinguishing trait, such as an
unusual color or larger-than-normal ears. What unites all
Black Nexu: Medium predator 4; Init +8 (+4 Dex, +4
master hunter creatures is the drive and skill to seek out and
Improved Initiative); Defense 16 (+4 Dex, +2 natural); Spd
bring down prey of a much higher caliber. A single predator
16 m; VP/WP 43/21; Atk +7 melee (2d6+3, 1920, 2 claws)
of this type can terrorize a community, and it might take
and +2 melee (2d8+3, bite) or +8 ranged; SQ scent,
specialized big-game hunters to capture or kill it.
uncanny dodge, unerring track, +2 on Listen and Survival
checks, +4 on Spot checks; SV Fort +9, Ref +8, Will +5;
Creating a Master Hunter Creature Face/Reach 2 m by 2 m/2 m; FP 0; DSP 0; Str 17, Dex 18,
Master Hunter is a template that can be added to any Con 21, Int 5, Wis 18, Cha 12. Challenge Code D.
predator (referred to hereafter as the base creature). A Skills: Climb +7, Hide +8, Jump +5, Listen +8, Move
master hunter creature uses all the statistics and special Silently +8, Spot +10, Survival +6.
abilities of the base creature except as noted below. Feats: Dodge, Improved Critical (bite), Improved Initiative,
Attack: Double the number of damage dice for bite and Mobility, Run, Spring Attack, Track.
claw attacks. Other forms of attack are unchanged.
Special Qualities: The master hunter gains the special
qualities detailed below.
About the Author
Owen Kirker Clifford Stephens is a freelance game writer
and developer. He attended the TSR Writer's Workshop held
Scent: The master hunter gains the scent ability.
at the Wizards of the Coast Game Center in 1997 and
Uncanny Dodge: The master hunter cannot be flanked.
moved to the Seattle area in 2000 after accepting a job as a
This defense denies bounty hunters the ability to use
Game Designer at Wizards of the Coast. Fourteen months
flank attacks to sneak attack.
later he returned to Norman, Oklahoma with his wife and
Unerring Track: The master hunter gains a +8 species
three cats to pick up his freelance career. He's written or
bonus to all Survival checks to track with either scent
co-written numerous Star Wars Roleplaying Game and
or the Track feat.
EverQuest projects, plus Bastards and Bloodlines from
Green Ronin. He's produced various IDA products, including
Skills: The master hunter gains a +4 species bonus to all
the Stand-Ins printable figures, and written a regular
Spot checks.
column on d20 games for Steve Jackson Games' Pyramid
online magazine.

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