Saga Edition Transfer: Beasts

This section contains information on the various beasts that can be found through out the Star Wars Universe. Entries will be presented in alphabetical order.

Acklay

The most dangerous predator native to geonosis is the savage acklay, a monstrous arthropod with an armored exoskeleton and slashing fore claws.

Planet. Geonosis, Other worlds with arenas.

Era of Play. Any


Acklay

Huge beast


  • Armor Class 15 (natural armor)
  • Hit Points 147(14d12 + 56)
  • Speed 40ft.

STR DEX CON INT WIS CHA
25 (+7) 9 (-1) 19 (+4) 2 (-4) 12 (+1) 9 (-1)

  • Skills Perception +4
  • Senses passive Perception 14
  • Languages None
  • Challenge 9 (5,000 XP)

Actions

Multiattack. The acklay makes three attacks: two with its claws and one with its bite.

Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 13 (2d6 + 7) piercing dmage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the acklay can't bite another target.

Claw. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 11 (1d8 + 7) slashing damage.

Dewback

Of all the creatures indigenous to Tatooine's vast deserts the dewback is the most respected. While the plodding bantha makes for shelter at the first hint of a sandstorm, a dewback marches resolutely on without so much as a grunt, even right through the heart of the storm.

Planet. Tatooine

Era of Play. Any


Dewback

Large beast


  • Armor Class 12 (natural armor)
  • Hit Points 50(5d10 + 25)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 20 (+5) 2 (-4) 12 (+1) 3 (-4)

  • Senses passive Perception 11
  • Languages None
  • Challenge 2 (450 XP)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) piercing dmage.

Nexu

Native to the jungles of Indona and Cholganna, the nexu is a fierce, stealthy predator with little fear of larger opponents, or even the weapons of sentient beings. Hunted for sport on thier native planet, nexu often turn the on their would-be hunters and slash them to ribbons before they can fire a shot.

Planet. Indona, Cholganna, Other worlds with arenas

Era of Play. Any


Nexu

Medium beast


  • Armor Class 16 (natural armor)
  • Hit Points 70 (10d8 + 30)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 17 (+3) 2 (-4) 14 (+2) 3 (-4)

  • Skills Percetption +5, Stealth +7
  • Senses darkvision 60ft., passive Perception 15
  • Languages None
  • Challenge 5 (1,800 XP)

Ambusher. The nexu has advantage on attack rolls against any creature it has suprised.

Made by Llama513 @ Giant in the Playground


Keen Smell. The nexu has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the nexu moves at least 20 feet toward a creature and then hits with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the nexu can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the nexu can long jump up to 25 feet.

Suprise Attack. If the nexu suprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Multiattack. The nexu makes three attacks: two with its claws and one with its bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (1d8 + 4) piercing dmage.

Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 8 (1d6 + 4) slashing damage.

Rancor

While there are certainly 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, rancors are periodically captured by big game hunters and shipped to new worlds as exotic pets.


Rancor

Huge beast


  • Armor Class 17 (natural armor)
  • Hit Points 138(11d12 + 66)
  • Speed 40ft.

STR DEX CON INT WIS CHA
25 (+7) 9 (-1) 23 (+6) 2 (-4) 12 (+1) 9 (-1)

  • Skills Perception +5
  • Senses passive Perception 15
  • Languages None
  • Challenge 8 (3,900 XP)

Regeneration. The rancor regains 10 hitpoints at the start of its turn. If the rancor takes acid or fire damage, this trait doesn't function at the start of the rancor's next turn. The rancor dies only if it sarts its turn with 0 hit points and doesn't regenerate.



Actions

Multiattack. The rancor makes three attacks: two with its claws and one with its bite.

Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 18 (2d10 + 7) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 11 (2d6 + 7) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends the target is restrained and the rancor can't use its claw on another targtet.

Reek

Reeks wonder the plains of Yiesia in great herds, contentedly munching on grass and lichens. Although immensely strong, they generally resreve their violent behavior for the mating season, when the sound of two bull reeks fighitng for dominance rumbles like thunder across the plains.

When a reek attacks, it lowers its head, chargesw, and attempts to gore with its large horn. Should the inital attack miss, the reek flails its head about blindly, hoping to chase away its prey so that it can attempt another charge.


Reek

Huge beast


  • Armor Class 15 (natural armor)
  • Hit Points 124 (9d10 + 63)
  • Speed 40ft.

STR DEX CON INT WIS CHA
25 (+7) 8 (-1) 25 (+7) 2 (-4) 12 (+1) 6 (-2)

  • Senses passive Perception 11
  • Languages None
  • Challenge 5 (1,800 XP)

Charge. If the reek moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn the target takes an extra 13 (3d8) bludgeoning damage. If the target is a creaute, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Actions

Gore. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 20 (3d8 + 7) bludegeoning dmage.

Made by Llama513 @ Giant in the Playground

Tauntaun

Dirty and smelly, the repitllian tauntaun is perfectly suited to life on the barren ice world of Hoth. The tauntaun's thick fur and layers of fat keep its body temperature high enough for it to operate during the day but it must seek shelter from the bitter cold at night.


Tauntaun

Medium beast


  • Armor Class 13 (natural armor)
  • Hit Points 17 (3d8 + 9)
  • Speed 60ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 2 (-4) 12 (+1) 6 (-2)

  • Senses passive Perception 11
  • Languages None
  • Challenge 1 (200 XP)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 9 (1d8 + 4) bludegeoning damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d6 + 4) bludegeoning damage.

Wampa

The wampa is a fearsome predator, both aggressive and subtle. Displaying uncanny cunning, a wampa somtimes ventures into even heavily guarded areas to slaugther and drag a victim away, leaving the survivors confused, terrified, and ripe targets for another attack later.

Wampas are covered in dirty white fur and move with amazing stealth. Only their claws, horns and gleaming yellow eyes show up against the backdrop of Hoth's endless snowfields. Most of the time, especially in a raging storm, that simply isn't enough to betray the wampa's presence.


Wampa

Large beast


  • Armor Class 15 (natural armor)
  • Hit Points 52 (3d10 + 21)
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (0) 22 (+7) 6 (--2) 15 (+2) 10 (0)



  • Skills Stealth , Survival
  • Senses darkvision 60ft., passive Perception 12
  • Languages None
  • Challenge 4 (1,100 XP)

Actions

Multiattack. The Wampa makes three attacks: two with its claws and one with its bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (1d10 + 5) bludegeoning dmage.

Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 14 (2d8 + 5) bludegeoning dmage.