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Reference Book: Star Wars Saga Edition Unknown Regions

See also: Exploration Campaigns, Beasts

The galaxy teems with life, and most sentient beings encounter only a tiny fraction of the creatures of their own homeworld, let alone the galaxy at large. Heroes traveling The Unknown Regions should regularly discover, fight, and otherwise interact with creatures they have never seen before.

In this section, you'll find a step-by-step guide through the Beast Creation process. If you need a simple Beast quickly, use the Creature Generator that follows this section. These tables focus on creating Beasts, rather than Mounts. See Explorer's Equipment for a selection of Mounts that the heroes can use. If you want to create a new Mount, consider modifying one of the existing Mounts with information from this section.

Before creating a Beast's statistics, decide on a theme or a concept for the beast. Start with a general physical description and a basic idea of how the beast behaves and attacks. These details can guide your choices through the rest of the process.

Emphasizing Strange Creatures Edit

In a galaxy already full of bizarre and fantastic creatures, creating a Beast that the characters perceive as unusual can be challenging. New creatures should add to the sense of strangeness of a newly discovered world in The Unknown Regions. A good combination of unusual creatures on a new world should make for a memorable adventure.

The strangeness of a creature can be expressed through its physical description, a featured ability, or a behavior. Physical strangeness includes attributes such as outlandish color or markings, unexpected hide or hair texture, and irregular or asymmetrical body shapes or limbs. Behavioral strangeness includes unexpected actions, such as working with creatures not of the same species, intelligent communications, and unexpected planning, target selection, taunting, or movement in a skirmish.

When using a new creature in an encounter, play up the fact that the heroes have no idea what the creature might be capable of. Build the suspense. The heroes could run across unusual but threatening tracks or the remains of a carcass that is a recently finished meal. They might hear howls, screeches, or other bizarre noises that suggest that a dangerous beast might be nearby. Perhaps they catch only glimpses of the creature as it stealthily approaches or escapes. When the heroes eventually see it, emphasize the creature's most bizarre or unusual traits and actions. Its fighting style or decision making might be completely unforeseen and opposed to what the heroes expect, promoting confusion in their interaction with the creature.

Creature Generator Edit

This section builds on the Beast creation rules originally included in the Saga Edition Core Rulebook. The Beast Creation process is presented here in sequence, to aid in expediency. Beasts are not sentient, and have levels in the nonheroic Beast class.

  1. Roll or select Ability Scores. Select an Intelligence score of 1 or 2. An advanced Beast species with Intelligence of 3 or above can Multiclass into Heroic Classes, but must begin with its first level in the Beast class.
  2. Increase one Ability Score by 1 point at every fourth level, if the Beast is above 1st level.
  3. Select the Beast's Size and apply the appropriate modifiers (See Base Modifiers).
  4. Add Hit Points (1d8 + Constitution modifier per level).
  5. Beasts do not have Force Points. However, if a Beast has the Force Sensitivity Feat, assign it a number of Force Points equal to one-half its Beast Level (Minimum 1).
  6. Select a speed for the creature (See Base Statistics). If the creature has other movement methods (Such as Swim or Fly), select those speeds as well.
  7. Determine the Beast's Defenses and Damage Threshold (See Base Defenses). Apply Natural Armor, if any, adding a Natural Armor bonus to Reflex Defense equal to or lower than the creature's Beast Level. Some Natural Armor grants additional effects as a special quality (And counts as one of the Beast's Special Qualities).
  8. Add Feats at the rate for normal characters (At 1st, 3rd, 6th, 9th, 12th, 15th, and 18th Level). The Beast Class does not grant additional starting Feats.
  9. Select a number of Trained Skills equal to 1 + Intelligence modifier (Minimum 1). Apply the size modifier to Stealth, as well as modifiers to other Skills, such as Size or Feat modifiers.
  10. Select one to three Natural Weapons, and determine the Beast's melee attack and damage with its Natural Weapons (See Base Attacks).
  11. Determine the Beast's Grapple modifier (See Base Attacks): Base Attack Bonus + Strength or Dexterity modifier (Whichever is better) + Size modifier.
  12. Select any Special Senses, such as Low-Light Vision or Darkvision.
  13. Select a Species Type, if desired.
  14. Select from zero to three Special Qualities. You can create them yourself, or select from those discussed below.

Special Qualities Edit

Special Qualities give creatures abilities and features that differentiate them from other Beasts. Although Special Qualities are not required, most creatures have at least one, and some have up to three. A Beast must have the appropriate natural ability to have a special quality from one of those described below. For example, a Beast must be able to make two Claw attacks in the same turn if it is utilizing the Rend Special Quality.

Natural Armor Edit

Many Beasts have thick hides or scales that grant a Natural Armor bonus to their Reflex Defense. The amount of Natural Armor varies from creature to creature. A Beast's Natural Armor bonus is never higher than its Beast Level.

Natural Weapons Edit

A Beast has one or more Natural Weapon attacks. It applies its Strength bonus on melee attack rolls made with Natural Weapons, and its Dexterity bonus on ranged attacks made with Natural Weapons. If a Beast has two or more Natural Weapons, it may make attacks with all of them at no penalty when using the Full Attack Action.

A Beast gains a bonus on damage rolls made with its Natural Weapons equal to one-half its Beast Level, rounded down. A Beast is proficient with its own Natural Weapons, but not with any other weapon group.

The most common Natural Weapons for Beasts are summarized below:

ATTACK DAMAGE BY SIZE TYPE
FINE DIMINUTIVE TINY SMALL MEDIUM LARGE HUGE GARGANTUAN COLOSSAL
Saga Edition Core Rulebook
Bite 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 Piercing; Poison
Claw 1 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 Slashing; Poison
Gore 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 Piercing
Slam 1 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 Bludgeoning
Sting 1 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 Piercing;

Poison

Unknown Regions
Tail Slam 1 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 Bludgeoning
Tail Slap 1 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 Bludgeoning;

+1 Reach

Special Senses Edit

Many creatures have sensory abilities that enhance their characteristics.

SENSE DESCRIPTION
Threats of the Galaxy
Darkvision A creature that has this ability can see in the dark, ignoring Concealment and Total Concealment due to darkness. Darkvision is black and white only, so there must be at least some light to discern colors. It is otherwise like normal sight, and a creature that has Darkvision can function with no light at all.
Low-Light Vision A creature that has this ability can see without penalty in shadowy illumination, ignoring Concealment (But not Total Concealment) due to darkness. It retains the ability to distinguish color and detail under these conditions.
Threats of the Galaxy
Poor Vision A Beast has very poor vision and takes a -5 penalty to Perception checks involving sight.
Jedi Academy Training Manual
Limited Vision A Beast can see well in the dark but has poor long-range vision. Any creature 12 squares away from the Beast is considered to have Total Concealment from it.
Homebrew Content
Motion Vision A Beast takes a -5 penalty to attack rolls against opponents that have not moved in the previous round. Beasts with Motion Vision usually also have the Scent Special Quality.

Species Types Edit

Some Beasts have adapted to living in extreme environments, and gain special bonuses and traits, as summarized below:

SPECIES TYPE EFFECT
Saga Edition Core Rulebook
Airborne May reroll Initiative checks, but must keep the reroll result, even if it is worse.
Aquatic Can't drown in water, and doesn't need to make Swim checks, also possess Low-Light Vision.
Arctic May reroll Survival checks made to Endure Extreme Cold, keeping the better result.
Desert May reroll Survival checks made to Endure Extreme Heat, keeping the better result.
Subterranean May reroll Perception checks, but must keep the reroll result, even if it is worse; also possess Darkvision.
Threats of the Galaxy
Space-Dwelling Immune to the effects of Vacuum in space. Suffers the effects of Vacuum within planetary atmospheres.
Homebrew Content
Amphibian Has a swim speed equal to double its base speed. Can hold its breath for a number of hours equal to 1d4 + its Constitution modifier, and also possess Low-Light Vision.

Defensive Qualities Edit

Defense Special Qualities include those that modify defense scores, healing, and other abilities that keep a creature going during an encounter.

QUALITY EFFECT
Camouflage The Beast's natural coloration changes to mimic its surroundings. The Beast ignores its size modifier when it makes Stealth checks.
Fast Healing 5 The beast automatically regains 5 (Or 10 if the Beast is Gargantuan or larger) Hit Points every round at the end of its turn, up to its normal maximum, until it is killed.
Fast Healing 10
Roar As a Move Action, the Beast produces a terrifying, rumbling sound and makes a Persuasion check to Intimidate any enemy target within 6 squares of it. If the attempt succeeds, the target must move away from the Beast on the target's next turn, and the target moves -1 step on the Condition Track. This is a Mind-Affecting effect.
Scent The Beast ignores Concealment and Cover when making Perception checks to Notice Targets within 10 squares, and takes no penalty from poor visibility when Tracking.
Screech As a Swift Action, the Beast produces a piercing, high-pitched sound. The Beast makes an attack roll (1d20+10) against the Fortitude Defense of every character within 6 squares of it. If the attack succeeds, the target takes a -5 circumstance penalty on Perception checks and skill checks requiring concentration, and the target has difficulty hearing until the end of the Beast's next turn.

Armor Qualities Edit

Armor Special Qualities are Defense Special Qualities exclusive to Beasts possessing Natural Armor.

QUALITY EFFECT
Unknown Regions
Bony Plates As a Reaction, can apply Damage Reduction 5 to mitigate one successful hit per round.
Dense Hair or Fur May reroll Endurance and Survival checks to counter the effect of cold, taking the better result.
Hardened Exoskeleton DR 1 for Small and smaller creatures, DR 2 for Medium and Large creatures, DR 5 for Huge and larger creatures against Simple Weapons and Unarmed Attacks.
Leathery Scales When taking damage that exceeds its Damage Threshold, the Beast takes half damage instead, although it still moves -1 step (Or more) on the Condition Track.
Metallic Scales When taking damage that exceeds its Damage Threshold, the Beast takes one-quarter damage instead, although it still moves -1 step (Or more) on the Condition Track.
Spiked Skin Gain an additional +2 to Reflex Defense against melee attacks. Once per turn per attacker, if an attacker misses on a melee attack against the Beast, the Beast can make a single attack as a Reaction, using its spikes as a Natural Weapon (Gore).
Thickened Hide Can use Fortitude Defense in place of Reflex Defense against melee attacks (Except Lightsabers).

Environmental Qualities Edit

The following Special Qualities focus on abilities generated from the Beast's adaptation to a specific environment. The Beast in question must be of the associated Species Type.

QUALITY REQUIREMENTS EFFECT
Aerobatics Airborne Species Type As part of its Move Action, an Airborne Beast uses the Tumble ability of the Acrobatics skill to fly through a threatened area or the fighting space of an enemy without provoking an Attack of Opportunity. The Beast must make a successful DC 15 Acrobatics check and is considered Trained in Acrobatics for the purpose of using this Special Quality.
Diving Attack Airborne Species Type The Airborne Beast dives sharply to attack an enemy at a lower altitude. When making a Charge attack, in addition to the competence bonus granted by the Charge attack, the Beast gains a + 1 circumstance bonus to its attack roll (Up to a +5 total circumstance bonus) for every square the Beast moves downward. Additionally, the Beast can use a Move Action after resolving the Charge attack. Until the end of its next turn, the Beast takes a -2 penalty to its Reflex Defense because of the Charge Action.
Electroshock Aquatic Species Type When in water or underwater, the Beast produces a short-range electrical jolt. As a Standard Action, the Beast makes an Area Attack (1d20+10) centered on one of its own squares against the Fortitude Defense of all creatures in adjacent squares. If the attack is successful, the target takes 4d6 points of energy damage. If unsuccessful, the target takes half damage.
Ink Cloud Aquatic Species Type When in water or underwater, as a Swift Action, the Beast produces an inky substance, which expands out from the creature in all directions at a rate of 1 square per round, up to a 3-square radius. The cloud grants Concealment to characters within or behind it.

Additionally, the Beast makes an attack roll (1d20+5) against the Fortitude Defense of water-breathing creatures within the cloud. If the attack succeeds, the target takes 1d6 points of damage and moves -1 step on the Condition Track. If the attack fails, the target takes half damage and does not move on the Condition Track.

Icy Shock Arctic Species Type When the Beast succeeds with a melee attack using its Natural Weapons and the attack deals damage greater than the target's Damage Threshold, the target takes an additional 5 points of damage and moves -1 step on the Condition Track. Targets with the Arctic Species Type are immune to this Special Quality.
Dustball Desert Species Type The Beast can kick up a huge cloud when in dusty, dirty, or sandy terrain. Any square the beast passes through, as well as any adjacent squares, provides Concealment until the end of the Beast's next turn. The Beast can remain stationary, but it must expend a Move Action to produce the effect. Make an attack roll (1d20+5) against the Fortitude Defense of all targets within the cloud. If the attack is successful, the targets are Blinded for as long as they remain in the cloud.
Burrowing Subterranean Species Type The Beast can move underground, burrowing through dirt and rocky soil but not solid rock. Typically, the Beast's speed is 3 squares when moving underground, although you can alter its speed due to the soil conditions.
Rumble Subterranean Species Type As a Full-Round Action, the Beast violently shakes the ground around it, making an attack roll (1d20+10) against the Reflex Defense of all characters on (Or under) the ground within 6 squares of the Beast. If the attack is successful, standing or sitting targets are knocked Prone. If the attack fails, the cost of all movement on or through the ground is doubled until the end of the Beast's next turn (Or until it is killed or incapacitated).

Underground targets caught in a successful Rumble attack cannot move. Any target that is knocked Prone can get up as a Full-Round Action, but the target is subject to further Rumble attacks. The Rumble lasts for a number of rounds equal to the Beast's Constitution bonus (Minimum 2), making an attack each round. The Beast can extend the duration with a successful DC 20 Endurance check.

Undertow Subterranean Species Type This Beast can pull its prey under the surface of the ground. As an attack action, the Beast makes an attack against a target's Fortitude Defense. If the attack is successful, the target is pulled below the surface of the ground and moves -1 step on the Condition Track. The target is unable to take any Actions until it succeeds on a DC 15 Climb check as a Standard Action.

Offensive Qualities Edit

Offense Special Qualities include those that are triggered by making attacks or by specific circumstances in battle.

QUALITY REQUIREMENTS EFFECT
Ambush N/A The Beast deals an additional 2d6 points of damage with its Natural Weapons against an enemy that is Flat-Footed or that is denied its Dexterity bonus.
Constrict Crush or Pin If the Beast successfully Grapples an enemy, it can use the Crush and Pin Feats as normal. When crushing, however, the Beast deals damage equal to 2d6 + its Strength modifier + half its Beast Level rounded down.
Devour Bite Natural Weapon If the Beast hits with its Bite attack against a target two size categories or more smaller than itself, it can automatically make a Grapple check with its Bite attack at its full bonus (Even if it has already taken a Full-Round Action).

If the Grapple check is successful, the Beast can begin devouring its target, and each round the target is in the Beast's mouth, the Beast deals damage equal to 1d8 + its Strength modifier + half its Beast Level rounded down.

If the target reaches 0 Hit Points, it is swallowed by the Beast and continues to take 1d6 points of Acid damage each round.

Ferocious Natural Weapon The Beast can reroll a failed attack with one of its Natural Weapons.
Pack Hunter N/A The Beast gives a +4 bonus instead of a +2 bonus when using the Aid Another Action.
Poison Bite, Claw, or Sting Natural Weapon The Beast delivers poison through a Bite, Claw, or Sting Natural Weapon. If the Beast deals damage to a living target, the target is also poisoned. If the poison succeeds on an attack roll (1d20+10) against the target's Fortitude Defense, the target moves -1 step along the Condition Track.

A target moved to the bottom of the Condition Track by the poison is Immobilized but not Unconscious. The poison attacks each round until cured with a successful DC 5, 10, 15, or 20 (Select one) Treat Injury check.

Pounce N/A When performing a Long Jump, the Beast does not require a running start for jumps of 4 squares or fewer and does not double the Jump DC when doing so. If the Beast successfully jumps into or adjacent to a target enemy's square, the Beast can make an immediate attack against the target.

If the attack is successful, the Beast can attempt to trip the target (As if using the Trip Feat) as a Free Action that does not provoke Attacks of Opportunity.

Rend 2 Claw Natural Weapons If the Beast hits with both of its Claw Natural Weapons in the same turn, it rends the enemy for an additional 2d6 points of damage.
Tremorsense N/A The Beast automatically senses the location of anything that is in contact with the ground and within 100 squares (No Perception check required).
Trip Tail Attack Natural Weapon If the Beast hits with its Tail Attack, it can attempt to trip an enemy (As if using the Trip Feat) as a Free Action that does not provoke Attacks of Opportunity.

Sample Beast Tables Edit

The following tables can be used as references during Creature Creation.

Base Modifiers Edit

These modifiers determine base statistics and basic modifiers.

SIZE

MODIFIERS

REFLEX MODIFIER STEALTH MODIFIER DAMAGE THRESHOLD CARRYING CAPACITY
Colossal +32 Str, +32 Con, -4 Dex -10 -20 +50 x20
Gargantuan +24 Str, +24 Con, -4 Dex -5 -15 +20 x10
Huge +16 Str, +16 Con, -4 Dex -2 -10 +10 x5
Large +8 Str, +8 Con, -2 Dex -1 -5 +5 x2
Medium None +0 +0 +0 x1
Small +2 Dex, -2 Str +1 +5 +0 x0.75
Tiny +4 Dex, -4 Str +2 +10 +0 x0.5
Diminutive +6 Dex, -6 Str +5 +15 +0 x0.25
Fine +8 Dex, -8 Str +10 +20 +0 x0.01

Base Statistics Edit

These statistics are best used when quickly creating Beasts to apply the above Base Modifiers.

SIZE ABILITY SCORES BASE SPEED
WALK CLIMB FLY SWIM
Colossal Str 42, Dex 10, Con 42, Int 2, Wis 10, Cha 8 4 1 6 4
Gargantuan Str 34, Dex 10, Con 34, Int 2, Wis 10, Cha 8 4 1 6 4
Huge Str 26, Dex 10, Con 26, Int 2, Wis 10, Cha 8 6 1 8 6
Large Str 17, Dex 10, Con 18, Int 2, Wis 10, Cha 8 6 1 8 6
Medium Str 14, Dex 12, Con 15, Int 2, Wis 10, Cha 8 8 2 8 8
Small Str 10, Dex 14, Con 12, Int 2, Wis 10, Cha 8 8 2 8 8
Tiny Str 8, Dex 16, Con 10, Int 2, Wis 11, Cha 8 6 1 6 6
Diminutive Str 6, Dex 18, Con 8, Int 2, Wis 12, Cha 8 6 1 6 6
Fine Str 4, Dex 20, Con 6, Int 2, Wis 12, Cha 8 4 1 6 4

Base Defenses Edit

These statistics create generic Hit Points, Defenses, and Damage Thresholds for Beasts, not including Natural Armor.

SIZE HIT POINTS BY LEVEL DEFENSES DAMAGE THRESHOLD
1 5 10 15 20 REFLEX* FORTITUDE WILL
Colossal 21 103 205 308 410 0 26 10 76
Gargantuan 17 83 165 248 330 5 22 10 42
Huge 13 63 125 188 205 8 18 10 28
Large 9 43 85 128 170 9 14 10 19
Medium 7 33 65 98 130 11 12 10 12
Small 6 28 55 83 110 13 11 10 11
Tiny 5 23 45 66 90 15 10 10 10
Diminutive 4 18 35 53 70 19 9 11 9
Fine 3 13 25 38 50 25 8 11 8

*Not including bonuses provided by Natural Armor. To include Natural Armor, add the Beast's level to the total Reflex Defense.

Base Attacks Edit

These statistics determine a Beast's basic offensive abilities.

SIZE ATTACK BONUS BY LEVEL GRAPPLE BONUS BY LEVEL
1 5 10 15 20 1 5 10 15 20
Colossal +16 +19 +23 +27 +31 +36 +39 +43 +47 +51
Gargantuan +12 +15 +19 +23 +27 +27 +30 +34 +38 +42
Huge +8 +11 +15 +19 +23 +18 +21 +25 +29 +33
Large +3 +6 +10 +14 +18 +8 +11 +15 +19 +23
Medium +2 +5 +9 +13 +17 +2 +5 +9 +13 +17
Small +0 +3 +7 +11 +15 -3 +0 +4 +8 +14
Tiny -1 +2 +6 +10 +14 -7 -4 +0 +4 +8
Diminutive -2 +1 +5 +9 +13 -11 -8 -4 +0 +4
Fine -3 +0 +4 +8 +12 -15 -12 -8 -4 +0
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