Kinrath and its deadlier variety, the Viper Kinrath shown here, are commonly found on Dantooine and Kashyyyk but have been spotted on other, more distant planets in smaller numbers. This bizarre insectile creature has four long legs sprouting from a central body. Another long appendage sprouts from the "Face" of the Viper Kinrath, which ends in a sharp, poison-filled stinger. (Regular Kinrath are functionally the same, but replace their Sting attack with another Slam attack and no Poison.)
Their miniscule eyes are vestigial, and the creature uses a combination of heat sensing and smell to navigate and locate prey. Every Kinrath produces a unique, pungent odor from large sweat glands that allows them to locate each other. Savvy hunters learn to coat themselves with the sweat from these glands in order to move in close to Viper Kinraths and take them unawares.
Jedi and other Force-users have learned that kinrath eggs contain red crystals that can be used as the power source for Lightsabers. Indeed, many Padawans are sent to hunt for these eggs as part of their final test to create their own Lightsaber.
Viper Kinrath Encounters Edit
Kinrath are found throughout Dantooine and Kashyyyk, although they typically stick close to large clumps of vegetation where their natural coloration helps them blend into their surroundings. Unlucky heroes may stumble into a Kinrath hive and confront the hive queen, protected by dozens of regular and Viper Kinrath. As mentioned above, young Jedi might have to hunt Kinrath to gather eggs and the crystals inside to manufacture their Lightsaber.
Viper Kinrath Statistics (CL 7) Edit
Large Beast 8
Hit Points: 84, Damage Threshold: 21
Speed: 6 Squares
Melee: Slam +10 (1d6+8)
Ranged: Sting +10 (2-Square Reach) (1d6+8, plus Poison)
Attack Options: Point-Blank Shot, Poison
Special Actions: Combat Reflexes
Species Traits: Blind, Poison
Base Stats Edit
Poison: If a Viper Kinrath deals damage with its Sting attack 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 takes 2d6 points of damage and moves -1 step along the Condition Track. If the attack fails, the target takes half damage and doesn't move on the Condition Track. Kinrath Poison attacks each round until cured with a DC 18 Treat Injury check.