Creatures

Creatures are all the non-sentient and semi-sentient life forms in the galaxy. They come in a wide variety of forms and abilities. However, they can be roughly grouped by their ecological niche. Each of these creature types has its own levels which expedite the process of statting creatures up.

Climate
The natural environment in which a creature lives grant it certain bonuses. The climates and associated bonuses are as follows.


 * Airborne: +2 species on visual Perception checks, +2 species bonus on initiative checks.
 * Aquatic: +4 species bonus on Athletics checks to swim; Low-light vision.
 * Arctic: +4 species bonus on Survival checks in arctic environments.
 * Desert: +4 species bonus on Survival checks in desert environments
 * Subterranean: Darkvision 60ft; +4 species bonus on auditory Perception checks.
 * Vacuum: Darkvision 60ft; able to exist in zero-atmosphere environments.

Speed
Speed is the amount of distance the creature can cover in one move. If the creature has other modes of movement, these are noted in the main entry. Unless otherwise specified, all modes of movement are natural.


 * Burrow: The creature is able to move underneath the solid surface of its environment(soil, sand, etc.). Unless the entry states otherwise, the burrowing creature leaves no tunnel and cannot burrow through rock or metal.
 * Climb: The creature is adapted to climbing. They gain a +8 species bonus on Athletics checks made to climb, and can take 10 on these checks even under duress.
 * Fly: The creature can move through the gaseous atmosphere of their environment. Depending on their maneuverability, they gain a bonus on Acrobatics checks to fly.
 * Swim: The creature can move through the liquid surface of their environment. They gain a +8 species bonus on Athletics checks made to swim, and can take 10 on these checks even under duress.

Vitality and Wound Points
Like NPC's, most creatures don't double their hit die at first level.

Natural Armor
Many creatures have thick hides/fur/scales/feathers that provide a certain amount of protection. A creature's natural armor score is counted as damage reduction.

Attacks
This entry gives the creature's physical attacks.

Natural attacks
These include teeth, claws, stingers, and the like.


 * Bite: Attack made by the creature's mouth/mandibles. Usually deals piercing damage, and is the primary attack of many creatures. Is often attached to special abilities like Improved Grab, Swallow Whole, Poison, Disease, and Bleed.
 * Claw or Rake: Sharp projections on the creature's limbs usually deal slashing damage. Claws are usually primary or secondary attacks, while Rake attacks usually only come into play after an opponent is grappled. Commonly associated with Improved Grab, Trip, and Poison.
 * Gore: An attack made with head of the creature, often aided by plates or horns. Deals either bludgeoning or piercing damage. Associated with Pushback, and Trample.
 * Slam: An attack made with the meat of the limb. Deals bludgeoning damage. Associated with Improved Grab, and Pushback
 * Sting: A piercing or slashing attack, usually made with the tail. Often delivers poison.

Damage
A creature's primary attack damage includes its full Strength modifier(or 1.5x if it's the creature's sole attack). Secondary attacks add one-half the creature's Strength bonus.

Special Qualities (SQ)
This entry lists all of the creature's special qualities. If the creature has no special qualities, it does not appear. Details of the most common special qualities are given here, with additional information in the creature entries.

Full list of Creature Special Qualities

Size
The creature's size determines modifiers to its Defense, attack rolls, and certain skill checks. Reach indicates how far from itself a creature can attack typically. Creatures with a reach of 0 must be in the same square as the target to attack. Additionally, the typical reach for larger creatures is affected by the creature's general shape. Upright creatures tend to have longer limbs then more horizontal creatures.

Creature Types
Below is a list of creature types, and some suggested statistics to help quickly create new creatures to populate your crazy space fantasy universe.

Herd Animal
Typical herd animal behavior includes foraging or grazing, organized defense against threats, and formalized mating rituals(in which creatures of the same sex competing against each other for the best mates of the opposite sex). Survival doesn't preclude sacrificing one or more members of the herd so that the rest can escape. Herd animals don't necessarily feel the herding urge at all times during their lives. Some may congregate only for short times, such as during the mating season. Herd animals are not always docile. Domesticated herd animals are generally used as livestock, beasts of burden, pets, or riding animals.

Examples: Banthas, nerfs


 * Abilities: Strength, Constitution, and Wisdom form the basis of most herd animal's skills.
 * Health: D6 HD
 * BAB: 1/2
 * DEF: Noble
 * High saving throws: Fortitude
 * Low Saving Throws: Reflex, Will
 * Mental ability scores: Int 1d4(avg 2), Wis 2d6+4(avg 11), Cha 1d6(avg 3)
 * Class skills: Athletics, Hide, Perception, Survival

Parasite
Typical parasite behavior includes searching for sources of sustenance, favoring flight over defense, and attacking only when the target is perceived as a source of food.

Example: Crown of silk, Quosit


 * Abilities: Dexterity, Constitution, Wisdom
 * Health: D6 HD
 * BAB: 1/2
 * DEF: Noble
 * High Saving Throws: Fort
 * Low Saving Throws: Ref, Will
 * Mental ability scores: Int 1d4(avg 2), Wis 2d4+4(avg 9), Cha 1d4(avg 2)
 * Class Skills: Perception, Stealth, Survival
 * Special Qualities: Amphibious, Attach, Blindsight, Camouflage, Disease, Darkvision and Low-light vision, Poison, Scent

Predator
Typical predator behavior includes solitary or pack hunting, displays of aggression, protection of its young, and a "live-and-let-live" policy towards dangerous opponents. Predators do not react well when startled but often flee if they do not perceive their opponent as food. Predators can, however, be territorial, prompting intimidating behavior intended to chase away intruders.

Examples: Nexxu, rancor


 * Abilities: Str, Dex, Wis
 * Health: D8
 * High Saving Throws: Fort, Ref
 * Low Saving Throws: Will
 * Mental ability scores: Int 1d6(avg 3), Wis 2d8+4(avg 13), Cha 2d8(avg 9)
 * Class Skills: Athletics, Intimidate, Perception, Stealth
 * Special Qualities:

Scavenger
Typical scavenger behavior includes scrounging for edibles, natural caution, and a patient attitude toward potential food sources. A scavenger frequently waits until an opponent dies, or at least significantly weakens, before it attacks. For this reason, scavengers are often found in locations where potential prey would have difficulty fighting back.

Examples: Coruscani ogre, Kowakian monkey-lizard


 * Abilities: Dex, Con, Wis
 * Health: D6
 * High Saving Throws: Fort
 * Low Saving Throws: Ref, Will
 * Mental ability scores: Int 1d3(avg 2), Wis 2d4+4(avg 9), Cha 1d4(avg 2)
 * Class Skills:Perception, Stealth, Survival
 * Special Qualities:

Vermin
Vermin are typically unintelligent omnivores. Having little or no cognitive facility, they recieve a +10 species bonus on saving throws against mind-influencing effects. Vermin are usually more interested in hiding than fighting. A vermin's "attack" generally involves swarming over a target (when in numbers) or invading a target's clothing (when solitary) to locate food. Some vermin can behave aggressively, especially when confronted with opponents smaller then them.

Examples: K'lor'slug


 * Abilities: Str, Dex, Wis
 * Health: 1d8
 * High Saving Throws: Fort, Ref
 * Low Saving Throws: Will
 * Mental ability scores: Int 1d2(avg 1), Wis 2d6+4(avg 11), Cha 1d3(avg 2)
 * Class Skills: Perception, Stealth
 * Special Qualities: