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helmet. The process was excruciating for the Massassi. He not only survived, but also continued to worship Kun, willfully insisting the experiments continue.

Exar Kun was more than happy to comply. He took his next step: infusing his new warrior with the dark side using some of his own physical makeup as a template. When Zythmnr readily took to the treatment-and even showed potential with Force skills-Kun chose several more

"volunteers" to continue his work. Before long, he had several dozen living weapons that exuded the raw power and energy of the dark side. Upon feeling their power firsthand, the Jedi called them "abominations." Kun would take many of these bestial servants on his quests for Sith knowledge. In a few cases, he even left a handful of his favorite warriors behind to terrorize any that might oppose him. While the Jedi believed that all of the Massassi abominations died with their people, there may yet be descendants of this hideous species stranded on some remote, forgotten world.

Note: The processes by which the abominations and the Night Beast, Kalgrath, were created are similar, but not the same. The two should not be considered

interchangeable.

Massassi Abomination: Male or female mutated Sith Thug 4/Dark Side Marauder 2; lnit +5; Defense 24 (+3 natural, +5 Dex, +6 class); Spd 10m; VP/WP 25/20; Atk +14/+9 melee (2d8+7, Massassi lanvarok) or +13/+8 melee (2d6+7, heavy sword) or +11/+6 ranged (3d4, Massassi lanvarok); SO Abominable presence, low-light vision, primitive;

SV Fort +12, Ref +9, Will +1 ; SZ M; DSP 12; Rep 0; Str 24, Dex 20, Con 20, lnt 10, Wis 10, Cha 8; Challenge Code: C.

Equipment: Heavy Sword, Massassi lanvarok, warrior garb.

Skills: Battlemind +13, Climb +14, Intimidate +7 (against non -Force-sensitives), Intimidate +5 (against Force- sensitives), Jump +12, Speak Massassi.

Feats: Alter, Armor Proficiency (light), Control, Exotic Weapon Proficiency (Massassi lanvarok), Force-Sensitive, Power Attack, Rage, Weapon Focus (Massassi lanvarok), Weapon Group Proficiency (simple weapons).

Special Qualities: Abominable Presence-Massassi abominations exude the dark side of the Force, which grips Force-users and non-Force-users alike with fear. Massassi abominations gain +6 to Intimidate checks against non-sensitives, and +4 to Intimidate checks against Force-sensitives without dark side points.

Primitive-This trait conforms to the "primitive penalty"

given to the Ewoks on page 30 of the Star Wars Roleplaying Game.

Silooth

A huge armored, beetle-like creature mutated to the size of a bantha, the silooth was first utilized by the Sith Empire in the Battle of Kalsunor, long before the Golden Age of the Sith. Altered by Sith alchemy and mutation techniques, the normally docile creatures (which don't normally grow any larger than a womp rat) grew in size and ferocity. Then they were deposited on the planet Kalsunor, a world that resisted conquest by the Sith for a long time. The great creatures wreaked havoc on the planet, getting through defenses and causing chaos and destruction. Then the Sith warriors swarmed in to finish the battle.

The silooth is covered with segmented chitin plates that function as natural armor. Its eight legs have razor-sharp claws, and powerful mandibles clack noisily when it begins to rampage. If it grabs a victim in these mandibles, the silooth can deliver a deadly crush attack.

The mutated creature, imbued with the dark side of the Force, is filled with anger and ferocity. It

attacks anything that comes near it, refusing to stop until whatever disturbed it is dead or totally destroyed. It refuses to flee or break off an attack once it has begun.

Only death-either its own or the death of its victim-can halt a silooth's attack.

The great creatures have excellect low-light vision, but they can't see beyond 10 meters of their position. Once the silooth detects another life form, it moves toward the prey and begins a furious attack. It has the ability to make a ranged attack as it closes with its prey. This is

accomplished by spewing acid from its maw. The acid spray can reach as far as 10 meters from the creature (to the limit of its vision).

After the Battle of Kalsunor, a vast army of silooths were left behind on that conquered world, and they continue to prey upon whatever life forms they encounter. Legends claim that larger, more powerful, and more rage-filled silooths exist in the deep canyons of the planet, but such claims have never been substantiated. Certain Sith holocrons hold the secret of silooth mutation, and it isn't uncommon to find one or two of these creatures in the service of a Sith Lord throughout the days of the Sith Empire. However, the Battle of Kalsunor is the only documented occurrence of mass production of these creatures. Perhaps their feroCity was too great even for the ancient Sith Lords, who had trouble controlling the beasts after the frenzied battle had ended.

Silooth: Mutated predator 10; ]nit +11; Defense 19 (+4 natural, +7 Dex, -2 size); Spd 16 m; VP/WP 95/40; Atk + 18 melee (1 d8+9, claw) or + 15 ranged (3d 10, acid spray); SQ Acid spray, low-light vision, crush; SV Fort +12, Ref +14, Will +5; SZ H; Rep 0; Str 28, Dex 24, Con 20, Int 4, Wis 14, Cha 12. Challenge Code: G.

Skills: Hide +14, Listen +10, Move Silently +14, Spot +10.

Feats: Improved Initiative, Power Attack, Weapon Focus (claw).

Special Qualities: Acid Spray-The silooth possesses two internal sacs filled with inert liquid. When threatened or enraged, the silooth flexes muscles that squeeze the liquids into a third sac, where they mix to become a powerful acid. This third sac then contracts, spewing the acid at the creature's intended target. The acid is "fired"

from the creature's maw. In the round in which it spews acid, the silooth cannot make a claw attack. The acid deals 3d 10 damage to a hit target. The weapon threatens critical hits on a 20 and has a range of 10 meters-it cannot reach targets beyond that distance. It takes 4 rounds to refill the sacs, which means that the silooth can only spew acid once every 5 rounds (spew acid, refill for 4 rounds, spew again on the 5th round).

Crush-The silooth can crush an opponent it holds in its mandibles (see Grapple on page 148 of the Star Wars Roleplaying Game); the opponent must be Large or smaller (though anything that's Tiny or smaller slips through the mandibles, regardless of what the silooth tries to do). First, the silooth must grab its victim with a successful melee touch attack. Immediately after grabbing its victim, it must make an opposed grapple check to hold its victim. On a later turn, the silooth may attempt an opposed grapple check against its held victim. If it succeeds on this check, it crushes its victim for 2d8+8 points of damage; on a failed roll, the victim remains held.

If the victim survives the crush, he or she can attempt to escape the hold as per the rules for grappling.

Chrysalide Rancor ("Chrysalis Beast") Over tens of thousands of years of space travel, the enormous reptilian beasts called rancors have evolved into a variety of subspecies on separate worlds. But not even the witches of Dathomir would recognize the Emperor Reborn's variant on that theme, the Chrysalide or "chrysalis beast." As a living testimony to the Emperor's evil genius, Chrysalide rancors grow to full size inside enormous alchemical cocoons.

The Emperor first used chrysalis beasts with deadly effectiveness against an Alliance strike team that had nearly reached his inner sanctum on Byss. The

monsters proved especially useful against the Alliance's Viper Automaton droids, which were designed to counter powerful Imperial blaster weapons-not enraged behemoths.

Driven by the Emperor's evil, a Chrysalide rancor attacks anything it can see-except another Chrysalide rancor. It almost always goes after the largest target available.

Chrysalide Rancor: Mutated predator 12; ]nit +l;

Defense 23 (+ 16 natural, -4 size, + 1 Dex); Spd 30m;

VP/WP 174/120; Atk +22 melee (2d8+14, 2 claws) or +17 melee (2d6+14, bite) or +9 ranged; SQ Damage reduction 8, low-light vision, rend, terrifying presence;

SV Fort +18, Ref +9, Will +3; SZ G; Rep 5; Str 38, Dex 12, Con 30, Int 4, Wis 8, Cha 15. Challenge Code: H.

Skills: Climb +25, Intimidate +14, Spot +10. Feats:

Power Attack, Skill Emphasis (Intimidate).

Special Qualities: Rend-If a Chrysalide hits with both claw attacks, it latches onto the opponent's body and tears its flesh. This attack automatically deals 2d6+9 wound damage.

Terrifying Presence-The Chrysalide rancor has an extremely fierce, intimidating presence. It is capable

of freezing opponents in fear. When the creature first attacks, it can make an Intimidate check as a free action to attempt to awe its opponent. The DC for this check is 15 + the level of the opponent. If the check is successful, the opponent must make a Will save (DC 15). If the opponent fails this Will save, he may take only a move action or an attack action on his next turn. If the opponent fails his save by 10 or more, he cowers. (A cowering character loses his Dex bonus and may not take an action on his next turn.

Foes gain a +2 bonus to hit cowering opponents; see page 218 of the Star Wars Roleplaying Game.) The opponent continues to cower until he makes a Will save (DC 10), which he may attempt once per turn. A chrysalide rancor may make only one free Intimidate check in a given encounter.

Sith War Droid

The ancient Sith fashioned cruel battle droids designed to both brutalize and demoralize their enemies. The schematics for these ancient technological terrors can be found in most Sith holocrons, and many different varieties exist.

Some Jedi scholars believe that the Sith created war druids for one simple reason: They didn't trust living troops to always act in the interest of their superiors. With druids, the potential for betrayal is erased. Such constructs allow a relatively small number of Sith to inflict heavy casualties on the opposing side before they even wade into battle. Many have orbital delivery systems that allow them to make a

"hard landing" by plummeting through a planet's atmosphere. After the specially designed cargo pod absorbs the brunt of the fall, the droid is immediately ready to enter the fray. (A modern version of the same

deployment device is used by Imperial Probe Droids in the Rebellion era.)

Most war droids have powerful energy weapons that can lay down a steady stream of blaster fire. Many also have some kind of vibro weapon attached to at least one limb.

An army of skeletal war droids dropped onto the planet Deneba ultimately slew the Jedi Master Area Jeth, driving his apprentice Ulic Qel-Droma to the dark side.

Sith War Droid: Walking military druid; Thug 4; ]nit +9;

Defense 19 (+4 armor, +5 Dex); Spd IOm; VP/VVP -/ 12;

Atk +6 melee (2d 10+2, arm-mounted vibro-ax) or +10 ranged (3410, blaster rifle); SV Fort +5, Ref +6, Will +1 ;

Feats: Improved Initiative, Weapon Focus (blaster rifle).

Sith Wyrm

When Exar Kun journeyed to Yavin 4 to delve into Sith secrets, the primitive Massassi guarding temples on the moon's surface decided to test him. Unable to use the light side of the Force, but unpracticed with the dark side, Exar Kun fell to the hunter-warriors and was taken to their Temple of Fire. There, a Massassi shaman named Zythmnr offered Kun to a creature they thought of as a god: a Sith wyrm. The monster was an absolutely enormous reptile/insect hybrid Naga Sadow had created centuries earlier. The Sith Wyrm prepared to devour Exar Kun.

Unknown to either the Massassi or Exar Kun, the spirit of Freedon Nadd was engineering this conflict to turn Exar Kun to the dark side. Freedon Nadd knew that Kun could only defeat the wyrm by taking up an ancient Sith amulet and focusing the energy of the dark side in concentrated blasts. The wyrm soon fell to Kun, who used his newfound power to destroy the spirit of Freedou Nadd as well. By then, however, Exar Kun was so fully enslaved by the dark side that it dominated his destiny forever.

The Sith wyrm was once a larval space slug that had attached itself to the hull of Naga Sadow's battleship en route to Yavin. Sadow, failing to tame the creature and seeing little other use for it, chose to mutate it into a colossal monster capable of swallowing a Jedi in one gulp.

It is unknown whether Sadow was able to encourage the slug to reproduce asexually; if so, many more such beasts may exist deep underground on Yavin 4. By the time of the Rebellion, most scholars believe that the wyrm of legend was the only one to surface in thousands of years. Let us hope they were correct.

Sith Wyrm: Mutated subterranean carnivorous vermin 14;

Init +0; Defense 12 (+10 natural, -8 size); Spd 16m, burrow 40m; VP/WP 326/304; Atk +26 melee (4d8+17, bite) or +5 ranged; SQ Darkvision 20m, swallow whole, track; SV Fort +25, Ref +11, Will +3; SZ C; Rep 4; Str 44, Dex 10, Con 38, Int 1, Wis 8, Cha 10. Challenge Code: l.

Skills: Listen +14, Hide +7, Spot +9, Survival -1 Special Qualities: Swallow Whole-After a successful grapple check, the Sith wyrm can swallow opponents it holds (see Grapple on page 148 of the Star Wars

Roleplaying Game). The opponent can be up to Gargantuan in size. First, the Sith wyrm must make a successful melee touch attack to grab its victim. Immediately afterward, it must make an opposed grapple check to hold its victim. On a later turn, it may attempt an opposed grapple check against its held opponent. If the wyrm succeeds on its check, it swallows its victim whole; on a failed roll, the opponent remains held.

If the victim survives the attack and ends up in the Sith wyrm's stomach, he or she suffers 3d6 points of

acid damage each round. If the swallowed character can deal 48 points of wound damage to the inside of the Sith wyrm (which has a Defense of 12), he or she breaks free.

The Supernatural: Dark