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Warning to Players
The following information is presented as a reference of information that is by no means "common knowledge" to players. Any players in the Feorri Sector campaign should read no further, unless directed to do so by the GM.
Fauna of Langoria
Langoria is home to many indigenous as well as imported life forms, as it has evidently been visited by would-be colonists in the past, and many non-sapient creatures found elsewhere in the galaxy can be found here as well, with minor variations as adaptations to the environment. Most of these "imported" creatures, however, are descendants of pack animals and beasts of burden: colonists do not generally bring vicious predators with them. Therefore, most of the creatures that are likely to make their presence known to the Heroes (that is, predators or aggressive scavengers) are actually native to Langoria. Some of the more noteworthy of these creatures are listed below.
Variations in Species
Langoria is a planet, not a country, and it would be a gross oversimplification to assume that it has a uniform distribution of native species over the whole of its surface. There are indeed variations to be found on these "common" Langorian beast types, better suited to varying climates. However, Langoria is different from many life-bearing worlds in that it does not have continents separated by oceans. Rather, the oceans are land-locked, and therefore the creatures of Langoria can more or less travel freely about its surface. Some islands may exhibit an ecology very different from the mainland, but otherwise the "common" creature types can be found all over the temperate regions.
The creatures listed below are those most commonly found in the "fertile band", which is home to the most sites of Langorian ruins, and therefore the most likely to attract adventurers.
Common Characteristics
Many creatures indigenous to Langoria exhibit characteristics that make it difficult for researchers to properly study them.
Hibernation: Many Langorian creatures have an astounding ability to "hibernate", curling up and entering a dehydrated stasis, reanimated by introduction to sufficient quantities of water. Creatures reanimated in this fashion are voracious eaters, typically devouring anything in range upon awakening, and dying in a matter of minutes if they don't receive nourishment. Creatures can remain in this state of hibernation for amazing periods of time: years, decades, even centuries or millenia, but past a certain point (i.e., centuries), there is irreparable damage done -- a creature that comes out of hibernation after being in this state too long will typically only live for 1d4+2 rounds, whereupon it will die and disintegrate, leaving behind only powder and fragments of bones and shell.
Rapid Decomposition: The biology of most native Langorian species is such that upon death, water quickly separates from the body, and the remainder of the flesh crumbles into powder, leaving a collection of bones and empty shell sections. Langorian scavengers are still capable of finding sustenance from the powdered remains, but this factor makes it highly frustrating for researchers to attempt to learn more about Langoria's wildlife.
Eggs: Most Langorian creatures exhibit characteristics that may seem simultaneously reminiscent of insects, reptiles and mammals, but they are by and large all warm-blooded, yet they also seem to lay "eggs" rather than bearing young live. The eggs generally are rock-like in appearance and may easily be mistaken for such. In actuality, these "eggs" are curled up, immature Langorian creatures, their outer shells exposed to the world, while internally they still undergo development, living off of stored nutrients until such time as they are ready to unroll and begin their juvenile lives.
Rock Mode: Unless stated otherwise, the Langorian creatures listed below are capable of curling up into defensive balls when cornered and incapable of escaping, or else while sleeping. In this mode, the creature gains a Hardness rating depending on its size, but is also incapable of making any attacks or moving. Small Langorian creatures have a Hardness rating of 3. Medium creatures have a Hardness of 5. Large creatures have a Hardness of 10. Tiny creatures gain negligible protection from this defensive measure.
Stun: The different biology of Langorian creatures results in a different reaction to stun blasts. Unless stated otherwise, all Langorian creatures listed below gain a +5 to Fortitude checks when resisting stun blasts.
Skyrazor
"Skyrazors are vicious aerial predators that only come out in night, unless one is unfortunate enough to encounter them lairing in a cave or the underside of one's ship. They have no discernible eyes, and seem to navigate wholly by echolocation. Generation of high-pitched audio signals appears to disorient them, but also tends to agitate sleeping skyrazors -- causing them to fly about in a violent panic."
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Langorian Predator 1; Init +4; Defense 15 (+4 Dex, +1 size); Spd 20 meters (flying); VP/WP 4/6; Atk +0 melee (1d4, bite), +0 ranged;
SQ Echolocation, Hibernation; SV Fort -2, Ref +4, Will -3; SZ S; Rep 1;
Str 10, Dex 18, Con 6, Int 4, Wis 4, Cha 4. Challenge Code A.
Skills: Listen +6, Survival +4
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Notes:
Echolocation: Skyrazors can "see" by emitting high-pitched shrieks and hearing the echoes. They are most attracted by motion and sound, and attempting to stand still is quite possibly the best way to evade them. One can attempt to "Move Silently" even within plain "sight" of a skyrazor.
Blind: Skyrazors are sightless, but they still have some faint sensitivity to light, and generally retreat from it (though sometimes they react violently to it -- some potential predators generate light, after all).
Disorientation: Skyrazors can be confused by generating high-pitched audio signals. A recording rod used for such a purpose can be used to make an "attack" against all skyrazors in the vicinity, forcing them to make Fortitude checks against a DC of 10, or else either be stunned or forced to flee for 2d6 rounds. Those that pass will likely attack the source of the disorienting sound.
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Ferognaw
"Annoying pests with a bizarre metabolism that allows them to chew through many types of metal. (Especially dense metals, such as gold and lead, don't seem to interest them.) They are not carnivorous, per se, but a real menace to droids, parked starships, and sensitive equipment. Attracted to large concentrations of metal, thus complicating many missions to explore Langoria. Recommendation: don't leave your ship behind; have someone drop you off, then come pick you up later. And don't let your droids wander off alone!"
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Langorian Scavenger 1; Init +2; Defense 13 (+2 Dex, +1 size); Spd 10m / 4m (burrow); VP/WP 4/6; Atk +0 melee (1d4, bite; 1d8 corrosive), +0 ranged;
SQ Sense Metal, Hibernation; SV Fort -2, Ref +2, Will -3; SZ S; Rep 1;
Str 10, Dex 14, Con 6, Int 4, Wis 4, Cha 4. Challenge Code A.
Skills: Hide +4, Move Silently +4, Climb +4, Search +4, Survival +4
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Notes:
Sense Metal: Ferognaws get an additional +4 to Spot and Search in order to find
large concentrations of ferrous metal, or metals with iron content. Unfortunately, this includes most standard equipment likely to be used by the heroes, such as blasters, vibroblades, comlinks, lightsabers, and vehicles. (It should be noted that certain armor -- such as that worn by Stormtroopers -- is often made of "plastoid" or other non-metal composites, and therefore not attractive to ferognaws.) Ferognaws are more strongly attracted to things that are already rusted, and a few rusty bolts can prove useful to serve as a decoy.
Corrosive: When attacking things made of metal (such as droids or the hull of a starship), ferognaws inflict 1d8 of damage, and ignore up to 5 points of Hardness. This does therefore mean that there are some metals they'll never get through (such as shielded blast doors) within any short span of time.
Magnetic Field: The metabolism of ferognaws is such that they generate a lot of bio-electricity, and will show up on many types of scanners. Anyone attempting to track the movements of ferognaws by using a Sensor Pack or other sophisticated electronic equipment gets a +4 to do so.
Fear of Fireprowls: The natural predator of ferognaws is the fireprowl. Ferognaws can be fairly effectively warded (at least for a time) by playing recordings of fireprowl howls. However, this method should not be considered failsafe. (i.e., desperate ferognaws may eventually catch on that someone is "crying wolf" -- or, is that "crying fireprowl"? And, there's the chance of attracting real fireprowls, which may be good or bad depending on the circumstances.)
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Rockspear
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"If you see one, run away. Big, mean, deadly, highly territorial, and watch out for the tail. Its venom is deadly to Narseti and just about everyone else."
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Langorian Predator 6; Init +2; Defense 17 (-1 size, +2 Dex, +4 armor); Spd 16m / 8m (burrow); VP/WP 48/16; Atk +4 melee (2d8+4 claws, 1d8+4 tail), +0 ranged;
SQ Armor, Burrow, Hibernate; SV Fort +3, Ref +2, Will -3; SZ L; Rep 3;
Str 18, Dex 14, Con 16, Int 6, Wis 4, Cha 14. Challenge Code D.
Skills: Hide +0, Move Silently +2, Climb +8, Search -3, Survival +4, Intimidate +6
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Notes:
Venom: An attack with the tail that successfully inflicts damage prompts the target to make a Fortitude check against a DC of 15. Failure means that the target is stunned for 2d6 rounds. (Contrary to the report from the explorer, the venom is not inherently deadly, though being stunned around an angry rockspear most certainly is.)
Rock Mode: A rockspear that curls up into "rock mode" gains an impressive Hardness rating of 10, being a Large creature.
Nests: A rockspear's lair typically has 1d4 eggs in it, guarded by the mother, and is usually underground, consisting of a burrow leading to preferably some sort of cul-de-sac formed by rock, so the nest is more easily defended against other burrowing creatures. If a nesting rockspear is found, it will attack any intruders (tending to go for anything glowing first -- as many Langorian predators have glowing eyes) until they are dead or retreat, whereupon it will gather up its eggs and abandon the nest, seeking a new lair.
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Lashbore
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"Do not allow to come into contact with skin. If you see some, crush them, then move on -- more will come. Can be thrown off by dropping raw meat for them to feed upon, but it's probably not a good idea to be carrying raw meat around in the first place."
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Langorian Predator 1; Init -3; Defense 7; Spd 6m; VP/WP -/20; Atk -3 melee (bite, 2d4), +0 ranged;
SQ Swarm; SV Fort +5, Ref -3, Will -5; SZ M; Rep 2;
Str 4, Dex 4, Con 20, Int 1, Wis 1, Cha 1. Challenge Code A.
Skills: Climb +4, Search +4
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Notes:
Swarm: Lashbores attack in swarms, and the statistics above are only given for a "typical" swarm of twenty insects (1 wound point each). They behave with a "hive mentality", and therefore can be more or less treated as a single creature. These statistics represent a "standard" swarm of 20 insects.
Bite: An individual lashbore normally only inflicts 1 point of damage upon a successful bite, not modified by strength. If half of the swarm is killed (i.e., down to 10 Wounds), the damage should be dropped to 1d4.
Limited Penetration: If the target of a lashbore attack is completely encased in armor (i.e., Stormtrooper armor, power armor, et cetera), or happens to be non-organic, then no damage is suffered -- The lashbore only eats "organic" material. If, however, there are any gaps in the armor at all (e.g., partial plating, no helmet) then the attack is rolled as normal.
Rock Mode: Although lashbores are capable of curling up into a defensive mode, this gives a negligible amount of protection, and no in-game effect against normal attacks, for a single creature. However, an entire swarm of approximately 20 lashbores can cluster together into a lumpy shelled pod that has a maximum combined Hardness of 3 -- reduced appropriately by diminished size of the swarm, if it has taken casualties.
Scatter: If roughly half of the swarm is killed off (i.e., down to 10 Wounds), it should then be treated as a Small size "creature", and it furthermore will attempt to flee by scattering, each of the lashbores heading off in different directions. When it does this, anyone in combat with it may make an "attack of opportunity" for free against the fleeing insects, and then -- unless the fight is taking place in a place where flight is impossible (i.e., in a chamber made of smooth, featureless steel), the insects effectively disappear.
Scent: Lashbores are attracted by a sense of smell, and are especially attracted to raw and putrid meat. They can fairly effectively be distracted by tossing some raw meat to the ground.
Lashbore Grenade: An entire swarm that has gone into hibernation and then is awakened by water explodes outward like a grenade, as each lashbore hungrily and desperately seeks meat to devour before it expires from malnutrition. This effect is like the explosion of a grenade, doing 3d8 to anyone in contact with the hive when it explodes, 2d8 to anyone caught in the blast radius (4 meters), and half damage to those that make successful Reflex checks against a DC of 15. (Please note that lashbores go after meat, not metal -- they will ignore droids and equipment, so damage is only applied to creatures.) Anyone who suffers a wound has a lashbore burrowing into him or her, and will continue to suffer 1d4 damage per round until the lashbore can be dug out by a successful Treat Injury check against a DC of 10 + 1 per round of delay.
Lashbore Cannon: A single lashbore that was in hibernation and awakened by water will shoot out at the nearest organic target ("organic" in this sense including the strange mineral-organic nature of Langorian creatures), seeking meat. This was actually exploited by ancient Langorians to make weapons -- a lashbore "cannon" can be set up to fire at an enemy. Such a weapon gains a +4 to hit organic targets, with a range increment of 10, and maximum range of 50 meters. A hit inflicts 1d8 damage to the target, and (if the target takes a wound) 1d4 damage per round thereafter until the lashbore can be dug out by a Treat Injury check against a DC of 10 + 1 per round of delay. The lashbore causes no appreciable damage to inorganic targets, and in the case that it is aimed at an inorganic target that is directly adjacent to a creature, at the GM's discretion, the creature will count as the target of the attack instead. Exposing the cannon to water is generally a bad thing, as it may result in all of the "ammunition" going off at once.
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Fireprowl
"These creatures are attracted to electronics and power sources, and seem to have some sort of natural shielding -- I emptied my blaster firing at a pack of these things, and didn't do a bit of damage to them! By all means, keep clear of these monsters!"
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Langorian Predator 2; Init +1; Defense 16 (+1 Dex, +3 armor); Spd 12m; VP/WP 16/14; Atk +3 melee (1d8+3 bite/claw), +0 ranged;
SQ Armor, Power Drain, Power Sense; SV Fort +2, Ref +1, Will -2; SZ M; Rep 2;
Str 16, Dex 12, Con 14, Int 8, Wis 6, Cha 10. Challenge Code B.
Skills: Hide +3, Move Silently +5, Climb +7, Search +4 (+8 to find unshielded power sources), Listen +4, Survival +3, Intimidate +4
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Notes:
Power Sense: Fireprowls can sense standard power sources, such as batteries and power packs, and are attracted to them. They do not sense Gungan "bio-electrical" power sources or energy balls, and at the GM's discretion may be unresponsive to certain other exotic technologies. This same sense also allows them to detect the presence of ferognaws.
Power Drain: Fireprowls can drain power from unshielded standard energy sources, such as batteries and power packs. Their presence may cause lighting to flicker, and especially sensitive -- and unreliable -- electronic equipment to malfunction, but they do not possess any sort of ability to drain power from a distance. For a fireprowl to "eat" the energy from a battery or power pack, it essentially has to get the thing in its mouth and chew on it, which is not something it can do instantaneously. A fireprowl attack might consist of fireprowls making disarm attacks against armed members of the party, making off with their blasters and then, if unchallenged, tearing them apart to get to the power packs inside. (Please note, the consuming of ferognaws and "ordinary" power supplies such as power packs does not result in an increase of strength or vitality points for the fireprowl.)
Armor: Fireprowls are resistant to damage from blasters and electrical weapons, and an excess of energy acts as a sort of "shield" against physical damage. In fact, they can actually gain Vitality Points by being subjected to "damage" from energy weapons. Unless the attack scores a Critical Hit (in which case damage is handled normally), the damage that would normally be caused by such an attack actually adds to the fireprowl's Vitality Points. (It does not add to Wounds.) This can raise the fireprowl's Vitality Points to a maximum of 50 -- by which point it should be quite full, and will run away if given a chance (and if there aren't other mitigating circumstances, such as a lair to protect). Any additional damage above 50 Vitality Points will be translated directly into Wound damage against the fireprowl, as its nervous system overloads from too much energy. This "surge" bleeds away at a rate of 1 point per round.
Surge of Strength: A Fireprowl can expend Vitality Points to temporarily increase Strength at a rate of 2 points of increased Strength for 1 round per 2 Vitality Points spent. This is a free action, but is obvious to trained observers in that the Fireprowl's eyes suddenly surge brighter.
Stun Resistance: Fireprowls are resistant to blaster stun settings, and gain Vitality Points from the minimal "damage" inflicted by stun blasts in the same way as from normal blaster fire. Normally, a fireprowl will automatically pass Fortitude checks to avoid being affected by stun blats. However, a fireprowl that is "full" (up to 50 Vitality Points) is subject to normal effects from stun blasts, at -5 to its Fortitude check.
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Arachnite
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"I saw some inscriptions on a wall of some sort of dark god of these Langorians -- a cross between one of their kind and one of these 'Rockspears', it looked like -- with a multitude of clawed arms, able to pass through rock as if it weren't there, and shred living creatures effortlessly. Not a nice fellow."
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Langorian Predator 10; Init +3; Defense 16 (+3 Dex, +3 armor); Spd 12m; VP/WP 40/20; Atk +6/+5/+4 melee (1d8+6 bite/claw), +0 ranged;
SQ Armor, Darkvision; SV Fort +5, Ref +3, Will -1; SZ M; Rep 1;
Str 22, Dex 16, Con 20, Int 8, Wis 8, Cha 12. Challenge Code E.
Skills: Climb +10, Search +4, Survival +4, Intimidate +6
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Notes:
Wallcrawling: The Arachnite can climb easily up walls and even across the ceiling.
Leap: The Arachnite can perform astounding leaps of up to 40 meters, by first spending a full round crouching and bracing before springing. It can also fall up to 50 meters without taking damage.
Rock Mode: In Rock Mode, the Arachnite has a remarkable Hardness of 15.
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