D6 Conversions for Star Wars d20 Creatures from Star Wars Gamer
Conversions by Gary Astleford (penangallan@cox.net)
first posted to The Rebellion, http://www.verminary.com/rebellion/

Agr (SWG#4, sidebar, pages 54-55)
Dexterity 2D
Perception 2D+2
search 6D
sneak 4D
Strength 2D+1
Special Abilities:
Flight: Flies at Move of 15.
Beak: Does Strength +1D damage.
Claws: Do Strength +2 damage.
Move: 15 (flying)
Size: 1.1 meters tall, 2 meter wingspan

Akorec (SWG#5, sidebar, page 74)
Dexterity 4D+2
Perception 1D
search 2D+1
Strength 5D+1
bite 6D
Special Abilities:
Bite: Does Strength +1D+2 damage.
Blaster-Resistant Scales: Akorec scales are blaster-resistant, giving them a bonus of +4D to their Strength score for the purpose of resisting blaster damage.
Claws: Do Strength +2 damage.
Low Light Vision: An akorec can see twice as far as a normal human in poor lighting conditions.
Move: 20
Size: 10 meters tall.

Apilid Worms (SWG#9, page 77)
Dexterity 3D
Perception 1D

hide 3D+2
search 3D+2
Strength 2D+1
Special Abilities:
Bite: Apilid worms can bite for their Strength +2 in damage.
Blindsight:
Apilid worms are blind, and use vibrations to navigate.
Move: 8
Size: Unlisted (Small)
Note: Though listed as a creature, the Apilid Worms seem to be capable of speaking Basic, as well as their own language.

Bantha, Kashyyyk (SWG#4, sidebar, page 55)
Dexterity 1D+2
Perception 2D+1
search 4D+1
Strength 8D
climbing 8D+2
Special Abilities:
Gore: Does Strength +2D damage.
Move: 6
Size:
2-3 meters tall
Orneriness: 2D

Behemoth From Below (SWG#4, page 50)
Dexterity 1D
energy beam 3D
Perception 1D+1
search 2D+2
Strength 11D
brawl 13D+2
Special Abilities:
Bite: Strength +2D+2 damage.
Punch: Strength +1D damage.
Energy Beam: 4D damage, range 20/40/80m.
Darkvision: The behemoth can see up to 20 meters away in complete darkness.
Lightsaber Vulnerability: Damage rolls from lightsaber attacks are doubled against the behemoth. In addition, any lightsaber attack roll where the wild die results in a "6" causes the creature to explode if a Wounded (or better) result is achieved. If the behemoth explodes, all targets within 20 meters of it take 4D of energy damage.
Move: 6
Size: Unlisted (gargantuan)

Blastail (SWG#4, sidebar, pages 55 and 57)
Dexterity 3D+2
tail bulb 4D+2
Perception 3D+2
hide 5D+2
search 6D+1
sneak 5D+2
Strength 2D+1
climbing/jumping 3D+2
Special Abilities:
Claws: Do Strength +2 damage.
Bite: Does Strength +1D damage.
Tail Bulb: The blastail can hurl its tail bulb once every 1D days, with a range of 4/8/16. If the blastail hits with its tail bulb, the target is blinded for 1D+2 rounds.
Disease: Any creature or character scratched or bitten by a blastail must succeed in a Difficult Strength roll or come down with a mild infection 4D hours later. The effects of the disease reduce the creature or character's Strength code by +2 pips initially, and the Strength code is reduced by an addition 1D pips one day later. The lost Strength points return at a rate of 1 per day once the infection has run its course.
Move: 15
Size: 1-1.2 meters long

Blurrg (SWG#9, page 31)
Dexterity 1D+2
Perception 1D

hide 2D+1
search 2D+2
Strength 4D+2
stamina 5D+1
Special Abilities:
Bite: Blurrgs can bite for their Strength rating in damage.
Run
: Blurrgs can increase their running Move score to 10 for short periods of time.
Move: 6
Size: Unlisted (Large)
Orneriness: 2D

Bolstyngar (SWG#4, sidebar, page 57)
Dexterity 1D+2
Perception 5D+1
search: tracking 6D
sneak 8D+1
Strength 4D+2
climbing/jumping 6D
Special Abilities:
Bite: Does Strength +1D+1 damage.
Auditory Clusters: The bolstyngar is incredibly sensitive to sound, and gains a +1D bonus on all sound-related Perception checks.
Move: 8
Size: 3.5-4.2 meters tall

Bordok (SWG#4, page 41, SWG#9, page 30)
Dexterity 4D
Perception 3D+1

Strength 3D
Special Abilities:
Back Kick: Strength +1D damage.
Horns: Strength +2 damage.
Low Light Vision: Bordok can see twice as far as a human in dim light.
Move: 20
Size: @.7 meters at the shoulder
Orneriness: 1D

Cavehopper (SWG#7, sidebar, page 91)
Dexterity 6D+2
Perception 3D

Strength 3D+1
Special Abilities:
Bite Attack: Does Strength +1D damage.
Darkvision:
Cavehoppers can see up to 20 meters in total darkness.
Exceptional Reflexes: Cavehoppers gain a +1D bonus to all Perception rolls made to determine initiative.
Kick Attack: The cavehopper can kick twice in a round, and a successful attack inflicts Strength +1D+2 damage.
Thick Hide:
The cavehopper's thick hide grants it a +2 pip bonus to resist damage from physical attacks.
Move: 12
Size: Unlisted (Medium)

Claw Vine (SWG#4, sidebar, pages 57-58)
Dexterity 2D
Perception 1D+1
hide 3D
search 2D+1
sneak 3D
Strength 4D
Special Abilities:
Claw Thorns: Do Strength +1D damage.
Reach: Claw vines can reach up to four meters away.
Move:
6
Size:
2 meters on average

Condor Dragon (SWG#4, page 40, SWG#9, page 31)
Dexterity 3D+1
Perception 2D
search 3D+1
search: tracking 4D+2
Strength 4D
brawl 5D+2
Special Abilities:
Flight: A condor dragon can fly with a Move score of 15.
Low Light Vision: Condor dragons can see twice as far as a human in dim light.
Bite: Strength +1D+1 damage.
Claws: Strength +1D damage.
Move: 2 walk, 15 fly
Size: @7-8 meter wingspan

Dochinies (SWG#9, page 40)
Dexterity 3D+2
Perception 1D+1

search 3D+1
Strength 2D
jumping 5D+1
Special Abilities:
Bite: A Dochinie's bite does its Strength +1 in damage.
Move: 15 (ground), 25 (flight)
Size: Unlisted (Medium)

Eopie (SWG#4, pages 34-35)
Dexterity 1D+1
Perception 1D+1
search 3D
Strength 4D+1
Special Abilities:
Bite: Does Strength+2 damage.
Move: 6
Size: @2 meters tall
Orneriness: 2D
Notes: For every ten years of age, an eopie's Orneriness rating drops by 1D (minimum 0D).

Ewok Pony (SWG#4, page 41)
Dexterity 3D
Perception 2D+2
search 4D+2
Strength 3D+1
Special Abilities:
Kick: Strength+2 damage.
Move: 16
Size: 1 meter at shoulder
Orneriness: 1D

Gasnit (SWG#6, pages 79-80)
Dexterity 2D
Perception 2D+2
search 6D+1
sneak 3D+1
Strength 8D
Special Abilities:
Bite: Does Strength +1D+1 damage.
Claws:
Do Strength +1D damage.
Darkvision:
Gasnits can see up to 20 meters in total darkness.
Heat Resistant: Any heat-based attacks made against a gasnit have their damage rolls reduced by 10 points. If this reduces the total damage below 0, then the shot is considered to have done no damage. Additionally, gasnits suffer no ill effects from hot environments.
Keen Vision:
If hunting during daylight hours, a gasnit receives a +1D bonus to Search skill rolls.
Low Light Vision:
A gasnit can see twice as far as a normal human in poor lighting conditions.
Poison: If bitten by a gasnit, a character must succeed at a Very Difficult Strength check. Failure indicates that the character takes 5D damage from the gasnit's venom.
Poison Immunity:
Gasnit are immune to most poisons.
Wings:
Do Strength +2 damage.
Move: 6 (ground), 20 (fly)
Size: Unlisted (Huge)

Gharzr/Dxunian Stalker (SWG#3, page 24)
Dexterity 4D+2
Perception 2D
hide 7D
search 5D+1
search: tracking 7D+1
sneak 7D
Strength 3D+2
climbing/jumping 8D+2
Special Abilities:
Armor: A scaly hide results in a +1D bonus to Strength rolls to resist damage.
Bite: Strength +2D damage.
Claws: Strength +1D damage.
Stinger: Strength -1D damage.
Poison: If a stinger attack results in a wound (or worse), the victim immediately takes 6D poison damage.
Low-Light Vision: A Dxunian stalker can see twice as far as a human in dim light.
Move: 30
Size: 3 meters long

Gorax (SWG#9, page 30)
Dexterity 2D
melee combat 3D+1
Knowledge 1D
intimidation 4D+1
survival 2D
Perception 2D+1
search 3D+1
Strength 5D+2
brawling 7D
climb 6D+2
Special Abilities:
Claws: A gorax's claws inflict Strength +2 (Walker scale) damage.
Low Light Vision
: Gorax can see twice as far as humans in dim light.
Walker Scale: Due to their immense size, gorax are considered Walker scale.
Move: 20
Size: 20+ meters tall
Notes: The Strength of these creatures, as detailed in the article, seem a bit low. As such, I've made them Walker scale.

Gorryl (SWG#4, sidebar, page 58)
Dexterity 1D
Perception 2D
hide 3D+2
search 4D
Strength 1D+1
climb 3D
envelop 3D+1
Special Abilities:
Swallow Whole: If a gorryl makes a successful envelop attack against a man-sized or smaller creature (treat this like a brawling attack), it will swallow the target whole if its next attack is successful. Swallowed characters suffer 2D+2 damage each turn from acid each round until they are digested or are somehow freed.
Move: 2
Size: 1.5-2.5 meters long

Grutchin Symbiote (SWG#8, pages 54-55)
Dexterity 4D+2
Perception 2D

search 4D+2
Strength 3D+2
climbing/jumping 9D
grapple 8D+1
Special Abilities:
Bite: A grutchin symbiote can bite, inflicting its Strength +2 in damage.
Claws:
The grutchin symbiote's claws inflict its Strength in damage on a successful attack.
Grapple:
A grutchin symbiote can grapple a human-sized (or smaller) target. If successful, it immobilizes the target completely. The victim can escape by succeeding at an opposed Strength check against the symbiote.
Move: 12
Size: .5 meters

Gulletbeast (SWG#7, sidebar, page 35)
Dexterity 1D
Perception 1D
search 5D+2
Strength 5D+2
swimming 10D
Special Abilities:
Capital Scale: Gulletbeasts are considered capital-scale insofar as damage (and Strength) is concerned. Apply the Strength attribute as capital-scale damage, and use the Strength die code when rolling to hit with a bite.
Swallow Whole:
Any successful bite attack made by a gulletbeast swallows its target(s) whole. A gulletbeast can swallow up to 6 trawler-sized vessels at a time. A swallowed target suffers 4D of (capital-scale) acid damage per round. A gulletbeast's bite attack has a maximum attack radius of 100 meters (depending on the size of the beast), and any target within 50 meters of the center is not allowed a Dodge roll to avoid the attack. A target 50 meters to 100 meters from the center can attempt to evade, but at -3D to their skill roll.
Move: 90 (swim)
Size: ¾ of a kilometer long, 200 meter wide mouth

High Hound (SWG#4, sidebar, page 44)
Dexterity 2D+1
Perception 2D
search: tracking 5D+1
Strength 2D+2
brawl 4D+1
Special Abilities:
Bite: Strength +1D damage.
Claws: Strength +2 damage.
Flight: High hounds can fly with a Move score of 20.
Low Light Vision: High hounds can see twice as far as a human in dim light.
Move: 10 (ground), 20 (air)
Size: Unlisted (medium-sized)

Ikov (SWG#4, sidebar, page 59)
Dexterity 2D
Perception 2D+2
hide 4D
search 4D+1
sneak 4D
Strength 1D+2
climb 4D+1
Special Abilities:
Bite: Does Strength +2 damage.
Move: 8 walk, 16 climb
Size: Tiny

Kargul (SWG#9, page 40)
Dexterity 2D
Perception 1D+2

search 3D+2
Strength 6D
bite 6D+2
Special Abilities:
Bite: Inflicts Strength +1D damage (Walker scale).
Slam Attack: Inflicts Strength +2D damage (Walker scale).
Walker Scale: Due to their large size, kargul are considered to be Walker scale.
Move: 15 (ground), 10 (burrowing)
Size: 80 meters long

Kintan Strider (SWG#9, page 73)
Dexterity 2D
Perception 1D

search 5D+1
Strength 6D+1
slam 7D+1
Special Abilities:
Natural Armor: Kintan striders possess a natural armor that grants them a +2D bonus to resist physical damage.
Regenerative Abilities: Kintan striders heal at four times the standard rate.
Slam Attack
: A kintan strider can slam an opponent, inflicting its Strength rating with a successful hit.
Move: 10
Size: 2.5 meters tall

Kashyyyk Flame Beetles (SWG#4, sidebar, page 83)
A single flame beetle does a minimal amount of explosive damage in a .25 meter area when it explodes. Swarms pose the real danger. For every seven beetles in an exploding swarm, add +1 pips to the swarm's explosive damage (rounding up) and .25 meters to the explosion's diameter. This means that a swarm of 100 beetles will do 5D of damage in a 3.75meter diameter area.

Kkekkrrg Rro (SWG#4, sidebar, pages 59-60)
Dexterity 4D+2
dodge 6D
Perception 2D+2
hide 6D+2
search 4D+1
sneak 6D+2
Strength 4D+1
claws 5D
climbing/jumping 7D
Special Abilities:
Central Claw: Does Strength 1D+2 damage.
Other Claws: Does Strength +2 damage.
Bite: Does Strength +1D damage.
Story Factors:
Kkekkrrg rro will never attack adult Wookies.
Move
: 16
Size: 2 meters long

Mantellian Savrip, desert predator (SWG#1, sidebar, page 88)
Dexterity 2D+1
Perception 3D
hide 4D+2
search 4D+2
Strength 5D
climbing/jumping 8D
Special Abilities:
Armor: +1D protection against physical and energy attacks.
Claws: Strength +1D damage.
Bite: Strength +2D damage.
Move: 10
Size: 2 to 2.5 meters tall

Narglatch (SWG#4, pages 38-39)
Dexterity 2D+1
Perception 3D
search 4D
search: tracking 4D+2
sneak 5D+1
Strength 7D
brawl 9D
climbing/jumping 7D+2
swimming 8D+1
Special Abilities:
Swimming: The narglatch has a Move score of 8 when swimming.
Low Light Vision: Narglatch can see twice as far as a human in dim light.
Bite: Strength +2D damage.
Claws: Strength +1D+1 damage.
Move: 12
Size: @3 meters long

Nashtah (SWG#8, page 93; AA, page 38)
Dexterity 3D+2
Perception 5D
search 6D
search: tracking 6D+2
Strength 4D
climbing/jumping 7D
Special Abilities:
Barbed Tail: Does Strength +2 damage.
Bite: Does Strength +1D damage.
Claws: Do Strength +2 damage.
Exceptional Reflexes: Nashtah gain a +1D bonus to all Perception rolls made to determine initiative.
Leap Attack: A nashtah can leap at a target up to 10 meters away while attacking with each of its six claws. Treat this like a ranged attack (range: 1-3/6/10), with the nashtah's jumping skill rolled to determine a hit. If successful, the nashtah can make six claw attacks against the same target, subtracting -1D for the first two attacks, -2D for the second two, and -3D for the last two. The nashtah can do nothing else in that round, including dodge.
Move: 20
Size: 1.5 meters long.

Nerfs (SWG#6, page 79; AA, pages 39-40)
Dexterity 3D+2
spit 4D+1
Perception 2D+1
hide 4D+2
Strength 2D+2
Special Abilities:
Bite: Does Strength +2 damage.
Head Butt: Does Strength +2 damage.
Kick: Does Strength +2 damage.
Low Light Vision: A nerf can see twice as far as a normal human in poor lighting conditions.
Spittle: If irritated, there is a 3 in 6 chance that a nerf will spit a foul-smelling saliva at targets up to ten meters away (range: 1-3/6/10). Nerf spit emits a foul odor, and is impossible to wash entirely from clothing. Anyone struck by nerf spittle suffers a penalty of -1D to actions involving personal interaction until washed and the offending article(s) of clothing are removed.
Move: 12
Size: 1 meter long and 0.5 meters tall.
Orneriness: 2D

Netcaster (SWG#4, sidebar, pages 60-61)
Dexterity 3D+2
dodge 4D+1
throw webbing 7D
Perception 2D+2
search 5D+2
sneak 6D
Strength 3D+1
climbing/jumping 6D+2
Special Abilities:
Bite: Strength +2 damage.
Venom: If a netcaster's bite attack inflicts more than a wound level of damage, the victim must make a Very Difficult Strength check. Failure indicates the victim is completely paralyzed. In addition, the victim takes 7D poison damage if it is a mammal, or 4D+2 poison damage if it is not a mammal.
Webbing: The netcaster can hurl a bundle of webs up to ten meters away (normal Dodge rules apply), and this bundle covers an area equal to 2 meters in diameter. While stuck in webbing, a character is -2D to Dexterity (and all Dexterity-based actions), and cannot move. The webbing can be broken with a Very Difficult Strength check.
Move: 14 walk, 14 climb
Size: 75 centimeters

Orga (SWG#4, sidebar, pages 61-62)
Dexterity 0D+1
seed pods 2D
Perception 2D
search 5D+1
Strength 4D+1
root attack 4D+2
Special Abilities:
Roots: Do Strength +1D+1 damage, can attack up to six separate targets at once, within 6 meters.
Seed Pods: The orga can hurl seed pods with a range of 3/6/12. The seed pods burst on impact, splashing a caustic liquid over an area 2 meters in diameter. Anyone caught in this radius suffers 3D damage.
Move: 0 (stationary)
Size: Gargantuan

Oswaft, Adult (SWG#5, sidebar, page 75)
Dexterity 2D+2

maser beam 4D
Knowledge 4D
scholar: games 4D+1, scholar: ThonBoka 6D+1, survival 4D+2
Mechanical 3D+1
astrogation 5D+1, capital ship pilot (themselves) 6D
Perception 3D
persuasion 4D+2
Strength 1D (Capital-scale)
Technical 4D+1
first aid 5D+1, simple matter alteration/creation 6D
Special Abilities:
Bite: Does Strength +2 damage (Capital-scale). If the oswaft's attack roll exceeds the to-hit number by more than 10, it has swallowed the target whole. Oswafts can only swallow starships that are less than 250 meters in size. Swallowed ships automatically suffer the oswaft's bite damage each round unless they can escape. Use the oswaft's pilot skill roll when biting.
Darkvision: Oswafts can see up to 20 meters in total darkness.
Can Survive in Vacuum: Oswafts live in the vacuum of space.
Capital Scale: Due to their size, adult oswaft are considered to be Capital scale for the purposes of taking and inflicting damage. They have a Space movement rating of 1.
Maser Beam: Does 6D damage (Capital-scale), range: 1-5/20/40.
Microwave Manipulation: Oswaft manipulate microwave energy in order to bend space and time, which allows them to travel through hyperspace as a starship with a x2 hyperdrive. They can also focus microwaves into a maser beam (see Maser Beam), transmit to and receive signals from standard electronic communications gear, and change the molecular structure of matter in order to create simple compounds.
Space: 1
Size: Elder oswaft have a wingspan nearly a kilometer wide.

Phosflea (SWG#4, sidebar, page 62)
Dexterity 3D
Perception 1D+2
search 2D+2
sneak 3D
Strength 0D+1
Special Abilities:
Glow: Phosfleas glow continually and are used a cheap source of light.
Move: 12
Size: 0.2-0.5 centimeters long

Rearing Spider (SWG#9, page 31)
Dexterity 2D
Perception 1D+1

hide 2D
search 2D+2
sneak 3D+1
Strength 3D+2
Special Abilities:
Bite: Does Strength +1 damage.
Move: 10
Size: Unlisted (Large)

Rujos (SWG#9, page 40)
Dexterity 1D+2
Perception 1D+1

search 3D
Strength 4D+1
climbing 5D
Special Abilities:
Adapted to Mountainous Terrain: Rujos gain a +2 pip bonus to Climb skill rolls, as well as a +2 bonus to their Move score, in mountainous environments.
Bite
: Rujos can bite for their Strength score in damage.
Move: 12
Size: Unlisted (Large)
Orneriness: 2D

Sith Familiar (SWG#5, pages 63-64)
Dexterity 5D
Perception 2D+1
hide 5D, search 4D+1, sneak 3D+2
Strength 0D+2
Control 3D

Force Powers: Enhance Attribute.
Special Abilities:
Alchemically Created: A Sith familiar can be created by following the instructions written on Sith scrolls, or contained in a Sith holocron. This requires 10,000 credits worth of materials, an alchemical apparatus (see the Dark Side Sourcebook), and a Very Difficult Alter roll when using the Alchemy Force skill.
Bite: Does Strength +2 damage.
Claws: Do Strength +1 damage.
Force Conduit: The master of a Sith familiar can use certain Force powers as if she were are the familiar's location. These powers include Enhance Attribute, Force of Will, Illusion, Life Detection, Magnify Senses, Projective Telepathy, Receptive Telepathy, Sense Force, Sense Force Potential, and Telekinesis. Additionally, the familiar's master can use Affect Mind, Create Force Storms, Hatred, Memory Wipe, or Waves of Darkness as if he were at its location, but this has a 3 in 6 chance of destroying the familiar.
Force Resistance: Sith familiars are resistant to Force powers that utilize the Sense skill, and receive a +3D bonus to any Perception or Control rolls made to resist these powers. Any Sense powers used against a Sith familiar that do not grant a resistance roll have their Sense difficulty increased by +10.
Force-Sensitive: Sith familiars are Force-sensitive.
Move: 4 (ground), 15 (fly)
Size: 0.5 meter wingspan

Sith Warbird (SWG#5, page 63)
Dexterity 3D
beak attack 3D+2
Perception 2D
Strength 6D+1
climbing/jumping 7D
Special Abilities:
Battle Harness: A Sith warbird equipped with a battle harness can accommodate a rider. A battle harness provides the warbird with armor, which grants +2D to the warbird's Strength rolls to resist damage. In addition, the harness is equipped with a cockpit that provides ¾ cover to the rider, special reins that add a 1D bonus to the riders Beast Riding skill rolls, and a mounted blaster cannon (use statistics for an E-Web blaster, see SWD6, pages 231, 233, and 263).
Beak: Does Strength +1D+1 damage.
Trample: Does Strength +1D damage.
Move: 10
Size: 6 meters tall, 10 meters long

Skreev/Dxunian Raptor (SWG#3, page 26)
Dexterity 2D+2
Perception 2D
search 8D+2
search: tracking 7D+1
sneak 6D+2 (while in flight only)
Strength 4D+2
Special Abilities:
Armor: The skreev's natural armor grants it a +1D+1 bonus to Strength rolls to resist damage.
Flight: A skreev can fly at a move rating of 10.
Low-Light Vision: A skreev can see twice as far as a human in dim light.
Death From Above: A skreev gains +2D to hit and damage when performing a dive attack.
Bite: Strength +1D damage.
Claws: Strength +1D damage.
Clumsy on the Ground: A screev cannot attempt to Sneak while on the ground.
Move: 4
Size: 20 meter wingspan

Snake, Corrupted (SWG#5, page 63)
Dexterity 2D+2
Perception 2D+2
hide 4D+2
search 6D
sneak 6D
Strength 7D+2
Special Abilities:
Bite: Does Strength +1D+2 damage.
Constrict: The corrupted snake can attempt to constrict a foe. It must first make a successful Brawling skill roll to grab its opponent, after which it must succeed in an opposed Strength check. If successful, it inflicts its Strength rating in damage each turn until the victim breaks free or dies.
Exceptional Reflexes: Corrupted snakes gain a +1D bonus to all Perception rolls made to determine initiative.
Poisonous: The venom of a corrupted snake is similar to Sith poison (see the entry on Sith poison in the Dark Side Sourcebook conversion file), with the exception that only a single Willpower or Control roll need be made to purge the venom from a character's system. This venom can be milked from a subdued corrupted snake, but requires a Difficult Beast Riding (or similar animal-handling) skill roll. For each five points the difficulty number is exceeded on this roll, one additional dose of venom is extracted. A complication on this roll indicates that the would-be milker has been bitten.
Move: 8
Size: 10 meters long

Syren Plant (SWG#4, sidebar, page 62)
Dexterity 2D+1
Perception 1D+1
hide 5D+1
search 3D+1
Strength 7D
Special Abilities:
Bite: Does Strength +1D damage.
Constriction: If a syren plant makes a successful bite attack against a creature in its maw, it begins to constrict for its Strength code in damage each turn.
Pheromones: The syren plant uses pheromones to attract prey, although the article presents no rules for this aspect of the plant, nor does it indicate whether sentient creatures would be affected, and thus attracted, by the pheromones.
Move: 0 (stationary)
Size: 6-7 meters tall, 6 meters across

Sureggi (SWG#4, page 63)
Dexterity 2D+2
Perception 2D+2
search 6D
Strength 7D
climb 9D
swimming 9D
Special Abilities:
Bite: Does Strength +1D+1 damage.
Move: 5 walk, 5 climb, 8 swim
Size: 18 meters long
Orneriness: 2D

Tantas (SWG#2, mentioned briefly, page 73)
Described as "larger cousins of the tauntaun," treat them as tauntauns (SWD6, page 222) with Strength scores of 5D and a Move score of 20.

Vagh Rodiek (SWG#8, page 57)
Dexterity 2D
Perception 1D

hide 2D+1
search 2D+1
Strength 3D
climbing/jumping 5D+1
Special Abilities:
Awareness: Vagh Rodiek gain a +1D bonus to all Search skill checks.
Claws: A Vagh Rodiek's claws inflict the creature's Strength +2 damage on a successful attack.
Climbing Bonus:
Due to their hooked claws, Vagh Rodiek receive a +1D bonus to Climbing/Jumping skill checks made when climbing.
Natural Armor: Vagh Rodiek add +2 pips to their Strength rolls when resisting damage.
Move: 12
Size: Listed as medium-sized, though they look pretty darn big.

Vaynai Pollinators Swarm (SWG#8, page 94)
Dexterity 4D
Perception 1D

search 3D
Strength 1D+2
Special Abilities:
Sting: The collective sting from the swarm, if successful (use the swarm's Dexterity roll for the attack), is painful. Anyone successfully stung must make a Moderate difficulty Strength check, or suffer 3D+2 damage from the swarm's venom.
Swarm: Treat the entire swarm as a single creature. All damage done to the swarm is reduced by 15 points before being applied. When reduced to Incapacitated (or worse), the swarm will retreat.
Move: 15 (flying)
Size: Medium-sized (the swarm, not the individual insects)

Veermok (SWG#6, page 78; SON, sidebar, page 59)
Dexterity 4D+1
dodge 5D
Perception 2D+1
hide 3D+2
search 5D+1
sneak 5D
Strength 2D+2
jump 5D+1
Special Abilities:
Bite: Does Strength +1D damage.
Claw: Does Strength +2 damage.
Gore: Does Strength +1D damage.
Low Light Vision: A veermok can see twice as far as a human in dim light.
Move: 15
Size: Unlisted (medium)

Voorpak (Domesticated) (SWG#4, pages 36-37)
Dexterity 5D+2
Perception 2D
hide 8D+2
search 5D
sneak 5D
Strength 0D+1
Special Abilities:
Vision: Voorpak can see in absolute darkness up to 20 meters.
Move: 12
Size: @4-6cm. diameter

Webweaver (SWG#4, page 63)
Dexterity 2D+1
Perception 3D+1
search 6D
Strength 8D+2
brawl 9D+2
climbing/jumping 16D
Special Abilities:
Bite: Does Strength +2D+2 damage.
Webs: Any creature that touches a webweaver's webs is considered ensnared, and can take no actions other than attempting to free itself. To break free, an ensnared character must make a Heroic level Strength check. The webs themselves are almost impossible to cut (Strength of 6D to resist damage), and any physical item used to cut them (knife, sword, vibroaxe, etc.) instantly becomes ensnared as well. Any ship or vehicle snared by a web can only break free by making a Heroic Hull check, with a bonus based on its scale (ie, speeder-scale vehicles add 2D, walker-scale vehicles add 4D, starfighter-scale vehicles add 6D, etc).
Terrifying Presence: When a webweaver initially attacks, any creature facing it must make a Difficult Willpower check. If the Willpower roll is failed, the creature must use its next action to either move OR attack. If the check is failed by more than 10 points, the creature can do nothing but cower. The creature may attempt a Moderate Willpower check each turn to stop cowering.
Move: 23 walk, 14 climb
Size: 16 meters

Zoun Mauler (SWG#9, page 76)
Dexterity 4D+1
Perception 1D

hide 2D
search 3D
sneak 4D+2
Strength 3D+1
climbing/jumping 4D+2
swimming 4D+2
Special Abilities:
Claws: A zoun mauler's claws inflict Strength +2 damage.
Exceptional Reflexes: Zoun maulers gain a +1D bonus to all Perception rolls made to determine initiative
Move: 10
Size: Unlisted (Medium)