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  More Aliens!
  An Alien Anthology Web Enhancement
  U.S., CANADA
  EUROPEAN HEADQUARTERS
  ASIA, PACIFIC, & LATIN AMERICA
  Wizards of the Coast, Belgium
  Wizards of the Coast, Inc.
  P.B. 2031
  P.O. Box 707
  2600 Berchem
  Renton, WA 98057-0707
  Belgium
  Questions? 1-800-324-6496
  +32-70-23-32-77
  www.wizards.com/starwars
  www.starwars.com
  DESIGN
  STEVE MILLER AND OWEN K.C. STEPHENS
  SPECIAL THANKS
  CORY HERNDON, BRIAN CAMPBELL, AND LUCASFILM’S BEN HARPER
  EDITING AND WEB PRODUCTION
  SUE WEINLEIN COOK
  WEB DEVELOPMENT 
  THOM BECKMAN
  ART DIRECTION
  SEAN GLENN
  LUCAS LICENSING EDITORS
  BEN HARPER AND LELAND CHEE
  STAR WARS RPG CREATIVE DIRECTOR
  THOMAS M. REID
  VICE PRESIDENT AND DIRECTOR OF RPG R&D
  BILL SLAVICSEK
  ©2001 Lucasﬁlm Ltd. & ™ All rights reserved. Used under authorization. Made in the U.S.A.
  Dungeons & Dragons, D&D, Forgotten Realms, Ravenloft, Dragonlance, Dragon, and the Wizards of the Coast logo are registered trademarks owned 
  by Wizards of the Coast, Inc. The d20 System and Web Enhanced logos are trademarks owned by Wizards of the Coast. Inc.
  This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is
  prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of ﬁction. Any similarity to actual people, organizations, places, or
  events is purely coincidental.
  Based on the Star Wars Roleplaying Game by Andy Collins, Bill Slavicsek, and JD Wiker, utilizing mechanics developed for
  the new DUNGEONS & DRAGONS® game by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
  
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  On the shelves of any well-stocked game store, you’ll ﬁnd
  the Alien Anthology, a major supplement to the Star Wars
  Roleplaying Game. The book features more than 100 new
  aliens and creatures. With this web enhancement, you can
  make that “more than 103”!
  The following new creatures, alien species, and extra
  adventure hooks are designed to be used with the Alien
  Anthology; they follow the format of the entries in the
  book. This bonus material is exclusive to the Wizards of the
  Coast website: www.wizards.com/starwars.
  Garral
  Garrals are genetically engineered guard animals created by
  the Empire to supplement Human security troops. They are
  the result of work by Luthos Garral—an Imperial garrison
  commander—and bear his name. Commander Garral was
  well aware that troopers, no matter how extensively trained,
  could not remain alert at all times. To overcome this limita-
  tion, Garral genetically combined Mantessan panthacs with
  several less vicious predators and a few domesticated crea-
  tures. The resulting animal eventually was perfected as a
  loyal, alert, easily-handled animal common in many Imperial
  outposts in the fringe worlds. Closer to the Core Worlds,
  Imperial reliance on technology makes garrals less common.
  In appearance, garrals look almost identical to Mantessan
  panthacs, but larger. They have a speckled coat of gray fur
  along their backs, thick manes around their necks and
  shoulders, and long, tufted tails. Garrals are territorial pack
  hunters, generally assigned to a single Imperial outpost for
  their entire lives. They often treat their handlers as pack
  leaders, following and protecting them even when not
  directed to do so. (Lower all Handle Animal DCs by 5 when
  training a garral.) 
  Garrals have litters of 2d4 cubs and are very protective of
  their young. Only a trusted and experienced handler can get
  near a garral mother. Garrals grow to their full length of 2
  meters in three years and have a life span of 30 years.
  Large fangs and powerful claws make garrals dangerous
  in combat. They normally attack creatures of Medium-size
  or less with a grapple check. (Garrals may also use their
  improved grab ability on smaller opponents.) If a garral
  succeeds in its grapple check, it has forced its opponent to
  the ground. It may then make a bite attack in addition to
  its claw damage. This is the only instance in which a garral
  will inﬂict both bite and claw damage.
  Garral: Predator 3; Init +4; Defense 22 (+8 natural, +4
  Dex); Spd 16 m; VP/WP 19/14; Atk +7 melee (1d6+4, 2
  claws), +5 melee (1d8+4, bite) or +7 ranged; SQ Acute
  repulsor sensitivity, improved grab, keen senses, scent; SV
  Fort +5, Ref +5, Will +2; SZ M; Rep 1; Str 19, Dex 18, Con
  14, Int 2, Wis 13, Cha 9; Challenge Code: C.
  Skills: Climb +6, Jump +6, Listen +10, Spot +10.
  Feats: Multiattack, Power Attack, Track.
  Special Qualities: Keen Senses—Incredibly sharp hearing
  grants a +5 species bonus on all of a garral’s Listen and
  Spot checks.
  Acute Repulsor Sensitivity—Garral ears are particularly
  sensitive to the sounds of repulsorlift machinery. (The base
  DC for a garral to hear a repulsorlift is only 5, and it can
  hear one from hundreds of meters away.) This sound
  agitates them greatly. If ﬁghting near a repulsorlift, a garral
  goes into a killing frenzy, attacking any living or moving
  thing it doesn’t recognize. Because of this tendency, garrals
  are not used in outposts equipped with repulsorlift vehicles.
  Sand Tick
  The sand tick is a nasty parasite found on numerous worlds.
  It is approximately the size of a Human’s ﬁst, with a round
  yellow or brown carapace. It has no eyes or ears, but can
  sense vibrations and wind currents through tiny hairs on its
  12 legs. The sand tick can move with considerable speed
  despite its minute size. It has three small mouths on its
  underbelly; these are used to attach to a larger creature
  while feeding.
  Sand ticks can feed off any number of animals. Most
  often, they are found on banthas and are considered a seri-
  ous problem by bantha ranchers. The ticks prefer animals
  with thick coats of hair, allowing them to remain hidden
  while sucking ﬂuids from their host. Among sentient races,
  Wookiees and Ewoks are their favorite victims. Infestations
  are most likely to occur during particularly hot, dry weather.
  The creatures are capable of surviving for up to a year
  without blood. When deprived of sustenance, sand ticks curl
  up and enter a state of hibernation until new hosts present
  themselves. More than one explorer has been bitten while
  examining one he thought was dead.
  A Huge creature, such as a bantha, can support two or
  three ticks for many months, but will die within days if it
  hosts a dozen. Sand ticks dislike reptilian creatures (such as
  dewbacks) and will not feed on them. It is possible to create
  sand tick repellent from certain compounds in a dewback’s
  hide, but the repellent smells extremely foul.
  Sand Tick: Desert parasite 1, Init +8; Defense 23 (+1 natu-
  ral, +4 size, +8 Dex); Spd 6 m, 6 m climb; VP/WP 1/1; Atk
  +12 melee (1d4–5, bite) or +12 ranged; SQ Disease, numb-
  ing bite; SV Fort –1, Ref +8, Will –1; SZ D; Rep 1; Str 1,
  Dex 26, Con 4, Int 1, Wis 9, Cha 2; Challenge Code: A.
  Skills: Climb +7, Hide +8, Listen +2, Move Silently +8,
  Spot +2, Survival +3.
  Feats: Weapon Finesse (bite).
  Special Qualities: Disease—The most serious threat posed
  by sand ticks is disease. A sand tick bite exposes its victim
  to crazed bantha fever. (Injury, DC 15, incubation 1d4 days,
  initial damage 1 Int and 1 Wis; Secondary damage 1d3 Int
  ERA NOTES
  Garrals are a product of Imperial genetic engi-
  neering, and thus they don’t exist during the Rise
  of the Empire era. If you need guard animals for a game set
  before the rise of the Empire, try using nek battle dogs or
  veermoks. After the fall of the Empire, garrals become less
  common, but certainly still exist. By the time of The New Jedi
  Order, scavengers, mercenaries, crime lords, and even the New
  Republic occasionally use them.q
  
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  and 1d3 Wis. See Disease on page 111 of the Star Wars
  Roleplaying Game.) A target bitten several times in a single
  encounter needs to make only one save against the disease,
  but if bitten in a different encounter, the target must make
  a new save attempt.
  Numbing Bite—Sand ticks numb a potential host with
  secretions from their saliva before attaching themselves;
  feeling their bite requires a Wisdom check (DC 20). An
  attached sand tick deals 1 point of damage each day.
  Defel
  The Defel are a curious mammalian species who, under
  most lighting conditions, appear to be mysterious bipedal
  shadows with reddish eyes and long white fangs. Under
  ultraviolet light, however, it becomes clear that Defel are
  stocky beings covered in fur that ranges in color from bril-
  liant yellow to dazzling azure. They have long ﬁngers that
  end in vicious yellow claws and protruding lime-green
  snouts. They stand between 1 and 1.7 meters in height and
  average 1.2 meters at the shoulders.
  The Defel originate on Af’El, a large, high-gravity
  planet orbiting the super-giant Ka’Dedus. Due to the
  unusual chemical composition of Af’El’s upper atmos-
  phere, only ultraviolet light passes freely to the surface of
  the planet, while longer wavelengths of light are
  completely deﬂected. Because of this phenomenon, all life
  forms on Af’El, including the Defel, are blind to the non-
  ultraviolet spectrum. 
  Defel fur also absorbs other light wavelengths. It is specu-
  lated that this quality was an evolutionary response to a
  now-extinct predator that projected lights on different
  wavelengths to locate prey. Regardless, this feature now
  makes the Defel highly regarded as bodyguards, assassins,
  and commandos. In darkness, a Defel is all but invisible—
  even to beings able to see in the dark. Their unnerving,
  shadowy appearance in the light makes even unskilled Defel
  useful as bodyguards, as few beings are aware of the source
  of this strange effect; many incorrectly attribute the Defel
  appearance to an ability to become insubstantial. The Defel,
  naturally, do nothing to dispel such rumors.
  On Af’El, the Defel live in large, well-maintained under-
  ground cities considered among the marvels of the galaxy.
  While they never developed space travel or even ﬂight—the
  violent storms that continuously ravage the surface of Af’El
  discouraged the Defel from looking to the sky—they had
  developed metal alloys and atmosphere recyclers more
  advanced than even those the Republic was using in space-
  ships when scouts ﬁrst visited the Ka’Dedus system. So,
  while Defel society has almost all the technological hall-
  marks of galactic culture, as a species they have little or no
  interest in space travel. 
  Defel who travel the galaxy are proud and independent to
  the point of stubbornness. Some leave their homeworld in
  search of adventure, but most leave to work for other
  beings on speciﬁc contract jobs. Many Defel trade on their
  unique physical characteristics and the legends that
  surround their kind. However, most work for starship manu-
  facturers and smelting plants that produce durasteel and
  other alloys requiring a carefully balanced mix of ores. The
  Defel have produced some of the galaxy’s best metallurgists
  and are valued as much for their knowledge in this ﬁeld as
  for their talent at more violent pursuits.
  Defel professionals are experts or thugs. Adventurers are
  scouts, scoundrels, or soldiers. In order to function away
  from their homeworld, Defel must wear special visors that
  allow them to “see” light wavelengths other than ultraviolet.
  A Defel who goes without such a visor is effectively blind in
  normal light. Defel can easily speak Basic, and their
  language similarly is within the grasp of most beings in the
  galaxy that choose to learn it.
  Defel Commoner: Init –1; Def 9 (–1 Dex); Spd 6 m;
  VP/WP –/8; Atk +0 melee (1d2, punch) or –1 ranged; SQ
  Invisibility, limited vision; SV Fort –1, Ref –1, Will +1; SZ S;
  FP 0; DSP 0; Rep 0; Str 10, Dex 8, Con 8, Int 10, Wis 12,
  Cha 12.
  Equipment: Variety of personal belongings.
  Skills: Craft (varies) +2 or Profession (varies) +2,
  Knowledge (metallurgy) +2, Read/Write Defel, Speak Basic,
  Speak Defel.
  Special Qualities: Invisibility—Because of a genetic adap-
  tation to a long-forgotten predator on their homeworld,
  Defels absorb all light wavelengths except ultraviolet. In
  effect, they appear as patches of darkness, much like shad-
  ows; in areas of low light, they are effectively invisible.
  Unless the creature is under direct normal sunlight (or the
  artiﬁcial equivalent, such as a brightly-lit medcenter), the
  Defel gains a +2 circumstance bonus to attacks, and its
  target loses all Dexterity bonuses to Defense. At the same
  time, attacks against a Defel in these circumstances confer a
  50% miss chance. Under especially low-light conditions
  (such as a dimly-lit cantina) the attacker must guess where
  the Defel actually is (see the Star Wars Roleplaying Game,
  page 143) as well.
  Limited Vision—Defel can see only by light in the ultra-
  violet range. When away from their homeworld, they must
  wear special visors. Without them, they are considered blind
  as deﬁned in the Star Wars Roleplaying Game core rule-
  book.
  Species Features: –2 Dex,–2 Con, +2 Wis, +2 Cha.
  Automatic Languages: Defel and Basic. 
  Adventure Hooks
  The following story seeds revolve around aliens and crea-
  tures presented in Alien Anthology or in this web enhance-
  ment. They are here to help fuel the creation of your own
  Star Wars adventures and campaigns. Have fun! —S. M.
  Beware the Bantha
  The heroes are protecting isolated moisture farms (either
  on Tatooine, or another water-poor world such as
  Kirdo III) from bandit attacks. After repulsing one such 
  assault, they ﬁnd a clue to the bandits’ hideout. While
  traveling through a narrow canyon en route, they must
  avoid being trampled by a bantha stampede: 128 of the
  massive beasts come raging down the pass. While this
  could look like a trap staged by the bandits, the heroes
  soon ﬁnd the hideout demolished by banthas—and the few
  survivors swear they had nothing to do with the stampede.
  “The beasts have gone crazy,” the bandits claim. Worse,
  
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  reports begin to emerge that bantha herds have begun to
  attack farms and even small villages.
  A crazed hermit claims the banthas have ﬁnally tired of
  servitude and are rising to destroy all sentient beings on the
  world. Can this be true? Or is the real explanation related to
  those mysterious Lambda-class shuttles seen only on moon-
  less nights? Maybe those strange, unidentiﬁable trace
  chemicals that have turned up in the water harvested
  by the local moisture farms have something do to with it....
  The Scent of Credits
  A Human hero (most likely a noble or scoundrel) is
  approached by a representative of a cosmetic company who
  was referred by a mutual acquaintance. The GM character
  wants to give the hero a supply of perfume that reportedly
  acts as an mild aphrodisiac on many species. The hero (and
  anyone else interested in testing the product) is required to
  write short reports on how the perfume seemed to affect
  other beings. A fee of 100 credits will be paid for each report
  the representative ﬁnds acceptable.
  Under most circumstances, the perfume grants the char-
  acter wearing it + 2 Charisma and an additional +2 circum-
  stance bonus to Bluff and Diplomacy checks. Each phial of
  perfume has 30 doses, and each application lasts 15 hours
  or until washed off. However, there is a 5% chance that an
  alien species exposed to the compound will have an unfore-
  seen reaction. GMs should check for this response whenever
  the character wearing the perfume interacts with a new
  species. If the percentile roll indicates the alien is adversely
  affected, roll on the following table to see the results.
  How did the cosmetic company miss that this creation
  could have such an adverse effect upon non-Humans? Five
  percent is high enough a percentage that even the
  simplest of lab tests should have revealed it—the product
  was clearly not ready to be released in any public areas.
  Was this just another example of corporate greed or
  incompetence? Or were more sinister forces behind this
  product, such as the intent to harm aliens and create
  animosity between aliens and Humans? On the other
  hand, perhaps the representative for the cosmetic company
  was actually working for an enemy of the heroes and
  merely wanted to make their lives difﬁcult....
  Masks
  The heroes are approached by a wealthy merchant who
  wants them to ﬁnd his runaway teenaged daughter and
  bring her home. He claims they had a ﬁght, but says he can
  see now that she was right and wishes to apologize. He will
  pay almost anything to see his daughter again.
  The party traces the young woman to an Ubese enclave
  on an isolated island. Informants tell them that she and one
  of the Ubese have fallen in love and that she is living
  among them, dressed as they are, in armor and a breath
  mask when in public. The informant can point the party to
  a particular tenement, but is unsure which of the 100 resi-
  dents is the girl they seek.
  Once the party manages to locate the girl and avoid
  bringing the wrath of the entire Ubese enclave down on
  their heads, she tells them that she ran away from home
  because she discovered her father is engaged in a wide
  range of criminal activities. Just then, heavily armed thugs
  attack, having followed the heroes covertly as they searched
  for the girl. Can the party manage to convince the paranoid
  Ubese that they had nothing do to with this assault and
  avoid being attacked from two sides? Can they protect the
  love of a young Human and Ubese? Can they get revenge
  on the merchant for using them as patsies? And on the
  topic of the merchant—is he really as bad as the daughter
  thinks? Maybe he was somehow being forced into the crim-
  inal activity she spoke of, and there’s a much larger situa-
  tion here than ﬁrst met the eye.
  The Squib Who Knew Nothing
  A data storage device containing the only existing copy of a
  super-codebreaking computer program was stolen some
  months ago from a research lab. Now it has turned up in
  the hands of a wandering Squib who has offered it for sale.
  Agents of every military and quasi-military organization in
  the galaxy, minions of every crime lord and smuggling ring,
  and representatives of every self-centered, ambitious politi-
  cian race to be the ﬁrst ones to either meet the Squib’s
  price or take the program by force. Of course, the heroes are
  involved, either on their own or at someone else’s behest.
  After eliminating some of the competition, forging
  alliances with others (and then having to deal with the
  betrayal of that alliance), the heroes and perhaps one or two
  other groups ﬁnally confront the Squib. The good-natured
  alien doesn’t even know the value of this program. He will
  let it go to the highest bidder—and a scavenger hunt ensues
  as all the interested parties scramble to ﬁnd obscure items
  that could have value only to a Squib.
  Target: Garral
  Alliance agents get word of a project headed by geneticist-
  turned-New Order-military ofﬁcer Luthos Garral. Rumor has
  it the project is directed at creating a new breed of
  warbeast. The heroes are charged with a mission to inﬁltrate
  a Carrack-class cruiser that will be carrying Garral and the
  ﬁrst mated pair of his creatures to a meeting with a group
  of moffs and an Imperial Advisor. The party is to kidnap
  Garral and secure—or eradicate—his creation. (Alliance ofﬁ-
  cials know they can’t destroy Garral’s research, but they
  hope to force him to explain everything he did and possibly
  help in creating a counter.)
  Random Perfume Effects
  1d6
  Effect
  1
  Alien is extremely attracted to the character (grants +10
  to Charisma when interacting with that alien).
  2
  Alien immediately falls in love with character (+15 to 
  Charisma when interacting with that alien).
  3
  Alien takes a strong dislike to the character (–5 to 
  Charisma when interacting with that alien).
  4
  Alien takes a violent dislike to the character (Alien must
  make a Will save [DC 15]—on failure, the alien attacks 
  the character).
  5
  Alien attacks character in a sudden homicidal rage 1d4 
  rounds after exposure.
  6
  Alien collapses and will die of respiratory failure in 
  1d6+4 minutes unless given medical care (Treat Injury 
  check [DC 18, DC 20 if the character wearing the 
  perfume is still present]).
  
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  Anything but the most poorly-devised plans should allow
  the heroes to inﬁltrate the ship carrying Garral and his crea-
  tures. As they begin to enact the next stage of their plan,
  however, an accident occurs: Garral’s creatures escape their
  cages. Not two, but 12 of the deadly creatures go on a
  rampage through the ship. The captain orders the compart-
  ment with the loose creatures sealed … and, as fate has it,
  the heroes and Garral are in that section as well. They now
  have to ﬁght for their lives alongside the Imperials.
  About the Authors
  Steve Miller joined the staff of TSR in 1994, contributing
  heavily to the development of the RAVENLOFT® and
  DRAGONLANCE® game settings. In 1997, he made the move to 
  Wizards of the Coast, where he continued to write for the
  D&D® worlds until he joined the design team for the new
  Star Wars roleplaying game. His recent work for this line
  includes the Secrets of Naboo campaign pack. Steve lives in
  a cluttered apartment with his cats, Archie and Edith.
  Owen K.C. Stephens was born in 1970 in Norman,
  Oklahoma, and attended the University of Oklahoma. He
  enrolled in creative writing courses (taught by FORGOTTEN
  REALMS® novelist Mel Odom) and in 1997 attended the TSR
  Writer’s Workshop at the Wizards of the Coast Game Center.
  Owen’s ﬁrst work in the adventure game ﬁeld was an article
  on elven names in issue 250 of DRAGON® magazine. He
  moved with his wife to the Seattle area in 2000 after joining
  Wizards as part of the Star Wars design team.
  
SOURCE: textdata/thevault/Star Wars [multi]/Star Wars RPG/Star Wars RPG (d20) - Alien Anthology.pdf