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Even More Aliens!

A Web Enhancement for Alien Anthology

The Alien Anthology features more than 100 new aliens and creatures. With this web enhancement, you can make that "more than 103"! The new creatures, alien species, and extra adventure hooks in this feature are designed to be used with the Alien Anthology and follow the format of the entries in the book. Check out this bonus material, exclusive to our website! Here's a preview....

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 limitation, Garral genetically combined Mantessan panthacs with several less vicious predators and a few domesticated creatures. 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.

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