Creatures

Armadid

Mountain predator · Planet of Origin: Nubia

Coruscant and the Core Worlds (page 123)
Dexterity3D+1
Perception1D+2
  • Hide 2D+1 (4D+1 in rocky terrain), search3D
Strength4D+2
  • Climbing/jumping7D+1
  • Control2D
Move10
Size3 meters long
Weapons
Horns: An armadid can gore a foe with its horns, inflicting STR+2 in damage. Tail: The crab-like pincer on the end of an armadid's tail can pinch an opponent for the creature's Strength rating in damage.
Special Abilities
Camouflage: When in rocky terrain, the armadid's gray armored body blends in with its surrounding. This provides the armadid with a +2D bonus to hide skill checks made in rocky environments.Exceptional Reflexes: Armadids gain a +1D bonus to all Perception rolls made to determine initiative. 7Force, Sensitive: Armadids are Force-sensitive. Low-light Vision: Armadids can see twice as far as humans in dim light.Natural Armor: The armadid adds +2D to Strength rolls made to resist physical damage, and +1D to Strength rolls made to resist energy damage. Force Powers: Burst of Speed. Special Abilities:Camouflage: When in rocky terrain, the armadid's gray armored body blends in with its surrounding. This provides the armadid with a +2D bonus to hide skill checks made in rocky environments.Exceptional Reflexes: Armadids gain a +1D bonus to all Perception rolls made to determine initiative. 7Force, Sensitive: Armadids are Force-sensitive. Horns: An armadid can gore a foe with its horns, inflicting STR+2 in damage. Low-light Vision: Armadids can see twice as far as humans in dim light.Natural Armor: The armadid adds +2D to Strength rolls made to resist physical damage, and +1D to Strength rolls made to resist energy damage. Tail: The crab-like pincer on the end of an armadid's tail can pinch an opponent for the creature's Strength rating in damage.