Spintiri glowbats are a small carnivorous species on the cold planet Spintir, once the site of a Jedi temple. On a world with much larger predators, such as the icewolves, the glowbats have exploited their own niche, hunting smaller ground-dwelling species and possibly other flyers. The scales on the ventral (under) sides of their bodies are bioluminescent and the bats can control this glow. It can be dampened to let them fly unnoticed, or it can be flared in patterns for interspecies communication and mating. These scales are also a potent defense and predation mechanism. The glowing scales can be “sprayed” by their wings, stunning prey – or blinding and confusing attackers.
Spintiri Glowbat
Star Wars Saga Edition (Wizards of the Coast)
CL 2
Small Airborne* Beast 2
Init: +3* Senses: Perception +2
* May reroll Initiative checks but must keep the second result, even if it’s worse.
DEFENSES: Reflex 14 (flatfooted 11) Fortitude 10 Will 12
HP: 14 Damage Threshold: 10
Speed: Fly 8 Squares
Melee: Claws, -2 (1d3+1)
Ranged: Blinding Spray +4 (2d6 Stun)
Base Atk: +1 GRP: +4
Fighting Space: 1 Square Reach: 1 Square
Abilities
STR 4
DEX 17
CON 11
INT 2
WIS 14
CHA 4
Special Qualities: Blinding Spray, Glow Regulation
Feat: Skill Training
Skills: Acrobatics +8, Stealth +10**, Survival +7
**Stealth is not a trained skill, but is included for convenience, since it is affected by Size and the Glow Regulation Special Quality
Blinding Spray: 2d6 stun damage and the target is Blinded (Saga Edition Core Rulebook, p. 254)for 1d4 rounds, or until receiving medical treatment.
Glow Regulation: +2 to Stealth checks
Spintiri Glowbat Swarm
Star Wars Saga Edition (Wizards of the Coast)
CL 4
Medium Airborne* Beast 2
Init: +3* Senses: Perception +2
* May reroll Initiative checks but must keep the second result, even if it’s worse.
DEFENSES: Reflex 14 (flatfooted 11) Fortitude 10 Will 12
HP: 28 Damage Threshold: 20
Speed: Fly 8 Squares
Melee Area: Claws, -2 (1d3+1)
Ranged: Blinding Spray +4 (2d6 Stun, 1-square Splash)
Base Atk: +1 GRP: +4
Fighting Space: 1 Square Reach: 1 Square
Abilities
STR 4
DEX 17
CON 11
INT 2
WIS 14
CHA 4
Special Qualities: Blinding Spray, Glow Regulation
Feat: Skill Training
Skills: Acrobatics +8, Stealth +10**, Survival +7
**Stealth is not a trained skill, but is included for convenience, since it is affected by Size and the Glow Regulation Special Quality
Blinding Spray: 2d6 stun damage and the target is Blinded (Saga Edition Core Rulebook, p. 254)for 1d4 rounds, or until receiving medical treatment.
Glow Regulation: +2 to Stealth checks
Packs & Swarms
A swarm of pack of beasts is treated as a single creature for the purpose of combat. To create a pack or swarm, make the following changes to the stat block of any beast:
⦁ Increase the creature’s CL by 2 and its size by one category.
⦁ Double the creature’s hit points.
⦁ Increase the creature’s damage threshold by 10.
⦁ All melee attacks are considered melee area attacks, affecting all squares within reach. An adjacent allied pack or swarm is not affected by a pack or swarm’s melee area attack.
⦁ All ranged attacks made by the pack or swarm are considered to have a 1-square splash.
⦁ Area attacks deal an extra 2 dice of damage against the pack or swarm. (Jedi Academy Training Manual)
Design & Play Notes: A Force & Destiny beast (stat block in Savage Spirits sourcebook), converted for the classic Star Wars Saga Edition RPG. Like all of my conversions, this one is holistic. I created swarm stats to make them a bigger problem for a party. Since it can be hard to find older sourcebooks, I quoted the Packs & Swarms sidebar from the Jedi Academy Training Manual (p. 140, © 2009 LucasFilm Ltd.) All changes have been included in the Swarm stat block. Enjoy.
Art: Glowbats brighten up the dusk at the end of an overcast day on Spintir. Image © 2021 Linda Whitson
Linda Whitson
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