GrayBrownNightVoid


This creature looks like an aquatic shark, but has only a single eye over its massive, tooth-filled jaws.

Scavvers are the sharks of wildspace. Though general body details—such as the number and position of the fins—vary by variety and from sphere to sphere, they all have a single, humanlike eye over a wide, sweeping maw.

Combat

Wildspace Traits[new]: Scavvers can shut down their basic body functions when in deep space. In this state, they require no air or food.

Skills: * Scavvers receive a +4 racial bonus to Spot checks.

In the Spheres

Scavvers are native to wildspace, and can be found in almost any sphere. The more common grays and browns congregate along the gravity planes of ships and major space ports like the Rock of Bral; they are considered pests, at worst. Night and void scavvers prowl the deeper reaches of wildspace and are a menace to spacelanes everywhere.

Gray

Medium Magical Beast (Wildspace)
Hit Dice: 3d10+3 (19 hp)
Initiative: +2 (Dex)
Speed: Fly 40 ft. (average) (8 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 2, flat-footed 13
Base Attack/Grapple: +3 / +4
Attack: Bite +5 melee (1d6+1)
Full Attack: Bite +5 melee (1d6+1)
Space/Reach: 5 ft. / 5 ft.
Special Attacks:
Special Qualities: Darkvision 120 ft., Low-Light Vision, Wildspace Traits[new]
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Skills: Listen +6, Spot +10*
Feats: Alertness, HoverB, Weapon Finesse
Environment: Wildspace
Organization: Solitary, school (2-4), or pack (5-30)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Medium)
Level Adjustment:

Gray scavvers are the smallest of the lot, which they make up for by travelling in large packs. The biggest threat they pose is that they deplete the ship's air. The meat of gray scavvers is edible and nutritious, but it is a bit drab.

Brown

Large Magical Beast (Wildspace)
Hit Dice: 7d10+7 (45 hp)
Initiative: +2 (Dex)
Speed: Fly 40 ft. (average) (8 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +7 / +14
Attack: Bite +9 melee (1d8+4)
Full Attack: Bite +9 melee (1d8+4)
Space/Reach: 10 ft. / 5 ft.
Special Attacks: Improved Grab, Poisonous Gullet, Swallow Whole
Special Qualities: Darkvision 120 ft., Low-Light Vision, Wildspace Traits[new]
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Skills: Listen +8, Spot +12*
Feats: Alertness, Flyby Attack, HoverB, Improved Initiative
Environment: Wildspace
Organization: Solitary, school (2-4), or pack (5-20)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 8-21 HD (Large)
Level Adjustment:

Brown scavvers are scavengers, and will flee if challenged. Their flesh is poisonous—even to other varieties of scavver—due to the poisons and acids in their gullet.

Combat

Though easily frightened away, brown scavvers will eventually return to finish their meal.

Improved Grab (Ex): To use this ability, a brown scavver must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of oppertunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex): A brown scavver can try to swollow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 1d8+3 points of bludgeoning damage plus 1d6+1 points of acid damage per round from the scavver's digestive juices. They are also under the affects of the poison gullet (see below). A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 20 points of damage to the scavver's digestive tract (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Large brown scavver's gullet can hold 1 Medium, 4 Small, 16 Tiny, 64 Diminutive, or 256 Fine or smaller opponents.

Poisonous Gullet (Ex): The gullet of a brown scavver is filled with poisonous gas. Anybody who has been swallowed whole is under its effects each round.

Inhaled, Fortitude DC 14, initial damage 1d4 Con, secondary damage 2d4 Con. The save DC is Constitution based.

Once per day, a brown scavver can breathe forth a cloud of the poison gas which it evacuates from its gullet. This cloud fills a 5-foot square directly in front of the creature, affecting all opponents caught inside.

Night

illustration by Ron Pollard
Huge Magical Beast (Wildspace)
Hit Dice: 10d10+20 (75 hp)
Initiative: +2 (Dex)
Speed: Fly 50 ft. (average) (10 squares)
Armor Class: 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14
Base Attack/Grapple: +10 / +23
Attack: Bite +13 melee (2d6+7)
Full Attack: Bite +13 melee (2d6+7)
Space/Reach: 15 ft. / 10 ft.
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Darkvision 120 ft., Low-Light Vision, Wildspace Traits[new]
Saves: Fort +11, Ref +9, Will +4
Abilities: Str 21, Dex 15, Con 15, Int 1, Wis 12, Cha 2
Skills: Hide +1**, Listen +8, Spot +12*
Feats: Alertness, Flyby Attack, Great Fortitude, HoverB, Improved Initiative
Environment: Wildspace
Organization: Solitary, school (2-4), or pack (5-10)
Challenge Rating: 4
Treasure: 1/4 coins and 1/2 items
Alignment: Always neutral
Advancement: 11-30 HD (Large)
Level Adjustment:

"Night Scavver" by Ron Pollard

Night scavvers are black with white spots along their length. Unlike the smaller varieties, night scavvers actively hunt their prey. Their flesh is delicious.

Combat

Night scavvers use stealth and cunning to hunt for food. Though they won't attack an obviously crowded ship, they will slip on during night watches and settle into their new locations.

Improved Grab (Ex): To use this ability, a night scavver must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of oppertunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex): A night scavver can try to swollow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+5 points of bludgeoning damage plus 1d8+2 points of acid damage per round from the scavver's digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the scavver's digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

On a round following one where the scavver takes damage to its gullet, the creature brings its victim forward to its mouth and chews it, doing automatic bite damage, and then sends it back down.

A Huge night scavver's gullet can hold 2 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Skills: ** Night scavvers receive a +4 racial bonus to Hide checks due to their coloration.

Void

Huge Magical Beast (Wildspace)
Hit Dice: 18d10+54 (153 hp)
Initiative: +2 (Dex)
Speed: Fly 50 ft. (average) (10 squares)
Armor Class: 17 (-2 size, +2 Dex, +7 natural), touch 10, flat-footed 15
Base Attack/Grapple: +18 / +32
Attack: Bite +20 melee (2d8+9)
Full Attack: Bite +20 melee (2d8+9)
Space/Reach: 15 ft. / 10 ft.
Special Attacks: Improved Grab, Poisonous Gullet, Swallow Whole
Special Qualities: Blindsense, Darkvision 120 ft., Low-Light Vision, Wildspace Traits[new]
Saves: Fort +16, Ref +13, Will +7
Abilities: Str 23, Dex 15, Con 17, Int 4, Wis 12, Cha 2
Skills: Hide +4**, Listen +9, Spot +13*
Feats: Alertness, Flyby Attack, Great Fortitude, HoverB, Improved Initiative, Improved Natural Attack (bite), Iron Will, Snatch
Environment: Wildspace
Organization: Solitary
Challenge Rating: 10
Treasure: 1/4 coins and 1/2 items
Alignment: Always neutral
Advancement: 19-32 HD (Huge); 33-52 (Gargantuan)
Level Adjustment:

Void scavvers are solitary hunters that wont settle for a few kitchen scraps like the other varieties. Like brown scavvers, their flesh is poisonous.

Combat

Void scavvers are relentless hunters. They can batter down doors and hatches to reach their prey. The larger specimens are rumored to even attack ships, ripping the hulls apart in search of food.

Improved Grab (Ex): To use this ability, a void scavver must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of oppertunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex): A void scavver can try to swollow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+3 points of acid damage per round from the scavver's digestive juices. They are also under the affects of the poison gullet (see below). A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the scavver's digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge void scavver's gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Poisonous Gullet (Ex): The gullet of a void scavver is filled with poisonous gas. Anybody who has been swallowed whole is under its effects each round.

Inhaled, Fortitude DC 22, initial damage 1d6 Con, secondary damage 2d6 Con. The save DC is Constitution based.

Blindsense (Ex): Void scavvers can pinpoint creatures within a distance of 30 feet. Opponents the scavver can't actually see still have total concealment against the scavver.

Skills: ** Void scavvers receive a +4 racial bonus to Hide checks due to their coloration.

[new] - See Monsters in Spelljammer.