Creature Name: Armadid

Type: large Predator
Size: 2 meters tall, 3 meters long
Move: 10
Planet of Origin: Nubia
Source: www.wookieepedia.com
Armadid

Dexterity 3D+1:
Perception 1D+2: hide 2D+1 (4D+1 in rocky terrain), search 3D
Strength 4D+2: climbing/jumping 7D+1

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.
Force-Sensitive: Armadids are Force-sensitive.
Horns: An armadid can gore a foe with its horns, inflicting its Strength +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.

Unique Ability:
Control: 2D
Force Power: Burst of Speed

Control Difficulty: Moderate
This power may be kept up.
Effect: The Armadid can enhance thier Move rate dramatically for a short period of time. Move increases are determined by the success of the creatures Control roll over the difficulty. While using this power the Armadid can do nothing else during the round.

Control Roll > Difficulty By Move Increase Duration
0-8 6x current move 4 Rounds
9-20 8x current move 3 Rounds
21+ 10x current move 2 Rounds

Description: Armadid are vicious predatory creatures native to Nubia. This immense, reptilian predator resembles an elongated, armored bull, the armadid is a vicious beast whose tail ends in a huge claw. Its toothy maw is protected by a pair of long, curving tusks, and each of its four legs ends in a huge, three-taloned foot.