Pets

Aeleoli

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Size/Type: Medium animal
Hit Dice: 2d8 (9 hp)
Initiative: + 3
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 16 (+ 3 Dex, + 3 natural), touch 13, flat-footed 13
Base Attack: + 1
Attack: Shock (indirect) + 4 melee (1d6 subdual) or Shock (direct) + 1 melee (1d12 subdual)
Full Attack: Shock (indirect) + 4 melee (1d6 subdual) or Shock (direct) + 1 melee (1d12 subdual)
Special Attacks: Low-light vision
Special Qualities:
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 8, Dex 17, Con 11, Int 2, Wis 12, Cha 10
Skills: Balance + 10, Climb + 8, Hide + 12, Listen + 5, Spot + 5, Swim + 11
Feats: Weapon Finesse
Purchase DC: 9

The aeleoli is an amphibian kept as a pet by many sesheyan households. Although easily mistaken for a snake, a closer look reveals that these 2-meter long animals have hundreds of legs beneath them. The tip of the aeleoli’s body ends in an organ similar to the those found in the electric eel and raised on earth self if threatened either by in indirect charge over the whole surface of its body or bring its tail into direct contact with an enemy

Exactly why the sesheyan find the aeleoli pleasing is difficult for the average human to understand. Indeed, if they are asked directly why they keep these animals as pets, the answer ranges from “We always have and we always will,” to “I don’t know, we just do.”

When examined scientifically, however, a clear answer to this question evolves. The common aeleoli has a very active electrical field surrounding its body at all times. This is due almost entirely to the presence of the electrical cells found in their tails. This trickle of energy, which is so feint that human skin provides complete insulation from it, stimulates the sesheyan brain in much the same way that caffeine and other stimulants affect humans.

The aeleoli feeds on fish and other sea life that it shocks to death with a powerful electrical field. In the wild, these animals hunt in packs like wolves. Once domesticated, they use the natural instincts in the service of their keepers. A typical aeleoli fisherman sends dozens of these creatures into the water where he believes fish to be hiding. They form a loose ring around the fish and fill the water with electricity.


Bird, Hunting

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Size/Type: Tiny Animal
Hit Dice: 1d8 (4 hp)
Initiative: + 3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 17 (+ 2 size, + 3 Dex, + 2 natural), touch 15, flat-footed 14
Base Attack: +0
Attack: Talons +5 melee (1d4-2)
Full Attack: Talons +5 melee (1d4-2)
Special Attacks: Low-light vision
Special Qualities:
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills: Listen + 4, Spot + 16
Feats: Alertness, Weapon Finesse
Purchase DC: 9

Popular opinion states that they can be very angry.


Cat

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Size/Type: Tiny Animal
Hit Dice: 1d8 / 2 (2 hp)
Initiative: + 2
Speed: 30 ft. (6 squares)
Armor Class: 14 ( + 2 DEX, + 2 size), touch 14, flat-footed 12
Base Attack: +0
Attack: Claw + 4 melee (1d2 – 4)
Full Attack: 2 claws + 4 (1d2 – 4), bite + 4 (1d3 – 4))
Special Attacks: Low-light vision, scent
Special Qualities:
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Skills: Balance + 10, Climb + 6, Hide + 16*, Jump + 10, Listen + 3, Move Silently + 8, Spot + 3
Feats: Stealthy, Weapon Finesse
Purchase DC: 4

It can has cheezeburger.


Dog

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Size/Type: Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: + 3
Speed: 40 ft. (8 squares)
Armor Class: 15 ( + 1 DEX, + 1 natural, + 1 size), touch 14, flat-footed 12
Base Attack: +0
Attack: Bite + 2 melee (1d4+1)
Full Attack: Bite + 2 melee (1d4+1)
Special Attacks: Low-light vision, scent
Special Qualities:
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +7, Listen +5, Spot +5, Survival +1
Feats: Alertness, Track
Purchase DC: 6

“Hello? This is dog.”


Elek

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Size/Type: Tiny Vermin
Hit Dice: 1d8 + 2 (6 hp)
Initiative: – 3
Speed: 20 ft. (4 squares)
Armor Class: 14 (– 1 Dex, + 3 natural, + 2 size), touch 11, flat-footed 14
Base Attack: + 0
Attack:
Full Attack:
Special Attacks: at will Lesser Concussion
Special Qualities: Darkvision, Mindless
Saves: Fort +4, Ref -1, Will +0
Abilities: Str 5, Dex 9, Con 14, Int —, Wis 10, Cha 2
Skills: Listen + 4, Spot + 4
Feats:
Purchase DC: Lic 5

The elek is a common pet kept by the fraal. The fraal brought elek with them to earth from wherever they came from and it presumably has a history of involvement with fraal civilization. Despite its unusual appearance, the elek is becoming a popular pet with non fraal mindwalkers because of its natural mental abilities.

The elek is a small animal looking rather like a soft bodied horseshoe crab. The natural texture of the animals back makes it look uncomfortably like a human brain. A ring of light sensitive spots around the eleks body, although the animal is essentially blind. A slender tail trickles out behind the elk, making up about half of the animals 35 or so centimeters. Viewed from beneath the creatures dozen pairs of legs put one in mind of a centipede or similar insect.

A relaxing elek gives off psionic vibrations that most mindwalkers find pleasant. Some consider the vibrations akin to the relaxing effect some experience when a cat purrs. If the animal feels threatened, it can lash out mentally, stunning its attacker while the naturally timid elek scurries off in search of shelter.


Gearwerk

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Size/Type: Tiny Animal
Hit Dice: 1d8 (4 hp)
Initiative: + 5
Speed: 20 ft. (4 squares)
Armor Class: 20, touch 17, flat-footed 15 (+ 5 Dex, + 3 natural, + 2 size)
Base Attack: + 0
Attack: slam + 0 (1d2-2)
Full Attack:
Special Attacks:
Special Qualities: Low-light vision, Cyber Adaption
Saves: Fort + 2, Ref + 5, Will + 0
Abilities: Str 6, Dex 20, Con 10, Int 2, Wis 10, Cha 2
Skills: Listen + 4, Spot + 4, Stealth + 13;
Feats:
Purchase DC: 4 + cost of improvements

Cyber Adaption: Gearwerk count as both living creatures and robots for the purpose of cybernetics and robot accessories. They may have these additional units installed at the cost listed for a tiny sized robot.

As might be guessed from its name, the gearwerk is a common companion of mechalus characters. Although not an organic creature, per se, it is wrong to call the thing a machine. Because of this, many who do not understand the nature of gearwerk think of them as robotic assistance.

Modern gearwerk begin their lives as pollywog like creatures grown in breeding vats. Although they are certainly organic at this stage, they cannot survive outside of the fluid bath in which they dwell.

When would be owners decide to purchase a gearwerk, they visit a breeder and indicate the exact characteristics their new pet must have. Through a series a cybernetic implants, the gearwerk is given the desired characteristics. For example, a mechalus who serves as the engineer on a starship might purchase a gearwerk with cybernetic tools and implants that allow the creature to assist him or her perform work related tasks. Breeders include among these modifications and extensive life support mechanism that allows the creature to survive outside of the breeding that.

The characteristics of individual gearwerks very greatly as breeders can engineer them to undertake many tasks. While the typical gearwerk is not outfitted with any manner of weapon, they are equipped with tools that they can employ for self defense. On occasions, of course some breeders incorporate weapons and even armor in gearwerk. Such creatures are often employed by the Mechalus in much the same way that humans might use a guard or attack dog.

Because of the many rolls they are engineered to fill, it is impossible to give a detailed description of the gearwerk. In general, however, the mechanical body of the creature resembles a long-limbed, 5 leg spider. At the nexus of its legs is a carriage built around the tadpole like body. A number of thin, organic tendrils (usually two) sprout from a fleshy part of the body. Although not as normal as hands, these serve the creature well.


Lurla

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Size/Type: Tiny Animal
Hit Dice: 1d8 (4 hp)
Initiative: + 2
Speed: 30 ft., climb 30 ft.
Armor Class: 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
Base Attack: + 0
Attack: bite + 4 melee (1d3–4)
Full Attack: bite + 4 melee (1d3–4)
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort + 2, Ref + 4, Will + 1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Skills: Balance + 12, Climb + 10, Hide + 10, Listen + 3, Slight of Hand + 4, Spot + 3
Feats: Agile, Weapon Finesse
Purchase DC: 7

The lurla is a small animal that looks rather like a 3-tailed monkey. Known for their curiosity and affectionate natures, these tawny-furred animals were originally domesticated by the werren. They have bright, intelligent eyes and overdeveloped jaws that look rather like the beak of a parrot or similar bird. Lurla are playful and energetic creatures that like to climb and leap about. Their arboreal heritage is obvious from the way in which they use their tails for both balance and as an extra hand.

Because of their friendly, playful nature, these animals have become popular as pets among other species as well. Both human and fraal find the lurla a pleasant companion, and they are beginning to grow on the T’sa as well.

Various historians and xenobiologist believe that the werren trained these natural herbivores to go out into the forests and gather fruit for them. Before too long, this natural tendency to gather small objects quickly and efficiently won them other roles as well. Weren could show a well-trained lurla a replica of some important object like a valuable necklace and send it into a building to recover it. Lurla are very intelligent and can be trained to do simple tasks. For some reason, the possess a natural talent at picking locks although they must receive training to get the general idea across.

Lurla are frequently kept as pets and companions for werren children. In this role, the werren adults and children often teach them to play simple games, the most common of which are catch, hide-n-seek, and fetch.

As herbivores, Lurla lack any real fighting ability. They can bite, although they seldom do any real harm when attacking in this fashion. As a rule, the lurla’s reaction to any threat is to flee as fast as possible, generally trying to scamper up into a tree or otherwise gain altitude at the same time.


Quoolm

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Size/Type: Tiny Vermin
Hit Dice: 1d8 (4 hp)
Initiative: + 0
Speed: 20 ft. (6 squares), climb 20 ft.
Armor Class: 13, touch 10, flat-footed 13 (+ 1 natural, + 2 size)
Base Attack: + 0
Attack: bite + 0 (1d2 + attach)
Full Attack: bite + 0 (1d2 + attach)
Special Attacks: Blood drain
Special Qualities: Darkvision
Saves: Fort + 5, Ref + 1, Will + 1
Abilities: Str 3, Dex 10, Con 19, Int –, Wis 12, Cha 2
Skills: Stealth +6
Feats:
Purchase DC: Res 10

Blood Drain: A quoolm drains blood at the end of its turn if it is attached to a foe, inflicting 1 point of damage. Once a quoolm has dealt 10 points of damage, it detaches and crawls away to digest the meal in hiding. If its victim dies before the quoolm’s appetite has been sated, the quoolm detaches and seeks a new target.
If the quoolm’s target is a dralasite, the quoolm does not inflict damage every turn, nor does it detach of its own volition. Instead the dralasite must make a DC 14 fortitude save or be dazed. This condition is persistent as long as the quoolm remains attached to the dralasite and for 1d4 rounds after it has been removed.

Quoolm come from the extinct planet of the Vrusk. The Dralasites were particularly attached to the small insects after discovering them. So attached one might say that it borders on an unhealthy obsession.

Natural-born quoolm are not very different from earth’s ticks. They feed and live in nearly identical ways, that is to say, they are hematophages (bloodsuckers). Dralasites do not have blood though, and their natural cytoplasmic interiors only serve to inebriate quoolm. When a quoolm attaches to a dralasite it becomes confused and disoriented, regurgitating it’s meal back into the dralasite host. The combination of cytoplasmic fluid and quoolm digestive enzymes serve to give dralasites a mild hallucinogenic high.

Many dralasites undergo this practice recreationally and compare it to the human equivalent of “licking toads” or “eating mushrooms.” While excessive usage of quoolms can lead to health problems, it rarely becomes a problem because of the quoolms endangered status and their subsequent restricted purchasing.


Say-thoo

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Size/Type: Small Animal
Hit Dice: 1d8 + 2 (6 hp)
Initiative: + 6
Speed: 40 ft. (6 squares), swim 20 ft.
Armor Class: 15, touch 14, flat-footed 13 (+ 2 Dex, + 1 natural, + 2 size)
Base Attack: + 0
Attack: bite + 1 (1d3)
Full Attack: bite + 1 (1d3)
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort + 4, Ref + 4, Will + 0
Abilities: Str 10, Dex 15, Con 14, Int 2, Wis 11, Cha 5
Skills: Listen + 4, Spot + 4, Swim +10
Feats: Improved Initiative
Purchase DC: 12

The Say-thoo is a small, reptilian creature similar in many ways to the dinosaurs of Earth’s Late Cretaceous period. Terrestrial cousins generally standing only a meter tall, they are nimble, slender creatures with a needle like teeth and wickedly sharp talons on their hind legs.

Say-thoo have long, slender necks with angular heads and large, black eyes. They often seem nervous and jittery to humans, darting their gaze back and forth as if constantly searching for prey.

Although the T’sa domesticated these creatures when they were still in their stone age, and they have never bred the aggressive, hunting instincts out of these carnivores. As such, the typical Say-thoo is as much a guard animal as it is a pet.

Although popular among the T’sa, Say-thoo have never caught on with other species as they are skittish and tend to bite or nip even their keepers. Because they are strongly territorial, they act very aggressively when strangers approach. Only on Austrin-Ontis colonies can one find human beings keeping Say-thoo as pets.

Pets

Star☀Drive MorganWilliams