StarWars Lemuria
StarWars Lemuria
StarWars Lemuria
lemuria edition
What is this?
This document provides a quick but hopefully usable and nottoo-broken adaptation of the rules from the game Barbarians
of Lemuria: Mythic Edition to the setting of the Star Wars universe.
Star Wars doesnt require much description, since its so firmly
ingrained in our cultural mindset. There wont be any setting
description, history, or any of that stuff.
Also, there wont be any particular new twists on the setting
(like, you know, the Jedi were secretly evil or actually, all the
Ewoks died in the Endor Holocaust). Well pretty much go
with the movies, some of the video games, and whatever else
works. If you like it, feel free to figure out how to incorporate it.
disclaimers
Star Wars and all logos, characters, artwork, names, information, and other elements associated thereto is the sole and
exclusive property of Lucasfilm Ltd.
Barbarians of Lemuria is Simon Washbourne
Barbarians of Lemuria
Barbarians of Lemuria is a fabulous sword-and-sorcery RPG
written by Simon Washbourne. Its quick, intuitive, and relies
heavily on its simplicity to bring out the pulpy feel of the
genre. Because of that, it works for a lot of other genres and
takes only a few hours, maybe, to adapt to new settings and
ideas.
Seriously. Go get the game. Its worth it.
This document does not reproduce the rules of Barbarians
of Lemuria. Instead, it assumes you have (or can at least read
through) a copy of that game, and instead provides a brief
outline of what is different.
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Characters
Character creation remains almost entirely the same. There are
a few points where things change, most notably in the creation
of a character who is a member of the Jedi Order.
Derived Traits
Lifeblood is renamed to Health, but is otherwise the same.
Hero Points are renamed to Destiny Points, and are allocated
similarly to Hero Points, with the following exceptions:
1. Non-Jedi Characters receive 4 Destiny Points (5 if they
take the boon Better Lucky Than Good).
2. Jedi characters start with 2 Destiny Points.
Destiny Points can be traded in during character creation to
purchase additional boons. Each additional boon costs 1 Destiny Point.
force points
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Advancement
Advancement follows the normal Barbarians of Lemuria rules advancement points (usually 2 - 3 per adventure) can be used
for the usual improvements. In addition, you can spend advancement points to do the following:
Gain 1 Force Point (cost: 2AP)
Reduce Dark Side Count by 1 (cost: 2AP)
Careers
Characters select starting careers in the same fashion as they
do in standard Barbarians of Lemuria.
The careers available to a character are as follows:
Colonist/Civilian
Medic/Physician/Healer
Diplomat/Negotiator
Noble/Aristocrat
Soldier/Warrior/Trooper
Mercenary/Bounty Hunter/Hired Gun
Officer/Commander/Leader
Pilot/Spacer
Explorer/Scout/Ranger
Fighter/Gladiator/Thug
Smuggler/Criminal/Thief
Fixer
Slicer/Hacker
Spy/Saboteur
Hermit
Slaver
Technician/Scientist
Scholar/Academic/Student
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Primitive/Barbarian
Performer/Musician/Dancer
Farmer/Peasant/Laborer
Slave/Thrall/Prisoner
Merchant/Trader/Shopowner
Duster/Drifter/Vagabond
Jedi*
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Jedi Ranks
Although theres no particular game effect beyond having a
high rank in the Jedi Career, the ranks in the career correspond
roughly to the level within the order, as follows:
jedi career rank
02
3-4
5+
Padawan
Knight
Master
Jedi-specific Flaws
Jedi Characters may gain flaws based on the Era in which play
occurs. This flaw does not grant any Destiny Points or bonuses.
Old Republic, Clone Wars: Master and Learner or Chain of
Command
Galactic Empire: Hunted
Rebellion: Untrustworthy
The Force
The basic method by which a jedi accesses and uses the force
is by the expenditure of Force Points. Force Points are spent to
switch on, so to speak, Jedi abilities, or to let the Jedi gain an
advantage for a Task Roll.
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Example: Astor Kan has Mind 2 and Jedi 1, and can therefore
spend up to 2 force points in a given round.
Optional Rule: relying on will alone is riskier than relying on
training. If the higher threshold for the character is Mind, and
a character spends enough force points to meet that threshold, a calamitous failure on the roll adds 1 to their Dark Side
Count.
regeneration rate
02
3-4
5+
Padawan
Knight
Master
1 / round
2 / round
3 / round
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The more a character uses the Dark Side, the more likely they
are to become Fallen Jedi. Once a characters Dark Side Count
equals double their combined Mind + Jedi ranks, they have
fallen completely to the dark side, and are no longer viable
player characters. Retire the character (or hand it over to the
GM as a great new villain).
Force Abilities
The Star Wars movies and games demonstrate some iconic
jedi abilities that many people think of when they hear the
term jedi. This list captures some of them.
A Jedi character may choose, at character creation, one force
ability from the list below, plus one additional for every rank
they have in the Jedi career.
Lightsaber Defense: you completely negate one ranged
attack (plus one per Jedi rank) made against you or an ally
within 5 feet of you.
Force Push: you hurl one opponent, or 3 rabble per Jedi
Rank, 10 feet backward and knock them down.
Force Speed: your speed and reflexes increase. Double all
movement distances this turn.
Sense Life: you can detect living creatures nearby, including
how many and rough positions
Premonition: you gain a limited sense of an upcoming event
Telepathy: you can communicate a very brief call to an ally,
unless they are Force Blind
Call Object: you can summon to your hand an object such
as a weapon or other item that you could reasonably carry
in one hand, although you do not have to actually catch and
hold it.
Telekinesis: you can throw an unmoored object within
twenty feet of you a distance of up to twenty feet in any
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Species
The Star Wars universe teems with alien species. Its not possible to detail each of them here, and in any case, Barbarians
of Lemuria doesnt use extensive set of modifiers or tweaks to
reflect different species. Instead, what they use is Boons and
Flaws to represent the type of traits that a member of that
species might have.
Sometimes, a species has one common trait that would be
strange for that individual not to have. For example, Wookiees
are generally very, very big. Its possible to have a small wookiee (such as a child, or runt), of course, but in general Wookiees
are of a size. On the other side of the coin, the Kel Dor must
wear special atmospheric filters to survive outside their native
planet. This is a flaw, something they must deal with in some
way, and something that affects every member of the species.
In situations like this, the species will automatically receive
boons or flaws at no cost.
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However, most of the time, the boons and flaws simply represent traits that might be found in various species, but allows
for individuals to be, well, individual.
new boons
Ace: you are a hotshot pilot. When flying your ship, roll a
bonus die.
Navigator: you have a natural ability to navigate in any
medium. Whenever you must plot a course, determine the
fastest route, organize a convoy route, or evade pursuit by
clever navigation, roll a bonus die.
Born Spacer: you are a naturally talented space crewperson.
Whenever you are fighting, working, navigating, or assessing
a situation while on board a starship, roll a bonus die.
Eidetic: you have an exceptionally acute memory. Whenever
you must tell a story, recount an experience, remember a key
detail, or describe a location to someone else, roll a bonus
die.
Aquatic: you are at home underwater, and can either
breathe or at least remain submerged for extended periods.
Whenever you engage in any activity underwater, roll a bonus die.
Agility Feat: you can perform feats of exception agility.
Whenever you are leaping, balancing, climbing, performing
sleight of hand, or otherwise using your uncanny grace, roll a
bonus die.
Better Lucky than Good: you gain an additional Destiny
Point at character creation (replaces Marked by the Gods).
new flaws
Chain of Command: you are responsible to, and perhaps responsible for, obeying and passing on orders in some sort of
military or similar hierarchy. Failure to properly obey orders
will subject you to disciplinary action.
Language Barrier: you understand other languages well,
but cannot speak them due to physiology. When trying to
communicate with someone who does not understand your
language, roll a penalty die.
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Force Blind: you cannot detect the Force. You cannot choose
this Flaw and be a Jedi.
Master and Learner: you are either apprentice to, or master
to, another jedi. This relationship affects your ability to act
independently without informing the other of your plans.
Specific details of how this flaw affects you should be worked
out with the GM.
Old Enemy: your species has an old enmity with another
species. When you deal with a member of that species, roll a
penalty die.
Hatred: you have a particular, overwhelming hate for a
certain thing, person, creature, or concept. Whenever you
encounter this and must deal with it without annihilating it,
take a penalty die.
Pungent: your species has a noticeable and distinct scent.
When hiding or avoiding pursuit, or dealing with members of
other species, take a penalty die.
Atmo Filters: you require specialized breathing equipment
to survive in atmospheres other than that of your homeworld. Loss of this equipment will cause D3 damage per
round, until you either die, repair the equipment, or are put
into medical stasis.
Species List
Do not consider the list below a comprehensive list of alien
species. If you wish to play something not on this list (Gungan,
Shistavanen, whatever) go look it up on the Wookieepedia, and
come up with some applicable flaws and boons.
Finally, the boons and flaws listed with various species below
are only suggestions, and dont represent a fixed list from
which to choose!
human
Humans may choose any appropriate boon or flaw; their variation across the universe is dizzying.
wookiee
Automatic: Brawler.
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Boons: Fearsome Looks, Giant Strength, Strength Feat, Jungle-Born, Trademark Weapon (bowcaster), Hard to Kill
Flaws: Country Bumpkin, Distrust of Strangers, Distinctive
Appearance, Language Barrier (new flaw), Old Enemy (Trandoshan)
bothan
Automatic: Artistic
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Boons: Detect Deception, Friends in Low/High Places, Desert-born, Attractive, Deft Hands, Artistic
Flaws: Greed, Delicate, City Dweller, Unsettling, Untrustworthy
gand
Droids
Droid characters are likely to be rare, but there are some iconic
droids in the universe and it might be fun to play one. Droids
follow the same basic setup as other characters, with the following assumptions and rules:
1. Droids have a basic set of manipulators with which to
interact with the world (hands, claws, etc.)
2. Droids Appeal attribute is permanently set at 0, and they
have 3 points to distribute over their other Attributes.
3. Droid are automatically Force Blind, and cannot be jedi.
4. Droid characters start with 2 Destiny Points.
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Gear
Rules for gear follow the general approach of Barbarians of Lemuria: weapons are categorized by broad type (light, medium,
heavy, etc.), armor likewise, and otherwise a character should
simply have the appropriate gear for their character concept.
Damage values for weaponry are as follows:
2D6: Roll 2d6
2D6L: roll 2d6, and keep the lowest die
3D6M: roll 3d6, and keep the middle die
2D6H: roll 2d6, and keep the highest die
Melee Weapons
Melee weaponry uses the standard Barbarians of Lemuria
rules. Example weapons for each category are shown below:
Light Melee (2D6L+Str): vibroknife, stun baton, club
Medium Melee (3D6M+Str): vibrosword, Trandoshan sword,
quarterstaff
Heavy Melee (2D6H+Str): force pike, greatspear
lightsabers
The lightsaber is a special situation. Roll 2d6H for the lightsaber, but do not add strength to the damage inflicted.
Additionally, when fighting multiple rabble opponents in close
quarters, if you deal more damage to one enemys Health value, the excess is applied to the next nearest rabble opponent.
Ranged Weapons
Light Ranged (2D6L): sporting blaster, hold-out blaster, ion
pistol
Medium Ranged (3D6M): blaster pistol, slug pistol, disruptor pistol
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Armor
Light Armor (D3-1/1): flak vest, jacket
Medium Armor (D6-2/2): stormtrooper armor, heavy vest
Heavy Armor (D6-2/3): Mandalorian armor, ARC trooper
armor
Starships
Starships are a core element of the Star Wars universe, and
need to play a similar key role in this adaptation. However, its
important to remember that starships shouldnt dominate the
game at the expense of the characters.
Most character parties will probably have a ship that they share
(like an old tramp freighter, for instance...) or seek travel aboard
other trips. Groups that are pilot-heavy may all have their own
ships, and of course its possible that a military-focused game
will have the entire group be starfighter pilots.
Star Travel
Travel in Star Wars movies and other fiction is usually done
at speed of plot, whereby the actual process of travel just
happens, and happens when its necessary. For the most part,
this is the best way to handle travel among known systems, or
when the heroes have access to certain hyperspace navigation
charts.
However, if traveling the stars is a significant component of
an adventure, or if a player makes navigation, star travel, or
exploring the unknown a big part of their character concept
(which should be rewarded!), the following simple rules can
help.
Navigating
Navigation of the galaxy is easier the closer, or more wellknown, a region is, and becomes harder the further from the
core one becomes. Typically, star travel will occur from system
to system, jumping from one planetary system to another,
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Known Space
Typically, little needs to be done here: ship computers and
astrogation routines can handle known-space jumps without
intervention, and if you simply need to travel from one place to
another, you can program a destination and let the ship sort it
out.
The GM (with the help of the ample resources on the web!) can
determine some base amount of travel time for known-space
flight.
If the heroes wish to reduce the time, one of them may make a
navigation task roll, rolling 2d6 + Mind + Navigator rank, if any.
Failure: add 50% to the jump time due to some trivial error
Success: reduce the time to 75% of the base
Mighty Success: halves the time for this trip
Legendary Success: like a Mighty Success, and future travel
on that route is also halved. If the hero wishes, the route can
be named after them and logged in the galactic star charts as
well.
In Known Space exploration, calamitous failures are simply
failures -- the computer default is always good enough.
Unexplored Space
Unknown space, on the other hand, is a totally different matter.
In the deep dark, astrogation computers know very little, and
cant be relied upon to save a mis-aimed jump or prevent you
from ending up in deep, empty space, thousands of light years
from where you intended to be.
Navigating unknown space is the job of the scouts, navigators,
and born spacers in the crew. Like in known space, when plotting a course by hand, the hero (or heroes) make a Task Roll of
2d6 + Mind + appropriate career.
Calamitous Failure: you experience a Jump Calamity. You
can come up with your own major problem, roll on the table
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2
3
4
calamity
avoiding calamity
Of course, youll take every precaution you can before randomly jabbing at the ship computer and yelling GO! During your
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adventures its likely youll come across salty old spacers with
interesting (albeit vague) tales of lost star systems, mysterious
holocrons with half-readable course data, ancient star charts,
and legends, rumors, and myths that circulate wherever space
travelers gather.
This kind of data can help you make jumps into the unknown.
Although the GM has final say, having information such as
ancient charts, ship tracking data, or even putting together
the pieces of multiple half-remembered stories can be worth
anywhere from +1 to +3 to a single navigation roll.
stranding and distress beacons
If you become strandedyour hyperdrive broken, power systems nonfunctional, etc.you can activate a distress beacon,
which is standard equipment on all ships.
Distress beacons can be picked up by any ship, and it is not always a friend who will find you, but it may be your last chance
to survive a bad jump or in-flight disaster.
How long it takes for a potential rescuer to locate you depends
on how far out of known space (or frequently used trade lanes)
you are. If youre exploring the deeps, you could be waiting a
very, very long time.
Starship Combat
Starship combat is similar to personal combat, but does have
some modifications.
range and position
In aerial (or aerospace) combat, range, energy, speed, and position are all crucial elements. In Star Wars...not so much. Starfighter combat is generally a whirling, close-in, knife fightrange furball of ships, explosions, blasters, and near misses. To
keep things fast (and to avoid overcomplication) the combat
system will be largely the same as it is in personal combat, although the specific capabilities of a ship add a few little twists
and tricks to the process.
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Once combat order is decided, the GM and players can calculate modifiers based on the relative advantage and disadvantage each combatant has. In other words, a ship that acts
earlier in the combat order has advantage over all ships acting
later, and by the same token a ship acting later in the combat
order is disadvantage compared to ships acting earlier.
The distance between two ships in the combat order equals
the modifier (either positive or negative) applied to their action for that turn.
Example: Red 5 (an X-Wing) acts two turns before Gamma-4 (a
TIE Interceptor). If Red 5 attacks Gamma-4, the pilot may add +2
to their attack roll. Conversely, since their position is worse, the
pilot of Gamma-4 would have to take a -2 penalty if he or she
attacked Red 5, unless
maneuver points
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Reduce Penalties/Increase Bonuses: pilots can spend maneuver to increase the bonus modifier due to advantage, or
decrease penalties due to disadvantage.
Evasive Action: attempt to reduce damage from an imminent attack, spending 1 Maneuver Point for every point of
damage you hope to deflect. You must spend these point
prior to the attack roll being made.
Break Contact: hit the throttles and force a new priority roll.
In any case above, other pilots may spend maneuver points to
try to negate changes. Of course, spending them now means
they wont be there later, but often the first person to act decisively takes the field.
Ship Attributes
Every ship has the following attributes:
Crew: the number of people who can occupy the ship at
operational stations (this does not include passengers)
Shields: the amount of damage absorbed by the ships
shields, and the recharge rate of the shields (indicated in
parenthesis)
Hull: the amount of damage the hull can take before being
breached
Systems: the amount of damage individual flight systems
(such as life support, weapons, shields, etc.) can take before
shutting down. Generally represents how rugged ship systems are.
Maneuver: the ships maneuverability, represented by both
its standard Maneuver Points, and the recharge rate of those
points (in parenthesis)
Weaponry: primary and secondary weapons are indicated
here
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Example Ships
Some iconic ships from Star Wars are presented below
snowspeeder: Crew 2, Shield 0, Hull 6, Systems 3, Maneuver 2(1),
Armament: Light Laser D6 / Tailgun D6, Special: Grapple, Atmospheric Only
x-wing: Crew 1, Shields 2(1), Hull 5, Systems 2, Maneuver 3(2), Armament: Quad Blaster 2d6H, Proton Torpedo x2, Special: Hyperdrive
z-95: Crew 1, Shields 1(1), Hull 4, System 3, Maneuver 3(1), Armament: Twin Blaster D6, Proton Torpedo x2
a-wing: Crew 1, Shields 1(1), Hull 4, Systems 2, Maneuver 5(2), Armament Twin Blaster D6, Concussion Missile x2, Special: Hyperdrive
y-wing: Crew 2, Shields 2(1), Hull 5, Systems 3, Maneuver 2(1),
Armament: Ion Cannon, Heavy Torpedo x2, Special: Hyperdrive,
Grapple
tie fighter: Crew 1, Shield 0, Hull 4, System 3, Maneuver 4(2),
Armament: Twin Blaster D6
tie interceptor: Crew 1, Shields 0, Hull 4, Systems 3, Maneuver
5(3), Armament: Quad Blaster 2d6H
tie bomber: Crew 1, Shields 0, Hull 5, Systems 3, Maneuver 3(2),
Armament: Twin Blaster D6, Grav Bomb x6
b-wing: Crew 1, Shields 3(2), Hull 6, Systems 2, Maneuver 2(2),
Armament: Quadlink Blasters 2d6H, Proton Torpedo x4 / Shipkillers
x4, Special: Hyperdrive
assault shuttle: Crew 2, Shields 3(2), Hull 6, Systems 4, Maneuver 2(1), Armament: Twin Blasters D6, Ion Bombs x4, Special: Hull
Cutter, Boarding Team
yt-1300: Crew 3, Shields 3(1), Hull 10, Systems 4, Maneuver 2(1),
Armament: Quad Cannon 2D6H, Special: Cargo Transport, Smuggler
Ship, Passenger Transport
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tyderian shuttle: Crew 3, Shields 3(1), Hull 5, Systems 3, Maneuver 2(1), Armament: Ion Cannon, Special: Passenger Transport, Cargo
Transport
rabble squadrons
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Example Toughs
The following are Toughs that can be used in any adventure.
You can also create your own, or reskin existing enemies from
other Barbarians of Lemuria games and supplements.
imperial officer: Str 0, Agi 1, Min 2, App 0, Init 0, Mel 0, Rng
2, Def 1, Health 6 | Career: Officer 1, Weapon: Blaster Pistol 3D6M,
Armor: 0
imperial commando: Str 0 Agi 1 min 1 App 0, Init 1, Mel 1, Rng
2, Def -1, Health 6 | Career: Soldier 2, Weapon: Blaster Rifle 2D6H,
Vibroblade D6, Armor: D6-2
stormtrooper sergeant: Str 1, Agi 1, Min 1, App 0, Init 0, Mel
1, Rng 1, Def 1, Health 7 | Career: Soldier 2, Weapon: Blaster Rifle
2D6H, Thermal Detonator 2D6H (min 2 targets), Armor D6-2
bounty hunter: Str 1, Agi 0, Min 1, App 1, Init 1, Mel 2, Rng 0, Def
0 Health 7 | Career: Criminal 1, Bounty Hunter 1, Weapon: Stun Rifle
D6-2 Stun, Blaster Pistol 3D6M Armor D3
starfighter pilot: Str -1, Agi 3, Min 0, App 1, Init 2, Mel 0, Rng 1,
Def 0, Health 5 | Career: Spacer 1, Pilot 1, Weapon: Light Blaster Pistol
2D6L, Armor 0
mercenary captain: Str 1, Agi 0, Min 1, App 1, Init 1, Mel 0, Rng
2, Def 0, Health 7 | Career: Mercenary 1, Officer 1, Weapon: Concussion Rifle D6+1 (area), Disruptor Pistol 3D6M, Armor D6
tusken brawler: Str 2, Agi 1, Min 0, App 0, Init 2, Mel 1, Rng 0,
Def 0, Health 8 | Career: Primitive 1, Fighter 1, Weapon: Bacche Stick
2D6H+2, Armor D3
heavy battle droid: Str 1, Agi 1, Min 0, App 0, Init 0, Mel 1, Rng
1, Def 1, Health 7 | Career: Battle Droid 2, Weapon: Heavy Blaster
2D6H, Heavy Armor (D6-1)
dark jedi knight: Str 1, Agi 2, Min 1, App -1, Init 0, Mel 2, Rng 0,
Def 1, Health 7 | Career: Jedi 3, Weapon: Lightsaber 2D6H, Armor 0,
Force Ability: Force Push, Force Leap
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Example Rabble
The adversaries below are Rabble that might be useful. Remember that rabble represent large numbers of enemies that
the heroes get to plow through.
stormtrooper: Health 3, Weapon D6
armed guard: Health 1, Weapon 2D6L
spaceport thug: Health 1, Weapon D3
mercenary: Health 2, Weapon 2D6L
battle droid: Health 2, Weapon D6
imperial navy crew: Health 1, Weapon 2D6L
rebel soldier: Health 2, Weapon D6
sith soldier: Health 3, Weapon D6
dark jedi padawan: Health 2, Weapon D6+1
Creatures
The Star Wars universe also teems with strange and often dangerous creatures. In the examples below, if the stat block says
Use the _____, it is referring to the stats of a creature already
contained in the Barbarians of Lemuria rules (obviously, you
dont have to use the descriptive text).
Sample Creatures
Bantha: use the Bouphon
Tauntaun: use the Kroark
Wampa: use the Snow Bear
Dianoga: use the Swampus
Space Worm: use the Kalathorn, but increase its size to
Colossal
Mynock: use the Phong
Rancor: use the Chark
Krayt Dragon: use the Zathog
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