The XYZ: Xenotome of Yuuzhan'tar Zoology

by Aziz

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Table of Contents

 ABERRATIONS

Capture Beast CR #, pg. 1

Cavern Beast CR #, pg. 1

Chom-Vrone CR #, pg. 1

Chuk'a CR #, pg. 1

Clip Beetles, Swarm of CR #, pg. 1

Dhuryam CR #, pg. 1

Diptera Maggots, Swarm of CR #, pg. 1

Dweebits, Swarm of CR #, pg. 1

Fire Breather CR #, pg. 1

Flitnats, Swarm of CR #, pg. 1

Gragricha CR #, pg. 1

Grutchin CR #, pg. 1

Implanter CR #, pg. 1

Kaastoag CR #, pg. 1

Lav Peq CR #, pg. 1

Minshal CR #, pg. 1

Molleung Worm CR #, pg. 1

Mon Duul CR #, pg. 1

N'amiq CR #, pg. 1

Naotebe Wingling CR #, pg. 1

Ngdin CR #, pg. 1

Quenak CR #, pg. 1

Qworlth Skaal CR #, pg. 1

Rainbow Qaana CR #, pg. 1

Senalak CR #, pg. 1

Sensislugs, Swarm of CR #, pg. 1

Sentinel Beetle CR #, pg. 1

Sgauru (Biter) CR #, pg. 1

Shlecho Newt CR #, pg. 1

Shreeyam'itz CR #, pg. 1

Slivilith CR #, pg. 1

Spineray CR #, pg. 1

Tank Beast CR 8, pg. 1

Thamassh CR #, pg. 1

Tu-Scart (Beater) CR #, pg. 1

Unmasker CR #, pg. 1

Vagh Rodiek CR #, pg. 1

Vonduun Crab CR #, pg. 1

Voxyn (revised) CR 15, pg. 1

Voxyn Queen CR #, pg. 1

Warkeeper CR #, pg. 1

Yammal-Jell CR #, pg. 1

Yammosk CR #, pg. 1

Ychna CR #, pg. 1

BEASTS

Barbflies, Swarm of CR #, pg. 1

Bissop CR #, pg. 1

Bunish CR #, pg. 1

Dha'eh CR #, pg. 1

Dhillith CR #, pg. 1

Dora-mu CR #, pg. 1

Fero Xyn CR #, pg. 1

Ghazakl Worm CR #, pg. 1

Grysh-Worm CR #, pg. 1

Ngom CR #, pg. 1

P'hiili CR #, pg. 1

Qhal CR #, pg. 1

Quednak CR #, pg. 1

Radank CR #, pg. 1

Sacbees, Swarm of CR #, pg. 1

Scherkil Hla CR #, pg. 1

Shockapede CR #, pg. 1

Sparkbee CR #, pg. 1

Stink-Beetles, Swarm of CR #, pg. 1

Taaphur CR #, pg. 1

Tana CR #, pg. 1

Tso'asu CR #, pg. 1

Ulub CR #, pg. 1

Umrach CR #, pg. 1

Uspeq CR #, pg. 1

Vhlor CR #, pg. 1

Vrrip CR #, pg. 1

Vua'sa CR #, pg. 1

Y'luubi CR #, pg. 1

Yargh'un CR #, pg. 1

HUMANOIDS

Chazrach CR 1/2, pg. 1

Red Knight of Life CR #, pg. 1

Thrall of the Yuuzhan Vong CR #, pg. 1

Yuuzhan Vong Attendant CR #, pg. 1

Yuuzhan Vong Commander CR #, pg. 1

Yuuzhan Vong Consul CR #, pg. 1

Yuuzhan Vong Executor CR #, pg. 1

Yuuzhan Vong High Prefect CR #, pg. 1

Yuuzhan Vong High Priest CR #, pg. 1

Yuuzhan Vong Hunter CR #, pg. 1

Yuuzhan Vong Master Shaper CR #, pg. 1

Yuuzhan Vong Mosthigh Priest CR #, pg. 1

Yuuzhan Vong Novice CR #, pg. 1

Yuuzhan Vong Nuun CR #, pg. 1

Yuuzhan Vong Prefect CR #, pg. 1

Yuuzhan Vong Priest CR #, pg. 1

Yuuzhan Vong Seer CR #, pg. 1

Yuuzhan Vong Shamed One CR #, pg. 1

Yuuzhan Vong Shaper Adept CR #, pg. 1

Yuuzhan Vong Shaper Initiate CR #, pg. 1

Yuuzhan Vong Slayer CR #, pg. 1

Yuuzhan Vong Subaltern CR #, pg. 1

Yuuzhan Vong Supreme Commander CR #, pg. 1

Yuuzhan Vong Supreme Overlord CR #, pg. 1

Yuuzhan Vong Warmaster CR #, pg. 1

Yuuzhan Vong Warrior CR #, pg. 1

Yuuzhan Vong Worker CR #, pg. 1

VEHICLES

Rakamat CR 22, pg. 1

Thrall-Herder CR #, pg. 1

Tsik Vai CR #, pg. 1

Tsik Seru CR #, pg. 1

Vangaak CR #, pg. 1

Yuuzhan Vong Swoop CR #, pg. 1

(107 creatures (potentially))



Fire Breather

Gargantuan aberration, neutral dark


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws Stat +X
  • Skills Skill +X
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Energy
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses passive Perception XX
  • Languages Languages
  • Challenge CR (XX XP)

Force-Voided. The fire breather is unaffected by force powers that would not affect droids or constructs. It is also unaffected by beneficial effects from force powers. It has advantage on Strength and Constitution saving throws against force powers. Its thoughts and location can't be discerned by the Force.

Actions

Multiattack. The monster makes number and type of attacks.

Ranged. Ranged Weapon Attack: +X to hit, range XX/XXX, one target. Hit: XX (XdX+X) something damage.

Melee. Melee Weapon Attack: +X to hit, reach 5ft., one target. Hit: XX (XdX+X) something damage.

Antilaser Aerosol.

Fire Breath.

Reactions

Reaction. This is what the reaction does.

Legendary Actions

The monster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The monster regains spent legendary actions at the start of its turn.

Legendary. Action.


Quenak

Large aberration (vongspawn), neutral balanced


  • Armor Class 13 (natural armor)
  • Hit Points 51 (6d10 + 18)
  • Speed 60 ft., climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 2 (-4) 12 (+1) 5 (-3)

  • Skills Perception +3
  • Damage Resistances force and psychic from force powers
  • Senses passive Perception 13
  • Languages Languages
  • Challenge 2 (450 XP)

Force-Voided. The quenak is unaffected by force powers that would not affect droids or constructs. It is also unaffected by beneficial effects from force powers. It has advantage on Strength and Constitution saving throws against force powers. Its thoughts and location can't be discerned by the Force.

Spider Climb. The quenak can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The quenak makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 13 (2d8+4) something damage.


Tank Beast

Huge aberration (vongspawn), neutral dark


  • Armor Class 18 (natural armor)
  • Hit Points 184 (16d12+80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 7 (-2) 21 (+5) 3 (-4) 13 (+1) 11 (+0)

  • Saving Throws Con +8
  • Damage Resistances force and psychic from force powers
  • Senses passive Perception 11
  • Languages understands Yuuzhan Vong but can't speak
  • Challenge 8 (3,900 XP)

Force-Voided. The tank beast is unaffected by force powers that would not affect droids or constructs. It is also unaffected by beneficial effects from force powers. It has advantage on Strength and Constitution saving throws against force powers. Its thoughts and location can't be discerned by the Force.

Horn Plates. Damage the tank beast takes from weapons is reduced by 3.

Actions

Fireball. The tank beast chooses a target within 30 feet and spits a glob of flaming saliva at the target. The target must succeed at a DC 16 Dexterity saving throw, or take 14 (4d6) fire damage.

Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 20 (4d6+6) kinetic damage plus 7 (2d6) fire damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 24 (4d8+6) kinetic damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.

Acid Breath (Recharge 5~6). The tank beast roars acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 44 (8d10) acid damage on a failed save, or half as much damage on a successful one.



Voxyn

Large aberration (vongspawn), lawful dark


  • Armor Class 14
  • Hit Points 210 (20d10+100)
  • Speed 50 ft., swim 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 20 (+5) 6 (-2) 16 (+3) 7 (-2)

  • Saving Throws Str +8, Con +10
  • Skills Acrobatics +9, Athletics +8, Investigation +3, Perception +8, Survival +8, Technology +3
  • Damage Resistances energy, kinetic
  • Damage Immunities acid
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 18
  • Languages understands Yuuzhan Vong and Basic but can't speak
  • Challenge 15 (13,000 XP)

Force Tracking. The voxyn can sense the presence of Force creatures and objects up to 1 mile away. It knows the general direction they’re in but not their exact locations.

Hold Breath. The voxyn can hold its breath for 3 hours.

Innate Forcecasting. The voxyn can innately cast the following powers:

At will: force concealment (self), sense emotion

Keen Smell. The voxyn has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. The voxyn regains 10 hitpoints at the start of its turn, as long as it has 1 hit point.

Relentless. If the voxyn takes 30 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Sensory Bristles. At the start of each of its turns, the voxyn deals 4 (1d8) kinetic damage to any creature grappling it. A creature dealt this damage becomes poisoned for 1d4 rounds. When poisoned in this way, a creature takes an additional 15 (2d12) poison damage when the poisoned condition ends on its own without being removed.

Toxic Blood. When the voxyn takes damage of any type but psychic, each creature within 5 feet of the voxyn takes 13 (2d12) poison damage and has their maximum hit points reduced by the same amount until they take a long rest.

Actions

Multiattack. The voxyn makes three attacks: one with its claw, one with its bite, and one with its tail.

Acid Spit. Ranged Weapon Attack: +9 to hit, range 20/60, one target. Hit: 22 (4d8+4) acid damage. This attack deals double damage to structures.

Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 12 (2d8+3) kinetic damage plus 9 (2d8) acid damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 10 (2d6+3) kinetic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become diseased with voxyn retrovirus for 1 minute. While diseased in this way, the next time the creature would take damage, they are dealt an additional 18 (4d8) necrotic damage, and the disease ends.

Tail. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 9 (2d4+4) kinetic damage plus 7 (2d6) poison damage. If the target is a creature it must also make DC 17 Dexterity saving throw. On a failure, a creature is shocked until the end of its next turn.

Sonic Blast (Recharge 5~6). The voxyn emits a shrieking compression wave from its snout in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, a creature takes 52 (8d12) sonic damage and becomes deafened for 1 minute. While deafened in this way, a creature gains 1 slowed level. A creature can remake this saving throw at the start of each of its turns, ending its deafened condition on a success. If the initial save is a success, a creature takes half damage and is not deafened.

Reactions

Bristle Graze. When an enemy creature within 5 feet of the voxyn misses on a melee attack roll against it, the voxyn can force it to make a DC 17 Dexterity saving throw. On a failure, the enemy creature takes 4 (1d8) kinetic damage and is poisoned with the same poison as the voxyn's sensory bristles.

Cocoon. The voxyn folds up into a scale cocoon. Until it emerges, it gains a +5 bonus to AC, has advantage on Strength and Constitution saving throws, doesn't need to breath, and can survive in a vacuum for 1 day. While in its cocoon, the voxyn is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge. Taking this reaction in response to sudden exposure to vacuum or air decompression requires succeeding on a DC 15 Wisdom saving throw, otherwise the voxyn panicks and fails to cocoon itself.


Chazrach

Medium humanoid (reptoid), chaotic neutral


  • Armor Class 14 (mesh armor)
  • Hit Points 22 (4d8+4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 13 (+1) 7 (-2) 12 (+1) 7 (-2)

  • Damage Vulnerabilities psychic
  • Condition Immunities charmed
  • Senses passive Perception 11
  • Languages Yuuzhan Vong
  • Challenge 1/2 (100 XP)

Control Dome. The chazrach's brain is linked via gravitic signal to a nearby warbeast controlling it. If there is no such signal, the chazrach turns feral and will attack anything nearby, including other chazrach. In any case, a chazrach is incapable of being reasoned with.

Actions

Multiattack. The chazrach attacks twice with its coufee.

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4+2) kinetic damage.

Coufee. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6+2) kinetic damage.

Coufee Throw. Ranged Weapon Attack: +4 to hit, range 20/60, one target. Hit: 5 (1d6+2) kinetic damage.



Rakamat

Gargantuan aberration (vongspawn), neutral


  • Armor Class 21 (natural armor)
  • Hit Points 307 (15d20 + 150)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 30 (+10) 2 (-4) 21 (+5) 18 (+4)

  • Saving Throws Wis +12, Cha +11
  • Damage Vulnerabilities thunder
  • Damage Resistances force and psychic from force powers; kinetic and energy from unenhanced attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15
  • Languages ---
  • Challenge 22 (41,000 XP)

Earth-Shaking Movement. As a bonus action after moving at least 10 feet on the ground, the rakamat can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature's concentration is broken.

The shock wave deals 100 sonic damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) kinetic damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped.

Force-Voided. The rakamat is unaffected by force powers that would not affect droids or constructs. It is also unaffected by beneficial effects from force powers. It has advantage on Strength and Constitution saving throws against force powers. Its thoughts and location can't be discerned by the Force.

Gargantuan Might. The rakamat's weapon attacks are considered enhanced.

Legendary Resistance (3/Day). If the rakamat fails a saving throw, it can choose to succeed instead.

Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Siege Monster. The rakamat deals double damage to objects and structures (included in Earth-Shaking Movement).

Slave Control Platform. The rakamat can telepathically control and command up to 40 chazrach within 1 mile. If the rakamat is destroyed, its chazrach will frenzy and attack anything, including each other.

Troop Transport. The rakamat can transport a maximum of 40 chazrach and five quenak, which it can deploy using its Deploy Troops legendary action, or which can be fought by creatures inside of the rakamat.

Yorik Coral Plating. The rakamat is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 30 points, the rakamat takes no damage from that attack. If the rakamat takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Actions

Multiattack. The rakamat makes two attacks: one with its stomp and one with its plasma cannon.

Overheat. Melee Weapon Attack: +17 to hit, reach 20ft., one target. Hit: 37 (6d8+10) fire damage.

Plasma Cannon. Ranged Weapon Attack: +17 to hit, range 240/360, one target. Hit: 26 (3d10+10) fire damage.

Stomp. Melee Weapon Attack: +17 to hit, reach 20ft., one target. Hit: 28 (4d8+10) kinetic damage.

Heavy Weaponry (Recharge 5–6). The rakamat uses one of the following heavy weapons.
Gravitic Anomaly. The rakamat's dovin basals twist space in a 90-foot cube. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 16 (3d10) necrotic damage plus 16 (3d10) kinetic damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone.
Yaret-Kor Artillery. The rakamat fires a long-range plasma blast at a point more than 1200 feet away, but within 1 mile beyond that. Each creature within a 20-foot radius of that point must make a DC 25 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. Large and larger constructs and structures have disadvantage on the saving throw.

Legendary Actions

The rakamat can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The rakamat regains spent legendary actions at the start of its turn.

Blast. The rakamat uses Plasma Cannon.

Overheat (Costs 2 Actions). The rakamat uses Overheat.

Deploy Troops (Costs 2 Actions). The rakamat mobilizes some of the soldiers traveling within it. It deploys 1d4+2 Chazrach and 1 Quenak. These troops appear in any unoccupied spaces within 10 feet of the rakamat.

Absorb (Costs 2 Actions). The rakamat uses its dovin basals to project a screen of micro-singularities. Until it takes its Release action, it has resistance to all damage, and it is restrained. The next time it takes a legendary action, it must take its Release action.

Release (Costs 2 Actions). The rakamat drops its screen and uses Plasma Cannon. It can use this option only if it is protected by its micro-singularities.


Monster Name

Size creature, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws Stat +X
  • Skills Skill +X
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses passive Perception XX
  • Languages Languages
  • Challenge CR (XX XP)

Trait. The monster does this thing.

Actions

Multiattack. The monster makes number and type of attacks.

Ranged. Ranged Weapon Attack: +X to hit, range XX/XXX, one target. Hit: XX (XdX+X) something damage.

Melee. Melee Weapon Attack: +X to hit, reach 5ft., one target. Hit: XX (XdX+X) something damage.

Reactions

Reaction. This is what the reaction does.

Legendary Actions

The monster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The monster regains spent legendary actions at the start of its turn.

Legendary. Action.

Force-Voided. The CREATURE exists outside the Force. It is unaffected by force powers that would not affect droids or constructs. It is unaffected by beneficial effects from force powers. It has advantage on Strength and Constitution saving throws against force powers. Its thoughts and location can't be discerned by the Force.

Force-Voided. The CREATURE is unaffected by force powers that would not affect droids or constructs. It is unaffected by beneficial effects from force powers. It has advantage on Strength and Constitution saving throws against force powers. Its thoughts and location can't be discerned by the Force.

 

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