Vornskr

Small beast, unaligned

CreatureScum and Villainy

At a glance

Armor Class
12
Hit Points
14 (4d6)
Speed
40 ft.
Skills
Perception +4, Stealth +6
Senses
darkvision 60 ft., passive Perception 14
Languages
None
Challenge
1 (200 XP)

Ability scores

  • Str13+1Strength 13, modifier plus 1
  • Dex15+2Dexterity 15, modifier plus 2
  • Con10+0Constitution 10, modifier plus 0
  • Int3-4Intelligence 3, modifier minus 4
  • Wis15+2Wisdom 15, modifier plus 2
  • Cha7-2Charisma 7, modifier minus 2

About this creature

The vornskr, native to the planet Myrkr, are a wild, vicious canine species that have the unusual ability to sense the Force. This ability evolved to help them hunt ysalamiri, but a side effect caused them to think that Force-sensitives were their favorite prey, including Jedi in their appetite. Vornskrs were also used as guards in the Dark Force Temple on Dromund Kaas. The Yuuzhan Vong used the species as a biological template for the voxyn.

Behavior. Vornskrs are primarily nocturnal hunters, and use their whip-like, mildly venomous tails to stun prey before finishing them off with their teeth. They are normally sedate during the day, but hunger or other factors may drive them to hunt during daylight hours.

Lightsaber Form. Before Jedi Master Mace Windu refined it into Vaapad, the Form VII style of lightsaber combat was referred to as the Way of the Vornskr.

Traits

Force Tracking

The vornskr 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.

Keen Smell

The vornskr has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) kinetic damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Tail

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) kinetic damage plus 7 (2d6) poison damage. If the target is a creature it must also make DC 13 Constitution saving throw. On a failure, a creature is paralyzed for 1 minute. The creature can repeat this saving throw at end of each of its turns, ending the effect on itself.