Ghest

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Native to Rodia, but also found elsewhere in the galaxy, this solitary hunter has been the bane of many adventurers and small, poorly armed villages – gaining the moniker Swamp Demons on Rodia. As the nickname suggests they feel at home and hunt mostly in swamps, hiding beneath the surface and attacking with sudden ferocity and lethality.

A few daring hunters prey upon the Ghest, some of these, and particularly Rodians, have even gained the title “Ghestslayer” for notoriously hunting down theses creatures – either for fame, revenge or whatever motivation anyone would have to hunt such a dangerous predator.

Ghest [Henchman]
Brawn: 5
Agility: 2
Intellect: 1
Cunning: 2
Willpower: 1
Presence: 2
Skills: Brawl 2, Perception 2, Stealth 3, Cool 2, Vigilance 1.
Talents: Adversary 1
Abilities: Ferocious Ambush: On the Cool check made when ambushing, the Ghest may spend a Triumph to automatically be granted a surprise round before players roll initiative.
Fearsome Ambush: Upgrade Fear check twice if Ferocious Ambush is activated.
Silhouette: 2
Soak/Defence: 6/1
Thresholds: Wounds: 25
Weapons: Teeth and claws (Range: engaged; Damage: 7; Crit: 3; Special: Pierce 2, Vicious 3).

Notes: A Ghest encounter should usually be accompanied by a Fear check. The difficulty of this depends on the group’s power level and the GM as always. My suggestion would be a Hard or Daunting check by default – perhaps even with an upgrade too. This should be upgraded twice more if the Ghest scores a Triumph on its Cool check to ambush the party. Flip a Destiny Point if you want the group to suffer further.

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This was first published on the GSA site.