Mantellian Savrip

Species: Mantellian Savrip
Home Planet: Ord Mantell
Mantellian Savrip
The Mantellian Savrips were a species of large, sentient natives to Ord Mantell. They had hunched-over statures, leathery skin, snake-like heads, and arms long enough to drag on the ground.
History:
Often believed to be simply a very cunning non-sentient animal by many other species, the Savrips were actually a sentient, but technologically very primitive, species. They had their own informal language, and some could even learn to speak accented Basic. The Warlord Taxer Sundown used the Mantellians' prejudice against the Savrips to blame the murders his organization carried out on them.
Savrips were naturally inclined to combat, and this, coupled with their unusual language, only fostered the notion that these beings were unintelligent. Because of this, many were hunted or exported, and, by the time of the Galactic Empire, few Savrips remained on Ord Mantell.
Savrip meat was also enjoyed by some, such as Baroness Omnino, who, with her son and the aforementioned impostor Jedi Sundown, planned to breed them for food on Ord Mantell in the years up to 37 BBY. However, this plan failed due to the intervention of Qui-Gon Jinn.
The Mantellian Savrip was also a dejarik holomonster.
The Savrip known as Kalhar was known to live on Tatooine. One Mantellian Savrip joined Darth Krayt's new Sith Order.
Average Mantellian Savrip: Dexterity 1D+2, Knowledge 1D, Mechanical 1D, Perception 1D+2, Strength 4D+2, Technical 1D.
Attribute Dice: 11D
DEXTERITY 1D/3D+2
KNOWLEDGE 1D/3D
MECHANICAL 1D/3D
PERCEPTION 1D/3D+2
STRENGTH 4D/6D+2
TECHNICAL 1D/3D
Special Abilities:
Bite: A Mantellian Savrip can bite for Str+1D+1 damage.
Claw: A Mantellian Savrip can claw for Str+1D damage.
Intimidating Bellow: Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.
Keen Sight and Hearing: Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.
Low Light Vision: Mantellian Savrips can see twice as far as a normal human in poor lighting
conditions.
Poison: Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.
Reach: Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.
Story Factors:
Primitive: Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.
Note: Savrips don't seem to be intended as a player species, and rightly so. GMs can, at their option, allow players to portray Savrips, and may God have mercy on them.
Move: 12/14
Size: Up to 4 meters tall
Source: Wookieepedia (For the Mantellian Savrip Description)