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These ravenous shipboard scavengers probably hail from some underground ecosystem. Their point of origin is unknown, but they're occasionally found in cargo holds throughout the Outer Rim, rooting through containers looking for food and spice.
Wurreks range in color from gray to brown, and their bodies are covered with fine scales. They average about 15 kilograms, and their central body mass is between 80 and 90 centimeters. They have no obvious eyes or ears, though a sensor cluster mounted on a wurrek's dorsal side allows it to detect light and vibration in ways that approximate normal Human senses.
A wurrek has four to six tentacled arms radiating from its central body mass. Each arm ends in a half-dozen or more tiny mouths filled with multiple rows of needlelike teeth. These mouths take in food and air and allow the wurrek to grasp or manipulate small items, as well as attack and defend in all directions. When a wurrek attacks, it chews its opponents with multiple mouths. Not all bite attacks on a single target have to come from the same tentacle, though they can.
Faster when climbing than on flat ground, wurreks swing from trees around any large cavernlike structure. They careen around stacks of containers in large cargo holds, darting between shadows. Wurreks seem to depend solely on muscular action and the gripping power of their teeth to find purchase when climbing.
The Trouble With Wurreks
Wurreks are more dangerous but less annoying than mynocks. They don't destroy ships, but they can destroy entire shipments and seriously damage droids or crew members sent to check on cargo.
Moving through holds with quiet grace, wurreks worm into containers and spill the contents, looking for edible material. These scavengers aren't picky eaters, so nearly anything organic will satisfy a wurrek looking to binge. After finishing its meal, a wurrek leaves the containers open and discarded, the uneaten contents carelessly spilled onto the floor.
Getting into some containers can be difficult, but wurreks have repeatedly shown signs of resourcefulness. Though not terrifically smart, they can use tools such as pry bars, and they work into most containers through brute tenacity.
Items encased in electronic locks are usually safer, but not always. Occasionally, wurreks have been known to pop open boxes with keypad entry systems. Whether they got lucky or just tried every possible combination is a matter of speculation. Wurreks are usually alone with cargo for a long time during hyperspace jumps, so either explanation is plausible.
The Wurrek Threat
When discovered, wurreks don't wait to be cornered before attacking. They leap onto opponents in a flurry of arms and teeth. Once a wurrek damages an assailant, it scuttles away to hide and attack again a minute later.
Once they know they've been discovered, single wurreks pinpoint and attack the physically weakest target they can find in a hit-and-run attack. Groups of wurreks show rudimentary signs of cooperation, using bait tactics and gang attacks before scattering in separate directions to regroup.
Xenobiologists are divided over whether these creatures have an actual language. They appear to communicate among themselves, but they show no signs of comprehension when other sentient creatures attempt to contact them. The Force was used to contact a wurrek once, but the Jedi received only feelings of hunger and fear from the trapped creature. The existence of thought or reason remained unclear even over a period of days, and the Council has admitted some confusion over the wurrek's slipperiness in this matter.
Wurreks on Spice
Wurreks are enough of a nuisance for spilling and ruining cargo. However, when spice is involved, the creatures present a real danger. Different spices have subtly different effects on wurreks, but a wurrek who ingests even a small amount of unprocessed spice turns into a thrashing, homicidal whirligig of tentacles and teeth.
Exposure to spice exacerbates a wurrek's hair-trigger temper and amplifies many of its natural abilities, such as increased strength, less sensitivity to pain, and more ferocious attacks. Wurreks hopped up on spice have even been known to break out of the cargo hold, steal blasters, and recklessly attack crew members.
Further, wurreks are as prone to addiction as any creature. Addicted wurreks will commit nearly suicidal measures to continue getting their fix.
This is a minor threat for prepared crew, but smugglers rarely have preparedness to spare for sudden internal attacks. In these cases, several crew members can be lost before the rest manage to take down the juiced-up wurreks rampaging through the ship. Mercifully, wurreks stow away on ships only rarely, and most ports with competent loading personnel can detect them. Often, captains are encouraged to double-check cargo holds personally before taking off from less reputable ports.
Species Traits
Darkvision: Wurreks can see in the dark out to a range of 20 meters. Darkvision is black and white only, but it is otherwise like normal sight, and wurreks can function with no light at all.
Force Resistant: Wurreks gain a +4 to Will saving throws against Affect Mind, Empathy, Friendship, and Telepathy Force skills used on them.
Scent: A wurrek can detect opponents within 10 meters by sense of smell. When a wurrek detects a scent, it becomes aware of the source's presence but not its exact location. If wurrek moves within 2 meters of a scent's source, it can pinpoint that source.
Normal Wurrek
Wurrek: Small subterranean scavenger 5: Init +3 (Dex); Defense 17 (+3 Dex, +1 size, +3 natural), touch 14, flat-footed 14; Spd 8 m, climb 10 m; VP/WP 10/17; Atk +1 melee (1d6-2, 4 bites) or +6 ranged; SQ Species traits; SV Fort +4, Ref +4, Will +2; Face/Reach 2 m by 2 m/2 m; FP 0; DSP 0; Rep +0; Str 7, Dex 16, Con 10, Int 6, Wis 13, Cha 2. Challenge Code C.
Skills: Hide +6, Listen +6, Move Silently +6, Spot +6.
Feats: Combat Reflexes.
Maddened Wurrek
Maddened Wurrek: Small subterranean scavenger 5; Init +3 (Dex); Defense 17 (+3 Dex, +1 size, +3 natural), touch 14, flat-footed 14; Spd 8 m, climb 10 m; VP/WP 13/22; Atk +5 melee (1d6+2, 6 bites) or +6 ranged (3d6, blaster pistol); SQ Species traits; SV Fort +5, Ref +4, Will +2; Face/Reach 2 m by 2 m/2 m; FP 0; DSP 0; Rep +0; Str 14, Dex 16, Con 13, Int 4, Wis 13, Cha 2. Challenge Code D.
Skills: Hide +6, Listen +6, Move Silently +6, Spot +6.
Feats: Combat Reflexes.
For GMs Only
Wurreks are not low-level creatures, so be careful when you sic them on heroes. They're aggressive melee combatants, but their strength lies in making multiple attacks. As scavengers, these beasts spend most of their time scuttling around in cargo bays. Out in the open, they'll get cooked by heroes with blasters. You can make them last a bit longer by giving them cover and concealment bonuses. After all, they tend to stick to shadows and hide behind bigger things while lashing out with their tentacles. And as vicious scavengers, they won't participate in a stand-up fight.
Wurreks are also good complicating factors. If heroes are running around on an enemy ship and dive into the dark cargo bay, they might be too busy worrying about pirates or stormtroopers to notice flailing tentacles creeping up behind them.
Other scenarios to toss at players include:
- The heroes take on a new shipment that also contains a wurrek. If they don't check the hold carefully before takeoff, they might not notice the creature until they're in hyperspace. The scavenger will eat them out of their profits if they don't find and remove it. Once they reach their destination, they also might learn that the wurrek didn't make it on board accidentally ...
- The heroes come across a distress beacon transmitted from a Twi'lek transport ship. When they investigate, they discover half a dozen wurreks hopped up on several metric tons of Ryll spice. The crew is dead, but a few Twi'lek dancing girls have survived by holing up in the ship's brig.
- Wurreks have escaped from their pens inside an indoor zoo. On a crazy rampage through the facility, they incite and attack other creatures, which only compounds the problem. The heroes might be on hand by chance as they view the many wonders of the galaxy, or they might be called in as impromptu exterminators, ordered to take down the wurreks before they ruin the whole place.
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Bacta -- you know it, you love it, you can't live without it. But where does it come from? Take a trip to the world of Thyferra in this month's installment of "Planet Hoppers."
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