Scavver, Void
Huge Beast
Hit Dice: 20d10+100 (210 hp)
Initiative: +2 (+2 Dex)
Speed: fly 50 ft. (average)
AC: 22 (+2 Dex, –2 size, +12 natural)
Attacks: Bite +21 melee
Damage: Bite 2d8+8
Face/Reach: 10 ft. by 20 ft./ 10 ft.
Special Attacks: Improved grab, poison, swallow whole,
Special Qualities: Keen scent, lowlight vision, and dark vision
Saves: Fort +17, Ref +17, Will +7
Abilities: Str 26, Dex 15, Con 21, Int 1, Wis 12, Cha 2
Skills: Listen +12, Spot +12
Feats:
Climate/Terrain: Any space
Organization: Solitary or Pair
Challenge Rating: 10
Treasure: ½ coins, 50% items
Alignment: Always neutral
Advancement: 13–32 HD (Huge), 33–60 HD (Gargantuan)

    The void scavver is jet black and is very much like the other three basic groups of scavvers (brown, gray and night) in that they are shark like creatures of wildspace, dominated by a single huge, shark like eye at the leading edge of the head, and a wide, sweeping mouth. They are the most dangerous of the breed, as they are man-eaters.

    Combat: While the other scavvers will be content with digesting a few kitchen scraps, the void scavvers will go after the cook. These creatures are solitary and have a fine, animal cunning for preying on their targets. They will find a lair hidden from most of the guards on a ship and use that as their base, treating the rest of the ship as their own personal icebox.
    The void scavver is relentless, and will strip a ship clean if it can get away with it. It will batter down doors and hatches to reach its prey.

    Flight (Ex): A Scavver's body is naturally buoyant. This buoyancy allows it to fly as per the spell, as a movement action, at a speed of 30 feet for gray and brown scavvers, and 50 feet for void and night scavvers. This buoyancy also grants it a permanent feather fall effect with personal range.

    Improved Grab (Ex): To use this ability, the night scavver must hit a large-size or smaller opponent with its bite attack. If it gets a hold, it can try to swallow the foe.

    Poisonous Gullet (Ex): Once a victim is swallowed, the poisons in the gullet requires the victim to make a Fortitude save (DC 25); initial damage 1d6 temporary Constitution and 1d6 temporary Dexterity, secondary damage 2d6 temporary Constitution and 2d6 temporary Dexterity.

    Sense Invisible (Ex): Its sight, touch, and smell of a night scavver are so superb, such that invisible creatures can be detected and attacked by the scavver without penalty.

    Suspend Bodily Functions (Ex): In deep space, all scavvers can shut down their basic body functions, so that they require no air or food for long, periods of time. In this fashion they drift until their paths collide with a passing ship or a solar body.

    Swallow Whole (Ex): A void scavver can try to swallow a large-size or smaller opponent by making a successful grapple check. The swallowed creature takes 2d8+8 points of crushing damage per round plus 8 points of acid damage from the scavver's gullet. A swallowed creature can cut its way out by using claws or a small or tiny slashing weapon to deal 25 points of damage to the gizzard/stomach (AC 27). Once the creature exits, muscular action closes the hole; another swallowed opponent must again cut its own way out. Unfortunately, the scavver does not learn from experience, and will try to swallow the same reluctant piece of food several times before giving up or dying.
    The void scavver's gullet can hold one Large, two Medium-sized, four Small, eight Tiny and sixteen diminutive or smaller opponents. Once the scavver's gullet is full the scavver cannot swallow any more opponents, but may still bite!

In the Spheres
    The void scavver is a solitary hunter, and will drive off other scavvers that threaten its prey. The void scavver will attack any of the other scavver types, and it will kill but not eat the brown scavver.
    Most scavvers (including the void scavver) travel in packs and are found trailing ships, asteroids, and gargantuan or larger creatures, along the plane of gravity, waiting for a free meal. Unless repelled, they will follow a ship until a better or larger target presents itself. Many large cities, like the Rock of Bral, have a permanent scavver crew whose job is to kill scavvers that come onto the rock from arriving ships. The scavver crew is usually made up of ship captains and crews guilty of bringing these creatures in.
    The scavvers tend to avoid large planets, since flying against gravity is too much work. They are found in every known sphere in the phlogiston as well.


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Void Scavver, © 1989 Wizards of the Coast, Inc.
d20™ System, Conversion of Void Scavver ©2002, Mark Doolan
Original Source: Lorebook of the Void