A krayt dragon with nothing to eat
The bestiary has had a krayt dragon for a while. What it has not had is anything the krayt dragon lives on, or anything a party would plausibly meet on the way to finding one. There was also, somehow, no bantha — which is a strange hole to leave in the most-visited planet in the galaxy.
Five creatures fill it in, from vermin up to herd animal. They're in the bestiary now under Creatures & Wildlife.
The five
Each is built around the one thing it actually does at a table. None of them is a bag of hit points with a bite attack attached.
Worrt — TR 0.25. A squat, warty amphibian that sits motionless on a rock flat until something smaller than itself walks past, then takes it with a ten-foot tongue. It has Advantage on anything that hasn't acted yet in the fight, which is the entire creature: it gets one strike from concealment and then it is just a toad. Use it on the scout who walked ahead, not on the party.
Womp rat — TR 0.5. Never use one. Womp rats hunt in packs and the stat block assumes it — Pack Hunter gives each rat a bonus while another is flanking the same target, so a lone rat is a nuisance and five circling a straggler is a genuine first-level fight. At speed 40 they choose the engagement, close on whoever has drifted from the group, and break off when the rest of the party turns around.
Dewback — TR 1. The sandtrooper mount, and the interesting thing about it isn't the bite. Dewbacks are cold-blooded and go sluggish as the temperature drops — so between dusk and dawn its speed is halved and it rolls Initiative with Disadvantage. That cuts both ways. Ambushing a mounted patrol after dark is a different proposition than doing it at noon, and so is fleeing on dewback-back at night.
Ronto — TR 2. Four metres of Jawa pack animal that cannot abide anything moving faster than it does. Skittish: when a speeder, swoop or charging creature passes within 30 ft, the handler makes a DC 13 Survival check or the ronto bolts — full speed, directly away, and it can't be ridden until someone calms it. In a crowded market that isn't a complication to the fight, it is the fight.
Bantha — TR 2, and the exact opposite temperament. Four thousand kilograms that will not start anything: Docile Until Roused means the party chooses whether this becomes a fight. Stubborn Bulk means it will not be shoved, tripped or dragged anywhere it doesn't want to go. And Herd Defence means banthas close ranks instead of scattering, so provoking one has provoked all of them. Rouse it and it tramples in a straight line against a DC 16 Dexterity save — a prone party in open desert is a party that has lost the initiative.
Two herd beasts that aren't the same animal
Ronto and bantha both landed at TR 2, both large grazing quadrupeds, both famous as Tatooine beasts of burden. The obvious failure mode would have been shipping the same creature twice with different art.
They share no traits at all, and they sit at opposite poles. The ronto is the animal that panics: keen-nosed, heat-hardened, and liable to put four metres of bolting pack beast through a market stall because a swoop went past. The bantha is the animal that doesn't: slower, stronger, heavier, and essentially immovable until you give it a reason. One is a liability you're trying to control. The other is a wall you're trying not to annoy.
That distinction was the point. It's easy to add creatures to a bestiary and end up with a shelf of interchangeable statlines; the test of a batch is whether two entries that should overlap actually play differently. These do.
Tusken Raiders, properly mounted
The bantha also fixes something about Tusken encounters. Tuskens ride banthas, keep them as companions rather than livestock, and bond with individual animals — they don't hunt them for meat or hide. A mounted Tusken raid now has a real centre of gravity: raiders fighting at reach from an armoured platform that defends itself, and will not break and run when the shooting starts.
Go put them somewhere
They're live now. The Creatures & Wildlife section has the full stat blocks, lore, and a few adventure hooks each — including a canyon run with something larger at the deep end, and a Tusken bantha that's turned up in a settlement's stock pens with its bonded rider's clan on the way.
