Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Reek

    Reek creature for SWURPG Reeks are massive, horned apex predators bred for dominance and destruction, most famously known for their use in gladiatorial arenas and by criminal syndicates that value raw spectacle. Native to harsh plains, rocky badlands, and arid frontier worlds, a Reek is built like a living battering ram—thick hide layered with bone plates, powerful forequarters, and a stubborn, iron-framed physiology that shrugs off punishment.

    Despite their brutish appearance, Reeks are not mindless beasts. They possess sharp instincts and an acute sense of smell, allowing them to track prey, recognize threats, and line up devastating charges with terrifying precision. Once a Reek commits to a target, it relies on momentum and repeated impacts to break formations, knock enemies off their feet, and turn organized resistance into chaos.

    A Reek does not stalk or ambush like other predators. It dominates territory openly, asserting control through overwhelming force and intimidation. In confined spaces or crowded environments, its sheer mass and charging power become exponentially more dangerous, transforming streets, arenas, and canyon floors into lethal collision zones.

    In SWURPG, Reeks should be treated as mobile disasters rather than tactical opponents. They are at their most dangerous when given room to move and space to build speed. A Reek encounter should feel loud, violent, and uncontrollable—forcing players to react quickly, manage positioning, and survive the storm rather than attempt a clean, orderly fight.

    Wildlife encounters in SWURPG hit different than firefights. Reek doesn’t “hold ground” or “follow orders” — it follows instinct: territory, hunger, fear, or protection of a nest. Run it like a living threat: ambush angles, terrain advantage, and a clear “what it wants” that drives its choices every round.

    Recommended Level Range: 5–10  |  Difficulty Rating (DR): 3.5

    Reek Stat Block (SWURPG)

    Reek

    Difficulty Rating (DR): 3.5
    Type (Size): Beast (Large)

    Initiative: +6
    AC: 16 (Thick Hide and Bone Plates (natural armor))
    HP: 69 (6d10+36)
    Speed: 40 ft.

    Attributes:
    STR 22 (+6), DEX 14 (+2), CON 22 (+6), INT 3 (-4), WIS 12 (+1), CHA 6 (-2)

    Saves: STR +10, CON +10

    Skills: Perception +5, Athletics +10, Survival +5

    Traits:
    Keen Scent. The Reek has advantage on Perception checks that rely on smell.
    Iron Frame. The Reek has advantage on saving throws against effects that would knock it Prone or push or pull it.
    Ramming Charge. If the Reek moves at least 20 ft straight toward a creature and then hits it with a Gore attack on the same turn, the target takes an extra 6 (1d12) kinetic damage and must succeed on a DC 15 Strength saving throw or be knocked Prone.
    Trample Follow-Through. If the Reek knocks a creature Prone, it may move up to 10 ft without provoking opportunity attacks. If it ends this movement within 5 ft of the knocked Prone creature, the Reek may make one Slam attack against it as a bonus action.

    Actions:
    Gore (Melee Weapon Attack) : +10 to hit, range/reach 5 ft, one target. Hit: 16 (2d10+6) bludgeoning damage.
    Slam (Melee Weapon Attack) : +10 to hit, range/reach 5 ft, one target. Hit: 14 (2d8+6) bludgeoning damage.
    The target must succeed on a DC 15 Strength saving throw or be pushed 10 ft.

    Reek in Play

    A Reek fights by creating momentum and exploiting panic. At the start of combat, it identifies the most prominent or threatening target through scent and posture, then lines up a straight-line charge whenever possible. Ramming Charge is the Reek’s primary opening move, designed to knock enemies Prone and immediately disrupt formation.

    Once a creature is knocked down, the Reek uses Trample Follow-Through to stay on top of the chaos—pressing forward, repositioning without fear of retaliation, and delivering Slam attacks while enemies struggle to regain footing. The Reek thrives when opponents are clustered, knocked over, or forced into narrow lanes where dodging is impossible.

    If surrounded, the Reek uses brute strength to shove enemies aside rather than disengage, creating new charge paths and forcing characters to constantly reposition. It does not fight defensively or retreat unless severely injured or denied room to move.

    Smart GMs should emphasize terrain: open arenas, canyon passes, market streets, icy plains, or hangar bays where movement errors are punished immediately. A Reek encounter should feel relentless and kinetic, rewarding tactical spacing and punishing hesitation.

    Adventure Hooks Featuring Reek

    To explore more creatures, return to the Creatures & Wildlife index and expand your roster with additional predators, pests, pack hunters, and megafauna.