Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Terentatek

    Terentatek creature for SWURPG Terentateks are ancient, nightmarish apex predators steeped in the dark side of the Force. Twisted through Sith alchemy and corruption, these hulking beasts were created for a singular purpose: to hunt and kill Force-sensitives. Legends across the galaxy speak of entire Jedi enclaves wiped out by a single Terentatek emerging from hibernation beneath forgotten temples or corrupted worlds.

    Physically, a Terentatek resembles a monstrous fusion of rancor-like bulk and spiked predatory anatomy. Its massive frame is reinforced by corrupted bone plates and jagged protrusions, while venom-dripping claws and tusks tear through armor and flesh with terrifying ease. Beneath its chin lies a dark sensory organ that allows it to detect the bio-electric and Force signatures of living beings, making stealth nearly impossible for Jedi once the beast awakens.

    What truly sets the Terentatek apart is its supernatural hostility toward the Force itself. The creature actively disrupts Force use in its presence, feeding on the energy it suppresses. Lightsabers and light-aligned powers are among the few tools capable of reliably harming it, reinforcing its mythic reputation as a Jedi killer engineered to punish reliance on the Force.

    Game Masters should treat the Terentatek as a major narrative threat, not a random encounter. It is best used as a climactic guardian, a reawakened Sith experiment, or a harbinger of dark side resurgence. A Terentatek fight should feel oppressive, desperate, and personal—especially for Force-using characters who suddenly realize the Force itself is no longer a safe refuge.

    Wildlife encounters in SWURPG hit different than firefights. Terentatek 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: 9–15  |  Difficulty Rating (DR): 6

    Terentatek Stat Block (SWURPG)

    Terentatek

    Difficulty Rating (DR): 6
    Type (Size): Beast (Dark Side) (Huge)

    Initiative: +7
    AC: 18 (Corrupted Spiked Hide (natural armor))
    HP: 136 (12d10+70)
    Speed: 40 ft., Climb 30 ft.

    Attributes:
    STR 26 (+8), DEX 14 (+2), CON 22 (+6), INT 6 (-2), WIS 14 (+2), CHA 10 (+0)

    Saves: STR +12, CON +11, WIS +7

    Skills: Athletics +13, Perception +7, Survival +7, Intimidation +8

    Traits:
    Force Hunter. The Terentatek has advantage on attack rolls against Force-sensitive creatures. When it hits a Force-sensitive creature, it deals an additional 7 (2d6) kinetic damage.
    Detect Force-Sensitive. The Terentatek can sense Force-sensitive creatures within 120 ft, even through walls, terrain, or darkness. Such creatures cannot hide from the Terentatek while within this range.
    Dark Side Suppression. Force-sensitive creatures within 20 ft of the Terentatek must spend 1 additional Force Point to activate Force powers.
    Force Resistance. The Terentatek has resistance to Force damage and advantage on saving throws against Force powers.
    Dark Regeneration. The Terentatek regains 5 HP at the start of its turn. This regeneration is suppressed until the end of its next turn if it takes damage from a lightsaber, a critical hit, or a light-aligned Force power.
    Unnatural Bulk. The Terentatek cannot be knocked Prone and has advantage on saving throws against effects that would restrain, push, or pull it.
    Crushing Hold. A creature Grappled by the Terentatek is also Restrained. At the start of each of the Terentatek’s turns, each creature Grappled by it takes 9 (2d8) kinetic damage.

    Actions:
    Venomous Claw (Melee Weapon Attack) : +13 to hit, range/reach 10 ft, one target. Hit: 18 (2d10+7) slashing damage plus 7 (2d6) poison damage.
    The target must succeed on a DC 16 Constitution saving throw or be Poisoned. While Poisoned this way, the creature takes 7 (2d6) poison damage at the start of each of its turns for up to 3 rounds, ending early on a successful save at the end of its turn.
    Bite (Melee Weapon Attack) : +13 to hit, range/reach 5 ft, one target. Hit: 24 (3d10+7) kinetic damage.

    Terentatek in Play

    A Terentatek hunts with terrifying purpose. It uses Detect Force-Sensitive to locate Jedi and Force users long before combat begins, positioning itself for ambush in confined or shadowed terrain such as ruins, caverns, or ancient temples.

    In combat, the Terentatek prioritizes Force-sensitive targets relentlessly. It closes distance quickly, using Venomous Claw to inflict ongoing poison damage and weaken prey before grappling them into a Crushing Hold. Once a target is restrained, the creature focuses on overwhelming physical damage rather than spreading attacks.

    Dark Side Suppression forces Force users to make difficult choices, draining resources rapidly and discouraging repeated power use. Combined with Force Resistance and regeneration, the Terentatek thrives in prolonged engagements where panic and exhaustion set in.

    The Terentatek does not retreat unless severely threatened or deprived of dark side influence. If regeneration is suppressed, it becomes more aggressive, attempting to end the fight quickly by eliminating Force users first. Encounters should feel like a brutal test of adaptability—where reliance on raw Force power alone may prove fatal.

    Adventure Hooks Featuring Terentatek

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