Here is the WotC stuff I found after searching through my files.
Got a lot of stuff saved but I'm having trouble finding the custom Sarlacc's that people made. I know I had them at some point. Hope I didn't delete them or re-name them.
The WotC tile was a 5x3 tile.
Anyway here is this if anyone is interested.
This is by Eric Cagle and was in a WotC Mission.
Special Scenario Rules
The follow special rules are in effect for this mission:
Landspeeder: This scenario utilizes the landspeeder tile found in Ultimate Missions: Rebel Storm. The landspeeder is considered low terrain, but is otherwise just an object unless the Aqualish Spy can get inside and escape (see above).
Held By the Sarlacc: The Sarlacc occupies the Great Pit of Carkoon, indicated by the orange pit lines. In addition, the Sarlacc's tentacles reach all squares adjacent to its pit. Consider both the pit and adjacent squares as threatened squares: a character that moves through, or activates within, any of these threatened squares risks being grabbed by the Sarlacc's tentacles.
A character that's grabbed must make a Save 12 or be held. A held character cannot move, but can still attack legal targets. On its turn, a held character can attempt another Save 12 to free himself (but only after saving against being dragged closer; see Dragged Into the Sarlacc, below). This attempt replaces the character's attacks; if successful, the character can then move as part of his turn.
Dragged Into the Sarlacc: A character that activates while being held must make a second save (Save 12) against being dragged. Failure means the character is dragged one square closer to the maw of the Sarlacc (the center square).
Whether or not the character is dragged closer, he can still attempt another Save 12 against being held. However, a character that frees himself while in the Sarlacc's pit faces some difficulty in extracting himself (see Escaping the Sarlacc, below).
Eaten By the Sarlacc: A character dragged to the maw of the Sarlacc (the center square) risks being consumed. Anytime a character activates while on the center square, he must make a Save 16 or be consumed (in which case he is immediately removed from the battle grid, assumed to be slowly digested over the course of the next thousand years).
The Sarlacc will not attempt to drag another character into its maw until a character already in that square has been consumed.
Escaping the Sarlacc: A character dragged into the Sarlacc's pit who makes the Save 12 to free himself from being held must still climb out. Moving out of any orange pit square (even from one orange square to another) counts as three spaces.
In addition, escaping may still require moving through squares that the Sarlacc threatens. If so, this invokes the Sarlacc's tentacles, and another Save 12 will be required to escape from being held.
Just a Little Higher: Characters can attempt to disable the tentacles holding them. Each tentacle has Defense 15 and Hit Points 20. Defeating a tentacle means that it releases the character immediately. (Note that a character cannot save against being held and attack the tentacle holding him in the same turn.)
An ally may fire at a tentacle holding a character, as long as that ally has line of sight to that character. Effects from cover still apply. However, this involves some risk. On a natural 1, 2, or 3, the ally firing at a tentacle accidentally hits the trapped character and inflicts damage to that character instead. An ally using Melee Attack to free an adjacent character never risks hitting that character.
Again, once a character has been released, he may still need to move through threatened squares to fully escape the Sarlacc (see Escaping the Sarlacc, above).
Kill the Sarlacc: Characters may attempt to defeat the Sarlacc (or at least stop its activity temporarily). The Sarlacc has Defense 22 and Hit Points 200. If defeated, the Sarlacc releases any held characters and does not consume any character in its maw, and its tentacles make no further grabs.
Furthermore, a grenade attack centered on the Sarlacc's maw temporarily stuns it. If the Sarlacc fails its save against the grenade attack, it releases any held characters and does not consume any character in its maw for that round, and its tentacles make no further grabs for that round. Of course, any character adjacent to the Sarlacc's maw also risks being injured by the grenade.
Walk the Plank: Characters may attempt to push enemies into the Sarlacc. To do so, a character makes a standard attack against an adjacent enemy. If successful, the enemy is moved one square in a direction of the attacking character's choice.