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SPECIES

TABLE OF CONTENTS

Abyssin Gand Noghri


Advozse Gank Nothoiin
Aing-Tii Geonosian Ortolan
Aleena Givin Pa'lowick
Anomid Gormak Pantoran
Anx Gotal Patrolian
Anzellan Gran Pau'an
Aqualish Half-Human Pyke
Arcona Harch Quarren
Ardennian Herglic Quermian
Arkanian Ho'Din Rakata
Balosar Houk Rattataki
Barabel Hutt Rishii
Baragwin Iktotchi Ryn
Besalisk Kage Selkath
Caamasi Kaleesh Selonian
Chadra-Fan Kalloran Shistavanen
Chagrian Kaminoan Squib
Chevin Karkarodon Ssi-Ruu
Chironian Kiffar Sullustan
Clawdite Killik Talz
Codru-Ji Klatooinian Tarasin
Colicoid Kubaz Taung
Culisetto Kushiban Theelin
Dashade Kyuzo Thisspiasian
Defel Lannik Tiss'shar
Diathim Lasat Tognath
Dowutin Lurmen Togorian
Draethos Massassi Toydarian
Dug Mikkian Ugnaught
Echani Miraluka Umbaran
Esh-Kha Mirialan Verpine
Falleen Mustafarian Voss
Felucian Muun Vurk
Flesh Raider Neimoidian Xexto
Nikto Yevetha
Zeltron
Zilkin
Zygerrian

EXPANDED CONTENT | SPECIES | TABLE OF CONTENTS


ABYSSIN
VISUAL CHARACTERISTICS
Skin Color Green, tan
Hair Color Black, turning white with age
Eye Color Yellow, white
Distinctions Single eye, regenerative abilities

PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 150 lbs. x2d4 lbs.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Byss
Language Abyssin

BIOLOGY AND APPEARANCE ABYSSIN TRAITS


The hulking abyssin have long limbs and a single large As an abyssin, you have the following special traits.
eye that dominates their foreheads. Typically well- Ability Score Increase. Your Constitution score
muscled, the abyssin's stooping gait results in a slightly increases by 2, and your Strength score increases by 1.
hunched appearance. Age. Abyssin reach adulthood at age 30 and can live
A distinctive trait of the abyssin is their ability to heal up to 300 years thanks to their regenerative abilities.
quickly; their fast regeneration is believed to have been Alignment. Abyssin's violent and anarchic
an adaptation to prevent fluid loss via bleeding on their upbringing cause them to tend toward the dark side,
desert homeworld. All cells in the abyssin body are though there are exceptions.
replaced every 80 hours, and organs which typically Size. Abyssin stand around 6 feet tall and weigh
were paired in other species appear singularly. between 200 and 400 lbs. Regardless of your position
in that range, your size is Medium.
SOCIETY AND CULTURE Speed. Your base walking speed is 30 feet.
A primitive tribal society, the abyssin of Byss are known Rapidly Regenerative. You heal quickly, both at will
as violent and brutish, and their planet is avoided by and in response to danger. As a bonus action, you can
most beings in the civilized galaxy. Unstable resources choose to spend one of your Hit Dice to recover hit
on Byss do not allow for mass population growth or for points. Additionally, when you take damage, you can
the stabilization of a central government, economy or use your reaction and expend a Hit Die to regain hit
trade system. points as long as the damage would not reduce your
Existing simply in nomadic tribes, abyssin groups can hit points to 0.
interact peacefully with one another, though only if Rugged Survivalist. You are proficient in the Survival
both groups have plentiful water and food supplies. skill. Additionally, you are naturally adapted to hot
Otherwise, they began a 'Blooding', a brawl that ends climates, as described in chapter 5 of the Dungeon
only when one tribe's warriors are all killed, captured, Master's Guide.
or incapacitated. Warriors who survive a Blooding are Tech-Impaired. While abyssin can figure out basic
usually allowed to join the winning tribe once they technology, they experience difficulty using more
finish their regeneration. This tradition led to some complex equipment like wristpads. You can not use
violent incidents when spacers tried to make first tech powers or take levels in techcasting classes.
contact and trade with Abyssin tribes with scarce water Savage Attacks. When you score a critical hit with a
resources, especially since the abyssin assumed the melee weapon attack, you can roll one of the weapon's
alien traders could regenerate as quickly as they did. damage dice one additional time and add it to the
extra damage of the critical hit.
NAMES Languages. You can speak, read, and write Galactic
There does not appear to be any distinction between Basic and Abyssin. Abyssin uses mainly growls and
male and female names for abyssin. Abyssin don't use grunts that many species consider primitive. The
surnames. written form of language uses only a small number of
Names. Anami, Easym, Myo, Qawohl, Seh-run, Sidie simple hieroglyphs.

EXPANDED CONTENT | SPECIES


ADVOZSE
VISUAL CHARACTERISTICS
Skin Color Green, brown, muddy yellow, or tan
Hair Color None
Eye Color Black or red
Large eyes, single horn on head, pointed
Distinctions
ears

PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Riflor
Language Advb

BIOLOGY AND APPEARANCE


Advozsec evolved from herbivorous reptile-analogs
which fed on the vegetation known to form around
ADVOZSE TRAITS
Riflor's hot springs. Evolving into a class of As an advozse, you have the following special traits.
reptomammal, advozsec have a single horn at the Ability Score Increase. Your Constitution score
crown of their heads, four digits on each hand and increases by 2, and your Wisdom score increases by 1.
foot, pointed ears, and large eyes. Advozsec are strictly Age. Advozsec reach adulthood in their late teens
vegetarian, unable to properly digest meat. The and typically live for over half a century.
geothermal hot springs that appear on their Alignment. Advozsec's paranoid and pessimistic
homeworld forced the species to evolve thick skin in nature causes them to tend towards balanced
order to survive. The large eyes of the advozsec are alignments, particularly lawful balanced, though there
adaptations to the clouds of volcanic ash which darken are exceptions.
Riflor's skies. Size. Advozsec typically stand 5 to 6 feet tall and
generally weigh about 130 lbs. Regardless of your
SOCIETY AND CULTURE position in that range, your size is Medium.
Since so much of the sunlight on Riflor is blocked by Speed. Your base walking speed is 30 feet.
volcanic eruptions, advozsec tend to settle near Darkvision Your vision can easily cut through
geothermal springs for heat. Unfortunately, these darkness. You can see in dim light within 60 feet of you
springs also tend to be in geologically unstable regions, as if it were bright light, and in darkness as if it were
and anything built near them is often destroyed or dim light. You can't discern color in darkness, only
abandoned due to eruptions or groundquakes. As a shades of gray.
result, the advozse people ended up having little Hide. You have a thick hide. While you are
attachment to material goods or long-term plans, and unarmored or wearing light armor, your AC is 12 + your
developed a pessimistic, selfish, and even paranoid Dexterity modifier.
outlook on life. This facet of their culture remained Horn. Your sharp horn is a natural weapon, which
long after contact with the Galactic Republic gave them you can use to make unarmed strikes. Additionally,
access to modern construction techniques allowing for your unarmed strikes deal 1d4 kinetic damage.
more permanent buildings. Seeing financial stability as Lava Dweller. Your body is well accustomed to
the only truly achievable stability one could find in life, extreme heat, giving you resistance to fire damage.
the advozsec constantly strive to accumulate as much Vigilant. When you would roll initiative, you can
monetary wealth as they can in a lifetime in order to choose to have advantage on the roll. Once you've
have the ability to rebuild when the worst happens. done so, you must complete a short or long rest before
you can do so again.
NAMES Languages. You can speak, read, and write Galactic
Advozsec have simple names that do not distinguish Basic and Advb. Advb sounds quick and aggressive. It's
between genders, using familiar surnames. incredibly rare to find a non-advozsec speaking Advb,
First Names. Dleck, Fjemm, Gorde, Rollar, Xon some linguists even considering it all but a dead
Surnames. Ghantere, Leventraim, Timack, Vy, Zimda language.

EXPANDED CONTENT | SPECIES


AING-TII
VISUAL CHARACTERISTICS
Skin Color White
Hair Color None
Eye Color Black
Force-sensitivity, unique technology, six
Distinctions
green tongues

PHYSICAL CHARACTERISTICS
Height 5'7" +2d10"
Weight 145 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Aing-Tii homeworld in the Kathol Rift
Non-verbal communication via taste,
Language
smell, and touch

BIOLOGY AND APPEARANCE


The aing-tii are a species of sentient, toothless
mammals who stand on two clawed feet with two
spindly arms, each with three large digits. Their bodies
are covered in jointed white, bony plates covered in
unique painted motifs. The aing-tii head is small and AING-TII TRAITS
juts out perpendicularly from their chest, featuring two As an aing-tii, you have the following special traits.
large eyes and six long, thin, green tongues extending Ability Score Increase. Your Wisdom score
from their mouths. They have a long, prehensile tail. increases by 2, and your Constitution score increases
The species is incapable of producing sound and by 1.
conveys information via tasting, smelling and touching Age. Aing-tii reach adulthood in their late teens and
each other with their tongues. live more than a century.
Alignment. Aing-tii's foreign nature causes them to
SOCIETY AND CULTURE be hard to understand. Most aing-tii tend toward
The aing-tii are native to a planet whose location in the neutral light side, though there are exceptions.
Kathol Rift is a closely guarded secret. Although in a Size. Aing-tii typically stand 6 to 7 feet tall and
dangerous area of space, the majority of Aing-Tii never generally weigh about 200 lbs. Regardless of your
leave their homeworld nor have any contact with the position in that range, your size is Medium.
outside world. Those who do—commonly called aing-tii Speed. Your base walking speed is 30 feet.
warrior monks—are often xenophobic and reclusive. Armored Plates. You have thick armored plates.
The monks spend their entire lives performing errands While you are unarmored or wearing light armor, your
for their gods, in the hope that they will receive "an AC is 13 + your Dexterity modifier.
answer" from them. The aing-tii hate slavery, and often Closed Mind. Aing-tii have a natural attunement for
attack slavers who roam the Kathol Outback. the Force, which makes them resistant to its powers.
While the aing-tii are Force-sensitive, they avoid You have advantage on Wisdom and Charisma saving
wielding the Force, which they see as sacred. The aing- throws against force powers.
tii believe that everything is somehow guided by the Force-Sensitive. You know the force push/pull at-will
Force. They do not believe in the light or dark sides of force power. Wisdom or Charisma (your choice) is your
the Force. Instead, they hold that there are many forcecasting ability for this power.
different aspects to the Force. Prehensile Tail. You have supreme control over your
tail and can use it to manipulate objects as well as your
NAMES hands.
Aing-tii names are, in reality, non-verbal and only truly Wisdom of the Elders. You are proficient in the Lore
understandable via taste, smell, and touch. The few skill.
aing-tii who have been known to the outside world Languages. You can understand, read, and write
have used translators to convey an auditory identifier. Galactic Basic, and the non-verbal communication of
Male Names. Ben'Sur, Looshen'Fel, Tadar'Ro the aing-tii. However, you cannot speak or make noise
Female Names. Kulan'Pa, Laman'So, Te'Nuriel verbally.

EXPANDED CONTENT | SPECIES


ALEENA
VISUAL CHARACTERISTICS
Skin Color Blue, gray, purple, tan
Hair Color None
Eye Color Blue
Distinctions Short stature, scaly skin, crested head

PHYSICAL CHARACTERISTICS
Height 2'1" +2d4"
Weight 35 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Aleen
ALEENA TRAITS
Language Aleena
As an aleena, you have the following special traits.
Ability Score Increase. Your Dexterity score
increases by 2, and your Charisma score increases by
1.
Age. Aleena reach adulthood in their late teens and
BIOLOGY AND APPEARANCE live to be about 80.
Aleena are short, reptilian bipeds with large eyes and Alignment. Aleena's benevolent yet curious nature
wide mouths full of small, sharp teeth. Aleena's bodies causes them to tend toward chaotic light side, though
are long compared to their short arms and stubby legs. there are exceptions.
Warm-blooded reptiles, they possess exceptional Size. Aleena typically stand 2 and a half to 3 feet tall
reflexes as well as a fast metabolism which allow them and generally weigh about 35 lbs. Regardless of your
to convert food into energy very rapidly in order to position in that range, your size is Small.
escape predators on their harsh home planet. Speed. Your base walking speed is 25 feet.
Bite. Your sharp teeth are a natural weapon, which
SOCIETY AND CULTURE you can use to make unarmed strikes. Additionally,
Aleena are social and tend to thrive best in with close- your unarmed strikes deal 1d4 kinetic damage. Lastly,
knit teams if not with their own kind. They develop as a bonus action, you can perform a special bite
strong loyalties to friends and protect those they care attack. On a hit, the target suffers the attack's normal
about fiercely. Due to their inborn curiosity, the aleena effects, you gain temporary hit points equal to your
are stereotypically galactic travelers, tourists in every Constitution modifier (minimum of 1), and you can't
sense. This, combined with their strong dedication to use this trait again until you finish a short or long rest.
their relatives, results in aleena families traveling even Cosmopolitan. You have proficiency in Lore.
to most unusual and dangerous locations just to see its Nimble Escape. You can take the Disengage or Hide
sights. The appearance of aleena family walking action as a bonus action on each of its turns.
through an intergalactic metropolis is a common sight Nimbleness. You can move through the space of any
on many planets. The aleena's love of sports and creature that is of a size larger than yours.
particularly, adventure and thrill sports, draw many Racer's Reflexes. Whenever you make a Dexterity
into the galactic community. Most who enter ability check, attack roll, or saving throw, you can
professional classes are experts or diplomats. choose to add 1d4 to the result. You can choose to do
Aleena settlements were small, and most individuals this after the check is rolled, but before the DM
were part of a single lineage, or tahiko. The leader of determines if you've passed or failed the check. You
each tahiko led the community, and represented their cannot do so again until you complete a short or long
wishes to the planetary advisory body. The advisory rest.
body elected a king to govern the planet, and was Undersized. Your small stature makes it hard for
generally revered as a religious figure as they led you to wield bigger weapons. You can't use heavy
religious ceremonies. shields. Additionally, you can't use martial weapons
with the two-handed property unless it also has the
NAMES light property, and if a martial weapon has the versatile
property, you can only wield it in two hands.
Aleena names are generally short and guttural, with
Languages. You can speak, read, and write Galactic
longer names being saved for royalty. Surnames are
based on their tahiko, or tribal lineage. Basic and Aleena. Aleena is characterized by its use of
Male Names. Batts, Gratz, Wakka, Zakan, Zetts short syllables and energetic movements to convey
urgency and emotion.
Female Names. Arkei, Harza, Sutci, Tsuon, Yenn,
Surnames. Anares, Kylar, Ors, Practes, Targae

EXPANDED CONTENT | SPECIES


ANOMID
VISUAL CHARACTERISTICS
Skin Color Translucent violet to light purple
Hair Color Black, gray, or white
Eye Color Opalescent; yellow or blue
Distinctions No vocal cords, six-fingered hands

PHYSICAL CHARACTERISTICS
Height 4'8" +2d6"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Yablari
Language Anomid Sign Language

ANOMID TRAITS
BIOLOGY AND APPEARANCE As an anomid, you have the following special traits.
Anomid are a species of humanoids with translucent, Ability Score Increase. Your Intelligence score
purple-hued skin that is smooth but wrinkles with age. increases by 2, and your Wisdom score increases by 1.
They have large, slender hands with six fingers on Age. Anomid reach adulthood in their late teens and
each: two end fingers, two center fingers and two live a little under a century.
thumbs, with a sharp claw on each. The fingers are Alignment. Anomid's pacifistic culture causes them
paired in twos and slightly spaced apart from the to tend toward light alignments, though there are
others. The eyes of the anomids are solid, with no exceptions.
visible irises or pupils and have been seen in varying Size. Anomid typically stand 5 to 6 feet tall and
shades of yellow or blue. The anomids have pointed, generally weigh about 120 lbs. Regardless of your
fin-like ears that protrude from the sides of their position in that range, your size is Medium.
heads. Anomid hair is often long and well kept, and is Speed. Your base walking speed is 30 feet.
always found in shades of black, gray or white. Agricultural Exports. Whenever you make an
Intelligence (Nature) or Intelligence (Technology) check
SOCIETY AND CULTURE related to food, agriculture, or agricultural technology,
Anomids almost always wear elaborate masks which you are considered to have expertise in the skill.
cover most of their faces. These are not breath masks, Tech Dabbler. You know the minor hologram at-will
but vocalizer units. Since anomids have no vocal cords, tech power. When you reach 3rd level, you learn and
they rely on these vocalizer masks to communicate can cast the repair droid tech power once per long
with other species. These masks are often elaborately rest. When you reach 5th level, you learn and can cast
customized to reflect an anomid's social status, family the hold droid tech power once per long rest. Your
origin, or profession. Among themselves, anomids techcasting ability is Intelligence. You require use of a
communicate using an elaborate sign language. wristpad for these powers.
Anomid sign language requires six-fingered hands, Tech Resistance. Growing up around technology
which makes it difficult for humans or human- leaves an impact on anomid. You have advantage on
programmed protocol droids to use. Dexterity and Intelligence saving throws against tech
Anomid civilization has a long history of pacifism and powers.
technical achievement. In fact, most Anomids are Tech Savant. You have proficiency in the Technology
pacifists—historians believed that no major wars have skill.
ever been fought in the Yablari system. Vocalizer. Anomid have no vocal cords, and rely on a
vocalizer to communicate with other species. If your
NAMES vocalizer is removed or destroyed, you cannot speak.
Anomid names are usually one or two syllables long, Wealthy. During character creation, you start with
featuring hard consonants. Female names are often additional credits equal to your level x your proficiency
softer, with a greater flow to them. Surnames are bonus x 1,000 cr.
familial. Languages. You can speak, read, and write Galactic
Male Names. Arkis, Jarak, Magris, Vell Basic through the use of your vocalizer. You can also
Female Names. Apharis, Eralie, Siphanie, Ulaniye use Anomid Sign Language, which is an elaborate
Surnames. Dekan, Krest, Narroc, Quill, Wode language requiring six-fingered hands.

EXPANDED CONTENT | SPECIES


ANX
VISUAL CHARACTERISTICS
Skin Color Blue, yellow
Hair Color None
Eye Color Black
Hunched stature, mood sensitive crests,
Distinctions
tails

PHYSICAL CHARACTERISTICS
Height 7'0" +2d10"
Weight 200 lb. x(2d6) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Gravlex Med
ANX TRAITS
Language Anx
As an anx, you have the following special traits:
Ability Score Increase. Your Constitution score
increases by 2, and your Wisdom score increases by 1.
Age. Anx reach adulthood in their late teens and live
up to 120 years.
Alignment. The anx's social nature causes them to
BIOLOGY AND APPEARANCE tend toward the light side, though there are
exceptions.
The anx are a bipedal, reptilian species discernible by Size. Anx stand at around 8 feet tall and weigh about
their height, their tall crests, and their tails. Originating 200 lbs. Regardless of your position in that range, your
from a world with higher-than-average gravity, the anx size is Medium.
possess a stooped stature. Their heads are tall and Speed. Your base walking speed is 30 feet.
blade-shaped, with a soaring crest which acts as a Acute Smell. Whenever you make a Wisdom
sinus cavity. While their crests change color to reflect (Perception) check involving smell, you are considered
their moods, its primary function gives anx a low to have expertise in the Perception skill.
rumbling voice. An anx's large, muscular tail serves as a Anatomical Knowledge. You have proficiency in the
counterbalance for running.
Medicine skill.
Anx have long necks and limbs, and would appear
Subsonic Bellow. As an action, you can violently
taller if they didn't walk with their shoulders stooped expel air in a 15-foot cone. When you do so, each
and their crested heads held out in front of them. creature in the area of the exhalation must make a
SOCIETY AND CULTURE Wisdom saving throw (DC = 8 + your proficiency bonus
+ your Constitution modifier). A creature takes 2d6
The anx are serene giants who assume many roles in sonic damage on a failed save, and half as much
the Republic. Evolving from herd animals, the anx are a damage on a successful one. The damage increases to
placid, sociable race known for developing a near 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th
fanatical interest in groups they related to. Living in level. This ability has no effect on constructs. You can
complicated clan structures, anx enjoy the company of use this feature a number of times equal to your
their large families and are more comfortable in proficiency bonus. You regain all expended uses when
groups. you complete a long rest.
An innate trait among the anx is a formidable Surgical Strikes. Your unarmed strikes deal 1d4
knowledge of anatomy, especially in regard to nerves, kinetic damage. Additionally, as a bonus action, you
muscles and bone structures. Due to this extensive can perform a special pressure point attack. On a hit,
knowledge, even by species they have never the target suffers the attack’s normal effects, and it
encountered, the anx are considered dangerous must make a Constitution saving throw (DC = 8 + your
unarmed combatants and skilled warriors, capable of proficiency bonus + your Constitution modifier). On a
incapacitating opponents with a single, well-placed failed save, the target is stunned until the end of its
strike. next turn, and you can’t use this feature again until you
complete a short or long rest.
NAMES Languages. You can speak, read, and write Galactic
Anx names are less harsh-sounding compared to those Basic and Anx. Anx is mostly characterized by low,
of other reptilian species. Surnames are familial. rumbling noises made by the throat, amplified by an
Male Names. Drexol, Graxol, Horox, Theen anx's crest. Anx are able to communicate over long
Female Names. Kendiula, Madurrin, Pipalidi, Quiyya distances with each other by using loud low-frequency
Surnames. Fida, Jur, Kelvyyn, Ryyd sounds.

EXPANDED CONTENT | SPECIES


ANZELLAN
VISUAL CHARACTERISTICS
Skin Color Brown, green, or tan
Hair Color Black, gray, or white
Eye Color Black
Distinctions Diminutive size, wispy eyebrows
ANZELLAN TRAITS
As an anzellan, you have the following special traits.
PHYSICAL CHARACTERISTICS Ability Score Increase. Your Intelligence score
Height 1'0" +2d6" increases by 2, and two other ability scores of your
Weight 3 lb. x1 lb. choice increase by 1.
Age. Anzellans are considered adults at ten years
old. They are a short-lived species, however, that rarely
SOCIOCULTURAL CHARACTERISTICS lives longer than 60 years.
Homeworld Anzella
Alignment. Anzellans are a friendly and respectful
people, which causes them to tend toward lawful light
Language Anzellan side, though there are exceptions.
Size. Anzellans stand between 1 and 2 feet tall and
weigh around 10 lbs. Regardless of your position in
that range, your size is Tiny.
Speed. Your base walking speed is 20 feet.
Crafters. You have proficiency in one tool of your
choice.
Detail Oriented. You are practiced at scouring for
details. You have advantage on Intelligence
(Investigation) checks that rely on sight within 5 feet.
BIOLOGY AND APPEARANCE Pintsized. Your tiny stature makes it hard for you to
The anzellans are a diminutive species hailing from the wield bigger weapons. You can't use medium or heavy
shields. Additionally, you can't wield weapons with the
secluded planet Anzella. Their eyes have floating
two-handed or versatile property, and you can only
corneal micro-lenses that allow them to see
wield one-handed weapons in two hands unless they
microscopic details. Anzellans are a bubbly and
have the light property.
receptive people. They are a jovial and trusting people
Puny. Anzellans are too small to pack much of a
that tend to welcome strangers with open arms.
punch. You have disadvantage on Strength saving
Due to their volcanic homeworld, anzellans are also
throws, and when determining your bonus to attack
adapted towards heat. This, coupled with their small
and damage rolls for weapon attacks using Strength,
size, make them well-suited to working in compact
places. you can't add more than +3.
Small and Nimble. You are too small and fast to
SOCIETY AND CULTURE effectively target. You have a +1 bonus to AC, and you
have advantage on Dexterity saving throws.
Anzella is a tropical planet covered in thousands of Tanned. You are naturally adapted to hot climates,
small volcanic islands. Many of these islands are as described in chapter 5 of the Dungeon Master's
developed as small villages, with the largest islands Guide.
designed to accommodate larger species. Anzellan Technician. You are proficient in the Technology
culture is generally based around tourism and crafting; skill.
in fact, anzellans are renowned craftsmen due to their
Tinker. You have proficiency with tinker's
discerning eyesight and ability to fit into small spaces.
implements. You can use these and spend 1 hour and
Anzellan government is generally casual. Each village 100 cr worth of materials to construct a Tiny Device (AC
has its own governing council of rotating members; 5, 1 hp). You can take the Use an Object action to have
these villages act independently from one another
your device cause one of the following effects: create a
unless their decisions would affect more than a single small explosion, create a repeating loud noise for 1
island. In that case, all of the councils work together to minute, create smoke for 1 minute, create a soothing
come to a planet-wide decision.
melody for 1 minute. You can maintain a number of
these devices up to your proficiency bonus at once,
NAMES
and a device stops functioning after 24 hours away
Anzellan names are rarely longer than two syllables, from you. You can dismantle the device to reclaim the
with a bouncy intonation to them. Their surnames are materials used to create it.
familial. Languages. You can speak, read, and write Galactic
Male Names. Babu, Gridel, Moru, Rano, Yodel Basic and Anzellan. Anzellan is characterized by its
Female Names. Dibi, Fing, Nooni, Teena, Zazi bouncy sound and emphasis on alternating syllables.
Surnames. E'ayoo, Frik, Meer, Tanni, Vrut

EXPANDED CONTENT | SPECIES


AQUALISH
VISUAL CHARACTERISTICS
Skin Color    Black, blue, green, or red
Hair Color    Black, brown, or gray
Eye Color    Black, blue, red, or brown
Tusks, belligerent personalities, brawny
Distinctions   
stature

PHYSICAL CHARACTERISTICS
Height    5'5" +2d10"
Weight    140 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Ando
Language    Aqualish

BIOLOGY AND APPEARANCE


An amphibious species native to the planet Ando, the
Aqualish people have two facial tusks which curve
down over their mouths; a trait which added to their
appearance as arachnids. These facial tusks are highly AQUALISH TRAITS
sensitive to heat and cold and are used for cracking As an Aqualish, you have the following special traits.
open the hard shells of shellfish or burrowing through Ability Score Increase. Your Strength score
the swampy loam of their homeworld. Having finned increases by 2, and your Charisma score increases by

hands and two bulbous black eyes, Aqualish are unable 1.


to manipulate most machinery or equipment Age. Aqualish reach adulthood in their late teens and
developed by the galaxy's many species which live less than a century.
designed these tools for beings with digits. As a result, Alignment. Aqualish' aggressive personalities cause
Aqualish tend to remain on their homeworld. Aqualish them to tend toward the dark side, though there are
are well known for their hair-trigger tempers that flare exceptions.
without reason. Size. Aqualish stand between 6 and 7 feet tall and
While Force-sensitive Aqualish are rare, members of weigh around 190 lbs. Regardless of your position in
the species have trained as both Sith and Jedi, though that range, your size is Medium.
they typically gravitate toward the former. Speed. Your base walking speed is 30 feet.
Arms Dealers. Whenever you make a Charisma
SOCIETY AND CULTURE (Persuasion) check related to buying or selling
The Aqualish hate the image they have in the galaxy as weapons, you are considered to have expertise in the
thugs, regardless of its veracity, and blame it on any- Persuasion skill.
and everyone else. Because of this, the species are Aggressive. As a bonus action, you can move up to
considered pariahs on Ando, which has a lower your speed toward an enemy of your choice that you
population of Aqualish than the galaxy itself. All can see or hear. You must end this move closer to the
Aqualish speak mutually intelligible dialects of the
enemy than you started.
same language. Quarrelsome and thug-like, the
Darkvision. You have a keen eyesight, especially in
Aqualish culture revolved around aggression and the dark. You can see in dim light within 60 feet of you
toughness, with diplomacy being one of their weakest
as if it were bright light, and in darkness as if it were
attributes. dim light. You can't discern color in darkness, only
shades of gray.
NAMES Menacing. You have proficiency in the Intimidation
Aqualish names are intended to sound strong. skill.
Surnames are not familial, but are chosen by each Swim. You have a swimming speed of 30 feet.
individual Aqualish. Languages. You can speak, read, and write Galactic
Male Names. Bung, Gu, Opege, Soni, Tubop Basic and Aqualish. Aqualish is a harsh, guttural
Female Names. Cestirki, Duni, Iftu, Sifre, Umi language. It's rare that other species bother to learn it
Surnames. Dogomurra, Julo, Kronem, Nidoal, Utix unless they regularly interact with Aqualish.

EXPANDED CONTENT | SPECIES


ARCONA
VISUAL CHARACTERISTICS
Skin Color Ebony to mahogany
Hair Color None
Eye Color Green, blue, pink, gold when addicted
Distinctions Flat heads, easily addicted

PHYSICAL CHARACTERISTICS
Height 5'0" +2d10"
Weight 95 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Cona
ARCONA TRAITS
Language Arconese
As an arcona, you have the following special traits.
Ability Score Increase. Your Charisma score
increases by 2, and your Constitution score increases
by 1.
Age. Arcona reach adulthood in their late teens and
BIOLOGY AND APPEARANCE live for more than a century.
Arcona have anvil-shaped heads, claws, marble-like Alignment. Arcona tend toward no particular
eyes, and protective skin. Cona is always hot, and has alignment. They can vary from the chaotic thrillseekers
very little water, but the atmosphere is filled with to the orderly lawkeepers. The best and worst are
ammonia vapor. Arcona adapted to this environment found among them.
by eating the ammonia-converting roots of flora as a Size. Arcona typically stand 5 and a half to 6 and a
source of water. Arcona depended on the ammonia to half feet tall and generally weigh about 140 lbs.
live and, as a result, arcona living offworld have to take Regardless of your position in that range, your size is
ammonia supplements. Despite their large eyes, Medium.
arcona have very poor eyesight. Their eyes, made up of Speed. Your base walking speed is 30 feet.
thousands of photoreceptors, can not detect fine Claws. Your sharp talons are natural weapons, which
shapes, only seeing blurry objects. To aid this, they you can use to make unarmed strikes. Additionally,
have a small sensory organ between their eyes. Often your unarmed strikes deal 1d4 kinetic damage.
mistaken for their nose, this organ detects heat Clever. You have proficiency in one Intelligence skill
patterns from living beings. Thus, arcona can recognize of your choice.
things by its heat pattern. Easily Addicted. Arcona are susceptible to spice
Arcona are highly susceptible to addiction to spice addiction, and as a result you are taught to identify it
and common salt, which serves as a hallucinogen with from an early age. Additionally, consuming salt can
effects resembling that of intoxication. Their eyes shift cause them to hallucinate, potentially replicating the
to gold after prolonged addiction. effects of spice. Whenever you make an ability check
related to identifying salt or spice or seeing whether
SOCIETY AND CULTURE something contains salt or spice, you have advantage.
Arcona normally think of themselves not as individuals Hide. You have a thick hide. When you aren't
but as a collective whole. Largely forsaking wearing armor, your AC is 13 + your Dexterity modifier.
individuality, they often refer to themselves as "we" Additionally, your thick hide is naturally adapted to hot
even when alone. The arcona live in loose, family- climates, as described in chapter 5 of the Dungeon
based communities called nests, which are ruled by a Master's Guide.
Grand Nest. Because arcona are born in nests Keen Smell. You have advantage on Wisdom
underground, they obtain a close sense of family living (Perception) checks that involve smell.
in close quarters with siblings. Males raise the young, Reptilian Senses. Whenever you make a Wisdom
since females are typically impulsive thrill-seekers. (Perception) check related to sensing heat, you are
considered to have expertise in the Perception skill.
NAMES Languages. You can speak, read, and write Galactic
Arcona names are quite diverse, named by their Basic and Arconese. Arconese is spoken through
complex, guttural squeaks from the back of the throat.
fathers in the nest. Surnames are either familial or
nest-based. However, arcona born and raised in colonies outside of
Male Names. Bijrik, El, Jat, Kazat, Onalol, Shle Cona often did not learn Arconese, but the local
language instead.
Female Names. Ak, Cimam, Cuten, He, Madan, Omik
Surnames. Cheen, -drell, -faxel, Shran, Takonak, -voll

EXPANDED CONTENT | SPECIES


ARDENNIAN
VISUAL CHARACTERISTICS
Skin Color    Brown or black
Hair Color    Brown to gray
Eye Color    Brown or black
Distinctions    Four arms, fur-covered, prehensile feet

PHYSICAL CHARACTERISTICS
Height    3'2" +2d8"
Weight    50 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Ardennia ARDENNIAN TRAITS
Language    Adrennian As an Ardennian, you have the following special traits.
Ability Score Increase. Your Dexterity score
increases by 2, and your Charisma score increases by

1.
Age. Ardennians reach adulthood in their late teens
and live less than a century.
Alignment. Ardennians' peaceful nature causes
BIOLOGY AND APPEARANCE them to tend toward the light side, though there are
Ardennians are sentient humanoid simians hailing exceptions.
from the tropical paradise of Ardennia. They are Size. Ardennians typically stand 4 to 4 and a half feet
covered in fur from head to their wrists and ankles, tall and weigh around 60 lbs. Regardless of your
with brown and grey being the most common fur position in that range, your size is Medium.
colors. Ardennians sport four arms and prehensile Speed. Your base walking speed is 30 feet.
feet. All six of their limbs are equally dexterous. Darkvision. You have a keen eyesight, especially in
the dark. You can see in dim light within 60 feet of you
SOCIETY AND CULTURE as if it were bright light, and in darkness as if it were
The Ardennian people themselves are a friendly dim light. You can't discern color in darkness, only
communal species that are well known for welcoming shades of gray.
visitors and inviting newcomers to traditional feasts Four-Armed. Ardennians have four arms which they
and dances on the sandy beaches of Ardennia. Rural can use independently of one another. You can only
Ardiennan's live in modern tree-villages in the thick, gain the benefit of items held by two of your arms at
dim jungle canopy on the majority of the islands. any given time, and once per round you can switch
Ground level accommodations are available for off which arms you are benefiting from (no action
world visitors even in the smaller villages. Most off- required).
worlders stay in the large modern resort complexes Jungle Dweller. Growing up in the tree-villages of
which boast having miles of private beaches or in the Ardennia has left an impact. You don't treat jungle
modern cities. Several large cities exist, scattered terrain as difficult terrain.
around the world, which typically encompass an entire Mask of the Wild. You can attempt to hide even
island or a series of smaller islands joined together. when you are only lightly obscured by foliage, heavy
Ardennia's distance from the main hyperlanes makes rain, falling snow, mist, and other natural phenomena.
it one of the lesser-known vacation destinations, but Prehensile Feet. You have supreme control over
it's a popular one for those who don't mind the extra your feet and can use them to manipulate objects as
travel time. Some affluent visitors prefer the solitude well as your hands.
that Ardennia offers, and occasionally end up Strong-Legged. When you make a long jump, you
purchasing one of the smaller islands to build their can cover a number of feet up to twice your Strength
own home. Ardennia is notable for having the most score. When you make a high jump, you can leap a
beach per square meter in the galaxy. number of feet up into the air equal to 3 + twice your
Strength modifier.
NAMES Treeclimber. You have a climbing speed of 25 feet.
You have advantage on Strength saving throws and
Ardennian's names are typically concise and rarely
Strength (Athletics) checks that involve climbing.
more than two syllables, with a familal surname.
Languages. You can speak, read, and write Galactic
Male Names. Rio, Jakar, Hul, Lup, Quil, Jerno
Basic and Ardennian. Ardennian has a bubbly,
Female Names. Rac, Bras, Nuc, Kua, Karta, Sanya
energizing tone to it.
Surnames. Betal, Durant, Jabut, Karon, Rambuan

EXPANDED CONTENT | SPECIES


ARKANIAN
VISUAL CHARACTERISTICS
Skin Color Tan
Hair Color White
Eye Color White
Four clawed digits, extreme intelligence,
Distinctions
infrared vision

PHYSICAL CHARACTERISTICS
Height 5'0" +2d8"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Arkania
Language Arkanian

ARKANIAN TRAITS
As an arkanian, you have the following special traits.
Ability Score Increase. Your Intelligence score
increases by 2, and your Wisdom score increases by 1.
Age. Arkanians reach adulthood in their late teens
and live about 100 years.
BIOLOGY AND APPEARANCE Alignment. Due to their arrogance and
Arkanians are a robust near-human species with solid unscrupulous experimentation, arkanians tend
white eyes and clawed, four-fingered hands. towards lawful dark side, though there are exceptions.
Arkanians are capable of seeing into the infrared Size. Arkanians typically stand 5 to 6 feet tall and
spectrum, and their eyes are sensitive to sources of generally weigh about 140 lbs. Regardless of your
extreme heat. This proved helpful on their dark and position in that range, your size is Medium.
frigid homeworld, but when traveling offworld, many Speed. Your base walking speed is 30 feet.
must wear blinders on planets with hotter, younger Arkanian Brilliance. Whenever you make an ability
suns. It is not unheard of for arkanians to undergo check, attack roll, or saving throw using Intelligence,
genetic or cybernetic manipulation of their own bodies, you can choose to add 1d4 to the result. You can
enhancing themselves so as to be better than "lesser" choose to do this after the check is rolled, but before
species. the DM determines if you've passed or failed the check.
You cannot do so again until you complete a short or
SOCIETY AND CULTURE long rest.
Arkanians are notoriously arrogant, a trait which came Crafters. You have proficiency in one tool of your
from generations of producing some of the galaxy's choice.
greatest advancements in genetics and technology. Darkvision. You have a keen eyesight, especially in
Their homeworld, Arkania, has vast quantities of the dark. You can see in dim light within 60 feet of you
precious gems; thus, the arkanians have never wanted as if it were bright light, and in darkness as if it were
for much in trade. This wealth went into funding their dim light. You can't discern color in darkness, only
ambitious scientific projects, the most elaborate of shades of gray.
which take generations to be completed. Honed Mind. You have advantage on Intelligence,
Many arkanians have come to see their species as Wisdom, and Charisma saving throws against force and
the pinnacle of evolution, and amongst the most—if tech powers.
not the most—intelligent beings in the galaxy. Those Infrared Sight. Whenever you make a Wisdom
species that are not already put off by their aloof (Perception) check related to sight, you are considered
nature often fear them, as tales of "mad scientists" and to have expertise in the Perception skill.
horrific experiments tend to surround them. Sunlight Sensitivity. You have disadvantage on
attack rolls and on Wisdom (Perception) checks that
NAMES rely on sight when you, the target of your attack, or
Arkanian names are simultaneously dignified and whatever you are trying to perceive is in direct sunlight.
succinct. Surnames are familial. Languages. You can speak, read, and write Galactic
Male Names. Arkoh, Hyrim, Zeta, Suprin Basic and Arkanian. Arkanian, when spoken, has an
Female Names. Shenna, Elizie, Cratala, Hanna airy tone, and is regarded as one of the most difficult
written languages to learn.
Surnames. Focela, Barzane, Nasdra, Athacorr

EXPANDED CONTENT | SPECIES


BALOSAR
VISUAL CHARACTERISTICS
Skin Color Pale
Hair Color Black, blond, orange, brown, white
Eye Color Varies
Distinctions Antennapalps, resistance to toxins

PHYSICAL CHARACTERISTICS
Height 4'8" +2d8"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Balosar
Language Balosur

BIOLOGY AND APPEARANCE


Physically similar to humans, balosars appear to be
sickly and gaunt when compared with the galaxy's
most common species due to the heavy pollution of
their homeworld. The most striking difference between BALOSAR TRAITS
balosars and humanity is a pair of antennapalps which As a balosar, you have the following special traits.
sprouts from underneath the thick, coarse hair on their Ability Score Increase. Your Dexterity score
skulls. Retractable, these atennapalps allow them to increases by 2, and your Charisma score increases by
listen into the subsonic range and give the species 1.
physical intuition and preternatural reflexes, which Age. Balosars reach adulthood in their late teens and
members of the Jedi Order sometimes mistook for live about 70 years naturally, though death stick
Force-sensitivity. Balosars also possess an acute addiction has lead to a general decline in their lifespan.
tolerance for poisonous substances, a byproduct of life Alignment. Balosars are notoriously cynical, selfish,
on their toxic homeworld. and pragmatic, causing most to be neutral dark side.
However, there are exceptions.
SOCIETY AND CULTURE Size. Balosar stand at an average height of about 5
Early in its history, the balosar homeworld was overrun feet, and weigh about 115 lbs. Regardless of your
by galactic megacorporations eager to exploit the position in that range, your size is Medium.
world's lax ecological protection laws. The planet was Speed. Your base walking speed is 30 feet.
home to the balo mushroom, a key ingredient in death Keen Hearing. Your antennapalps give you
sticks, one of the galaxy's most infamous narcotics. advantage on Wisdom (Perception) checks based on
After its discovery, Balosar was wrought with hearing.
corruption, addiction, and pollution from the Snap Senses. Through your antennapalps, you can
production and usage of death sticks. sense incoming danger and react accordingly. When
Since there is little opportunity to flourish on their you roll for initiative, you can choose to gain advantage
homeworld, balosars often leave in search of fortune on the roll. Alternatively, if you are surprised, you may
elsewhere. Their natural resistance to the lethal—but act normally on your first turn. Once you've used this
not the addictive—effects of the drug encourages trait, you can't use it again until you finish a short or
some to enter the death stick business. long rest.
Spicer. You are proficient in spicer's kit.
NAMES Toxin Resistance. You have advantage on saving
Balosar names have a slight exotic tinge to them— throws against poison, and you have resistance against
often because Balosar parents name their children poison damage (explained in chapter 9).
while on a death stick high. Their surnames are Languages. You can speak, read, and write Galactic
familial. Basic and Balosur. Balosur is known by its throaty
Male Names. Barin, Elan, Fantes, Zerba rasps and deep vocalizations, and is considered crude
Female Names. Delaana, Ferrika, Reki, Vetyl as a written language.
Surnames. Cher'dak, Mer'darro, Sel'Sabagno

EXPANDED CONTENT | SPECIES


BARABEL
VISUAL CHARACTERISTICS
Skin Color    Black, green, grey, or red
Hair Color    None
Eye Color    Black or red
Distinctions    Four-fingered hands, two inch long teeth

PHYSICAL CHARACTERISTICS
Height    5'7" +2d10"
Weight    140 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Barab I
Language    Barabel

BIOLOGY AND APPEARANCE BARABEL TRAITS


Barabel are a bipedal species of reptilians who are As a barabel, you have the following special traits.
covered in very tough dark colored scales. Evolved Ability Score Increase. Your Constitution score
from nocturnal lizards, the Barabel adapted a thick increases by 2, and your Dexterity score increases by 1.
layer of fat which allowed them to remain active and Age. Barabel reach adulthood in their late teens and
not sluggish when temperatures dropped. A blaster set live less than a century.
on stun would not damage them at all or slow them Alignment. Barabel aggression causes them to tend
down, as it would merely bounce off their scales. toward the dark side, though there are exceptions.
Barabel are able to shed their tails if necessary, an Size. Barabel typically stand between 6 and 7 feet tall
ability that proved the undoing of many startled foes. and weigh about 200 lbs. Regardless of your position in
They also possess heavy retractable claws along with that range, your size is Medium.
needle sharp teeth which can grow to be 2 inches in Speed. Your base walking speed is 30 feet.
length. A carnivorous species, Barabel possess two Darkvision. You have a keen eyesight, especially in
stomachs in order to process the massive amount of the dark. You can see in dim light within 60 feet of you
food they required to survive. as if it were bright light, and in darkness as if it were
dim light. You can't discern color in darkness, only
SOCIETY AND CULTURE shades of gray.
Living in low tech communities ranging from a few Hide. You have a thick hide. While you are
dozen individuals to no more than ten thousand, the unarmored or wearing light armor, your AC is 13 + your
Barabel community is built around a warren where the Dexterity modifier. Additionally, your thick hide is
group thrives and hunted from. The Barabel species is naturally adapted to cold climates, as described in
noted for its hunting and tracking prowess; many of chapter 5 of the Dungeon Master's Guide.
their actions are fueled by their hunting instincts, Hunter. You are proficient in Survival.
leading to the general feeling that Barabel are always Prehensile Tail. You have supreme control over your
angry. They are well known for their aggression but are tail and can use it to manipulate objects as well as your
also extremely loyal. They also have a great deal of hands.
respect for the Jedi because of their first experiences Tooth and Nail. Your sharp teeth and claws are
with a Jedi Master who settled a dangerous clan natural weapons, which you can use to make unarmed
dispute. Apologies, whether for a misdeed or in strikes. Additionally, your unarmed strikes deal 1d6
sympathy, are an unknown concept to Barabel and are kinetic damage. Lastly, as a bonus action, you can
considered insulting. perform a special claw attack. On a hit, the target
suffers the attack's normal effects, you gain temporary
NAMES hit points equal to your Constitution modifier
Barabel names are harsh and gutteral. Female names (minimum of 1), and you can't use this trait again until
are often softer. Surnames are warren-based. you finish a short or long rest.
Male Names. Anidroks, Bridiz, Trurzuk, Vilzinok Languages. You can speak, read, and write Galactic
Female Names. Alge, Bulzo, Ekthamo, Inako, Nolku Basic and Barabel. The Barabel language is
Surnames. Akken, Dutarca, Khigta, Srabulgid, Zhomo characterized by its barks and hisses.

EXPANDED CONTENT | SPECIES


Lang
Basic a
BARAGWIN with lo
themse
VISUAL CHARACTERISTICS langua
Skin Color Drag green to dark olive whatev
Hair Color None
very co
a trade
Eye Color Yellow or red
Hunchback, large heads, strong sense of
Distinctions
smell

PHYSICAL CHARACTERISTICS
Height 4'9" +2d12"
Weight 145 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Old Barag
Language Baragwinian

BIOLOGY AND APPEARANCE BARAGWIN TRAITS


A hunchbacked species of sentient reptilians, the As a baragwin, you have the following special traits.
bipedal baragwin are easily recognized across the Ability Score Increase. Your Intelligence score
galaxy. Noted for their thick, wrinkled skin which can increases by 2, and your Constitution score increases
resist most physical attacks and their shuffling gait, the by 1.
large-headed race have no obvious differences Age. Baragwin reach adulthood in their late teens
between male and female baragwin. An acute sense of and live less than a century.
smell give the species enough sensitivity to detect Alignment. Baragwin tend toward no particular
another being's mood and feelings. This leads some of alignment. The best and worst are found among them.
them into careers as big-game hunters, or even as Size. Baragwin typically stand 5 to 7 feet tall and
bounty hunters. Due to their ponderous movement, generally weigh about 200 lbs. Regardless of your
many non-baragwin believe the race to be a dull-witted position in that range, your size is Medium.
people while, in fact, they are quite intelligent. Despite Speed. Your base walking speed is 25 feet.
this fact, the baragwin frequently keep this intelligence Arms Dealers. Whenever you make a Charisma
hidden, using the misconceptions of others to their (Persuasion) check related to buying or selling
own advantage. weapons, you are considered to have expertise in the
Persuasion skill.
SOCIETY AND CULTURE Hide. You have a thick hide. When you aren't
Baragwin culture, since it does not derive from a single wearing armor, your AC is 13 + your Dexterity modifier.
homeworld, is highly dependent on a baragwin's planet Keen Smell. You have advantage on Wisdom
of origin, with Tatooinian baragwin behaving quite (Perception) checks that involve smell.
differently from those from Denuhi-Eight. Baragwin Natural Empathy. Baragwin's powerful sense of
generally have little prejudice, treating all other beings smell allows them to sense the emotions in those
equally regardless of species, culture, or planetary around them. You have advantage on Wisdom (Insight)
origins; though criminal baragwin will exploit all beings checks to determine emotions against humanoids and
equally instead. Baragwin settlements are generally beasts within 10 feet of you.
small and anarchic, with short-term leaders selected by Travelers. You have proficiency in the Survival skill.
informal democratic processes. Baragwin are famous Weapon Developers. Baragwin are famous
as skilled weapon-smiths and introduced many throughout the galaxy for their quality arms
different weapons to different worlds. Baragwin-made manufacturing. You have proficiency with armstech's
blasters and vibroblades are among the most powerful implements, munitions kits, or two weapons of your
personal weapons in the galaxy. choice.

NAMES
Baragwin have names with wide tones, spoken using
the entire mouth, that don't differentiate by gender.
Baragwin use familial surnames.
First Names. Dagel, Eskaul, Idalli, Migo
Surnames. Fadani, Igara, Kodrue, Wylbas

EXPANDED CONTENT | SPECIES


BESALISK
VISUAL CHARACTERISTICS
Skin Color    Brown or green
Hair Color    None
Eye Color    Yellow
Bony headcrest, four arms, inflatable
Distinctions   
wattle

PHYSICAL CHARACTERISTICS
Height    6'0" +2d12"
Weight    175 lb. x(2d6) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Ojom
Language    Besalisk

BIOLOGY AND APPEARANCE


Male Besalisks' heads sported prominent crests and
four arms hung at their sides; females of the species
could have as many as eight arms, but like Humans
had a primary hand and a limited range of functionality
with the others. The addition of the extra appendages
required a hearty metabolism, and these bulky beings
were able to store food and water for many days, and
if the need arose, they could survive for long periods
without either. Scruffy sensory whiskers lined the area BESALISK TRAITS
below their noses, just above the robust wattle most As a Besalisk, you have the following special traits.
adult Besalisks possessed. Ability Score Increase. Your Strength score
increases by 2, and your Wisdom score increases by 1.
SOCIETY AND CULTURE Age. Besalisks reach adulthood in their early teens
Because of Ojom's harsh environment, large cities and generally live to be about 70.
were never developed on the world; instead small Alignment. Besalisks tend toward no particular
communes of about a thousand families claim alignment. The best and worst are found among them.
territories around the world and are each led by an Size. Besalisks tower over almost all other species,
elected leader. The communes have a strict policy of with the smallest standing at 6 feet tall and weighing
keeping the size of their groupings equal to avoid 200 lbs., and the largest approaching 8 feet tall and
conflict. When too many families grow in one area, the 400 lbs. Regardless of your position in that range, your
leader would ask certain families to break away and size is Medium.
start a new community on another glacier. Speed. Your base walking speed is 30 feet.
While not involved in galactic politics and because Four-Armed. Besalisks have four arms which they
they do not produce any of their own technology, the can use independently of one another. You can only
Besalisks established large orbital space stations where gain the benefit of items held by two of your arms at
offworlders could come to do business. Trading and any given time, and once per round you can switch
making deals, any violence on these stations is which arms you are benefiting from (no action
committed by offworlders as Besalisks avoid required).
confrontation. Long-Limbed. When you make a melee attack on
your turn, your reach for it is 5 feet greater than
NAMES normal.
Besalisk name's are generally words that embody Powerful Build. Your carrying capacity and the
them, with a surname attached to their commune. weight you can push, drag, or lift doubles. If it would
Male Names. Darius, Dexter, Plun, Pong already double, it instead triples.
Female Names. Delia, Mora, Ren, Teen Languages. You can speak, read, and write Galactic
Surnames. Jettster, Kil, Krell, Ugg Basic and Besalisk.

EXPANDED CONTENT | SPECIES


CAAMASI
VISUAL CHARACTERISTICS
Skin Color Pink and gray
Hair Color Brown, gray, white, or gold
Eye Color Yellow or red
Distinctions Snouts, memnii, distinct scent

PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 115 lb. x(2d4) lb.

CAAMASI TRAITS
SOCIOCULTURAL CHARACTERISTICS As a caamasi, you have the following special traits.
Homeworld Caamas Ability Score Increase. Your Wisdom score
increases by 2, and your Intelligence score increases by
Language Caamasi
1.
Age. Caamasi reach adulthood in their late teens and
live less than a century.
Alignment. Caamasi's peaceful and just nature
causes them to tend toward the light side, though
BIOLOGY AND APPEARANCE there are exceptions.
A species of furry mammalians, the caamasi are Size. Caamasi typically stand 5 to 6 feet tall and
covered in dense fur and have a spicy, woody body generally weigh about 170 lbs. Regardless of your
scent that is similar to that of Corellian whiskey. They position in that range, your size is Medium.
have long arms with three-fingered hands, and pointed Speed. Your base walking speed is 30 feet.
ears which stick out from the sides of their heads. They Call for Peace. As an action on your turn, you can
also have extremely acute senses of smell, with their emphatically demand that your foes embrace peace,
nose positioned at the end of a tooth-filled snout. thereby distracting them. Until the end of your next
Caamasi have the interesting ability to share vivid turn, enemies within 10 feet of you that can see you
memories called memnii with their near relatives and gain disadvantage on attack rolls against your allies.
Force-sensitives. A memnis is as vivid to one who Once you use this trait, you can't use it again until you
receives it as it was to the one who participated in the finish a short or long rest.
event remembered. Their peace-loving natures are in Diplomatic. You have proficiency in the Persuasion
part due to memnii, as having a memory of killing or skill.
harming will be particularly strong, becoming Keen Smell. You have advantage on Wisdom
unbearable in time, and something caamasi will seek to (Perception) checks that rely on smell.
avoid except in defense of themselves or others, for Memnii Transfer. As an action, while touching a
which case they would accept their burden. creature, you can initiate a memnii transfer. The
creature must make an Intelligence saving throw (DC =
SOCIETY AND CULTURE 8 + your proficiency bonus + your Intelligence
A pacifist race, culture on Caamas evolved around the modifier), a creature can choose to fail this saving
basic tenets of peace and social justice; influencing the throw if it wishes. On a failed save the target is
evolution of the Jedi Order. Working as explorers, stunned, and you can share vivid memories with the
diplomats, and artists, the caamasi are a monogamous target as if they were their own for 1 minute or until
people who value single partners while mating and your concentration ends (as if you were concentrating
starting a family. However following the devastation of on a power). The transfer ends if you stop touching the
their homeworld by the Empire, caamasi who were off- target. At the end of each of its turns, the creature can
world at the time considered evolving to a position of repeat the saving throw to resist the transfer. On a
polygamy so as to regrow the population. While the success, the transfer ends. Otherwise, you may end the
argument is one of survival, many sociologists familiar transfer on your turn (no action required). Once you've
with the culture of the caamasi believe that they will used this trait, you can't use it again until you finish a
not accept the idea. long rest. This feature has no effect on droids,
constructs, or Force-Insensitive creatures.
NAMES Scholarly. You have proficiency in the Insight skill.
Languages. You can speak, read, and write Galactic
Caamasi surnames are often composed of two parts,
Basic and Caamasi. Caamasi uses smooth tones and
with the second part designating clan membership.
low volumes, making it soothing to listen to. Many
Male Names. Althanic, Gelerit, Ryg'gos, Shren
popular nursery rhymes have been written in Caamasi
Female Names. Eeshraq, Heshrisa, Nulana, Yr'na to help children to sleep.
Surnames. A'kriy, I'tela, O'Tul, Sho'cyl

EXPANDED CONTENT | SPECIES


CHADRA-FAN
VISUAL CHARACTERISTICS
Skin Color    Black, brown, or grey
Hair Color    Black, brown, or grey
Eye Color    Dark
Distinctions    Large ears, flat noses with four nostrils

PHYSICAL CHARACTERISTICS
Height    2'8" +2d8"
Weight    35 lb. x1 lb.

CHADRA-FAN TRAITS
SOCIOCULTURAL CHARACTERISTICS As a chadra-fan, you have the following special traits.
Homeworld    Chad Ability Score Increase. Your Intelligence score
increases by 2, and your Charisma score increases by

Language    Chadra-Fan
1.
Age. Chadra-Fan reach adulthood by 15 and live an
average of 40 years.
Alignment. Chadra-Fan's open, clan-based culture
cause them to tend toward the light side, though there
are exceptions.
BIOLOGY AND APPEARANCE Size. Chadra-Fan stand 3-4 feet tall and weigh about
Chadra-Fan are covered from head to foot in fur. Their 45 lbs. Regardless of your position in that range, your
species evolved from small, arboreal rodents. The two size is Small.
different sexes of Chadra-Fan are indistinguishable to Speed. Your base walking speed is 25 feet.
other species, though the Chadra-Fan could readily tell Climb. You have a climbing speed of 25 feet.
the difference using their powerful sense of smell. Keen Hearing and Smell. You have advantage on
Chadra-Fan also have involuntary pheromones that Wisdom (Perception) checks that involve hearing or
conveyed information about their family line and smell.
created an aura of attractiveness. Other voluntary Second Heart. When you are reduced to 0 hit points
pheromones often conveyed a Chadra-Fan's state of but not killed outright, you can drop to 1 hit point
emotion-anger, fear, or joy. Chadra-Fan even create instead. You can't use this feature again until you finish
more complex messages using their pheromones, a long rest.
though the pheromones when mixed sometimes Tinker. You have proficiency with tinker's
caused confusion. They are unique in the fact that they implements. You can use these and spend 1 hour and
had clear blood. 100 cr worth of materials to construct a Tiny Device (AC
5, 1 hp). You can take the Use an Object action to have
SOCIETY AND CULTURE your device cause one of the following effects: create a
The society of Chadra-Fan is divided into a clan small explosion, create a repeating loud noise for 1
structure in which every member is responsible for minute, create smoke for 1 minute, emit an onerous
parenting the clan's children; a fact of life is that every smell for 1 minute. You can maintain a number of
household is open at any time. Leadership within the these devices up to your proficiency bonus at once,
clan is a temporary role that is passed from one and a device stops functioning after 24 hours away
individual to another as the situation calls for a from you. You can dismantle the device to reclaim the
particular expertise. Children are the centerpiece of a materials used to create it.
Chadra-Fan community, and only leave when wed. Trance. You only need 3 hours of sleep during a long
However the new Chadra-Fan couple remain with the rest to gain its benefits, instead of 6. Additionally, if
smaller clan so it was possible that a Chadra-Fan never your long rest would be interrupted, you only need to
leaves his or her home. complete the long rest instead of restarting it to gain
Chadra-Fan left by themselves suffer depression, so its benefits.
they regularly seek the company of others; thus, Undersized. Your small stature makes it hard for
Chadra-Fan are not very picky when it came to friends you to wield bigger weapons. You can't use heavy
and prefer complete strangers to loneliness shields. Additionally, you can't use martial weapons
with the two-handed property unless it also has the
NAMES light property, and if a martial weapon has the versatile
property, you can only wield it in two hands.
Chadra-Fan names do not vary significantly based on
Languages. You can speak, read, and write Galactic
sex. Surnames are clan based.
Basic and Chadra-Fan. The Chadra-Fan language is
First Names. Dubi, Kattar, Naska, T'yabah, O'yasha
characterized as being nasally and squeaky.
Surnames. Abalomm, Fandy, Nemm, Nuz, Yedit

EXPANDED CONTENT | SPECIES


CHAGRIAN
VISUAL CHARACTERISTICS
Skin Color    Light to dark blue
Hair Color    None
Eye Color    Black
Horns (male), lethorns, black forked
Distinctions   
tongues

PHYSICAL CHARACTERISTICS
Height    5'5" +2d8"
Weight    120 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Champala
Language    Chagri

BIOLOGY AND APPEARANCE


Chagrians are born as tadpoles in clutches of three or
more and raised in tubs of water in a family's private
home. During this time, their arms, legs, and air-
breathing lungs develop. Adult Chagrians are truly
amphibious, retaining their ability to breathe
underwater while also able to function without
difficulty in air. They also possess acute low-light vision.
The average Chagrian stands taller than a Human.
They are distinguished by two fleshy growths
protruding from the sides of their heads, which they
call lethorns. As they age, the lethorns thicken. Males
also sport two horns growing from the top of their CHAGRIAN TRAITS
skulls. These were once used in underwater duels to As a Chagrian, you have the following special traits.
attract a mate, and are seen as a sign of the males' Ability Score Increase. Your Dexterity score
strength and virility. Females lack the superior cranial increases by 2, and your Wisdom score increases by 1.
horns, but had more pronounced and longer posterior Age. Chagrians reach adulthood in their late teens
head plates; these can reach halfway down their back. and live an average of 75 years.
Chagrians also have very long black forked tongues. Alignment. Chagrians' peace-loving nature causes
them to tend toward the light side, though there are
SOCIETY AND CULTURE exceptions.
As a species, Chagrians are generally peaceful and law- Size. Chagrians typically stand between 5 and 6 feet
abiding to the point of becoming stoic and obstinate. tall and weigh 150 lbs. Regardless of your position in
Many Chagrians are motivated only by basic desires that range, your size is Medium.
such as sustenance, shelter, and healthcare. Chagrian Speed. Your base walking speed is 30 feet.
government ensures that every citizen is cared and Amphibious. You can breathe air and water.
provided for, so the standard of living for the poorest Darkvision. You have a keen eyesight, especially in
Chagrian is high compared to the members of other the dark. You can see in dim light within 60 feet of you
species. Chagrians who expect violence often wear red. as if it were bright light, and in darkness as if it were
dim light. You can't discern color in darkness, only
NAMES shades of gray.
Chagrian names have a very melodic tone. Male names Natural Resistance. You have advantage on saving
are typically shorter than female names. Surnames are throws against poison, and you have resistance against
familial. poison damage (explained in chapter 9).
Male Names. Bom, Chen, Fiet, Nedd, Touk Swim. You have a swimming speed of 30 feet.
Female Names. Chavik, Dabai, Fisil, Oolya, Tinto Languages. You can speak, read, and write Galactic
Surnames. Kassin, Molya, Nigna, Onirali, Treen Basic and Chagri.

EXPANDED CONTENT | SPECIES


CHEVIN
VISUAL CHARACTERISTICS
Skin Color    Grey
Black, brown, blond, grey, or white
Hair Color   
(usually with age)
Eye Color    Black
Stocky build, large heads, long snouts,
Distinctions    long arms, three-fingered hands, four-
toed feet

PHYSICAL CHARACTERISTICS
Height    5'9" +2d12"
Weight    170 lb. x(2d6) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Vinsoth
Language    Chevin

BIOLOGY AND APPEARANCE


Chevin have long snouts which hang down nearly to
their ankles. Combined with their intellect, this makes
them skilled hunters of animals such as backshin,
because they can smell out their prey or feed while
keeping their eyes on the horizon. It is also their
hunting prowess which allowed them to dominate their CHEVIN TRAITS
homeworld and conquer the Chevs. Chevin have thick As a Chevin, you have the following special traits.
legs, massive wide bodies, thin rope-like tails, and arms Ability Score Increase. Your Constitution score
so long their three-fingered hands often brushed the increases by 2, and your Wisdom score increases by 1.
ground. Age. Chevin reach adulthood in their thirties and live
up to 200 years.
SOCIETY AND CULTURE Alignment. Chevin warmongering and slavetrading
Chevin live in small, mobile communities, with homes cause them to tend toward the dark side, though there
mounted on great wheeled carts. Even after they are exceptions.
gained access to galactic technology, they continued to Size. Chevin stand between 6 and 8 feet tall and
live as nomads (though more affluent Chevin mounted weigh up to 300 lbs. Regardless of your position in that
their lodges on large repulsorlift vehicles instead.) range, your size is Medium.
Their Chev slaves are usually forced to follow on foot. Speed. Your base walking speed is 30 feet.
Nomadic groups of Chevin keep in touch via comlinks, Hide. You have a thick hide. While you are
and often converge on a single location to deal with unarmored or wearing light armor, your AC is 13 + your
danger. Dexterity modifier. Additionally, your thick hide is
The only Chevin settlements that stay in place for naturally adapted to both hot and cold climates, as
more than one standard month are the Government described in chapter 5 of the Dungeon Master's Guide.
Villages, where Chevin dictators live with their hand- Keen Hearing. You have advantage on Wisdom
picked advisors. Even these settlements are movable (Perception) checks that rely on hearing.
when necessary. Each of the roughly two dozen Nomadic. You are proficient in Survival.
Government Villages rules a Chevin nation. Thick Skull. Your skull is a natural weapon, which
you can use to make unarmed strikes. Additionally,
NAMES your unarmed strikes deal 1d6 kinetic damage.
Chevin names do not vary significantly based on Languages. You can speak, read, and write Galactic
gender. Surnames are based on community. Basic and Chevin. The Chevin language is characterized
First Names. Buula, Ephant, Perre, Phylus, Reseros by grunts and low-pitched rumblings. Chevin typically
Surnames. Meh, Mon, Nen, Needmo, Phrusaani have deep voices, even when speaking Basic.

EXPANDED CONTENT | SPECIES


CHIRONIAN
VISUAL CHARACTERISTICS
Skin Color Brown, gold, or red
Hair Color Black, brown, gold, or red
Eye Color Red to gold
Distinctions Two transparent horns, centauriform

PHYSICAL CHARACTERISTICS
Height 6'0" +2d12"
Weight 450 lb. x(2d8) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Chiron
Language Chironan

BIOLOGY AND APPEARANCE


The chironian lower body has four legs, similar to that CHIRONIAN TRAITS
of a horse, and each ends in a dainty, cloven hoof. A As a chironian, you have the following special traits.
chironian can sit down by folding his or her horse-like Ability Score Increase. Your Strength score
legs underneath the body. Chironians can also kick increases by 2, and your Wisdom score increases by 1.
backward with both hind legs; this strong kick is Age. Chironians reach adulthood in their late teens
sufficient to knock over other beings. A chironian's and live less than a century.
pace can vary between a walk, a canter, and a gallop. Alignment. Chironians tend toward no particular
Each year, chironian heads grows two horns above alignment. The best and worst are found among them.
the temples. These horns start as small knobs covered Size. Chironians typically stand 6 to 8 feet tall and
by red-furred velvet: a vascular tissue. Once the knobs generally weigh about 600 lbs. Regardless of your
have grown sufficiently, they break through the velvet position in that range, your size is Medium.
naturally, emerging as transparent horns, as bright as Speed. Your base walking speed is 40 feet.
diamond, cool to the touch and with smooth ridges. Cultured. You have proficiency in the Lore skill.
However, if the velvet is cut artificially, chironians can Equine Build. Your carrying capacity and the weight
die from the injury. Over time, the horns grow long and you can push, drag, or lift doubles. If it would already
sharp enough that adolescent chironians can use them double, it instead triples. Additionally, any climb that
to gore opponents. requires hands and feet is especially difficult for you
because of your hooves. When you make such a climb,
SOCIETY AND CULTURE each foot of movement costs you 4 extra feet, instead
Chironians express emotions through the mannerisms of the normal 1 extra foot. Finally, a Medium or smaller
of their hooves: when impatient, they stamp them; creature can ride on your equine back if you allow it. In
when excited, they tap them in a quick dance, or canter such a situation, you continue to act independently,
in a spot. The centauriforms frequently shake their not as a controlled mount.
heads and manes, and when angry, their faces flush a Hooves and Horns. Your hooves (and depending on
deeper shade. Young chironians, when frightened, are your age, horns) are natural weapons, which you can
known to rub or press their velvet-covered horns use to make unarmed strikes. Additionally, your
against the foreheads of other beings to whom they unarmed strikes deal 1d6 kinetic damage.
are emotionally close. Powerful Charge. If you move at least 10 feet in a
straight line before hitting with a melee weapon attack,
NAMES you can attempt to trip the target prone as part of the
Chironian names are soft and melodic, despite the same attack. Once you use this trait, you can't use it
thick nature of their native language. Important family again until you finish a short or long rest.
names are passed down through generations. They Languages. You can speak, read, and write Galactic
don't use surnames. Basic and Chironan. Chironan is characterized by its
Male Names. Jefin, Slaturn, Cinall, Leathes soft, melodic sounds.
Female Names. Olachi, Luna, Sinall, Trespen

EXPANDED CONTENT | SPECIES


CLAWDITE
VISUAL CHARACTERISTICS
Skin Color Green to yellow
Hair Color None
Eye Color Yellow, gold, or blue
Distinctions Shapechanging capabilities

PHYSICAL CHARACTERISTICS
Height 4'11" +2d8"
Weight 95 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Zolan
Language Clawdite

CLAWDITE TRAITS
As a clawdite, you have the following special traits.
Ability Score Increase. Your Charisma score
BIOLOGY AND APPEARANCE increases by 2, and one other ability score of your
In their natural form, clawdites resemble reptilian choice increases by 1.
humanoids, having evolved from reptomammals. They Age. Clawdites reach adulthood in their early teens
have sunken cheeks with a narrow nose, a small and live less than a century.
mouth, large eyes with slit-like pupils, and a thin line Alignment. Clawdites' pragmatism cause them to
that runs down their foreheads, creasing their nose. tend towards neutral balanced, though there are
Clawdites possess an extremely rare ability to change exceptions.
their appearance. They can change the color and Size. Clawdites typically stand 5 to 7 feet tall and
texture of their skin and eyes, and even grow hair, to generally weigh about 140 lbs. Regardless of your
mimic other species, though they cannot add position in that range, your size is Medium.
significant physical mass to their bodies. Speed. Your base walking speed is 30 feet.
Changeling Instincts. You gain proficiency with two
SOCIETY AND CULTURE of the following skills of your choice: Deception,
By nature, clawdites are quiet and solitary beings, Intimidation, Insight, and Persuasion
often shunning the company of others unless it Shapechanger. As an action, you can change your
benefits them. Due to their nature as shapeshifters, appearance and your voice. You determine the
they are often mistrusted by strangers. Consequently, specifics of the changes, including your coloration, hair
they view the galaxy pragmatically, and are often harsh length, and sex. You can also adjust your height and
realists. weight, but not so much that your size changes. You
Not all clawdites use their shapeshifting abilities due can make yourself appear as a member of another
to the pain the transformation causes. These clawdites species, though none of your game statistics change.
are often inclined to remain on their homeworld of You can't duplicate the appearance of a creature
Zolan, avoiding the company of other species. you've never seen, and you must adopt a form that has
On Zolan, clawdites are feared and shunned by the the same basic arrangement of limbs that you have.
zolanders, who are a deeply religious people, believing Your clothing and equipment aren't changed by this
that clawdites are impure and sinful. Zolanders force trait. You stay in the new form until you use an action
clawdites to live in slums scattered across the planet. to revert to your true form or until you die.
Those clawdites who leave their homeworld tend to Unsettling Visage. When a creature you can see
gravitate toward professions that celebrate their makes an attack roll against you, you can use your
shapeshifting, such as smuggling, bounty hunting, or reaction to impose disadvantage on the roll. You must
espionage. use this feature before knowing whether the attack hits
or misses. Using this trait reveals your shapeshifting
NAMES nature to any creature within 30 feet that can see you.
Clawdite names often have a rolling or hissing quality Once you use this trait, you can't use it again until you
to them. Surnames are familial, though clawdites rarely finish a short or long rest.
use them. Languages. You can speak, read, and write Galactic
Male Names. Nuri, Pol, Renneyn, Rosat, Turman Basic, Clawdite, and one more language of your choice.
Female Names. Bargu, Cato, Murna, Sora, Zam Clawdite is characterized by its rolling sounds paired
Surnames. Durra, Noviee, Parasitti, Virten, Wesell with hissing sibilants.

EXPANDED CONTENT | SPECIES


CODRU-JI
VISUAL CHARACTERISTICS
Skin Color Light to dark tones
Black, brown, gray, or white (usually with
Hair Color
age)
Eye Color Black, slate, gray, or brown
Distinctions Four arms

PHYSICAL CHARACTERISTICS
Height 4'6" +2d8"
Weight 90 lb. x(2d6) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Munto Codru
Language Codruese

BIOLOGY AND APPEARANCE


Codru-Ji are humanoids generally near-human in their
adult appearances, save for their four arms. While their
hair, eye, and skin pigmentations tend towards earthen
hues, brighter colorations such as blonde hair or blue CODRU-JI TRAITS
eyes, though uncommon, also exist. Rarer still, some As a codru-ji, you have the following special traits.
adults maintain a light coat of fur or elongated, pointed Ability Score Increase. Your Charisma score
ears. These eccentric attributes result from their increases by 2, and your Constitution score increases
unusual childhood forms. by 1.
Codru-Ji children are actually sapient, six-legged Age. Codru-Ji reach adulthood in their early teens
canid creatures that cannot speak. Codru-Ji in this and live less than a century.
stage of their lives are called Wyrwulves: they mature Alignment. Steeped in selfish tradition, Codru-Ji tend
to their more recognizable figures after reaching towards the dark side, though there are exceptions.
puberty. At that point, a blue, rubbery substance Size. Codru-Ji stand 5 to 6 feet tall and weigh around
cocoons a Wyrwulf for several weeks before it emerges 160 lbs. Regardless of your position in that range, your
as a humanoid adolescent. They do, however, retain size is Medium.
both the natural resilience and the enhanced hearing Speed. Your base walking speed is 30 feet.
of their previous selves. Four-Armed. Codru-Ji have four arms which they can
use independently of one another. You can only gain
SOCIETY AND CULTURE the benefit of items held by two of your arms at any
The Codru-Ji are proud and protective of their ancient given time, and once per round you can switch which
customs, and they carefully manage their homeworld's arms you are benefiting from (no action required).
economy to keep a degree of anonymity from the Hide. You have a thick hide. While you are
galaxy at large. They fear the tainting of their long-held unarmored or wearing light armor, your AC is 12 + your
practices by outside influence as well as prejudice Dexterity modifier.
against them for the almost barbaric level of Keen Hearing. You have advantage on Wisdom
callousness they will display towards one another in (Perception) checks that rely on hearing.
pursuit of personal gain. The kidnapping of a political Natural Grappler. Whenever you make a Strength
rivals' children or the ransoming of off-worlders back (Athletics) check to grapple you are considered to have
to their people are both common practices. expertise in the Athletics skill.
Trance. You only need 3 hours of sleep during a long
NAMES rest to gain its benefits, instead of 6. Additionally, if
Codru-Ji names are often kept to two syllables. Clan your long rest would be interrupted, you only need to
names are appended to the given name as a complete the long rest instead of restarting it to gain
hyphenated affix. its benefits.
Male Names. Kossok, Tirrit, Uttar, Yunnan Languages. You can speak, read, and write Galactic
Female Names. Davvi, Kella, Russa, Zollu Basic and Codruese, which has a solemn and stately
Clan Names. -Fa, -Mu, Ro-, -Sy, Yi- cadence to it.

EXPANDED CONTENT | SPECIES


COLICOID
VISUAL CHARACTERISTICS
Skin Color Brown, green, or purple
Hair Color None
Eye Color Orange, purple, red, or yellow
Carnivorous insectoids, four legs,
Distinctions
defensive "ball mode"

PHYSICAL CHARACTERISTICS
Height 5'2" +2d10"
Weight 120 lb. x(2d4) lb.

COILICOID TRAITS
SOCIOCULTURAL CHARACTERISTICS As a colicoid, you have the following special traits.
Homeworld Colla IV Ability Score Increase. Your Intelligence score
increases by 2, and your Strength or Constitution score
Language Colicoid
increases by 1.
Age. Colicoids reach adulthood by 8 and live to be
about 65.
Alignment. Colicoid's emotionless nature causes
BIOLOGY AND APPEARANCE them to tend towards balanced alignments, though
Colicoids are tall insectoids that held multiple there are exceptions.
appendages. Their bodies are chitinous and include a Size. Colicoids typically stand 6 to 6 and a half feet
powerful stinging tail. A colicoid's physiology allows tall and generally weigh about 170 lbs. Regardless of
them to curl up into a protective ball and unfurl your position in that range, your size is Medium.
suddenly which allow them to catch their prey Speed. Your base walking speed is 25 feet.
unaware. This rolling method of locomotion is second Acute Senses. You have proficiency in the
nature to the colicoids. Their insectoid minds provide Perception skill.
them a natural defense against mind tricks. Cannibalize. If you spend at least 1 minute
Some members are colicoid queens that are devouring the corpse of a beast or humanoid, you gain
different as they are more than twice the size of even temporary hit points equal to your Constitution
the largest warrior breeds. This makes them extremely modifier (minimum of one). Once you've used this
dangerous and are the only colicoids that possess a feature, you must complete a short or long rest before
unique poisonous stinger. This combined with their you can use it again.
strength and size makes them deadly combatants, Closed Mind. Colicoid brains have an unusual
especially when within their nests. However, a queen composition which gives them a natural defense
tends to only fight when her young are being against the Force. You have advantage on Wisdom and
threatened. Charisma saving throws against force powers.
Defensive Ball. You are able to curl into a rolling ball
SOCIETY AND CULTURE for extra protection. When you take the Dash action
Though highly intelligent, colicoids are emotionless and while you aren't wielding a shield, you gain a bonus to
cannibalistic in nature. Their ruthless cunning serves AC equal to half your proficiency bonus until the start
them well on the battlefield as it does on the of your next turn.
negotiating table. It is known that long ago that they Natural Armor. Due to your carapace and the shape
transferred these ruthless characteristics to their of your body, you are ill-suited to wearing armor. Your
commerce activities. As a result, they are known to be carapace provides ample protection, however; it gives
brutally efficient in their business practices. They are you a base AC of 17 (your Dexterity modifier doesn't
noted for being vicious and calculating creatures that affect this number). You gain no benefit from wearing
are driven by greed whilst showing little regard for armor, but if you are using a shield, you can apply the
others. The colicoids have numerous successful shield's bonus as normal.
commercial ventures and hold strict business Stinger. Your stinger is a natural weapon, which you
protocols. can use to make unarmed strikes. Additionally, your
unarmed strikes deal 1d4 kinetic damage.
NAMES Languages. You can speak, read, and write Galactic
Basic and Colicoid. The Colicoid language uses sounds
Colicoid names are typically very short and gender
produced by the antennae and jointed legs of the
neutral, with surnames being based on the queen from
colicoids, including humming sounds and clicks, which
which they spawned.
makes it difficult for other species to speak.
First Names. Gal, Het, Kaf, Lyp, Nok, Yin
Surnames. Bek, Dor, Set, Tel, Wim, Zal

EXPANDED CONTENT | SPECIES


CULISETTO
VISUAL CHARACTERISTICS
Skin Color Pink, yellow
Hair Color White
Eye Color Red
Distinctions Thoracic carapace
CULISETTO TRAITS
PHYSICAL CHARACTERISTICS As a culisetto, you have the following traits:
Ability Score Increase. Your Dexterity score
Height 2'8" +2d6" increases by 2, and your Charisma score increases by
Weight 35 lb. x1 lb. 1.
Age. Culisetto reach adulthood at 8 years old, and
live to be about 60.
SOCIOCULTURAL CHARACTERISTICS Alignment. Culisettos' thirst for blood cause them to
Homeworld Culiset tend towards the dark side, though there are
exceptions.
Language Culisetto
Size. Culisetto stand between 3 and 4 feet tall and
weigh about 45 lbs. Regardless of your position in that
range, your size is Small.
Speed. Your base walking speed is 25 feet.
Cannibalize. If you spend at least 1 minute
devouring the corpse of a beast or humanoid, you gain
temporary hit points equal to your Constitution
modifier. Once you've used this feature, you must
complete a short or long rest before you can use it
again.
Climb. You have a climbing speed of 25 feet.
Compound Eyes. Whenever you make a Wisdom
BIOLOGY AND APPEARANCE (Perception) check related to sight, you are considered
to have expertise in the Perception skill.
The culisetto are an insectoid species, with a close Powerful Leap. If you jump at least 10 feet in a
resemblance to the common fly. Their long snouts are straight line before hitting with a melee weapon attack,
not truly proboscises, but function much the same, you can attempt to trip the target as part of the same
allowing them to drain blood with the aid of two attack. Once you use this trait, you can't use it again
tendrils, one on either side of the snout. They move by until you finish a short or long rest.
crawling about on their hands and feet, and are adept Prehensile Feet. You have supreme control over
at leaping and climbing. your feet and can use them to manipulate objects as
Despite their appearance, culisetto are an well as your hands.
exceptionally hygenic species, with an evolved habit of Strong-Legged. When you make a long jump, you
rubbing their hands and legs to rid them of germs from can cover a number of feet up to twice your Strength
the ground. score. When you make a high jump, you can leap a
number of feet up into the air equal to 3 + twice your
SOCIETY AND CULTURE Strength modifier.
Culisetto are often shunned by other species, if not for Surprise Attack. If you surprise a creature and hit it
their grotesque appearance, then usually for their with an attack on your first turn in combat, the attack
habit of drinking blood. They prefer to do so while their deals an extra 2d6 damage to it. You can use this trait
victims are alive, but tolerate it if they are recently only once per combat.
dead. While they have evolved beyond needing to drink Torpor. You only need 3 hours of sleep during a long
blood to survive, its taste remains quite enticing to rest to gain its benefits, instead of 6. Additionally, if
many culisetto, who will indulge in it at their pleasure. your long rest would be interrupted, you only need to
Culisetto tend to favor the company of their own complete the long rest instead of restarting it to gain
kind, particularly their siblings. Broodlings frequently its benefits.
travel in groups of three or more, inseparable from Undersized. Your small stature makes it hard for
birth. you to wield bigger weapons. You can't use heavy
shields or martial weapons with the two-handed
NAMES property unless it has the light property, and if a
Culisetto names are distinctively antiquated in their martial weapon has the versatile property, you can
etymology. Surnames are familial. only wield it in two hands.
Male Names. Kreon, Sosilu, Ocyto, Phino Languages. You can speak, read, and write Galactic
Female Names. Hecuba, Anophe, Xeina, Adeia Basic and Culisetto. Culisetto is composed of high
Surnames. Dengue, Chontos, Kazan, Vazil pitched whines made from the snout.

EXPANDED CONTENT | SPECIES


DASHADE
VISUAL CHARACTERISTICS
Skin Color Black, dark gray, or Olive green
Hair Color None
Eye Color Black, orange, or red
Heat dissipation, Force-resistance,
Distinctions
radiation resistance

PHYSICAL CHARACTERISTICS
Height 5'1" +2d10"
Weight 145 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Urkupp
Language Dashadi

DASHADE TRAITS
As a dashade, you have the following special traits.
Ability Score Increase. Your Constitution score
increases by 2, and your Charisma score increases by
1.
BIOLOGY AND APPEARANCE Age. Dashade reach adulthood in their late teens
Dashade are a hulking reptillian species known for and live less than a century.
their strength and aggression. They have three fingers Alignment. Dashade's aggressive yet loyal nature
on each hand, each tipped with a long, curving claw. causes them to tend toward lawful dark side, though
Their most notable feature is their natural resistance there are exceptions.
to the power of the Force. Along with their resistance Size. Dashade typically stand 5 and a half to 6 and a
to the Force, Dashade possess a high tolerance for half feet tall and generally weigh around 200 lbs.
radioactive energy, able to withstand contact with Regardless of your position in that range, your size is
radioactive materials much longer than other species. Medium.
Despite the thick skin Dashade possess, they have Speed. Your base walking speed is 30 feet.
the uncanny ability to control the rate that heat Claws. Your claws are natural weapons, which you
dissipates from their skin. This allows them to regulate can use to make unarmed strikes. Additionally, your
their body temperature at will. unarmed strikes deal 1d6 kinetic damage.
Force Contention. Due to their unique physiology,
SOCIETY AND CULTURE dashade hardiness allows them to overcome use of the
Dashade's brute strength and Force resistance makes Force. You have advantage on Strength and
them prime candidates for mercenary and assassin Constitution saving throws against force powers.
work. Heat Dissipation. Whenever you make a Dexterity
Dashade society is clan-based. Theses clan's often (Stealth) check to avoid detection by electronic sensors
feud over honor and reputation, a trait that the and cameras, you are considered to have expertise in
dashade as a species exhibit. the Stealth skill.
Menacing. You gain proficiency in the Intimidation
NAMES skill.
Many dashade names are short, dominated by harsher Radiation Resistant. Dashade are naturally able to
sounds, while others are longer and seperated by an resist radiation. You have resistance to necrotic
damage.
apostrophe. Dashade names are gender neutral.
Surnames are clan-based, but most dashade don't Languages. You can speak, read, and write Galactic
share or use them. Basic and Dashadi. Dashadi is characterized by its low
pitch and elongated growls.
First Names. Anarin, Rak'vhul, Set, Vattix, Vos
Surnames. Ferrex, Gusar, Kruyel, Orath, Xeng, Zath

EXPANDED CONTENT | SPECIES


DEFEL
VISUAL CHARACTERISTICS
Skin Color Black, brown, or grey
Blue to yellow in ultraviolet light, black
Hair Color
to dark brown in visible light
Eye Color Black, orange, or red
Ability to absorb light, light blindness,
Distinctions
claws

PHYSICAL CHARACTERISTICS
Height 3'10" +2d6"
Weight 65 lb. x(2d4) lb.
DEFEL TRAITS
As a defel, you have the following special traits.
Ability Score Increase. Your Wisdom score
SOCIOCULTURAL CHARACTERISTICS increases by 2, and your Dexterity score increases by 1.
Homeworld Af'El Age. Defel reach adulthood in their early teens and
live less than a century.
Language Defel
Alignment. Defel tend toward no particular
alignment. The best and worst are found among them.
Size. Defel typically stand 4 to 5 feet tall and
generally weigh around 100 lbs. Regardless of your
position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Claws. Your claws are a natural weapon, which you
can use to make unarmed strikes. Additionally, your
unarmed strikes deal 1d4 kinetic damage and have the
finesse property.
Darkvision. You have a keen eyesight, especially in
BIOLOGY AND APPEARANCE the dark. You can see in dim light within 120 feet of you
While defel appear to be visually similar to the as if it were bright light, and in darkness as if it were
shistavanen, they are very different on a biological dim light. You can't discern color in darkness, only
shades of gray.
level. Defel have the ability to bend waves of light in
such a manner that it renders them practically invisible Hidden Step. As a bonus action, you can turn
to the human eye. Despite this ability, they could be invisible until the start of your next turn or until you
still be spotted by force-users and keen-eyed attack, make a damage roll, or force someone to make
individuals. a saving throw. Once you've used this trait, you can't
Defel have extremely high perceptive ability because use it again until you finish a short or long rest.
of their large ears, sensitive noses, and keen eyes. Miners. You have proficiency in scavenging kits.
Because of the heightened levels of visual stimuli their Sunlight Sensitivity. You have disadvantage on
eyes experience, defel are nearly blinded by sunlight attack rolls and on Wisdom (Perception) checks that
but can see rather well in the dark. rely on sight when you, the target of your attack, or
whatever you are trying to perceive is in direct sunlight.
SOCIETY AND CULTURE Sneaky You are proficient in the Stealth skill.
Surprise Attack If you surprise a creature and hit it
Defel live in tight-knit, interdependent communites
with an attack on your first turn in combat, the attack
underground. The harsh environment on Af'El turned
deals an extra 2d6 damage to it. You can use this trait
the defel into rugged survivors, able to hold their own
only once per combat.
in the Galaxy.
Undersized. Your small stature makes it hard for
Defel have a strong sense of honor and will not
you to wield bigger weapons. You can't use heavy
associate with individuals that do not keep their word.
shields. Additionally, you can't use martial weapons
Because defel have yet to achieve interplanetary
with the two-handed property unless it also has the
travel, they are a rare sight in the galaxy.
light property, and if a martial weapon has the versatile
DEFEL NAMES property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic
Defel names tend to sound dark and mysterious, and Basic and Defel. Most defel refuse to speak Galactic
are mostly composed of multiple syllables. Defel Basic while on their home planet of Af'El unless they
surnames are familial, using stern and simple sounds. have a specific need for it.
Male Names. Alustair, Claustro, Tenebris, Varsiin
Female Names. Lhantra, Soliel, Stroika, Zavtra
Surnames. Gauss, Neura, Tume, Vecherom

EXPANDED CONTENT | SPECIES


DIATHIM
VISUAL CHARACTERISTICS
Skin Color Glowing white
Hair Color Blonde, light brown
Eye Color Varies
Distinctions Six wings, yellow aura, hypnotic abilities

PHYSICAL CHARACTERISTICS
Height 6'6" +2d10"
Weight 80 lb. x(1d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Iego
DIATHIM TRAITS
Language Galactic Basic
As a diathim, you have the following special traits.
Ability Score Increase. Your Charisma score
increases by 2, and your Wisdom score increases by 1.
Age. Diathim reach adulthood in their late teens and
live about 100 years.
Alignment. Diathim are naturally empathetic,
causing them to tend toward the light side, though
BIOLOGY AND APPEARANCE there are exceptions.
Diathim are a mysterious species of winged sentients Size. Diathim typically stand 6 to 9 feet tall and
famed for their radiance and beauty. They often make generally weigh about 100 lbs. Regardless of your
appearances as angelic figures in the folklore of position in that range, your size is Medium.
numerous species. Their bodies naturally give off an Speed. Your base walking speed is 30 feet.
intense light, obfuscating their physical forms to the Type. Your creature type is both aberration and
naked eye. They have three pairs of thin, translucent humanoid.
wings that appear fragile, but are more than capable of Celestial Physiology. You can survive for one day
flight. Diathim have been known to survive in the within the vacuum of space.
vacuum of space without the need for protective gear, Enthralling Hypnosis. You can use your psychic aura
and have a mild hypnotic effect on others in their to influence individuals of both sexes. Whenever you
presence, adding to the legends surrounding them. roll a 1 on a Charisma (Persuasion) check, you can
reroll the die and must use the new roll. Additionally,
SOCIETY AND CULTURE once per short or long rest, you can treat a d20 roll of 9
The diathim give off an aura of kindness, and are or lower on a Charisma check as a 10. This feature has
consistently described as benevolent by spacers, no effect on droids or constructs.
causing tales of their rare appearances to morph over Flight. You have a flying speed equal to your walking
time into the grandiose mythology of the "Angels." The speed. While wearing medium or heavy armor, your
diathim are reputed for their beauty, and the way in flying speed is reduced by half.
which they appear varies depending on the beholder. Fragile. Diathim are too weak to pack much of a
Diathim are fascinated by spacecraft, which often punch. You have disadvantage on Strength saving
prompted them to mob any ships that found throws, and when determining your bonus to attack
themselves in the vicinity of their homeworld Iego and and damage rolls for weapon attacks using Strength,
its largest moon Millius Prime. you can’t add more than +3.
Diathim have only commonly been seen gathering in Luminescent Aura. Starting at 3rd level, you can use
flocks to welcome arriving ships, and knowledge of your action to amplify your radiant aura, causing a
their habitat remains a mystery to outsiders. Although searing light to radiate from you. Your transformation
they have no apparent language of their own, they lasts for 1 minute or until you end it as a bonus action.
have readily adopted Galactic Basic, the common During it, you shed bright light in a 10-foot radius and
language of the galaxy. dim light for an additional 10 feet, and at the end of
each of your turns, you and each creature within 10
NAMES feet of you take psychic damage equal to half your
Traditional diathim names are difficult to pronounce. level (rounded up). In addition, once on each of your
When among other species, they tend to simply go by turns, you can deal extra psychic damage to one target
shortened nicknames for others to refer to them by. when you deal damage to it with an attack or a power.
Birth Names. Aiubhirr'merh, D'yz'xarh, Ihuithrhe, The extra psychic damage equals your level.
Vyxendel'ahitraxr Languages. You can speak, read, and write Galactic
Nicknames. Mirra, Diz, Huu, Vix Basic and one extra language of your choice.

EXPANDED CONTENT | SPECIES


DOWUTIN, YOUNG
VISUAL CHARACTERISTICS
Skin Color Brown, orange, or orange-green
Hair Color None
Eye Color Black or white
Chin horns, thick skin, imposing build,
Distinctions
never stop growing

PHYSICAL CHARACTERISTICS
Height 6'3" +2d12"
Weight 200 lb. x(2d6) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Dowut
Language Dowuta

BIOLOGY AND APPEARANCE DOWUTIN TRAITS


The Dowutin species evolved from a type of As a dowutin, you have the following special traits.
omnivorous herd animal on the planet Dowut. They Ability Score Increase. Your Strength score
were large, aggressive-looking humanoids with chin increases by 2, and your Constitution score increases
horns, sharp claws, thick skin, and had poor eyesight by 1.
but superior senses of hearing and smell. Dowutin are Age. Dowutins are considered a child until around
massive humanoids who can live for centuries, and the age of 75 in which they are a full fledged adult.
dying of old age is unheard of for them. While most Dowutins can live upwards of 900 years with even
other species become frail as they age, Dowutin never more ancient ones exceeding that.
stop growing and getting stronger. As teenagers, Alignment. Dowutins are aggressive and brash,
Dowutin resemble Wookiees in size and strength, but causing them to tend toward the dark side, though
by their fifth century, they are a mountain of muscle there are exceptions.
weighing a metric ton, with loud footsteps and voices Size. Dowutins have a unique special characteristic;
warning other species away. from birth to death, they never stop growing. Even as
an adolescent, dowutins tend to tower over other
SOCIETY AND CULTURE species, reaching heights over 8 feet and weighing 400
Dowutin are a very straightforward people, and their pounds. Regardless of your position in that range, your
society is among the most simple in the galaxy. They size is Medium.
have few cities, governments, or even organized social Speed. Your base walking speed is 30 feet.
structures, as they often survive entirely on their own. Claws. Your claws are natural weapons, which you
Children are left behind by their families at a very can use to make unarmed strikes. Additionally, your
young age and must learn to fend for themselves. unarmed strikes deal 1d4 kinetic damage.
Because of this, those who quickly learned hunting Hide. You have a thick hide. While you are
skills survived. Their size and strength made them unarmored or wearing light armor, your AC is 13 + your
prized as hired muscle, but most Dowutins' pride Dexterity modifier. Additionally, you have advantage on
dissuaded them from such work, as they viewed other Constitution saving throws made to avoid exhaustion
species as weak, absolutely refusing to take orders due to extreme cold.
from anyone who is physically weaker than them. As Hunter. You have proficiency in the Survival skill.
such, those who employ Dowutin will command them Keen Hearing and Smell. You have advantage on
in more subtle ways, typically phrasing their Wisdom (Perception) checks that involve hearing or
commands as suggestions or advice. Strength in the smell.
literal sense is very important to them; it is a measure Powerful Build. Your carrying capacity and the
of worth and earns them respect. weight you can push, drag, or lift doubles. If it would
already double, it instead triples.
NAMES Languages. You can speak, read, and write Galactic
Dowutin names are harsh and guttural, and roll off the Basic and Dowuta. Dowuta consists of deep, booming
tongue like a rock slide. Dowutin do not use surnames. vocalizations and is considered difficult for members of
First Names. Dursuc, Grimgorl, Maucro, Tornak other species to emulate.

EXPANDED CONTENT | SPECIES


DRAETHOS
VISUAL CHARACTERISTICS
Skin Color Grey, pink, blue, purple, black
Hair Color None
Eye Color Black, brown, red
Four fingers, large teeth, telepathy, long
Distinctions
life spans

PHYSICAL CHARACTERISTICS
Height 5'5" +2d12"
Weight 130 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Draethos
Language Draethos

BIOLOGY AND APPEARANCE


Draethos possess large teeth, which grow outside of
their mouths. Coupled with their lack of lips, this leads
to the appearance of an overbite. Their scaly skin
ranged in color from blue to purple to black. Their
hands retain an interstitial web between the fingers.
Their fingers end in narrow tips which resemble claws.
They possess low-light vision, springing from their
cave-dwelling ancestors.
Draethos possess a limited telepathy, granting the DRAETHOS TRAITS
ability to communicate with any sentient being. The As a draethos, you have the following special traits.
ability is limited to communication; a Draethos can not Ability Score Increase. Your Wisdom score
invade the thoughts of others. increases by 2, and your Strength score increases by 1.
Age. Draethos reach adulthood around their late
SOCIETY AND CULTURE teens and live up to 800 years.
Partly due to their long lives, Draethos society was slow Alignment. Draethos tend toward no particular
to evolve and relies heavily on tradition. The Draethos' alignment. The best and worst are found among them.
culture is warrior-based, and those living on the Size. Draethos typically stand between 6 and 7 feet
homeworld are expected to demonstrate their martial tall and weigh around 190 lbs. Regardless of your
or hunting prowess. Life on Draethos is harsh, with position in that range, your size is Medium.
arrogant aristocrats squabbling among one another for Speed. Your base walking speed is 30 feet.
social standing and wealth. Warriors are perpetually in Darkvision. You can see in dim light within 60 feet of
high demand as gladiators, mercenaries, hunters, and you as if it were bright light, and in darkness as if it
soldiers. Those who make a conscious decision to were dim light. You can't discern color in darkness, only
abandon the way of the warrior are exiled to seek a shades of gray.
new life among aliens. Consequently, despite their Telepathy. You can communicate telepathically with
reputation as fierce combatants, most Draethos creatures within 30 feet of you. You must share a
encountered offworld are peaceful and intellectual. language with the target in order to communicate in
this way.
NAMES Way of the Warrior. You have proficiency with light
Due to their lack of lips, Draethos names typically lack and medium armor as well as vibroblades and
hard consonants. Surnames are familial. vibroswords.
Male Names. Odan, Gyeto, Hurl, Jan, Talon Languages. You can speak, read, and write Galactic
Female Names. Gillen, Teria, Kat'h, Yul, Aswe Basic and Draethos. Draethos is characterized by its
Surnames. Urr, Slyter, Qelu'tlapa, Ayahu, Jek flurry of cacophonous sighs and clicks.

EXPANDED CONTENT | SPECIES


DUG
VISUAL CHARACTERISTICS
Skin Color    Brown, purple, gray, or red
Hair Color    None
Eye Color    Blue or yellow
Distinctions    Arms used as legs and legs used as arms

PHYSICAL CHARACTERISTICS
Height    3'2" +2d6"
Weight    50 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Malastare
Language    Dug

DUG TRAITS
As a dug, you have the following special traits.
Ability Score Increase. Your Strength score
increases by 2, and your Dexterity score increases by 1.
BIOLOGY AND APPEARANCE Age. Dugs reach adulthood in their early teens and
Dugs are slender, powerfully built beings with a live an average of 75 years. Their violent nature often
somewhat humanoid build and a unique method of leads to violent ends.
walking that hailed from the high gravity world Alignment. Dugs' angry nature causes them to tend
Malastare. Their primary means of locomotion is their toward the dark side, though there are exceptions.
strong arms, and their lower limbs and feet were used Size. Dugs typically stand between 3 and 4 feet tall.
for grappling and other fine motor manipulation. They Regardless of your position in that range, your size is
hardly ever walk on their lower limbs. Although most Small.
Dugs may walk on all four limbs, others like to use their Speed. Your base walking speed is 25 feet.
strong arms as legs and their feet as hands like they Courageous. You have advantage on saving throws
would normally do. against being frightened.
Fisticuffs. Your unarmed strikes deal 1d4 kinetic
SOCIETY AND CULTURE damage and have the finesse property.
Due to their oppression under their Gran rulers who Fury of the Small. When you damage a creature
colonized Malastare, many Dugs often feel the need to with an attack or a power and the creature's size is
throw around their strength in bids to establish larger than yours, you can cause the attack or power to
dominance. As a result, they are known for their ill- deal extra damage to the creature. The extra damage
tempered demeanor, and many are bullying thugs. equals your level. Once you use this trait, you can't use
On their homeworld of Malastare, the vast majority it again until you finish a short or long rest.
of Dugs are little more than laborers toiling for the Menacing. You have proficiency in the Intimidation
enrichment of the Gran. With the species excluded skill.
from much of the power and money on Malastare, Strong and Small. You have a climbing speed of 25
many Dugs turn to swoop racing or bounty hunting as feet.
their only means to achieve fame and fortune. In all Powerful Build. Your carrying capacity and the
other areas, the Dugs are exploited. weight you can push, drag, or lift doubles. If it would
already double, it instead triples.
NAMES Undersized. Your small stature makes it hard for
Dug names are often 3 syllables long, mostly through you to wield bigger weapons. You can't use heavy
shields. Additionally, you can't use martial weapons
big sounds rather than harsh tones. There are harsher
tones in their names as well though, often in the forms with the two-handed property unless it also has the
of x's and k's. Female Dugs have softer names, but no light property, and if a martial weapon has the versatile
property, you can only wield it in two hands.
one would call them beautiful. Surnames are usually
passed down through family or clan. Languages. You can speak, read, and write Galactic
Male Names. Bawugri, Gadwouhx, Rorgukwa, Basic and Dug.
Female Names. Bosix, Grugne, Jiwous, Pragiba,
Surnames. Brundaare, Gninsaidi, Kedwir, Randaine

EXPANDED CONTENT | SPECIES


ECHANI
VISUAL CHARACTERISTICS
Skin Color Pale tones
Hair Color White
Eye Color Silver
Fair skin, white hair and eyes,
Distinctions
remarkable familial similarity.

PHYSICAL CHARACTERISTICS
Height 5'1" +1d10"
Weight 105 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Eshan
Language Galactic Basic

ECHANI TRAITS
As an Echani, you have the following special traits.
Ability Score Increase. Your Dexterity score
increases by 2, and your Wisdom score increases by 1.
Age. Echani reach adulthood in their late teens and
live less than a century.
BIOLOGY AND APPEARANCE Alignment. Echani culture's emphasis on honor and
Echani are characterized by their white skin, hair, and combat cause them to tend towards lawful alignments,
eyes, and their remarkable tendency to look very much though there are exceptions.
alike one another to outside observers, particularly Size. Echani stand between 5 and a half and 6 feet
amongst family members. It is thought that their tall and weigh around 150 lbs, with little variation
origins stem from Arkanian experimentation on the between them. Your size is Medium.
human genome, a hypothesis that could explain their Speed. Your base walking speed is 30 feet.
physical conformity. Allies of the Force. Whenever you make a Wisdom
(Insight) check against someone you know to wield the
SOCIETY AND CULTURE Force, you are considered to have expertise in the
A matriarchal, caste-based society originating from the Insight skill.
Inner Rim world of Eshan, the echani spread to Unarmed Combatant. Your unarmed strikes deal
encompass a confederacy of six worlds including 1d6 kinetic damage and have the finesse property.
Bengali and Thyrsus, known as the Six Sisters, Echani Art. If a humanoid you can see makes a
governed by the all-female Echani Command. melee weapon attack, you can use your reaction to
Echani generals are sometimes seen by others as make a Wisdom (Insight) check against the target's
having the ability to predict their opponent's next Charisma (Deception). On a success you learn one of
move. This is no biologicial trait inherent to the species, the following traits about that creature: it's Strength,
but rather stems from the fact that combat is so Dexterity or Constitution score; bonus to Strength,
ingrained into every level of echani culture; the echani Dexterity or Constitution saving throws; armor class; or
hold to the idea that combat is the truest form of current hit points. On a failure, the target becomes
communication, and to know someone fully, you must immune to this feature for one day. You can use this
fight them. While their combat rituals require complete ability a number of times equal to your Wisdom
freedom of movement and unarmed martial arts, in modifier (a minimum of once). You regain all expended
warfare, they tend towards light armor and melee uses on a long rest.
weapons, and are considered excellent craftsmen of Combative Culture. You have proficiency in Lore
such. and Acrobatics.
Martial Upbringing. You have proficiency in light
NAMES armor, and gain proficiency with two martial
vibroweapons of your choice.
Echani names tend to lack hard consonants, but are
Languages. You can speak, read, and write Galactic
otherwise as variable as human ones. Echani surnames
Basic and one extra language of your choice.
are tied directly to their place in the caste system.
Male Names. Caelian, Inarin, Losor, Uelis, Yusanis
Female Names. Astri, Brianna, Isena, Raskta, Senriel
Surnames. Authal, Elysi, Fenni, Kinro, Lsu

EXPANDED CONTENT | SPECIES


ESH-KHA
VISUAL CHARACTERISTICS
Skin Color Gray or tan
Hair Color Gray
Eye Color Black
Distinctions Horizontal head protrusions

PHYSICAL CHARACTERISTICS
Height 5'4" +2d10"
Weight 145 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown, Belsavis (adopted)
Language Kharan

BIOLOGY AND APPEARANCE ESH-KHA TRAITS


Esh-kha are a gray-skinned humanoid species with As an esh-kha, you have the following special traits.
equine features, including muzzles and digitigrade legs. Ability Score Increase. Your Strength or Wisdom
They also have small black eyes. score increases by 2, and your Constitution score
increases by 1.
SOCIETY AND CULTURE Age. Esh-kha reach adulthood in their early teens
In terms of society, their race's culture resembles that and live less than a century.
of a hive society though each individual retain their Alignment. The esh-kha's stubborn and racially-
own thoughts and aspirations yet all being bred for a centric mindsets cause them to tend toward lawful
specific role that they were eager to fulfill. A caste balanced, though there are exceptions.
system is present amongst the esh-kha which included Size. Esh-kha typically stand 6 to 6 and a half feet tall
Force-sensitive simple minded savants, more and generally weigh about 200 lbs. Regardless of your
numerous skilled determined warriors that watched position in that range, your size is Medium.
over them and finally the patriarchs that acted as Speed. Your base walking speed is 30 feet.
leaders who provided their wisdom as well as decisions Darkvision. You have a keen eyesight, especially in
to their entire people. Esh-kha appear to outsiders as a the dark. You can see in dim light within 60 feet of you
savage violent species that care only for the as if it were bright light, and in darkness as if it were
destruction of all other races. This hatred for other dim light. You can't discern color in darkness, only
sentient species is believed to had stemmed from their shades of gray.
tightly-knit hive-like society. It is suspected that the Force-Sensitive. You know your choice of the
esh-kha are simply unable to tolerate or even adapt to turbulence, force disarm, or slow at-will force powers.
the existence of thinking of outsiders who only Your forcecasting ability is Wisdom or Charisma
suffered their wrath. Their race only turns violent (depending on power alignment).
against one another in the most extreme of Inquisitive. You have proficiency in the Investigation
circumstances. skill.
Savage Attacks. When you score a critical hit with a
NAMES melee weapon attack, you can roll one of the weapon's
Whilst their kind are individuals, esh-kha are not damage dice one additional time and add it to the
named at birth but instead earn their names through extra damage of the critical hit.
their actions. An esh-kha that displayed great skill in Skill Versatility. You gain proficiency in one skill of
battle could be called "Swift Blade", or maybe "Deadly your choice.
Cutter" or some other such name. It is believed that Weapon Training. You have proficiency in two
this partly explained an esh-kha's zeal in battle with vibroweapons or blasters of your choice.
young warriors seeking not only victory but an Languages. You can speak, read, and write Galactic
opportunity to lay claim to a name and forge their own Basic and Kharan. Kharan contains many metaphorical
identity. Esh-kha do not use surnames, as they believe expressions when translated to Galactic Basic. The
they are one family. language has many comparisons to music and singing,
Names. Bleeding Yell, Dormant Heart, Blue Survivor, such as a galactic government being compared to a
Ancient Cull, Sharp Grip, Running Sun, Flame Walker chorus.

Written by Absolute Heresy


FALLEEN
VISUAL CHARACTERISTICS
Skin Color Green, red
Hair Color Black
Eye Color Black, brown
Distinctions Ridged skulls, dorsal spine

PHYSICAL CHARACTERISTICS
Height 4'7" +2d10"
Weight 110 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Falleen
Language Falleen

BIOLOGY AND APPEARANCE


The Falleen are distinguished by their mottled green or
red skin, ridged skulls, and their long, black hair which
they typically wear in ponytails. The sleek symmetry of
their features, calculating and cold demeanors, their
exotic looks, and their ability to alter their skin FALLEEN TRAITS
pigmentation make the Falleen often considered to be As a Falleen, you have the following special traits.
among the most aesthetically pleasing beings in the Ability Score Increase. Your Charisma score
galaxy. In addition to their strikingly beautiful increases by 2, and your Dexterity score increases by 1.
appearance, the Falleen exude pheromones which Age. Falleen reach adulthood in their late teens and
makes them all but irresistible to both sexes. live up to 250 years.
The Falleen are semi-aquatic, being able to hold their Alignment. Falleen societal structure causes them to

breath underwater for an extended period of time. tend to be lawful balanced, though there are

Fallen are one of few species that are resistant to exceptions.


manipulation by the Force. Size. Falleen typically stand between 5 and 6 feet tall
and weigh around 165 lbs. Regardless of your position
SOCIETY AND CULTURE in that range, your size is Medium.
Falleen society is of a feudal nature, with noble houses Speed. Your base walking speed is 30 feet.
ruling over the lower classes. The upper echelons of Closed Mind. Falleen brains have an unusual
Falleen aristocracy are rife with politics and intrigue, composition which make them resistant to influence
though they rarely spill blood over disputes or reduce from the Force. You have advantage on Wisdom and
themselves to open warfare. Charisma saving throws against force powers.
As a cold-blooded species, the Falleen respect Enthralling Pheromones. You can use your
discipline and control, particularly self-control. They pheromones to influence individuals of both sexes.
tend to shun public displays of emotion, and are very Whenever you roll a 1 on a Charisma (Persuasion)
patient. As a result of this attitude, they tend to look check, you can reroll the die and must use the new roll.
down on the more openly passionate, whom they see Additionally, once per short or long rest, you can treat
as lacking self-control. Indeed, the Falleen as a species a d20 roll of 9 or lower on a Charisma check as a 10.
have a towering sense of superiority, reflecting on their This feature has no effect on droids or constructs.
view of Falleen as the civilized and cultural center of Hold Breath. You can hold your breath for up to 1
the galaxy, rather than Coruscant. hour at a time.
Mask of the Wild. You can attempt to hide even
NAMES when you are only lightly obscured by foliage, heavy
Falleen favor names with Z and X sounds. They are rain, falling snow, mist, and other natural phenomena.
usually accompanied by a surname, which is familial. Languages. You can speak, read, and write Galactic
Male Names. Xomit, Xizor, Xist, Zenex, Zurros Basic and Falleen. Falleen is characterized by its
Female Names. Xora, Trezza, Mylla, Zule, Annaz common use of the Z and X sounds, of which the
Surnames. Grunseit, Croom, Moz, Xiss, Mythric Falleen are fond.

EXPANDED CONTENT | SPECIES


FELUCIAN
VISUAL CHARACTERISTICS
Skin Color Gray, with blue, red, or yellow markings
Hair Color None
Eye Color Red
Extra limb at elbow, innate Force-
Distinctions
sensitivity

PHYSICAL CHARACTERISTICS
Height 5'8" +2d6"
Weight 165 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Felucia
Language Felucianese

BIOLOGY AND APPEARANCE


Felucians are a tall, bipedal species. Both their arms
and legs end in four, large webbed digits with suction-
cup fingertips. Springing from the underside of each
forearm is a second short arm, ending in three large
and agile fingers. A Felucian's head is a thick mass of
long flexible tendrils featuring illuminated tips. The
eyes and mouth appear as black holes or openings FELUCIAN TRAITS
within this mass. As a Felucian, you have the following special traits.
Ability Score Increase. Your Constitution score
SOCIETY AND CULTURE increases by 2, and your Wisdom score increases by 1.
Felucians are mysterious sentient beings native to the Age. Felucians reach adulthood in their late teens
vast fungal swamps and jungles of Felucia. Though and live less than a century.
Felucia has long been colonized, the native Felucians Alignment. Felucians' connection to the Living Force
avoided notice by living deep in the jungle. Such causes them to tend toward the light side, though
seclusion was easily maintained. Even the hardiest of there are

colonists were loath to brave the perils of the exceptions.


dangerous wilderness without cause. Size. Felucians typically stand over 6 feet tall and
The Felucians are an unusual, amphibious species. generally weigh about 200 lbs. Regardless of your
They are highly adapted to surviving the wilds of their position in that range, your size is Medium.
home planet, and fade easily into its confusing mass of Speed. Your base walking speed is 30 feet.
plant life. They are equally at home on land or in the Force-Sensitive. You know the burst at-will force
water, and they traverse the swamps with ease. power. When you reach 3rd level, you learn and can
All Felucians are part of a single, planetwide tribe cast the beast trick force power once per day. When
that is broken down into smaller villages and you reach 5th level, you learn and can cast the plant
communities, each one led by shamans and chieftains. surge force power once per day. Wisdom is your
These shamans are very strong in the Force, using it to forcecasting ability for these powers.
their own ends with incredible skill. Amphibious. You can breathe air and water.
Stealthy. You are proficient in the Stealth skill.
NAMES Mask of the Wild. You can attempt to hide even
Felucian names are usually two syllables and full of when you are only lightly obscured by foliage, heavy
hard consonants. Surnames are a combination of tribe rain, falling snow, mist, and other natural phenomena.
lineage. Languages. You can speak, read, and write Galactic
Male Names. Gokkuul, Kargrek, Hagark, Ruggorn Basic, Felucianese, and one more language of your
Female Names. Lakko, Taarell, Duuna, Frula choice. Felucianese is characterized by guttural,
Surnames. s'Gokuul, d'Lakko, s'Kargrek, d'Frula whisper-like vowels, interspersed with hard clicks.

EXPANDED CONTENT | SPECIES


FLESH RAIDER
VISUAL CHARACTERISTICS
Skin Color Brown, pink, red, or tan
Hair Color None
Eye Color Black, dark blue, dark green
Horizontal eye stalks, horizontal spade-
Distinctions
shaped head, tridactyl hands

PHYSICAL CHARACTERISTICS
Height 5'8" +2d10"
Weight 145 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Tython
Language Rakata FLESH RAIDER TRAITS
As a flesh raider, you have the following special traits.
Ability Score Increase. Your Strength score
increases by 2, and your Wisdom or Charisma score
increases by 1.
Age. Flesh raiders reach adulthoood by 20 and rarely
live longer than 90 years.
BIOLOGY AND APPEARANCE Alignment. Flesh raiders' propensity towards war
Flesh raiders are a more primitive, and more physically and aggression cause them to tend toward chaotic
imposing subspecies of rakata that mutated prior to dark side, though there are exceptions.
the end of the Infinite Empire. A life above ground and Size. Flesh raiders typically stand between 6 and 7
in caves has led the flesh raiders to lose their more feet tall and weigh around 200 lbs. Regardless of your
amphibian traits, and are now more humanoid in their position in that range, your size is Medium.
biological needs, though they seem to only be able to Speed. Your base walking speed is 30 feet.
digest meats and flesh. Aggressive. As a bonus action, you can move up to
Flesh raiders keep many of their ancestral rakatan your speed toward an enemy of your choice that you
features, though they have experienced a form of can see or hear. You must end this move closer to the
gigantism that has lead to their interesting appearance, enemy than you started.
that of a flat topped, spade shaped head, with blade- Cannibalize. If you spend at least 1 minute
like eye stalks coming off the side ends of the spade. devouring the corpse of a beast or humanoid, you gain
Their body structure also more closely matches that of temporary hit points equal to your Constitution
a trandoshan or dashade, being bulky and imposing in modifier (minimum of one). Once you've used this
stature, towering over most other sentient creatures. feature, you must complete a short or long rest before
Unlike contemporary rakata, flesh raiders did not you can use it again.
lose their ability to tap into the Force. Darkvision. You have a keen eyesight, especially in
the dark. You can see in dim light within 60 feet of you
SOCIETY AND CULTURE as if it were bright light, and in darkness as if it were
Flesh raiders are known to form small clan structures, dim light. You can't discern color in darkness, only
with a war boss in charge of the clan. Those flesh shades of gray.
raiders who are born Force-sensitive can be found Force Contention. Due to their unique physiology,
imitating a temple structure, with a powerful Force- flesh raider hardiness allows them to overcome use of
sensitive, usually from another species, leading them. the Force. You have advantage on Strength and
Flesh raiders still speak the rakatan language, though Constitution saving throws against force powers.
it has developed into a cruder variant. Menacing. You gain proficiency in the Intimidation
skill.
NAMES Hunters. Whenever you make a Wisdom (Survival)
check to hunt for food, you are considered to have
Flesh raider names tend to be short and concise,
expertise in the Survival skill.
embodying strength and virility. Flesh raider names
make no distinction between male and female names. Languages. You can speak, read, and write Galactic
Surnames are clan-based, though they are rarely used. Basic and Rakata. Rakata is characterized by its deep
tones and simplistic nature, using mainly consonants
First Names. Cha'nagh, Fashk, Gorshh, Keshk,
and long vowels. It's script seems to be a very ancient
Mar'govrok
form of Galactic Basic.
Surnames. Ban, Fel, Kuir, Penk, Teeshk

EXPANDED CONTENT | SPECIES


GAND
VISUAL CHARACTERISTICS
Varying shades of brown, green, and
Skin Color   
purple
Hair Color    None
Eye Color    Brown, black, green, or silver
Distinctions    Exoskeletons, three-fingered hands

PHYSICAL CHARACTERISTICS
Height    4'1" +2d10"
Weight    75 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Gand
Language    Gand

BIOLOGY AND APPEARANCE


Gand are sentient, stocky humanoids whose insectoid
bodies are covered in a chitinous exoskeleton. The
natural armor allow the Gand to shrug off injuries that
would cripple most other species. The exoskeleton
provides extra protection in the clavicle region, which
prevented most nerve or pressure-point strikes to the
neck and shoulders. In addition, Gands have the GAND TRAITS
remarkable ability to regrow lost limbs. If a Gand is As a Gand, you have the following special traits.
dismembered, it can regrow a lost limb in a few days. Ability Score Increase. Your Constitution score
increases by 2, and your Intelligence score increases by
SOCIETY AND CULTURE 1.
Gand society places heavy importance on the Age. Gand reach adulthood when they earn their
achievements of an individual and holds that an name, which is usually in their teens, and live to be
individual has no name, and thus no worth, until he or about 70 on average.
she proves otherwise. The speech patterns of Gands Alignment. Gand tend toward no particular
utilize third-person self-reference within each level of alignment. The best and worst are found among them.
identity earned. Young or unproven Gands are all
Size. Gand stand 4 to 6 feet tall and weigh around
called "Gand," as they are considered merely aspects
100 lbs. Regardless of your position in that range, your
of the same whole. Major accomplishments earn the
size is Medium.
use of a family surname. Mastering a skill, such as
Speed. Your base walking speed is 30 feet.
becoming a findsman, allows for the use of the given
Exoskeleton. You have a thick exoskeleton. While
name, all with third-person self-reference. This manner
you are unarmored or wearing light armor, your AC is
of speaking is common within the spoken and written
12 + your Dexterity modifier.
Gand language but is more predominant when a Gand
Gand Resilience. You have advantage on saving
speaks Basic; it is often a source of amusement to
throws against poison, and you have resistance against
outsiders. poison damage (explained in chapter 9).
Lungless. Gand do not have lungs, and therefore do
NAMES not need to breathe.
Until a Gand has earned the use of a name, they go Regenerative. When you take damage, you can use
simply by the term "Gand." Gand speak in the third your reaction and expend a Hit Die to regain hit points
person and refer to themselves by name. Often, when as long as the damage would not reduce your hit
a Gand feels shamed, they will stop referring to points to 0.
themselves by their name and revert to calling Languages. You can speak, read, and write Galactic
themselves "Gand" until they prove themselves again. Basic and Gand. The Gand language does not use
Male and female names are not distinct. pronouns as Gand refer to themselves in the third
First Names. C'nyir, Dash, Iglid, Kyuffax, T'rix person, so often Gand who speak Galactic Basic are
Surname. Diqlu, Krakee, Praafri, Quudya, Zooq difficult to understand.

EXPANDED CONTENT | SPECIES


GANK
VISUAL CHARACTERISTICS
Skin Color Yellow or yellowish-brown
Hair Color Brown or black
Eye Color Red, green, blue, or white
Always armored, cybernetic
Distinctions
communication

PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 115 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Nar Shaddaa (possibly)
Language Gank

BIOLOGY AND APPEARANCE


The ganks are a species of fur-covered carnivores. The
typical member of the species has a face that is
squared-off and yellow in color, the expression trapped
in a perpetual snarl that non-ganks find unattractive.
Small, mean-looking eyes peer from above the maw, GANK TRAITS
their head sitting atop a thick neck between broad, As a gank, you have the following special traits.
strong shoulders. These cap two thickset, powerful Ability Score Increase. Your Strength score
arms, which terminate in hands with five fingers each. increases by 2, and your Dexterity or Charisma score
Their heavy build affords ganks great strength, yet they increases by 1.
are also spry runners. They augment their bodies with Age. Ganks reach adulthood in their late teens and
cybernetics, making them a species of cyborgs. live for slightly more than a century thanks to their
cybernetics.
SOCIETY AND CULTURE Alignment. Ganks aggressive and hair trigger nature
Precious little is known about gank culture. The causes them to tend towards chaotic dark side, though
exception is that the ganks are fabled for their violent there are exceptions.
and ruthless nature; even the slightest perceived insult Size. Ganks typically stand 5 to 6 feet tall and
is enough to throw a gank into a violent rage of generally weigh about 160 lbs. Regardless of your
retaliation. Outsiders similarly know little of the position in that range, your size is Medium.
organization of gank society, or whether they have any Speed. Your base walking speed is 35 feet. You
central rulers at all. What is well known was that the ignore the strength property of heavy armor.
ganks are a war-loving and regimented species, whose Aggressive. As a bonus action, you can move up to
members enjoy occupations that allow them to fight your speed toward an enemy of your choice that you
and shed blood, such as that of assassin, bodyguard, can see or hear. You must end this move closer to the
bounty hunter, and mercenary. They are in particular enemy than you started.
demand by the hutts, who have enough ganks on Athletic. You have proficiency in the Athletics skill.
retainer to constitute a small army. Their warlike ways Gank Training. You have proficiency in light and
and physical strength ranks the ganks among the medium armor as well as two vibroweapons or blasters
galaxy's most redoubtable fighters. The species have of your choice.
no compunctions about premeditated murder, which Mercenary Specialization. You have proficiency in
lends them the nickname "Gank Killers." one of the following skills: Intimidation, Persuasion,
Stealth, or Perception.
NAMES Languages. You can speak, read, and write Galactic
Gank names do not differentiate between genders, and Basic and Gank. You can communicate with other
instead of surnames, they give themselves epithets. ganks within 30 feet without speaking through use of
First Names. Darakk, Frent, Shett, Yorrath cybernetic implants. Tech casters can detect the
Epithets. the Feared, the Keen, the Slayer, the Tough communication but can’t understand it.

EXPANDED CONTENT | SPECIES


GEONOSIAN
VISUAL CHARACTERISTICS
Skin Color    Gray, green, or orange
Hair Color    None
Eye Color    Black
Distinctions    Hive-based, winged semi-insectoids

PHYSICAL CHARACTERISTICS
Height    5'5" +2d4"
Weight    60 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Geonosis
Language    Geonosian

BIOLOGY AND APPEARANCE


Geonosians have a hard chitin exoskeleton that
provided protection from physical impacts and bouts
of radiation that occasionally shower their world.
Geonosians are strong despite their thin builds, and
are capable of constructing massive hives and factories
in concert. The head of a Geonosian is elongated and
large with their skulls ridged on the top and by the side
where they have bulbous, thick-lidded eyes. Both are
physically strong and covered with bony ridges which
protected their arms, legs, and vital organs. GEONOSIAN TRAITS
As a geonosian, you have the following special traits.
SOCIETY AND CULTURE Ability Score Increase. You Dexterity score
Geonosian society is caste-based with little upward increases by 2, and your Constitution or Intelligence
mobility, though some of the lower caste do develop score increases by 1.
ambition. Workers are conditioned to loathe even the Age. Geonosians reach adulthood at 10 and live less
concept of separation from their hive and the system
than a century.
of control. A low-ranking worker's normal life is one of
Alignment. Geonosians' greedy and self-serving
endless toil and labor to satisfy the aristocracy, who
nature causes them to tend toward the dark side,
are known to make spectacular demands. The warrior
though there are exceptions.
caste tend to be highly competitive and are eager to
Size. Geonosians typically stand from 5 to 6 feet tall
prove themselves. They are born with an abnormal
and rarely weigh more than 80 lbs. Regardless of your
level of intelligence, and one of their only hopes of
position in that range, your size is Medium.
escape from their rigid duty is entering voluntarily into
Speed. Your base walking speed is 30 feet.
gladiatorial combat. Should they survive, they are
Crafter. Geonosian culture promotes artisanry. You
granted freedom. Ultimately, their society exist to
have proficiency in one set of artisan's implements of
benefit those few members that reside in the upper
your choice.
caste. Members of the aristocratic classes are known to
Exoskeleton. You have a thick exoskeleton. While
be ambitious, domineering, and manipulative. They
you are unarmored or wearing light armor, your AC is
constantly move towards improving their standing and
12 + your Dexterity modifier.
holdings while sumultaneously working to ruin their
Flight. You have a flying speed equal to your walking
rivals. speed. While wearing medium or heavy armor, your
flying speed is reduced by half.
NAMES Geonosian Weaponry. You have proficiency in
Geonosian names are usually harsh sounding. Lower blasters that deal sonic damage.
castes don't get surnames. Upper caste surnames are Languages. You can speak, read, and write Galactic
familial. Basic and Geonosian. The Geonosian language consists
Male Names. Buck, Goshey, Nik, Sozz, Techtu of click consonants through use of a Geonosians' dual
Female Names. Datte, Kida, Miri, Nare, Tenessi mandibles. This makes it difficult for other species to
Surnames. Chak, Hor, Lur, Marpes, Zol learn to speak it.

EXPANDED CONTENT | SPECIES


GIVIN
Visual Characteristics
Skin Color White
Hair Color None
Eye Color Black
Skeletal appearance, able to survive in a
Distinctions
vacuum for short periods

Physical Characteristics
Height 5'5" +2d8"
Weight 105 lb. x2d4 lb.

Sociocultural Characteristics
Homeworld Yag'Dhul
Language Givin

BIOLOGY AND APPEARANCE


The Givin are a species of white-skinned, hairless
humanoids who are quite frequently likened to
animated skeletons. Their facial features include many
sharp downward angles, large triangular eye sockets, GIVIN TRAITS
and sloped-up brows that meet together in the middle, As a Givin, you have the following special traits.
lending them an appearance of permanent anguish. Ability Score Increase. Your Intelligence score

Because of the harsh environment of their homeworld, increases by 2, and your Constitution score increases

the Givins' organs are sealed against atmospheric by 1.


exposure; thanks to this complex system, they can Age. Givin reach adulthood in their early teens and
survive for about a day in a vacuum. live about 80 years.
Alignment. Givins believe power and respect are

SOCIETY AND CULTURE earned rather than expected, causing them to tend

In order to survive their homeworld's lunar tides, the towards balanced alignments, though there are

Givin became extremely adept at calculating the exceptions.


trajectory of their celestial bodies. Over the ages, Givin Size. Givin typically stand around 6 feet tall and
have become so skilled at celestial navigation that they weigh 150 lb. Regardless of your position in that range,
are able to calculate hyperspace jumps in their heads. your size is Medium.
As such, mathematics have become a cornerstone of Speed. Your base walking speed is 30 feet.
Givin society. Two Givin will often greet each other by Hardened Exterior. You have a tough, bony exterior.
exchanging complex equations for the other to solve. While you are unarmored or wearing light armor, your
Due to their profound mathematical ability, Givin are AC is 13 + your Dexterity modifier.
skilled starship builders and astrogators. They create Mathematical Savants. Whenever you make an

some of the most impressive, complex, and sleek ships Intelligence (Technology) check involving mathematics,

in the galaxy. However, they frequently build their you are considered to have expertise in the Technology

ships without the presence of a navcomputer or skill.


pressurization system, and so their buyers have to add Stargazer. You have proficiency in Piloting and

these system in the starship aftermarket. Technology.


Vacuum Sealed. You can survive for one day within

NAMES the vacuum of space. You still require oxygen to

Givin names are often derived by parents from favored breathe. You have resistance to cold damage.
mathematical equations. Male and female names do Languages. You can speak, read, and write Galactic
not significantly differ. Surnames are familial. Basic and Givin. Givin is characterized by its use of
First Names. Daggibus, Lersia, Na-Soth, Nisil, Sladru mathematical jargon and symbols, making it nigh
Surnames. Alarin, Nalas, Narth, Larr, Scoritoles incomprehensible to the less mathematically inclined.

EXPANDED CONTENT | SPECIES


GORMAK
VISUAL CHARACTERISTICS
Skin Color Green
Hair Color None
Eye Color Orange or blue
Distinctions Frills on the face and body

PHYSICAL CHARACTERISTICS
Height 5'2" +2d10"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Voss
Language Gormak

BIOLOGY AND APPEARANCE GORMAK TRAITS


The gormak are green humanoids with flat, noseless As a gormak, you have the following special traits.
faces adorned with frills, collecting in whorls on the Ability Score Increase. Your Strength score
sides of their heads. They have clawed, three-fingered, increases by 2, and your Intelligence score increases by
frilled hands, and tend to possess a muscular build. 1.
Females are slightly shorter than males and lacked a Age. Gormaks reach adulthood in their late teens
whorl located above their nose. and live for more than a century.
Alignment. Gormaks' warlike nature causes them to
SOCIETY AND CULTURE tend toward the dark side, though there are
An aggressive species, the gormak hold an innate love exceptions.
of warfare and competition, and are extremely hostile Size. Gormaks typically stand 5 and a half to 6 and a
towards the other natives of their planet, the voss. The half feet tall and generally weigh about 150 lbs.
gormak hold a belief that in order for them to prosper, Regardless of your position in that range, your size is
the voss, whom they view as a plague on the planet, Medium.
must be destroyed. To achieve that goal, warriors have Speed. Your base walking speed is 30 feet.
repeatedly assaulted the voss capital city over the Adaptive Resilience. Their innate understanding of
course of centuries; however, despite their far greater technology allow gormak to readily adapt to its effects.
numbers, their nature has kept them from uniting You have advantage on Strength and Constitution
against their enemy. While their society and speech are saving throws against tech powers.
considered primitive by galactic standards, their innate Aggressive. As a bonus action, you can move up to
talent with technology rivals the top minds of the your speed toward an enemy of your choice that you
galaxy. From bits of scavenged electronics and can see or hear. You must end this move closer to the
equipment, the gormak construct advanced tools, enemy than you started.
heavy machinery, specialized weapons and even Claws. Your claws are natural weapons, which you
cybernetic implants. However, despite their incredible can use to make unarmed strikes. Additionally, your
affinity for technology, the gormak remain a pre- unarmed strikes deal 1d4 kinetic damage.
spaceflight culture confined to their homeworld, which Technological Affinity. You have proficiency in the
causes them to be viewed as a backward species Technology skill, one vibroweapon and one blaster of
despite being perfectly capable of repairing, modifying your choice, and your choice of armstech's
and improving tech created by more advanced implements, biotech's implements, constructor's
cultures. implements, mechanic's kits, or tinker's implements.
Additionally, you have advantage on Intelligence
NAMES (Technology) checks made to understand, utilize, or
Gormak are commonly named after heroes of their modify technology that you are unaware of or have
history by local shamans. Surnames are tribe-based, never seen before.
but optional. Languages. You can speak, read, and write Galactic
Male Names. Damal, Henet, Wockuss, Yryu, Zenit Basic and Gormak. Gormak is primitive and gruff, often
Female Names. Finay, Heidith, Jhekon, Rakva, Sanas lacking definitions for things found outside of their
Surnames. -Du, -Fo, -Qa, -Ry, -Ve homeworld.

EXPANDED CONTENT | SPECIES


First Names. Thon, Fern, Fuu'rash, Jir, Vluphol
Surnames. Gratlul, Klux, Vathon, Zilat, Krigh,
GOTAL Rahxem
VISUAL CHARACTERISTICS
Skin Color Grey, brown, or black
Hair Color White, grey, or brown
Red, orange, yellow, grey, green, or
Eye Color
black
Distinctions Full body fur, flat noses, head cones

PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 120 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Antar 4
Language Antarian

BIOLOGY AND APPEARANCE


Gotals possess cranial horns as receptors to sense
electromagnetism and other energy emissions. These
nerve-ending filled cones can sense the natural
electromagnetic fields produced by Antar 4's

magnetite-rich crust, allowing the species to operate

even in total darkness. Their senses also pick up the

electromagnetic auras from other life forms. When

close to their hunting targets, they can ascertain

information on its mood, awareness, and state of


GOTA
mind. Electronic devices can also be sensed by Gotals;
As a Go
in fact, most droids give off enough electromagnetic
Abili
emissions to at least annoy a Gotal, and at worst to
increas
seriously disorient the horned beings, making them
choice
notoriously distrustful of droids. Gotals rely heavily on
Age.
their cones, with their eyesight and hearing being
live les
quite weak, and their sense of smell almost completely
Align
absent. causes
there a
SOCIETY AND CULTURE Size.
Since their natural empathy makes them instantly genera
sensitive to the feelings of others, Gotals have little use positio
for government or laws on their homeworld, resulting Spee
in problems when dealing with other societies. No Ener
central authority figure can speak for Antar 4 as a
around
whole in a crisis, and no organized Gotal military or
held in
police force can act on their behalf. Other species
30 feet
respect the Gotals for their discretion and restraint, range i
but
Hun
some individuals fear interacting with the horned
Natu
beings for fear of having their emotional state revealed
allow t
to others. them. Y
to dete
NAMES within
Gotal names are quite guttural, though there are also Lang
many harsher tones within their names. Gotal names Basic a
do not vary significantly based on gender, and charac
surnames are familial. volume

EXPANDED CONTENT | SPECIES


GRAN
VISUAL CHARACTERISTICS
Skin Color Blue or tan
Hair Color None
Eye Color Black, purple
Distinctions Three eyes and goat-like snout

PHYSICAL CHARACTERISTICS
Height 4'10" +2d10"
Weight 115 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Kinyen
Language Gran

BIOLOGY AND APPEARANCE


Gran can easily be identified by their three eyes and
their goat-like snout. Female Gran also have three
breasts. They have excellent vision, able to resolve
more colors than most species, and even able to see
into the infrared, thus they are able to sense one
another's emotions and disposition by noting subtle
changes in body heat and skin color. Gran have two
stomachs, having evolved from herbivorous grazing
animals who lived in herds on the mountains and
highlands of Kinyen. A single meal can take almost an
entire day to finish, after that a Gran does not often GRAN TRAITS
need to eat for several days. As a Gran, you have the following special traits.
Ability Score Increase. Your Constitution score
SOCIETY AND CULTURE increases by 2, and your Wisdom score increases by 1.
The peaceful nature of Gran society is a reflection of Age. Gran reach adulthood around their late teens
their homeworld, Kinyen. Kinyen boasted large and and live up to 80 years.
rolling grasslands and highlands, a dense and beautiful Alignment. Gran highly organized society cause
forest, and one of the longest and clearest rivers in the them to tend toward lawful alignments, though there
Bes Ber Bikade sector. The beauty of this planet, and are exceptions..
the need for primitive Gran to band together for Size. Gran typically stand between 5 and 6 feet tall
defense against predatory animals, helped the Gran and weigh around 170 lbs. Regardless of your position
develop strong bonds of home and family in their in that range, your size is Medium.
society. Speed. Your base walking speed is 30 feet.
The Grans are also very protective of their families, Slow Metabolism. You are able to go a number of
and were some of the most devoted parents in the days without food equal to 3 + twice your Constitution
galaxy. This is because of their very powerful and modifier before suffering exhaustion.
sensitive sight, which can sense the emotions of their Keen Sight. Through use of infrared vision, you have
mates and their children. Gran society maintains its advantage on Wisdom (Perception) checks that rely on
balance by setting up strict career quotas, and making sight.
sure young Gran are educated for a specific job that Reader of Hearts. Through identifying subtle
best served his or her talents. variations in a target's body heat, the Gran are able to
better understand their emotions and intentions. You
NAMES are proficient in the Insight skill.
Gran names typically are monosyllabic and Toughness. Your hit point maximum increases by 1,
accompanied by a surname, which is familial. and it increases by 1 every time you gain a level.
Male Names. Ask, Dree, Ree, Pax, Nic Languages. You can speak, read, and write Galactic
Female Names. Yan, Alijia, Meeb, Sir, Zeek Basic and Gran. It is rare to hear Gran spoken on any
Surnames. Moe, Leem, Yees, Wix, Naaq world other than Kinyen.

EXPANDED CONTENT | SPECIES


HALF-HUMAN
Abyssin Savage Attacks Aleena Racer's Reflexes Aqualish Darkvision
Advosze Darkvision Anomid Tech Resistance Arcona Keen Smell
Aing-Tii Armored Plates Anx Acute Smell Ardennian Darkvision

Darkvision
Gormak Adaptive Resilience Patrolian Darkvision
Arkanian Infrared Sight

Sunlight Sensitivity Gotal Natural Empathy Pau'an Darkvision

Barabel Darkvision Gran Keen Sight Mercantile

Pyke
Notorious Slavers
Baragwin Keen Smell Gungan Martial Proficiency
Quermian Two Brains
Besalisk Powerful Build Harch Venomous Fangs
Rakata Darkvision
Bith Detail Oriented Herglic Toughness
Rattataki Surprise Attack
Bothan Naturally Stealth Ho'Din Second Heart
Rishii Keen Hearing and Sight
Caamasi Keen Smell Houk Toughness
Rodian Darkvision
Cathar Leonine Agility Iktotchi Precognition
Ryn Darkvision
Cerean Closed Mind Ithorian Hold Breath
Selkath Venomous Claws
Chadra-Fan Second Heart Jawa Grovel, Cower, and Beg
Selonian Darkvision
Chagrian Darkvision Kage Superior Darkvision
Darkvision

Chevin Keen Hearing Kaleesh Darkvision Shistavanen


Forced March
Chiss Darkvision Kalloran Keen Hearing
Keen Smell

Clawdite Unsettling Visage Geneticist


Ssi Ruu Sunlight Sensitivity

Kaminoan
Ultraviolet Sight Tooth and Nail
Codru-Ji Keen Hearing
Karkarodon Aggressive Sith Darkvision
Dashade Force Contention
Kel Dor Darkvision Squib Keen Smell
Defel Hidden Step
Kiffar Nimble Reflexes Sullustan Darkvision
Devaronian Two Livered
Killik Carapace Talz Darkvision
Diathim Luminescent Aura
Klatooinian Wisdom of the Elders Tarasin Sa'tosin Sense
Dowutin Hide
Kubaz Darkvision Toughness

Draethos Darkvision Taung


Kushiban Grovel, Cower, and Beg Force-Insensitive
Dug Fury of the Small Theelin Mutation
Kyuzo Darkvision
Duros Darkvision Thisspiasian Prehensile Tail
Lannik Closed Mind
Echani Combative Culture Tiss'shar Darkvision
Lasat Powerful Build
Esh-Kha Darkvision Tognath Hide
Lurmen Rolling Agility
Ewok Mask of the Wild Togorian Toughness
Massassi Darkvision
Falleen Closed Mind Togruta Darkvision
Mikkian Keen Hearing
Flesh Raider Darkvision Toydarian Closed Mind
Miraluka Force Sight
Gamorrean Savage Attacks Trandoshan Saving Face
Mirialan Spiritual
Gand Lungless Tusken Aggressive
Mon Calamari Darkvision
Gank Aggressive Twi'lek Darkvision
Mustafarian Darkvision
Geonosian Geonosian Weaponry Ugnaught Darkvision
Muun Second Heart
Givin Vacuum Sealed Umbaran Darkvision
Nautolan Darkvision
Neimoidian Darkvision Verpine Hardened Carapace

Nikto Adaptation Voss Darkvision

Noghri Keen Smell Vurk Darkvision

Nothoiin Heightened Reflexes Weequay Darkvision

Ortolan Grovel, Cower, and Beg Wookiee Darkvision

Quarren Keen Hearing Xexto Split Mind

Hold Breath
Yevetha Aggressive
Pa'lowick
Snout Zabrak Darkvision
Pantoran Cold Adaptation Zeltron Two Livered
EXPANDED CONTENT | SPECIES Zygerrian Darkvision
BIOLOGY AND APPEARANCE HALF-HUMAN TRAITS
The appearance and biological features of half-humans As a half-human, you have the following special traits.
vary drastically by each species, but tend to fall Ability Score Increase. Half-humans gain the ability
somewhere in the middle. A common side-effect of a score increases of their non-human half, but they can
species interbreeding with humans is the loss of choose any ability score for one of the options, instead
darkvision and tails. of the given option. Half-humans can not increase the
same ability score twice during character creation
SOCIETY AND CULTURE using this feature.
Half-humans are subjects of two separate cultures, but Age. Half-humans live around the average of the two
belong in neither. A half-human might be raised species' lifespans.
amongst humans or their other half, or might be fully Alignment. Half-humans tend towards their non-
ostracized, instead growing up in a remote, isolated human half's alignment.
place, removed from both species. Size. Half-humans stand and weigh around the
average of the two species' height and weight.
TRAITS Regardless of your position in that range, your size is
Half-humans gain the Defiant special trait from their
the size of your non-human half.
human half. They also gain the special traits from their Speed. Your base walking speed is that of your non-
non-human half, except for those trait(s) mentioned in human half.
the Half-Human table above. Defiant. Half-humans are known to be stubborn and
often refuse to give up, even against the worst odds.
When you or a creature you can see that can see and
NAMES understand you makes an ability check, attack roll, or
Half-human names might follow human conventions, saving throw, you can roll a d4 and add it to their roll
or that of the other half. Often, they blend the two in (no action required). You can use this before or after
some fashion, perhaps taking a human surname, with the roll, but before the GM determines the roll's
a special name. outcome. Once you've used this feature, you must
complete a short or long rest before you can use it
again.
Languages. You can speak, read, and write Galactic
Basic, regardless of whether or not the non-human half
can speak it, and the language(s) associated with your
non-human half.

EXPANDED CONTENT | SPECIES


HARCH
VISUAL CHARACTERISTICS
Skin Color Pale pink
Hair Color Brown, black
Eye Color Red
Spider-like with six eyes, eight limbs and
Distinctions
chelicerae

PHYSICAL CHARACTERISTICS
Height 5'5" +2d8"
Weight 150 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Secundus Ando
Language Harchese
HARCH TRAITS
As a Harch, you have the following special traits:
Ability Score Increase. Your Strength, Constitution,
and Intelligence scores increase by 1.
Age. Harch reach adulthood at age 10 and can live
up to 200 years.
Alignment. Harch are cold, calculating beings,
causing them to tend toward the dark side, though
BIOLOGY AND APPEARANCE there are exceptions.
The Harch possess a large-fanged mouth between two Size. Harch stand around 6 feet tall and weigh
prominent chelicerae, above which they have six red between 200 and 300 lbs. Regardless of your position
eyes arranged in a semicircle. The two lowest eyes are in that range, your size is Medium.
larger and roughly twice the size of the four smaller Speed. Your base walking speed is 30 feet.
eyes. Harch walk on two legs and have six arms, with Darkvision. You have a keen eyesight, especially in
the second and third set of arm protruding from the dark. You can see in dim light within 60 feet of you
behind the first pair rather than directly above or as if it were bright light, and in darkness as if it were
below them. These arms are covered in thick hair and dim light. You can't discern color in darkness, only
end in three-fingered hands. shades of gray.
The Harch are distantly related to the Aqualish
Bite. Your fangs are a natural weapon, which you can
species and there is much debate among geneticists
use to make unarmed strikes. Additionally, your
regarding the relationship between the Harch and the
unarmed strikes deal 1d4 kinetic damage. Lastly, as a
Aqualish Ualaq subspecies. However, the Harch
bonus action, you can perform a special bite attack. On
themselves considered such discussions to be
a hit, the target suffers the attack's normal effects, and
obscene. it must make a Constitution saving throw (DC = 8 +
your proficiency bonus + your Constitution modifier).
SOCIETY AND CULTURE On a failed save, the target is poisoned until the end of
Not much is known about the Harch, as few of them its next turn, and you can't use this feature again until
have mingled with the galactic community, preferring you complete a short or long rest.
to stay on Secundus Ando. Harch that leave the planet Six-Armed. Harch have six arms which they can use
tend to have a more aspirant nature than their fellows, independently of one another. You can only gain the
and often reach great heights in their chosen benefit of items held by two of your arms at any given
professions in the galaxy. Such Harch are considered time, and once per round you can switch which arms
outliers—most apparently care little for titles. you are benefiting from (no action required).
Like the Arcona species, female Harch are seen as Spider Climb. You have a climbing speed of 30 feet.
more domineering and aggressive than their male You have advantage on Strength saving throws and
counterparts. It is not unheard of for a male Harch to Strength (Athletics) checks that involve climbing, and
raise entire broods of hatchlings alone. while climbing you always have two hands free.
Languages. You can speak, read, and write Galactic
NAMES Basic and Harchese. Harchese is discernible from other
insectoid languages by a noticeable emphasis on
Harch names are not gender-specific. Harch do not use
consonants, especially the "ch" sound.
surnames.
Names. Cubach, Quixoch, Trench, Turch

EXPANDED CONTENT | SPECIES


HERGLIC
Visual Characteristics
Skin Color Black, gray, pale blue, pale pink
Hair Color None
Eye Color Black
Distinctions Aquatic organs, massive size

Physical Charicteristics
Height 6' +2d12"
Weight 200 lb. x(2d8) lb.

Sociocultural Charicteristics
Homeworld Giju
Language Herglese

BIOLOGY AND APPEARANCE


The herglic are a massive race of creatures descended

from aquatic mammals, breathing though a blowhole

on top of their heads. They are tall and wide, and have

smooth, hairless skin that ranged in color from pale

blue to black, though some rare individuals may

appear pink or have white markings on their sides.

Their girth tends to leave them feeling out of place


among smaller species; herglic tend to take up two HERGLIC TRAITS
chairs or fill the entire doorway of any establishment As a herglic, you have the following special traits:
they enter that does not cater to beings their size. Ability Score Increase. Your Strength score

increases by 2, and your Intelligence score increases by

SOCIETY AND CULTURE 1.


The herglics are very technologically advanced, Age. Herglic reach adulthood in their late teens and
developing space flight and hyperdrives and colonizing live up to 120 years.
their sector of the galaxy prior to the formation of the Alignment. Herglics' gentle nature causes them to

Galactic Republic. Natural explorers and traders, they tend toward the light side, though there are

sailed the cosmos establishing crucial trade routes and exceptions.


gaining prestige. Despite their size, herglic are Size. Herglic stand between 6 and 8 feet tall and
surprisingly dexterous while working with tools, and weigh up to 600 lbs. Regardless of your position in that
are some of the finest engineers in the galaxy. range, your size is Medium.
Herglics have an inquisitive but practical nature, Speed. Your base walking speed is 30 feet.
enjoying travel and having exotic experiences. Their Hold Breath. You can hold your breath for up to 1
perpetually calm demeanor helps them interact with hour at a time.
most other species peacefully, though when dealing Powerful Build. Your carrying capacity and the
with smaller species, herglics tend to become nervous weight you can push, drag, or lift doubles. If it would
and self-conscious about their proportions. They also already double, it instead triples.
seem to have an innate predilection for gambling and Swim. You have a swimming speed of 30 feet.
games of chance, which have gotten more than one Technician. You are proficient in the Technology

herglic into trouble on several occasions. skill.


Toughness. Your hit point maximum increases by 1,
NAMES and it increases by 1 every time you gain a level.
Male names are typically harsher sounding than Languages. You can speak, read, and write Galactic
female names. Herglics rarely use surnames. Basic and Herglese. Herglese has a clear and
Male Names. Biglu, Melchi, Sehvorah commanding cadence, drawing the attention of those
Female Names. Mahg-Raet, Seese, Uddn who hear it.

EXPANDED CONTENT | SPECIES


HO'DIN
VISUAL CHARACTERISTICS
Skin Color Green, yellow, blue, orange
Hair Color Red-violet
Eye Color Black
Distinctions Snake-like "hair", suction-cupped fingers

PHYSICAL CHARACTERISTICS
Height 7'10" +2d12"
Weight 150 lb. x(2d6) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Moltok
Language Ho'Din

HO'DIN TRAITS
BIOLOGY AND APPEARANCE As a ho'din, you have the following special traits.
Ho'dins are tall humanoids with multi-colored skin, Ability Score Increase. Your Intelligence score
naturally webbed and suction cup-tipped fingers and increases by 2, and your Wisdom score increases by 1.
toes, and temperature-sensing red-violet "snake hair". Age. Ho'din reach adulthood in their early 30s and
Ho'dins are, on average, over nine feet tall—nearly a live up to 120 years.
full head taller than wookiees. Renowned throughout Alignment. Ho'dins' benevolent nature causes them
the galaxy as botanists and healers, the ho'din claim an to tend toward the light side, though there are
ancestry derived from the plants of their home planet, exceptions.
Moltok—in fact, "ho'din" translates as "walking flower" Size. Ho'din are taller than most species, typically
in Galactic Basic. They are, in fact, reptilian, as their standing 8 to 10 feet tall and generally weighing about
natural climbing skills and cold-bloodedness seem to 275 lbs. Regardless of your position in that range, your
indicate, and boast a second heart to enhance their size is Medium.
survivability. Their "snake hair" is temperature- Speed. Your base walking speed is 30 feet.
sensitive, allowing ho'din to sense changes in ambient Biological Specialists. You have proficiency with
temperature. Medicine or Survival (your choice).
Cold Sensitivity. You have disadvantage on
SOCIETY AND CULTURE Constitution saving throws made to avoid exhaustion
Ho'dins are known to be self-conscious and vain, due to extreme cold.
particularly when it comes to their looks and their Crafters. You have proficiency with one artisan's
work, and do not take criticism or insults well. Their implements of your choice.
religion, Dinante Fli'R, is centered around worshipping Naturalist. You have proficiency in the Nature skill.
and communing with nature, a trait that has sent many Rain Forest Dweller. Growing up in the rain forests
ho'din out into the galaxy to rejuvenate damaged of Moltok has left an impact. You don't treat forest
planets. The ho'din have an aversion to technology and terrain as difficult terrain.
avoid surface mining and manufacturing, opting Reptilian Senses. Whenever you make a Wisdom
instead to dwell in trees. They have learned to make (Perception) check related to sensing heat, you are
incredibly advanced pharmaceuticals and gardens considered to have expertise in the Perception skill.
using their botanical skills to concoct natural Second Heart. When you are reduced to 0 hit points
medicines, some of which have cured plagues on but not killed outright, you can drop to 1 hit point
distant worlds. The title of "Master Gardener" is one of instead. You can't use this feature again until you finish
high esteem and great respect in ho'din society. a long rest.
Treeclimber. You have a climbing speed of 30 feet.
NAMES You have advantage on Strength saving throws and
Ho'din names are quite diverse. Some names look Strength (Athletics) checks that involve climbing.
complicated and difficult to pronounce, while others Languages. You can speak, read, and write Galactic
are quite simple. Surnames are familial. Basic, and Ho'Din. Ho'Din consists of croaks and hisses.
Male Names. Baji, Gra'tau, Iwo, Oojoh, Thrung, Vala Its written form includes characters derived from the
Female Names. Chela, Kutu, Lohje, Par'tah, Sirta, Tal shapes of Moltok flora. The Ho'Din lexicon includes a
Surnames. Alewune, Kulko, Oolos, Plett, Ustu, Wen great amount of plant-based idioms and metaphors.

EXPANDED CONTENT | SPECIES


HOUK
VISUAL CHARACTERISTICS
Skin Color Violet to blue, or yellow to brown
Hair Color None
Eye Color Yellow
Thick skull, large stature, great physical
Distinctions
strength

PHYSICAL CHARACTERISTICS
Height 6'0" +2d12"
Weight 190 lb. x(2d6) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Lijuter
Language Houkese

BIOLOGY AND APPEARANCE


Houk are hulking bipeds with thick skin, hairless heads
marked with bony ridges and a pronounced brow,
flabby jowls, beady yellow eyes, and no visible ears or
nose. They are very powerful due to their large bulk of
pure muscle.

SOCIETY AND CULTURE


The houk have well-earned reputations as bullies,
HOUK TRAITS
cheaters, and backstabbers. They are often compared As a houk, you have the following special traits.
to wookiees because of their great strength and violent Ability Score Increase. Your Strength score
disposition. Houk are humorless, short-tempered increases by 2, and your Constitution score increases
beings who use their strength to antagonize weaker by 1.
beings. Their propensity for deceit and skulduggery is Age. Houk reach adulthood in their late teens and
matched only by the hutts. Though their tempers are live for about 80 years.
not as explosive as those of wookiees, houk are known Alignment. Most houk are short-tempered and
for their tendency to solve problems violently. In deceitful, causing them to tend toward the dark side,
politics, they will often wage war without formal though there are exceptions.
declarations, negotiate in bad faith, and ignore treaties. Size. Houk typically stand 6 to 8 feet tall and
Though this preference for violence tend to cause the generally weigh about 300 lbs. Regardless of your
houk problems in dealing with other societies, it often position in that range, your size is Medium.
gets them what they want. Surprisingly though, in Speed. Your base walking speed is 30 feet.
personal combat, houk prefer to use stealth rather Ambusher. You have proficiency in the Stealth skill.
than direct confrontation. This gives them a reputation Powerful Build. Your carrying capacity and the
for deceit and cowardice. However, just as each houk weight you can push, drag, or lift doubles. If it would
colony has a different culture and government, houk already double, it instead triples.
individuals have varied personalities. Though all houk Surprise Attack. If you surprise a creature and hit it
come from a culture with high levels of corruption and with an attack on your first turn in combat, the attack
violence, many houk are hard workers who have deals an extra 2d6 damage to it. You can use this trait
learned to get along with other sentients. The houk only once per combat.
produce little technology of their own, though they Toughness. Your hit point maximum increases by 1,
adapt themselves to the standard technology of the and it increases by 1 every time you gain a level.
rest of the galaxy. Languages. You can speak, read, and write Galactic
Basic and Houkese. Houkese is mainly formed by
NAMES grunts, with subtle tonal inflections to differentiate
Houk names are gruff and primitive in nature, and words that would otherwise sound the same. Written
don't vary by gender. Houkese uses primitive ideograms with one letter to
First Names. Agamor, Krelba, Morg, Roath represent each simple verb, and complex pictograms
Surnames. Krin, Nar, Vogog, Voss to represent nouns.

EXPANDED CONTENT | SPECIES


HUTT, ADOLESCENT
VISUAL CHARACTERISTICS
Black, blue, brown, gold, green, purple,
Skin Color
tan, white, or yellow
Hair Color None
Blue, gray, green, orange, turquoise,
Eye Color
violet, or yellow
Distinctions Three lungs, slug-like appearance

PHYSICAL CHARACTERISTICS
Height 5'5" +2d12"
Weight 400 lb. x(2d8) lb.
HUTT TRAITS
As a hutt you have the following special traits.
Ability Score Increase. Your Constitution score
SOCIOCULTURAL CHARACTERISTICS increases by 2, and two other ability scores of your
Homeworld Nal Hutta choice increase by 1.
Age. Hutts are considered a child until around the
Language Huttese
age of 200 in which they are a full fledged adult. Hutts
can live upwards of 900 years with even more ancient
ones exceeding that.
Alignment. Hutts are selfish, greedy, and highly
organized, causing them to tend toward chaotic dark
BIOLOGY AND APPEARANCE side, though there are exceptions.
Hutts are a massive slug-like species who have large Size. Hutts have a unique special characteristic; from
mouths and stubby arms. They have three lungs and birth to death, they never stop growing. As an
adolescent hutt, you typically stand between 6 and 7
thick leathery skin, which is wrinkled and slimy. Hutts
often have watery eyes and lack facial expressions. feet tall and weigh at least 400 lbs. Regardless of your
Their tails are supported by a skeletal spine. Despite position in that range, your size is Medium.
their legendary size, hutts start out as tiny huttlets less Speed. Your base walking speed is 20 feet.
than half a foot in height, and continually grow over Closed Mind. Hutt brains have an unusual
the long lives. composition which made them resistant to influence
from the Force. You have advantage on Wisdom and
SOCIETY AND CULTURE Charisma saving throws against force powers.
Natural Resistance. You have advantage on saving
Most hutts are crime lords who live opulent lives throws against poison, and you have resistance against
overseeing criminal underworld activities like spice
poison damage (explained in chapter 9).
smuggling, slavery, gambling and bounty hunting. This
Powerful Build. Your carrying capacity and the
is not true for all, however, as some eschew the life of
weight you can push, drag, or lift doubles. If it would
a decadent, obese version of their species and prefer a
already double, it instead triples.
more mobile existence. Hutt society is divided into
Prehensile Tail. You have supreme control over your
families known as kajidics, a social structure that is
tail and can use it to manipulate objects as well as your
both familial and a crime gang.
hands.
Hutts are encouraged to make a name for
Shrewd Demeanor. You have proficiency in two
themselves around the age of 150 while
Intelligence, Wisdom, or Charisma skills of your choice.
simultaneously not threatening the welfare of the clan.
Slow and Lethargic. Hutts are slow and generally
At around 200, they will likely stop being saved by the
incapable of moving quickly. You have disadvantage on
clan and encouraged even further to fend for
themselves while benefiting the kajidic; they may even Dexterity saving throws, and when determining your
bonus to AC from your Dexterity, you can't add more
be granted a star system or two. Nomadic or kajidic-
than +3.
less hutts are often hunted or killed by other hutts in
fear of the nomad coming to claim a territory. Wealthy. During character creation, you start with
additional credits equal to your level x your proficiency
NAMES bonus x 1,000 cr.
Languages. You can speak, read, and write Galactic
Hutt names with a suffix title as "the Hutt" are usually Basic and Huttese. Hutts rarely speak Galactic Basic,
reserved for noteworthy huts, with the name of a even though they are perfectly able; if the person with
hutt's kajidic coming before the title. Because hutts are whom they are speaking doesn't understand Huttese,
hermaphroditic, choosing a gender at will, their names they are more likely to use an interpretor than deign to
are considered androgynous. speak the language of lesser species.
First Names. Arok, Gorga, Jabba, Mama, Ziro,
Kajidic Names. Besadii, Desilijic, Fenn'ak, Gnuda

EXPANDED CONTENT | SPECIES


IKTOTCHI
VISUAL CHARACTERISTICS
Skin Color    Pink
Hair Color    None
Eye Color    Black
Horns, precognition, telepathy, thick
Distinctions   
pink skin

PHYSICAL CHARACTERISTICS
Height    4'11" +2d10"
Weight    120 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Iktotch, moon of Iktotchon
Language    Iktotchese

BIOLOGY AND APPEARANCE


Iktotchi do not have hair, but rather they had a very
resistant skin which protected them from the violent
winds which crossed the satellite. Both males and
females have down-curved cranial horns, which gave
them an aggressive aspect. The males' horns are
generally a little larger, a remnant from their
mountain-dwelling, caprinaen ancestors. The horns are
able to regenerate if damaged.
IKTOTCHI TRAITS
SOCIETY AND CULTURE As an Iktotchi, you have the following special traits.
The Iktotchi are a fiercely guarded and isolationist Ability Score Increase. Your Intelligence score
species - vaunted for their ability to hide their feelings increases by 2, and your Strength score increases by 1.
and bury any semblance of emotion. Originating on the Age. Iktotchi reach adulthood in their late teens and
harsh, windy moon of Iktotch, which orbits the planet live less than a century.
Iktotchon in the Expansion Region, the Iktotch are Alignment. Iktotchi are lawful and tend toward the
gifted with precognition, and are courted as often by light side, though there are exceptions.
Jedi as by pirates for their skills. Size. Iktotchi typically stand between 5 and 6 feet tall
Iktotchi society is a stratified society. Upward and weigh about 170 lbs. Regardless of your position in
mobility is both possible and encouraged. Iktotchi are that range, your size is Medium.
an outwardly dispassionate people, which is evidenced Speed. Your base walking speed is 30 feet.
by their culture. They have a robust legal system, and Precognition. You can see brief fragments of the
suffer little crime. Iktotchi are respectful of cultures future, that allow you to turn failures into successes.
other than their own and can easily integrate with When you roll a 1 on an attack roll, ability check, or
others. saving throw, you can reroll the die and must use the
Iktotchi who distinguish themselves often earn a new roll.
titular nickname, by which they are referred to in place Telepathy. You can communicate telepathically with
of their name. Generally, this is done by accomplishing creatures within 30 feet of you. You must share a
a remarkable feat that benefits the Iktotchi as whole. language with the target in order to communicate in
this way.
NAMES Horns. Your horns are a natural weapon, which you
Iktotchi names are generally two syllables. Surnames can use to make unarmed strikes. Additionally, your
are familial. Respected Iktotchi often adopt a unarmed strikes deal 1d6 kinetic damage.
nickname, which they use in place of their birth name. Pilot. You have proficiency in the Piloting skill.
Male Names. Dilnam, Imruth, Kashkil, Yellam Languages. You can speak, read, and write Galactic
Female Names. Kemkal, Onyeth, Reshu, Zorlu Basic and Iktotchese.
Surnames. Hevil, Kaawi, Mimir, Nudaal, Zelend

EXPANDED CONTENT | SPECIES


KAGE
VISUAL CHARACTERISTICS
Skin Color    Gray, white
Hair Color    Gray, pale yellow, white
Eye Color    Green, pink, red, yellow
Distinctions    Athleticism, pale skin, piercing eyes

PHYSICAL CHARACTERISTICS
Height    4'9" +2d10"
Weight    95 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Quarzite
Language    Galactic Basic

KAGE TRAITS
As a kage, you have the following special traits.
Ability Score Increase. Your Dexterity score
increases by 2, and your Wisdom score increases by 1.
Age. Kage reach adulthood in their late teens and
live less than a century.
Alignment. Kages' rigid sense of honor causes them
to tend toward lawful light side, though there are
BIOLOGY AND APPEARANCE exceptions.
The kage are a pale-skinned sentient species native to Size. Kage typically stand between 5 and 6 feet tall,
the caverns in the planet of Quarzite. The kage have a and weigh around 150 lbs. Regardless of your position
long-time conflict with the belugans, consistently at in that range, your size is Medium.
odds with them. During the Clone Wars, Otua Blank Speed. Your base walking speed is 30 feet.
ordered the capture of Pluma Sodi to marry her, she Animal Handler. You are proficient in Animal
was later given back to the Kage Warriors by Asajj Handling.
Ventress. Athletic. You have proficiency in the Athletics skill.
Strong-Legged. When you make a long jump, you
SOCIETY AND CULTURE can cover a number of feet up to twice your Strength
The kage are a dedicated people of physical excellence; score. When you make a high jump, you can leap a
number of feet up into the air equal to 3 + twice your
they train tireless and elite fighter-monks known as
Kage warriors. They tend to use weapons with electric Strength modifier.
or disruptive properties, but they are also great Sunlight Sensitivity. You have disadvantage on
fighters in unarmed combat. Kage warriors are attack rolls and on Wisdom (Perception) checks that
respected in Kage society as the greatest calling a kage rely on sight when you, the target of your attack, or
might follow. whatever you are trying to perceive is in direct sunlight.
Kage also share an affinity with animals, most Superior Darkvision. You've lived most of your life
notably the native multi-legged milodon, developing a without direct sunlight. You can see in dim light within
symbiotic relationship. They use the milodon as 120 feet of you as if it were bright light, and in darkness
transport; they can keep pace with the subtram as if it were dim light. You can't discern color in
transports that supply belugan strongholds, and darkness, only shades of gray.
launch raids that often catch the belugan security Unarmed Combatant. Your unarmed strikes deal
forces off-guard. 1d4 kinetic damage and have the finesse property.
Weapon Training. Kage are adept warriors. You are
NAMES proficient with the electroprod and electrostaff.
Languages. You can speak, read, and write Galactic
Kage names are generally multisyllable with melodic
Basic and one language of your choice.
intonations. Surnames are familial.
Male Names. Baalin, Forta, Krismo, Rafa, Timko
Female Names. Chena, Fari, Moora, Ooni, Pluma
Surnames. Buno, Keeli, Nima, Sodi, Tani

EXPANDED CONTENT | SPECIES


KALEESH
VISUAL CHARACTERISTICS
Skin Color    Orange, red, or yellow
Hair Color    Black or brown
Eye Color    Yellow
Bone masks, elongated ears, flat nose,
Distinctions   
tusks

PHYSICAL CHARACTERISTICS
Height    5'1" +2d6"
Weight    105 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Kalee
Language    Kaleesh

BIOLOGY AND APPEARANCE


Tusks protrude from a Kaleesh's upper jaw, and
shorter ones jut from their chins. Kaleesh have large
pointed ears and long nostrils that stretched close to
their eyes. They have very keen olfactory sense and
were able to produce pheromones. Most of their facial
features are obscured behind the traditional masks
they wear, and outsiders rarely see Kaleesh unmasked.
They are known to practice polygyny, a form of KALEESH TRAITS
polygamy, where a male courts multiple wives. As a Kaleesh, you have the following special traits.
Ability Score Increase. Your Strength score
SOCIETY AND CULTURE increases by 2, and your Dexterity score increases by 1.
Kaleesh society is divided into numerous autonomous Age. Kaleesh reach adulthood in their early teens
tribes. War is viewed as an essential and sacred and live to be about 80.
practice, and the culture's large emphasis on honor is Alignment. Kaleesh tend toward no particular
known to spur many acts of vengeance among the alignment. The best and worst are found among them.
various tribes. However, when necessary, the tribes will Size. Kaleesh typically stand about five and a half
put aside their differences and bond to fend off a feet tall and weigh about 140 lbs. Regardless of your
common enemy. position in that range, your size is Medium.
The Kaleesh are a spiritual people, believing that Speed. Your base walking speed is 30 feet.
those who perform great deeds in life became gods in Darkvision. The thermal pits under a Kaleesh's eyes
death; therefore, burial places are sacred to them. A grant darkvision. You can see in dim light within 60 feet
large number of temples are devoted to their ancestor of you as if it were bright light, and in darkness as if it
gods, the holiest of which was called Shrupak. were dim light. You can't discern color in darkness, only
Abesmi, a great monolith of stone in the Jenuwaa shades of gray.
Sea, is the place the Kaleesh believed the gods Weapon Training. Kaleesh are adept hunters. You
ascended to the heavens. Pilgrims take the perilous are proficient with the blaster carbine, vibroblade,
voyage to Abesmi to beseech the gods. vibropike, and, vibrospear.
Keen Smell. You have advantage on Wisdom
NAMES (Perception) checks that rely on smell.
Male Kaleesh names are typically one syllable while Tracker. You have proficiency in the Survival skill.
female are two. Kaleesh surnames are tribal and often Additionally, you are considered to have expertise in
use two words. Wisdom (Survival) checks made to track a creature if
Male Names. Bir, Grost, Jick, Xygh, Yles that creature has a scent.
Female Names. Dduzu, Glaglo, Runda, Yugdo, Zodey Languages. You can speak, read, and write Galactic
Surnames. Jal Greennath, Lij Jum, San Syrro, Basic and Kaleesh.

EXPANDED CONTENT | SPECIES


Good afternoon, all:
This week's Expanded Content release is the Kalleran
species. DESIGN INSIGHTS
If you have questions, concerns, or you notice a typo, Kalloran are an aquatic species, similar to nautolans or
post it here! quarren, with excellent physical stats. I would probably
build this as a close-quarters, medium armor martial
CREDIT character (probably fighter or maybe berserker) and
This species was written by Heresy on the discord. take advantage of the light- and vibro-weapons that
have Dexterity requirements.
TYPOS
FAQ
None so far.
What will this species lose to half-human?
|Kalloran|Keen Hearing|

Kalloran will lose Keen Hearing.


KALLERAN
VISUAL CHARACTERISTICS
Skin Color Green with distinct black markings
Hair Color None
Eye Color Black, orange, green, or blue
Distinctions Olfactory antenna, noseless

PHYSICAL CHARACTERISTICS
Height 6'4" +2d10"
Weight 110 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Kaller
Language Kall

BIOLOGY AND APPEARANCE


Kallerans evolved from a semi-amphibious species on
Kaller. Kallerans are tall and flexible; their hands and
feet have three prehensile digits on each, which leeds
KALLERAN TRAITS
kallerans to avoid wearing shoes or boots. The majority As a kalleran, you have the following special traits.
of kallerans have green skin patterned with distinctive Ability Score Increase. Your Strength score
black stripes. The species have dense muscles that increases by 2, and your Dexterity score increases by 1.
assist them in the protection of their otherwise delicate Age. Kallerans reach adulthood in their late teens
bodies. The kalleran head is distinguished by fin-like and live less than a century.
folds on the tops and sides of their faces. These fins Alignment. Kallerans' individualistic society causes
augment a kalleran's hearing, allowing sound to them to tend towards chaotic alignments, though there
bounce back and be picked up by the two antenna are exceptions.
crowning their head. These antenna are sensory Size. Kallerans typically stand 6 and a half to 8 feet
organs that serve as olfactory and aural receptors. tall and generally weigh about 150 lbs. Regardless of
Kallerans have lungs adapted to breathe above water, your position in that range, your size is Medium.
though the majority of their respiration is done Speed. Your base walking speed is 30 feet.
through their skin. A holdover from their amphibious Amphibious. You can breathe air and water.
past, their skin can draw oxygen in from the air and Flexible. You have advantage on Dexterity
filter out carbon dioxide. Their respiratory system (Acrobatics) checks that involve flexibility.
requires them to consume more water than other Keen Hearing. You have advantage on Wisdom
species their size to keep their skin moist and supple. (Perception) checks that involve hearing.
Because they do not primarily breathe through their Prehensile Feet. You have supreme control over
mouths, kallerans did not evolve noses. your feet and can use them to manipulate objects as
well as your hands.
SOCIETY AND CULTURE Snap Senses. Through your antenna, you can sense
Above all else, kalleran's value personal achievement incoming danger and react accordingly. When you roll
over collective accomplishments. Because of this, the for initiative, you can choose to gain advantage on the
people of Kaller have never united to form great roll. Alternatively, if you are surprised, you may act
societies or participate in galactic affairs. Much of the normally on your first turn. Once you've used this trait,
cultural expansion on Kaller was brought by colonists, you can't use it again until you finish a short or long
both friendly and violent, who had settled the world rest.
over the course of millennia. Swim. You have a swimming speed of 30 feet.
Languages. You can speak, read, and write Galactic
NAMES Basic and Kall. Kall depends upon distinct antenna
Kallerans have regal sounding names, sometimes using movements communicate correctly. This leads to this
accents on vowels, with clan-based surnames. characteristic antenna movement when kallerans
Male Names. Gliconn, Orcas, Lávern, Seelván speak Galactic Basic. Because antenna movement is an
Female Names. Cybele, Fáress, Numarin, Retesh integral part of Kall, it is difficult for most other species
Surnames. Alash, Byssus, Estair, Lash to master.

EXPANDED CONTENT | SPECIES


KAMINOAN
VISUAL CHARACTERISTICS
Skin Color White
Hair Color None
Eye Color Grey, yellow, blue, green
Distinctions Very tall, long limbs, long necks

PHYSICAL CHARACTERISTICS
Height 6'4" +2d10"
Weight 150 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Kamino
Language Kaminoan, Galactic Basic

BIOLOGY AND APPEARANCE


Kaminoans' evolution from aquatic creatures in the
vast oceans of Kamino is reflected in their tall shape,
glassy coated eyes, near luminescent skin, and long,
thin necks. The almond-shaped eyes of kaminoans are
also able to see color in the ultraviolet spectrum. While
female kaminoans are bald, males possess headcrests
and fin ridges along the rear of their small, bulbous
skulls.

SOCIETY AND CULTURE KAMINOAN TRAITS


The kaminoans see themselves as a superior form of As a kaminoan, you have the following special traits.
life, but nevertheless remained polite to outsiders. To Ability Score Increase. Your Intelligence score
them any species seeking self-improvement is worthy increases by 2 and your Wisdom score increases by 1.
of respect, but those who do not are obviously inferior; Age. Kaminoans reach adulthood at 11 years old and
self-improvement has a central role in Kaminoan live around 100 years.
society. Through the development and mastery of Alignment. Kaminoans highly organized society lead
selective breeding, genetics, and cloning, the individuals to tend toward a lawful alignment, though
kaminoans were able to overcome a cataclysm that there are exceptions.
pushed them to the brink of extinction. Size. Kaminoans typically stand 7 to 8 feet tall and
Kaminoans live in a caste based society, determined weigh around 150 lbs. Regardless of your position in
by the color of the kaminoan's eyes. Gray eyed that range, your size is Medium.
individuals handle administration and are considered Speed. Your base walking speed is 30 feet.
of the highest-level caste; middle castes had yellow Geneticist. You have proficiency in the Medicine
eyes and handle the skilled work; and lower castes had skill.
blue eyes and perform manual labor and other menial Long-Limbed. When you make a melee attack on
tasks. Although it is extremely rare, kaminoans are your turn, your reach for it is 5 feet greater than
sometimes born with green eyes. Those are viewed as
normal.
genetically inferior and as a threat to the kaminoans'
Tech Dabbler. You know the temporary boost at-will
well ordered society and as such are exterminated tech power. Your techcasting ability is Intelligence. You
shortly after birth.
do not require use of a wristpad for this power.
NAMES Ultraviolet Sight. Whenever you make a Wisdom
(Perception) check related to sight, you are considered
Kaminoan names typically are composed by around to have expertise in the Perception skill.
two syllables and a brief surname. Languages. You can speak, read, and write Galactic
Male Names. Lama, Ni, Orun, Koa Basic and Kaminoan. Kaminoan is characterized by its
Female Names. Taun, Ko, Nala, Kina flowing water-like sound.
Surnames. Ha, Su, We, Sai, Wa

EXPANDED CONTENT | SPECIES


KARKARODON
VISUAL CHARACTERISTICS
Skin Color    Blue, gray, or white
Hair Color    None
Eye Color    Black
Multiple rows of sharp teeth, powerful
Distinctions   
jaws, shark-like heads

PHYSICAL CHARACTERISTICS
Height    4'8" +2d10"
Weight    130 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Karkaris
Language    Karkaran

BIOLOGY AND APPEARANCE


The amphibious Karkarodons have tall, slim bodies
with webbed hands and feet. Their shark-like heads
have pointed noses, gill slits, and many rows of razor-
sharp teeth, which they use when attacking and eating.
Karkarodons are skilled and fast swimmers. They
attack by grabbing the target and used their jaws for
ripping and tearing. KARKARODON TRAITS
As a karkarodon, you have the following special traits.
SOCIETY AND CULTURE Ability Score Increase. Your Constitution score
Karkarodons hail from the planet Karkaris, which is increases by 2, and your Strength score increases by 1.
located in a star system neighboring the planet Mon Age. Kakarodon reach adulthood in their early teens
Cala. They harbor an intense hatred for the Mon and live to be about 70.
Calamari and Quarren inhabitants. The planet is almost Alignment. Karkarodons' warmongering nature
entirely under water, and is very uninviting to non- causes them to tend toward the dark side, though
Karkarodons. there are exceptions
Karkarodon culture is a warmongering, strength- Size. Karkarodons stand 5 to 7 feet tall and weigh
based culture. Clans often fight eachother for upwards of 250 lbs. Regardless of your position in that
dominance, natural resources, and to cull the weak. range, your size is Medium.
Each clan on the planet has a ruling triumvirate, usually Speed. Your base walking speed is 30 feet.
comprised of venerated warriors who rule for life. Aggressive. As a bonus action, you can move up to
When a younger Karkarodon wants to replace one of your speed toward an enemy of your choice that you
the ruling body, they challenge them to single, mortal can see or hear. You must end this move closer to the
combat. Occasionally, the challenged may spare the life enemy than you started.
of the challenger when they win, though that usually Amphibious. You can breathe air and water.
leads to resentment from the loser. Bite. Your sharp teeth are a natural weapon, which
Karkarodons do not believe in lying or duplicity. They you can use to make unarmed strikes. Additionally,
believe in approaching problems head on and saying your unarmed strikes deal 1d6 kinetic damage. Lastly,
what they mean, and are generally demeaing towards as a bonus action, you can perform a special bite
those they deem their lessers. attack. On a hit, the target suffers the attack's normal
effects, you gain temporary hit points equal to your
NAMES Constitution modifier (minimum of 1), and you can't
Karkarodon names are harsh and gutteral. They are use this trait again until you finish a short or long rest.
generally one syllable. Surnames are clan-based rather Swim. You have a swimming speed of 30 feet.
than familial. Languages. You can speak, read, and write Galactic
Male Names. Aurb, Rend, Riff, Trak, Vour Basic and Karkaran. Karkaran is characterized by its
Female Names. Dewb, Garr, Rast, Scrat, Zend fierce sounds.
Surnames. Alben, Gerdall, Kibben, Tamson, Zendall

EXPANDED CONTENT | SPECIES


KIFFAR
VISUAL CHARACTERISTICS
Skin Color Light to dark tones
Hair Color Black or brown
Eye Color Orange, brown, green, blue, or gray
Distinctions Near-human, rare psychometry ability

PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 115 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Kiffu, Kiffex
Language Galactic Basic

KIFFAR TRAITS
As a kiffar, you have the following special traits.
Ability Score Increase. Your Strength or Dexterity
BIOLOGY AND APPEARANCE score increases by 2, and your Wisdom or Charisma
The kiffar are very closely related to humans, enough score increases by 1.
that they can interbreed, though kiffar typically have Age. Kiffar reach adulthood in their late teens and
darker hair. The biggest visual difference between the live less than a century.
two is that the kiffar always wear tattoos, that Alignment. Kiffar are independent and free spirited,
represent their clan. Kiffar are more likely to be Force- causing them to tend towards chaotic alignments,
sensitive, which is typically manifested in psychometry, though there are exceptions.
a rare Force power that about one percent of the kiffar Size. Kiffar vary widely in height and build, from
population can use. Using psychometry, kiffar can barely 5 feet to well over 6 feet tall. Regardless of your
touch objects and receive visions from the Force that position in that range, your size is Medium.
show them the object’s past. Speed. Your base walking speed is 30 feet.
Iron Will. You have advantage on saving throws
SOCIETY AND CULTURE against being charmed.
The kiffar reside on the planets of Kiffu and Kiffex. Nimble Reflexes. Kiffar are naturally adapted to
Kiffar are a people who value their own independence, avoiding the Force. You have advantage on Dexterity
staying out of galactic affairs and being ruled only by and Intelligence saving throws against force powers.
themselves. They see outsiders as dangerous and are Tribal Warrior. You have proficiency with two
generally nationalists. They are organized into clans, vibroweapons of your choice.
and clan heritage is very important to them. Their Languages. You can speak, read, and write Galactic
markings, which they call qukuuf, are passed down Basic and one extra language of your choice. Kiffar
through the family maternally, but kiffar with a human never had a tongue to call their own, using Galactic
mother will typically use their father’s tattoos. Basic as far back as their history goes.
Conversely, clan membership is passed down Kiffar Heritage. A small percentage of the kiffar
paternally, and those with a human father can join population are naturally Force-sensitive, able to read
their mother’s clan. The traditional colors of the facial the memories contained within inanimate objects,
tattoos are red, yellow, and green. Various patterns while others train to become proud guardians of their
and designs are used to identify the clan. home sector. You choose one of the following
Kiffu Guardians, also known as the Guardians of heritages:
Kiffu, are an important kiffar institution that acts as a
police force in their space. The Kiffu Guardians wear Paladin. You have proficiency with light and medium
black armor, and they share a symbol with clan Vos, armor as well as the electrobaton and one blaster of
which is a gold five-pointed star outlined by a circle. your choice. Additionally, you have proficiency in one of
the following skills: Insight, Intimidation, Perception, or
NAMES Survival.
Kiffar use names similar to those of humans, varying Sage. You learn and can cast the telemetry force power
drastically clan by clan. Surnames are familiar. once per long rest. When you reach 5th level, you learn
Male Names. Kurros, Sathran, Vis, Ziflos and can cast the psychometry force power once per
Female Names. Grai, Iané, Kinnas, Sonti long rest. Wisdom or Charisma (your choice) is your
Surnames. Gov, Keffane, Mullisa, Vel forcecasting ability for these powers.

EXPANDED CONTENT | SPECIES


KILLIK
VISUAL CHARACTERISTICS
Brown, chestnut, green, red, scarlet, or
Skin Color   
yellow
Hair Color    None
Eye Color    Black or orange
Chitinous armor, mandibles projected

from face, four arms ending in long

Distinctions   
three toed claws protrude from their

torsos

PHYSICAL CHARACTERISTICS
Height    4'9" +2d10"
Weight    110 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Alderaan
Language    Killik

KILLIK TRAITS
BIOLOGY AND APPEARANCE As a Killik, you have the following special traits.
Killiks possess a strong chitinous exoskeleton that is Ability Score Increase. Your Intelligence score
glossy and greenish with their carcasses capable of increases by 2, and your Constitution score increases
surviving thousands of years of erosion as seen by the by 1.
colonists of Alderaan. The exoskeleton also contains a Age. Killiks reach adulthood in their 40s and live an
number of spiracles which served as their way of average of 200 years.
breathing. Typically, these Human-sized hive creatures Alignment. Killiks' willingness to brainwash or kill
have four arms with each ending in a powerful three- their enemies cause them to tend towards the dark
fingered claw. They stand on two stout legs that are side, though there are exceptions.
capable of leaping great distances. Killiks can Size. Killiks stand between 5 and 6 feet tall and
communicate with other Killiks through use of weigh about 160 lbs. Regardless of your position in that
pheromones. range, your size is Medium.
Speed. Your base walking speed is 30 feet.
SOCIETY AND CULTURE Four-Armed. Killiks have four arms which they can
The Killiks have a communal society, with each and use independently of one another. You can only gain
every Killik being in mental contact with another. Due the benefit of items held by two of your arms at any
to their hive mind, every Killik nest is virtually one given time, and once per round you can switch which
individual. Killiks are also peaceful in nature. Their arms you are benefiting from (no action required).
telepathic connection is capable of extending to other Hardened Carapace. While you are unarmored or
species which includes non-insectoids. A willing wearing light armor, your AC is 13 + your Dexterity
creature can submit to this telepathy to become a modifier.
Joiner. They effectively become another vessel of the Strong-Legged. When you make a long jump, you
hive mind. can cover a number of feet up to twice your Strength
Killiks lose connection to their hive mind at great score. When you make a high jump, you can leap a
distances. Those who voluntarily leave the hive mind number of feet up into the air equal to 3 + twice your
are referred to as Leavers. It is rare that they are Strength modifier.
allowed to rejoin their hive without reason. Telepathy. You can communicate telepathically with
creatures within 30 feet of you. You must share a
NAMES language with the target in order to communicate in
Killiks are a hive-mind insectoid that typically don't use this way.
names. On the offchance they do, it's usually an Languages. You can speak, read, and write Killik. You
incomprehensible series of clicking noises. They are can understand spoken and written Galactic Basic, but
receptive to nicknames given by others. your vocal cords do not allow you to speak it.

EXPANDED CONTENT | SPECIES


KLATOOINIAN
VISUAL CHARACTERISTICS
Skin Color Green, gray, brown
Hair Color None
Eye Color Brown, black, gray
Distinctions Heavy brows, short canine muzzles

PHYSICAL CHARACTERISTICS
Height 5'4" +2d10"
Weight 125 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Klatooine
Language Huttese, Klatooinian

BIOLOGY AND APPEARANCE


Klatooinians are a humanoid species with canine KLATOOINIAN TRAITS
features, having short muzzles over toothy overbites. As a klatooinian, you have the following special traits.
They are also notable for their heavy brows and ridges Ability Score Increase. Your Strength, Constitution,
along the tops of their heads. and Wisdom scores increase by 1.
Age. Klatooinians reach adulthood in their late teens
SOCIETY AND CULTURE and can live as long as 90 standard years.
For centuries, klatooinians have been slaves to the Alignment. Klatooinian society encourages
hutts, whom they view as almost godlike, immortal reverence for tradition and an inclination towards
beings. Although the hutts allow a council of elders to violence, causing them to tend toward lawful dark side,
rule on Klatooine, all off-world affairs are wholly under though there are exceptions.
hutt control. Under the hutts, the klatooinians serve as Size. Klatooinians typically stand around 6 feet tall
soldiers and guards. Even those klatooinians who do and generally weigh about 170 lbs. Regardless of your
not serve the hutts are often employed as hired muscle position in that range, your size is Medium.
by other masters. Speed. Your base walking speed is 30 feet.
Klatooinian society was known for a strong belief in Enforcer. You are proficient in the Intimidation skill.
tradition and the wisdom of the elders, although some When you take the Help action to give an ally
younger klatooinians rebelled against this norm and advantage on an Intimidation check, they gain a bonus
sought out freedom from enslavement. Others to the roll equal to your proficiency bonus.
attempted to gain their own fortunes as smugglers, Toughness. Your hit point maximum increases by 1,
pirates, bounty hunters, or raiders. and it increases by 1 every time you gain a level.
Weapon Training. Klatooinians are trained to fight
NAMES from a young age. You have proficiency in two martial
Klatooinian names are often derived from the names vibroweapons of your choice.
of great heroes and historical figures. Surnames are Wisdom of the Elders. You are proficient in the Lore
familial, and are usually shorter than klatooinian given skill.
names. Languages. You can speak, read, and write Galactic
Male Names. Barada, Castas, Sta-Den, Tarados Basic, Klatooinian, and Huttese. Klatooinian is a
Female Names. Gelis, Petkara, Sterasi, Yelmith gutteral, barking language, with many loanwords
Surnames. Eek, Gort, Gon, Ovin adopted from Huttese over the centuries.

EXPANDED CONTENT | SPECIES


KUBAZ
VISUAL CHARACTERISTICS
Skin Color Black, dark grey, or dark green
Hair Color Black
Eye Color Red
Distinctions Prehensile snouts, protective eyewear

PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 105 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Kubindi
Language Kubazian

BIOLOGY AND APPEARANCE


Kubaz are distinctive for their short, prehensile facial
KUBAZ TRAITS
snouts which were used for reaching insects within As a Kubaz, you have the following special traits.
their hives. They have adapted to their sun-scorched, Ability Score Increase. Your Dexterity score

vegetation-deprived world by learning to survive off increases by 2, and your Intelligence score increases by

their world's native insect population. Filled with two 1.


rows of teeth for gnashing their food, the Kubaz trunk Age. Kubaz reach adulthood in their early teens and
also functions as a highly sensitive nose. Due to living live less than a century.
on their homeworld of Kubindi—a planet which orbits Alignment. Kubaz' courteous nature causes them to

a blue star—Kubaz are highly sensitive to red tend toward lawful alignments, though there are

wavelengths; when traveling to planets with a red or exceptions.


yellow star, Kubaz are forced to don protective Size. Kubaz typically stand 5 to 6 feet tall and weigh
eyewear to avoid damaging their sensitive eyes. around 160 lbs. Regardless of your position in that
range, your size is Medium.
SOCIETY AND CULTURE Speed. Your base walking speed is 30 feet.
The Kubazi society is based on a clan structure which
Art Obsession. Whenever you make an ability check

dwell in underground nests. Ruled by a queen, each


related to the acquisition or location of art or

clan takes the name of their queen they are


valuables, you are considered proficient in the check. If

descended from. Developing a non-verbal language of


you would already be proficient, you instead have

hand gestures which indicated their intentions, Kubaz


expertise.
are able to speak Galactic Basic, though with a strong
Darkvision. You have a keen eyesight, especially in
nasally accent. When interacting with other species,
the dark. You can see in dim light within 120 feet of you
some Kubaz will share certain hand signals with non-
as if it were bright light, and in darkness as if it were
Kubaz in order to ease communications. Obsessed
dim light. You can't discern color in darkness, only
with tact and decorum, the Kubaz place a high
shades of gray.
emphasis on the family unit and proper courtesies,
Deft Hand. You have proficiency in one of the
displaying truthfulness to a fault. Valuing art and
following skills: Deception, Sleight of Hand, or Stealth.
literature with such vigor as to sometimes practice
Keen Smell. You have advantage on Wisdom
smuggling of great works, the Kubaz do not find such
(Perception) checks that rely on smell.
pursuits to be wrong or unlawful. Due to their diet on
Slicer. You have proficiency with the Technology skill
Kubindi, the Kubaz have poor relations with sentient
and the slicer's kit.
insectile species. Sunlight Sensitivity. You have disadvantage on
attack rolls and on Wisdom (Perception) checks that
NAMES rely on sight when you, the target of your attack, or
Kubaz names are usually dominated by harsher whatever you are trying to perceive is in direct sunlight.
sounds, but some names lean more melodic. Languages. You can speak, read, and write Galactic
Surnames are clan-based. Basic and Kubazian. Kubazian is comprised of a unique
Male Names. Shaf, Rizor, Duldril, Kurn, Schnaldiz series of whirring, nasally syllables, causing Kubaz to
Female Names. Zhanro, Dizi, Tavo, Agoz, Nuzrem have a high-pitched accent when speaking other
Surnames. Re, Eadzan, Hai, Khu'nar, Mairvuc, Va languages.

EXPANDED CONTENT | SPECIES


KUSHIBAN
VISUAL CHARACTERISTICS
Skin Color    White to light gray
Typically white but varies based on

Hair Color   
mood
Eye Color    Typically blue, brown, or green
Distinctions    Lagomorph, nimble, resilient

PHYSICAL CHARACTERISTICS
Height    2'11" +2d4"
Weight    35 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Kushibah
Language    Kushiban
KUSHIBAN TRAITS
As a Kushiban, you have the following special traits.
Ability Score Increase. Your Charisma score
increases by 2, and your Dexterity score increases by 1.
Age. Kushibans reach adulthood at 13 and live less
than a century.
Alignment. Kushibans' playful nature causes them to
tend toward chaotic light side, though there are
exceptions.
Size. Kushibans typically stand 3 and a half to 4 feet
tall and weigh around 40 lbs. Regardless of your
position in that range, your size is Small.
BIOLOGY AND APPEARANCE Speed. Your base walking speed is 25 feet.
Kushibans are four-limbed lagomorphs native to the Grovel, Cower, and Beg. As an action on your turn,
planet Kushibah. They are diminutive, unimposing, and you can cower pathetically to distract nearby foes. Until
typically weaker than most humanoids, but they are the end of your next turn, your allies gain advantage
also quite difficult to track due to their natural speed on attack rolls against enemies within 10 feet of you
and stealth. that can see you. Once you use this trait, you can't use
While Kushibans are quadrupeds, their forepaws are it again until you finish a short or long rest.
as manipulative as traditional hands. While kushibans Hide. You have a thick hide. While you are
can walk on two legs, they typically run around on four unarmored or wearing light armor, your AC is 12 + your
feet since they can move significantly faster that way. Dexterity modifier. Additionally, your thick hide is
Kushibans are inherently cute and fuzzy, and more naturally adapted to cold climates, as described in
nefarious species often attempt to take them as slaves. chapter 5 of the Dungeon Master's Guide.
Kushibans are social and do not take well to slavery, Mask of the Wild. You can attempt to hide even
and they typically don't live long in solitude or captivity. when you are only lightly obscured by foliage, heavy
rain, falling snow, mist, and other natural phenomena.
SOCIETY AND CULTURE Nimble Agility. Your reflexes and agility allow you to
move with a burst of speed. When you move on your
Kushibans live in a simple, peaceful society on the non-

turn in combat, you can double your speed until the


industrialized, lush green planet of Kushibah in the
end of the turn. Once you use this trait, you can't use it
Outer Rim. Kushibans are typically kind and generous,
again until you move 0 feet on one of your turns.
with a playful sense of humor and a penchant for
Stealthy. You are proficient in the Stealth skill.
practical jokes. However, if betrayed or angered,
Undersized. Your small stature makes it hard for
Kushibans can be cruel or vindictive, and they have
little patience for bullies, simpletons, and you to wield bigger weapons. You can't use heavy
misanthropes. shields. Additionally, you can't use martial weapons
with the two-handed property unless it also has the
NAMES light property, and if a martial weapon has the versatile
property, you can only wield it in two hands.
Kushiban names are a single word combining both Languages. You can speak, read, and write Galactic
their first and familial names. Basic and Kushiban. Kushiban has a bubbly, joyful tone
Male Names. Cerlyk, Etyk, Mabbik, Tieko, Widdimur to it.
Female Names. Asani, Pritsi, Sibble, Mirax

EXPANDED CONTENT | SPECIES


KYUZO
VISUAL CHARACTERISTICS
Green, ranging from lighter olive shades
Skin Color   
to deep blue-green colors
Hair Color    None
Eye Color    Yellow
Compound or slit-pupiled eyes, dense
musculature, suffer from respiratory
Distinctions   
and vision problems in standard gravity
environments

PHYSICAL CHARACTERISTICS
Height    5'9" +2d8"
Weight    140 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Phatrong
Language    Kyuzo

BIOLOGY AND APPEARANCE KYUZO TRAITS


A lanky, bipedal humanoid species, the Kyuzo originate As a Kyuzo, you have the following special traits.
on the gravity-heavy Outer Rim world of Phatrong. Ability Score Increase. Your Strength score
Kyuzo are tall and slender, though their appearance increases by 2, and your Intelligence score increases by

belies their strength and quickness. Due to the 1.


uncommon makeup of their homeworld's atmosphere, Age. Kyuzo reach adulthood in their late teens and
Kyuzo frequently wear corrective lenses and a highly live less than a century.
pressurized filter mask over their faces to protect their Alignment. Kyuzos' belief in justice and honor cause

sensitive respiratory systems and assist them in coping them to tend toward lawful balanced, though there are

with uncomfortable climates like galactic standard exceptions.


habitable environments. As well as causing respiratory Size. Kyuzo typically stand between 6 and 7 feet tall
and vision problems, exposure to such conditions and weigh around 170 lbs. Regardless of your position
causes a Kyuzo to become ill within in a short period of in that range, your size is Medium.
time, interfering with their ability to concentrate and Speed. Your base walking speed is 30 feet.
slowing them down. Darkvision. Your natural evolution allows you to see
what others do not in dim and dark conditions. You can
SOCIETY AND CULTURE see in dim light within 60 feet of you as if it were bright
A species known for its strong sense of justice and light, and in darkness as if it were dim light. You can't
honor, most Kyuzo regard oaths and contracts as discern color in darkness, only shades of gray.
unbreakable and many species seek them as Foreign Biology. Kyuzo struggle in atmospheres
mercenaries, law-enforcement personnel and bounty other than those of Phatrong. You wear a filter mask,
hunters. A highly political species, the Kyuzo developed and if your mask is removed while you are in such an
societies that span considerable geographical areas, environment, you lose consciousness.
and most identify as members of a particular country Long-Limbed. When you make a melee attack on
or region. Most major islands and continents on your turn, your reach for it is 5 feet greater than
Phatrong are their own political units, though they do normal.
form a loose confederacy. Strong-Legged. When you make a long jump, you
can cover a number of feet up to twice your Strength
NAMES score. When you make a high jump, you can leap a
Male names typically end in vowels, while female number of feet up into the air equal to 3 + twice your
names end in consonants. Surnames are based on Strength modifier.
region. Languages. You can speak, read, and write Galactic
Male Names. Drego, Embo, Khalu, Mhali, Zuvio Basic and Kyuzo. Kyuzo is characterized by short words
Female Names. Catras, Garing, Streehn, Turung and quick phrases. Kyuzo struggle with Galactic Basic
Surnames. Brihney, Ghall, Khambey, Maway, Vori as it is grammatically dissimilar to Kyuzo.

EXPANDED CONTENT | SPECIES


LANNIK
VISUAL CHARACTERISTICS
Blue, brown, green, orange, red, purple,
Skin Color   
yellow, or gray
Hair Color    Brown, gray, or white
Amber, blue, brown, gray, green, hazel,
Eye Color   
purple, or red
Distinctions    Downward-sloping, large ears

PHYSICAL CHARACTERISTICS
Height    3'0" +2d8"
Weight    40 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Lannik
Language    Lannik

LANNIK TRAITS
BIOLOGY AND APPEARANCE As a lannik, you have the following special traits.
Lannik are short, bipedal humanoids with droopy, long Ability Score Increase. Your Wisdom score
ears. Males and females are equally tall, although the increases by 2, and your Intelligence score increases by

latter have a considerably less strong complexity. Their 1.


species is, however, much more vigorous and resistant Age. Lanniks reach adulthood in their 100's and can
than what its size could suggest. A Lannik's skin tends live up to 900 years.
to be of colours similar to his or her eyes and hair. The Alignment. Despite the turbulence on their
species has evolved long pointy ears which allow them homeworld, Lanniks tend toward the light side, though
to hear better than human ears. there are exceptions.
Size. Lanniks typically stand 3 to 4 feet tall and rarely
SOCIETY AND CULTURE weigh more than 50 lbs. Regardless of your position in
The Lannik culture is apparently war loving, and that range, your size is Small.
Lanniks feel a great respect for warriors. At the same Speed. Your base walking speed is 25 feet.
time, though, they follow a strict centuries-old code of Closed Mind. Lanniks have a natural attunement for
honour. Lannik soldiers have the custom of tying all the Force, which makes them resistant to its powers.
their hair in a single topknot over their head. Their You have advantage on Wisdom and Charisma saving
species is one of fierce warriors, whose abilities have throws against force powers.
developed fighting against terrible predators and other Force-Sensitive. You know the guidance at-will force
Lanniks in a long history of wars. Although many power. When you reach 3rd level, you learn and can
regard the Lannik as hotheaded and temperamental, cast the valor force power once per day. When you
they are quite fearless and clear-headed even in reach 5th level, you learn and can cast the force
combat, giving them the ability to think their way out of enlightenment force power once per day. Wisdom is
a dangerous situation. your forcecasting ability for these powers.
The Lannik do not show their thoughts through their Keen Hearing. You have advantage on Wisdom
facial expressions, and seem always angry to other (Perception) checks that rely on hearing.
species. They are also very stubborn, and are not likely Undersized. Your small stature makes it hard for
to change career once they chose it. Most males - and you to wield bigger weapons. You can't use heavy
many females - serve in the planetary militia, shields. Additionally, you can't use martial weapons
celebrating the species' past as a warrior species. Some with the two-handed property unless it also has the
take on off-world mercenary work. light property, and if a martial weapon has the versatile
property, you can only wield it in two hands.
NAMES Wisdom of the Elders. You are proficient in the Lore
Lannik names are generally short. Lanniks don't often skill.
give out their surnames. Languages. You can speak, read, and write Galactic
Male Names. Minch, Oteg, Vandar, Yaddle, Yoda Basic and Lannik. Due to their large ears, the Lannik
Female Names. Giro, Lina, Penny, Vona, Zeya language is spoken softly, and it is considered insulting
Surnames. Bek, Kaz, Mon, Var, Zin to shout.

EXPANDED CONTENT | SPECIES


LASAT
VISUAL CHARACTERISTICS
Skin Color    Grey or purple
Hair Color    Purple or grey (with age)
Eye Color    Green
Distinctions    Impressive height, strength, and agility

PHYSICAL CHARACTERISTICS
Height    6'0" +2d12"
Weight    160 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Lira San
Language    Lasat

BIOLOGY AND APPEARANCE


A humanoid sentient species, Lasats are notable for
their impressive height, strength, and agility, with their
muscular digitigrade legs enabling them to run faster,
jump higher and farther, and move more quietly than
humans. Their large finger pads and prehensile toes
assist them in climbing. In addition, their large eyes
and ears afford them superior sight and hearing over
humans. They had the strength to open a powered- LASAT TRAITS
down blast door. A height of two meters tall was As a lasat, you have the following special traits.
considered below-average for a Lasat. Ability Score Increase. Your Strength score
increases by 2, and your Charisma score increases by

SOCIETY AND CULTURE 1.


Lasat society is held together by a long-standing oral Age. Lasats reach adulthood in their late teens and
tradition, featuring clever and stealthy heroes. Within live less than a century.
the species, those with fighting skills are highly Alignment. Lasat' honorable tendences cause them
respected, often being members of the Lasan High to tend toward lawful light side, though there are
Honor Guard, a group of highly trained, highly exceptions.
intelligent warriors sworn to protect their homeworld
Size. Lasats tower over other species, averaging 7
of Lira San. Bo-rifles are a long-standing tradition in
feet tall and weighing over 200 lbs. Regardless of your
Lasat culture, used exclusively by the Honor Guard of
position in that range, your size is Medium.
Lasan. The warrior way of the Lasat is the Boosahn
Speed. Your base walking speed is 30 feet.
Keeraw. When a Lasat is bested by a superior
Bo-rifle Training. You have proficiency with blaster
opponent in combat, they would give them their
rifles, bo-rifles, and vibrostaffs.
weapon. Climbing. You have a climbing speed of 30 feet.
Facial hair is an important status symbol in Lasat Darkvision. Your vision can easily cut through
culture. Those with green eyes and prominent purple darkness. You can see in dim light within 60 feet of you
stripes are considered to be attractive by others of
as if it were bright light, and in darkness as if it were
their species. Juvenile Lasat are noted to climb tree
dim light. You can't discern color in darkness, only
branches. shades of gray.
Keen Hearing and Sight. You have advantage on
NAMES Wisdom (Perception) checks that rely on hearing or
Lasat names tend to be melodic, with the occasionally sight.
harsh tone sprinkled in. Surnames are born by Powerful Build. Your carrying capacity and the
communities within Lasat culture rather than weight you can push, drag, or lift doubles. If it would
individual families. already double, it instead triples.
Male Names. Brob, Drim, Krus, Parred, Volares Languages. You can speak, read, and write Galactic
Female Names. Denazo, Gume, Hado, Zanisa Basic and Lasat, a language whose r's are difficult to
Surnames. Dragarr, Ellias, Krod, Roleb, Vuzan replicate by most other species.

EXPANDED CONTENT | SPECIES


LURMEN
VISUAL CHARACTERISTICS
Skin Color Black or gray
Hair Color Brown to gray
Eye Color Yellow or orange
Distinctions Prehensile tail and feet, furred body

PHYSICAL CHARACTERISTICS
Height 2'11" +2d4"
Weight 40 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Mygeeto, Maridun
Language Lurmese
LURMEN TRAITS
As a lurmen, you have the following special traits.
Ability Score Increase. Your Dexterity score
increases by 2, and your Wisdom score increases by 1.
BIOLOGY AND APPEARANCE Age. Lurmen reach adulthood in their late teens and
Lurmen's bodies are covered entirely in fur, which live less than 80 years.
range in color from a dark brown to a white-gray, Alignment. The pacifistic nature of the lurmen
though they do wear garments. They can walk either causes them to be neutral light side, though there are
upright on their two legs, and can also use their arms exceptions.
and legs for faster movement. Many lurmen have the Size. Lurmen typically stand around 3 feet tall and
ability to roll themselves into a wheeled shape; this generally weigh about 45 lbs. Regardless of your
allows them to cover distances at great speed. They position in that range, your size is Small.
may have learned this ability from the native amani on Speed. Your base walking speed is 25 feet.
Maridun. Darkvision. You have a keen eyesight, especially in
the dark. You can see in dim light within 60 feet of you
SOCIETY AND CULTURE as if it were bright light, and in darkness as if it were
The lurmen use fallen seedpods from the giant trees as dim light. You can't discern color in darkness, only
shelter and home. Living near the trees proves too shades of gray.
dangerous, as the falling pods can be deadly. Instead, Natural Healer. You have proficiency in the
the lurmen drag the pods into a clearing and use them Medicine and Nature skills, and the bioanalysis kit.
as huts. They also extract essential oils from the pods Prehensile Tail and Feet. You have supreme control
for nutrition and healing medicines. Most lurmen are over your tail and feet and can use them to manipulate
pacifistic by nature and refuse to fight or run even in objects as well as your hands.
the face of death. They often will hide instead of using Rolling Agility. As a lurmen, you can run on all fours,
violence. As pacifists, they carry no weapons but carry or curl into a ball, to move quickly along the ground.
farming tools or ropes. The greatest native threat to When you move on your turn in combat, you can
the lurmen are the amani and the mastiff phalones, double your speed until the end of the turn. Once you
raptor-headed quadrupeds that hunted in groups. use this trait, you can't use it again until you move 0
However, even in defeating these beasts the lurmen feet on one of your turns.
attempt to remain true to their pacifist ideals, and not Treeclimber. You have a climbing speed of 25 feet.
inflict any injury to the creatures. Instead, when You have advantage on Strength saving throws and
cornered by a mastiff phalone, an agile lurmen will try Strength (Athletics) checks that involve climbing.
to unbalance the creature by tying a rope around its Undersized. Your small stature makes it hard for
stout legs. you to wield bigger weapons. You can't use heavy
shields. Additionally, you can't use martial weapons
NAMES with the two-handed property unless it also has the
Lurmen names are sharp and made up of a single light property, and if a martial weapon has the versatile
syllable. Instead of surnames, lurmen are granted property, you can only wield it in two hands.
additional names based on their importance to the Languages. You can speak, read, and write Galactic
village. Common lurmen possess one name, with Basic and Lurmese. Lurmese is a name collectively
leaders having as many as four. given to the various tribal languages spoken by the
Male Names. Fee, Gatt, Nub, Shoo, Yup lurmen people. While each language is distinct, shared
Female Names. Kal, Laa, Shal, Vook, Yiit phrases allow translation between dialects.

EXPANDED CONTENT | SPECIES


MASSASSI
VISUAL CHARACTERISTICS
Skin Color Crimson
Hair Color None
Eye Color Glowing white or yellow
Sharp predatory features, fin-like
Distinctions
growths, cheek tendrils, tall stature

PHYSICAL CHARACTERISTICS
Height 6'10" +2d8"
Weight 80 lb. x(2d4) lb.

VISUAL CHARACTERISTICS
Homeworld Korriban, Yavin 4 (adopted)
Language Sith

MASSASSI TRAITS
As a massassi, you have the following special traits.
Ability Score Increase. Your Constitution increases
by 2, and your Strength increases by 1.
BIOLOGY AND APPEARANCE Age. Massassi live relatively short lives. They reach
The warrior caste of the sith purebloods, the massassi adulthood after 14 years, and reach old age around 40
have genetically turned into the perfect warrior. While years of life.
some looked like their sith pureblood brothers, others Alignment. The massassi are savage and brutish
have more extreme physical differences, including fin- warriors who relish on the violence of combat, usually
like growths, a taller form and tough skin. These following a dark and chaotic nature.
imposing figures live much shorter lives than other Size. Massassi are between 7 and 8 feet tall and
species. They, like the few other creatures that inhabit weigh between 200 and 300 pounds. Your size is
Korriban, derive sustenance directly from the dark side Medium.
of the Force, in part of a natural symbiotic relationship Speed. Your base walking speed is 30 feet.
where sith—like the massassi—feed on the dark side, Type. Your creature type is both aberration and
and empower it in turn. Thus the massassi have such a humanoid.
high rate of Force-sensitivity that they are considered a Darkvision. Your vision can easily cut through
naturally Force-sensitive species. darkness. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were
SOCIETY AND CULTURE dim light. You can’t discern color in darkness, only
The massassi are fearsome, ruthless, and efficient shades of gray.
soldiers. As with the sith, war and violence are just as Force Symbiosis. When you reach 3rd level, you can
much a part of the natural order of life as peace or cast your choice of the curse, dun moch, or hex force
serenity for the massassi. They are not only fearsome, power once per day. Your forcecasting ability is
but both loyal and formidable warriors that are Charisma.
dedicated to their sith masters. Though they engage in Hide. You have a thick hide. While you are
supposedly primitive practices such as sacrifice and unarmored or wearing light armor, your AC is 13 + your
hold a strong caste system, their civilization is quite Dexterity modifier.
sophisticated. In addition to the focus on war and Oversized. Lightweapons and vibroweapons that
fighting, the massassi are also loyal and organized. lack the dexterity or light property are considered to
Even though they are not extremely intelligent, they have the heavy property for you. The strength number
can be trained to carry out complex battle plans and for blasters is reduced by one step (from 19 to 17, 17
maintain their equipment, starships, and weaponry. to 15, 15 to 13, or 13 to 11). If the strength number is
11, you ignore it entirely.
NAMES Powerful Build. Your carrying capacity and the
Originating from the pureblood sith, massassi weight you can push, drag, or lift doubles. If it would
abominations follow many similiar naming already double, it instead triples.
conventions. Their names represent primitive virtues in Languages. You can speak, read, and write Galactic
the Sith tongue, and have no surname. Basic and Sith. Sith is an agglutinative language, in
Males Names. Asha, Derriphan, Hâsk, Jen, which words or even phrases were made up of linear
Female Names. Kintik, Midwan, Siqsa, Tyûk sequences of distinct meaningful units.

EXPANDED CONTENT | SPECIES


MIKKIAN
VISUAL CHARACTERISTICS
Skin Color Green, pink, red, blue, or yellow
Hair Color None
Eye Color Blue or Black
Numerous head-tendrils, acute senses
Distinctions
of sight and hearing

PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Mikkia
Language Mikkian

BIOLOGY AND APPEARANCE


Mikkians are a species of brightly colored humanoids.
The mikkians' most distinctive feature are their motile
head-tendrils, with the number, form, and pattern
varying between individuals. These head-tendrils
primarily serve as sensory organs, particularly
detecting sound as a replacement for an ear common
in other species. Mikkian head-tendrils also could
detect other information, such as humidity,
temperature, magnetic direction and radiation. This
radiation detection can be detected to the extent that
mikkians can "see" light and dark, although their eyes
are still their primary visual organs. MIKKIAN TRAITS
As a mikkian, you have the following special traits.
SOCIETY AND CULTURE Ability Score Increase. Your Wisdom score
Mikkians place kinship and integrity above all. In fact, increases by 2, and one other ability score of your
their honesty can come across as blunt or even rude to choice increases by 1.
other sentients. Conversely, mikkians often have Age. Mikkian reach adulthood in their late teens and
trouble adjusting to the more flexible views of other live a little over a century.
races. Their complex code of honor encompass all Alignment. Mikkian's honor and integrity based
things in life, with a particular insistance on matters of culture causes them to tend toward lawful alignments,
warfare. Although they respect warrior traditions, the though there are exceptions.
Mikkians nevertheless value discipline and honor over Size. Mikkian typically stand 5 to 6 feet tall and
victory or physical might. generally weigh about 120 lbs. Regardless of your
Different religious traditions exist among the position in that range, your size is Medium.
Mikkians, but belief in the Force plays a central role in Speed. Your base walking speed is 30 feet.
all of them. In Mikkian society, their head-tendrils have Blindsight. Mikkian can perceive the world around
important cultural significance, and as such tendril- them through heat and radiation. You have blindsight
reading is used by Mikkian mystics to predict their out to 30 feet. If another trait would grant you
future. Every facet of the head-tendril contributes to blindsight, the range is increased by half as many feet.
that meaning. Keen Hearing. Your head-tendrils provide a keen
awareness of your surroundings. You have advantage
NAMES on Wisdom (Perception) checks that involve hearing.
Mikkian names are often short and disyllabic, with a Bureaucratic. You have proficiency with Persuasion
melodic quality to them. Mikkians typically don't use or Intimidation (your choice).
surnames, though some may adopt them. Languages. You can speak, read, and write Galactic
Male Names. Cage, Fedlas, Mekko, Sakas Basic and Mikkian. Mikkian is a melodic, flowing tongue
Female Names. Beyra, Fenvar, Tiplee, Zelna made up of several ancient dialects.

EXPANDED CONTENT | SPECIES


MIRALUKA
VISUAL CHARACTERISTICS
Skin Color    Pale to brown
Hair Color    Black, brown, grey, or white
Eye Color    None
Lack of physical eyes, inherent force

Distinctions   
sight

PHYSICAL CHARACTERISTICS
Height    4'8" +2d10"
Weight    110 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Alpheridies
Language    Miralukese

BIOLOGY AND APPEARANCE


The Miraluka are a near-human species that differs
from Humans in that they lack eyes, only retaining
vestigial eye sockets, and perceive the environment
around them through force sight instead of regular
vision. This vision is so strong that if a Miraluka looks
upon a Jedi or Sith, they can "see" Force radiating off
them. The strength of a Miraluka's connection to the
Force varies by individual. MIRALUKA TRAITS
As a miraluka, you have the following special traits.
SOCIETY AND CULTURE Ability Score Increase. Your Wisdom score
Miraluka are a thoughtful, cautious, and deliberative increases by 2, and your Charisma score increases

species. They have little interest in personal gain or by 1.


glory. For social reasons, Miraluka hide their Age. Miraluka reach adulthood in their late teens
appearance by wearing a headband, a mask, or similar and live less than a century.
concealing headwear. In addition all Miraluka are very Alignment. Miraluka believe in balance and thus
united by species. They call themselves "brothers" and tend toward no particular alignment. The best and
are considered as members of a great family. As a worst are found among them.
Force-using species, Miraluka are often quite shocked Size. Miraluka typically stand 5 to 6 feet tall and
if 'shown' life not connected to the Force. generally weigh about 150 lbs. Regardless of your
Many Miraluka worship two gods, Ashla and Bogan, position in that range, your size is Medium.
through the philosophy of the Greater Force. They do Speed. Your base walking speed is 30 feet.
not believe in good or evil, but were taught to accept Force-Sensitive. You know the mind trick at-will
both life and death. force power. When you reach 3rd level, you learn and
Miraluka Force-sensitives are an order of their own can cast the sanctuary force power once per day. When
called the Luka Sene. Academic in atmosphere and you reach 5th level, you learn and can cast the force
culture, the Luka Sene focus primarily on developing confusion power once per day. Wisdom or Charisma
the sense-related powers of their members. However, (your choice) is your forcecasting ability for these
unlike the Jedi, Sith and other traditions, the Luka Sene powers.
does not dictate a member's personal life. Force Sight. Miraluka perceive the environment
around them through use of the Force. You are
NAMES constantly under the effects of the force power force
Miraluka names are generally two syllables. Miraluka sight, though the power does not require
don't use surnames, as they believe they are one
concentration for you.
family. Languages. You can speak, read, and write Galactic
Male Names. Aakih, Pafil, Rikhor, Vociif, Xuwuth Basic and Miralukese.
Female Names. Auchaod, Favom, Mucem, Wilierth

EXPANDED CONTENT | SPECIES


MIRIALAN
VISUAL CHARACTERISTICS
Skin Color    Green, olive, or yellow
Hair Color    Black, blonde, brown, or red
Blue, green, violet, grey, red, yellow, or
Eye Color   
orange
Distinctions    Facial tattoos, flexible and agile

PHYSICAL CHARACTERISTICS
Height    4'6" +2d10"
Weight    100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Mirial
Language    Mirialan

BIOLOGY AND APPEARANCE


Mirialans are a near-human species native to the
planet Mirial. They have green to yellow skin and
tattoos on their faces. The Mirialans are known for
their spirituality and strong connection with the world
around them. Mirialans are very flexible and agile,
making them fast and formidable foes.

SOCIETY AND CULTURE MIRIALAN TRAITS


The Mirialan people are deeply religious and practice a As a mirialan, you have the following special traits.
primitive understanding of the Force. They believe
Ability Score Increase. Your Dexterity score
each individual's actions contribute to their destiny,
increases by 2, and your Intelligence score increases by
building upon past successes and failures to drive
1.
them towards their fates. Within their belief system
Age. Mirialan reach adulthood in their late teens and
was the view that individual actions ripple through the
live less than a century.
Force, also affecting the destiny of the species as a
Alignment. Mirialans spiritual tendencies cause
whole. them to tend towards the light side, though there are
A Mirialan often places a unique, geometrically exceptions.
repeated tattoo on their face and hands to signify that Size. Mirialan typically stand 5 to 6 feet tall and
they have completed a certain test or task, or achieved weight 150 lbs. Regardless of your position in that
sufficient aptitude for a certain skill. The number of range, your size is Medium.
tattoos often acts as a good indicator of how mature Speed. Your base walking speed is 35 feet.
and/or skilled a Mirialan was. Because the more Spiritual. You have proficiency in Lore. Additionally,
markings brings about a form of status, Mirialan you are considered to have expertise in Intelligence
society is stratified and allows the heavily marked (Lore) checks made to learn or recall something about
citizens to access greater opportunities. Despite its a culture's religion.
importance, most Mirialans do not know the entirety of Surprise Attack. If you surprise a creature and hit it
the tattoo lexicon due to its complexity. The interaction with an attack on your first turn in combat, the attack
between placement and positioning of the shapes is deals an extra 2d6 damage to it. You can use this trait
incredibly subtle and changes their meaning greatly. only once per combat.
Unarmed Combatant. Your unarmed strikes deal
NAMES 1d4 kinetic damage and have the finesse property.
Mirialan names are typically concise and rarely more Languages. You can speak, read, and write Galactic
than two syllables. Surnames are familial. Basic and Mirialan.
Male Names. Boca, Floha, Jemy, Puv, Choqa
Female Names. Buf, Ches, Kebe, Ovof, Shaqa
Surnames. Acave, Ishakee, Kefvi, Uflozi, Zoria

EXPANDED CONTENT | SPECIES


MUSTAFARIAN
VISUAL CHARACTERISTICS
Skin Color Gray
Hair Color None
Eye Color Black
Distinctions Extremophiles

PHYSICAL CHARACTERISTICS
Height 4'8" +2d12"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Mustafar
Language Mustafarian

MUSTAFARIAN TRAITS
As a mustafarian, you have the following special traits.
Ability Score Increase. Your Constitution score
increases by 2, and your Strength or Dexterity score
BIOLOGY AND APPEARANCE increases by 1.
Mustafarians are an insectoid species of sentients Age. Mustafarians reach adulthood in their late
native to the volcanic planet of Mustafar. They are teens and live about 80 years.
divided into two subspecies: the lanky northern Alignment. Mustafarians are usually judicious and
mustafarians, and the stocky southern mustafarians. value good work above all else, causing them to be
The southern mustafarians were notable for their lawful balanced, though there are exceptions.
greater strength, making them more suited to manual Size. Mustafarians stand between 5 and 7 feet tall
labor. Both subspecies shared many traits, particularly and weigh around 165 lbs. Regardless of your position
their hardened exoskeletons and leathery skin, which in that range, your size is Medium.
acclimated them to the extreme heat of their volcanic Speed. Your base walking speed is 30 feet. You
environment. ignore the strength property of heavy armor.
Darkvision. As an originally cave-dwelling species,
SOCIETY AND CULTURE your eyes are adapted to the dark. You can see in dim
Mustafarians evolved from arthropods living in the light within 60 feet of you as if it were bright light, and
slightly cooler hollows within dormant volcanoes on in darkness as if it were dim light. You can't discern
the surface of Mustafar. As a result of such close living, color in darkness, only shades of gray.
mustafarian culture is isolationist by nature, though Hide. You have a thick hide. While you are
they tolerate trade with other systems. Mustafar hosts unarmored or wearing light armor, your AC is 12 + your
scarce minerals and rare metals, making mustafarians Dexterity modifier.
an invaluable trade partner. Lava Dweller. Your body is well accustomed to
Native mustafarians rarely take sides when galactic extreme heat, giving you resistance to fire damage.
conflicts rage, instead preferring to keep to themselves Additionally, your thick hide is naturally adapted to hot
and control their own planet. They are daunting climates, as described in chapter 5 of the Dungeon
enemies when provoked, however. Master's Guide.
Refinery Specialist. You have proficiency in your
NAMES choice of constructor's implements, scavenging kit, or
Mustafarian names are often inspired by displays of surveyor's implements. Additionally, whenever you
competency or bravery, such as recovering large make an Intelligence (Nature) check to identify a metal
quantities of rare minerals, or successfully taming a or mineral, you are considered to have expertise in the
lava flea. Their surnames are familial. Nature skill.
Male Names. Aumstrogh, Chivos, Ikt, Ulon Languages. You can speak, read, and write Galactic
Female Names. Altoa, Hailith, Saonji, Yura Basic and Mustafarian. Mustafarian consists of choppy
clicks and emphatic groans.
Surnames. Fal'co, Glost, Mensix, Nek'dem

EXPANDED CONTENT | SPECIES


MUUN
VISUAL CHARACTERISTICS
Skin Color    Light pink or white
Hair Color    None
Eye Color    Black or grey
Three hearts, long limbs,

Distinctions   
elongated heads

PHYSICAL CHARACTERISTICS
Height    5'8" +2d10"
Weight    145 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Scipio
Language    Muun

BIOLOGY AND APPEARANCE


Muuns are tall, gaunt humanoids with thin bodies, long

limbs, and elongated hairless heads. They typically

have pale pink or white skin, most likely derived from

their propensity for staying indoors. Muuns have tiny


MUUN TRAITS
ears on the middle of the sides of their heads, flat
As a muun, you have the following special traits.
noses, and slim mouths which leads to a
Ability Score Increase. Your Intelligence score

commonly nasally voice. increases by 2, and your Charisma score increases by

1.
SOCIETY AND CULTURE Age. Muuns reach adulthood in their late teens and
Muuns believe in tradition, with an established culture live an average of a century.
based on intelligence and merit. A class-based Alignment. Muuns' lawful culture nature causes
hierarchy, Muuns consider the the intellectual pursuits them to tend toward lawful balanced, though there are
— financiers, lawyers, engineers, diplomats, scientists exceptions.
— as the highest levels of society. Muun culture, and Size. Muuns typically stand 6 and a half to 7 feet tall
life, revolves around economics and finance. Intense and weigh around 200 lbs. Regardless of your position
competition among coworkers encourages economic in that range, your size is Medium.
growth, increased productivity, and superior work Speed. Your base walking speed is 30 feet.
ethic. Muuns also have a fundamental respect for Finance Savvy. Muun share a keen business sense
justice, though they typically adhere to the letter of the and an ability to find value where others don't.
law rather than the spirit. Whenever you make a Charisma (Persuasion) check
Since Muuns tend to shy away from fighting and involving finances you are considered to have expertise
physical pursuits, Muun society relies on alternative in the Persuasion skill.
means for their planet's protection, using vast financial Long-Limbed. When you make a melee attack on
resources to purchase massive floating defense your turn, your reach for it is 5 feet greater than
platforms to defend their civilization from attack. normal.
Three Hearts. When you are reduced to 0 hit points
NAMES but not killed outright, you can drop to 1 hit point
Muun names are typically clear and concise, rarely instead. You can't use this feature again until you finish
containing more than two syllables, with familial a long rest.
surnames. Languages. You can speak, read, and write Galactic
Male Names. Clu, Hego, Nix, Pors, San Basic and Muun. The Muuns' admiration of
Female Names. Dax, Efra, Gil, Rel, Ter mathematics carries over into their language, which
Surnames. Card, Damask, Hill, Lesser, Tonith bares a striking resemblance to Binary.

EXPANDED CONTENT | SPECIES


NEIMOIDIAN
VISUAL CHARACTERISTICS
Skin Color Green-gray
Hair Color None
Eye Color Dark red or pink
Distinctions Horizontal pupils, noseless

PHYSICAL CHARACTERISTICS
Height 5'1" +2d10"
Weight 90 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Neimoidia
Language Pak Pak

BIOLOGY AND APPEARANCE


Neimoidians are distant genetic relatives of the duros
and retain many similarities to them, including basic
form, noseless faces, and green-blue skin (though
neimoidians tend to be grayer). Their eyes also have
pupils that split horizontally, and they are distinguished NEIMOIDIAN TRAITS
by small lumps on their foreheads and down-turned As a neimoidian, you have the following special traits.
mouths. Instead of noses, they have olfactory glands Ability Score Increase. Your Charisma score
underneath their eyes. These genetic differences are increases by 2, and your Wisdom score increases by 1.
attributed to the distinct features of their homeworld, Age. Neimoidians reach adulthood in their 20s and
Neimoidia, including its gravity, which is markedly live about 150 years.
heavier than duro. Alignment. Neimoidians' greedy nature causes them
to tend toward the dark side, though there are
SOCIETY AND CULTURE exceptions.
Neimoidians spend their formative years as puny grubs Size. Neimoidians typically stand around 6 feet tall
in the communal hives of Neimoidia, until the age of and generally weigh about 135 lbs. Regardless of your
seven standard years. They are knowingly neglected by position in that range, your size is Medium.
being given limited amounts of food. This way, the Speed. Your base walking speed is 30 feet.
weaker individuals are weeded out, while the most Darkvision. You can see in dim light within 60 feet of
acquisitive grubs hoard more food than they can eat by you as if it were bright light, and in darkness as if it
themselves. Neimoidian education ensures the survival were dim light. You can't discern color in darkness, only
of the greediest. Neimoidians place tremendous value shades of gray.
on wealth and material possessions, and would go to Grovel, Cower, and Beg. As an action on your turn,
great lengths to gain money and power. This has you can cower pathetically to distract nearby foes. Until
resulted in a stereotype of neimoidians being greedy the end of your next turn, your allies gain advantage
and cowardly. While not all neimoidians are easily on attack rolls against enemies within 10 feet of you
intimidated, many prefer to avoid direct combat. that can see you. Once you use this trait, you can't use
it again until you finish a short or long rest.
NAMES Smooth Talker. You have proficiency in Deception
Neimoidian names are usually short and easy to and Persuasion.
pronounce, to make them more memorable to other Wealthy. During character creation, you start with
species that approach them as consumers. Their additional credits equal to your level x your proficiency
surnames are familial. bonus x 1,000 cr.
Male Names. Lok, Gap, Krinit, Mar, Nute Languages. You can speak, read, and write Galactic
Female Names. Bu, Fia, Feza, Vissi Basic and Pak Pak. Pak Pak is often considered an
Surnames. Dod, How, Kethe, Preelli, Tuuk elegant-sounding language by those who hear it. It
consists of husky sighs and guttural ululations.

EXPANDED CONTENT | SPECIES


NIKTO
VISUAL CHARACTERISTICS
Skin Color Varies by subspecies NIKTO TRAITS
Hair Color None As a nikto, you have the following special traits.
Eye Color Black Ability Score Increase. Your Constitution score
increases by 2, and one other ability score of your
Distinctions Leathery skin, subspecies
choice increases by 1.
Age. Nikto reach adulthood in their late teens and
PHYSICAL CHARACTERISTICS live less than a century.
Alignment. Nikto's self-sufficient and clever nature
Height 4'9" +2d6" causes them to tend toward balanced alignments,
Weight 90 lb. x(2d4) lb. though there are exceptions.
Size. Nikto typically stand 5 to 6 feet tall and
generally weigh about 150 lbs. Regardless of your
SOCIOCULTURAL CHARACTERISTICS position in that range, your size is Medium.
Homeworld Kintan Speed. Your base walking speed is 30 feet.
Hide. You have a thick hide. While you are
Language Nikto, Huttese
unarmored or wearing light armor, your AC is 13 + your
Dexterity modifier.
Protective Membrane. You have advantage on
saving throws against being blinded.
Radiation Resistant. The dying star nearby their
BIOLOGY AND APPEARANCE homeworld makes nikto naturally used to radiation.
Nikto are reptilian humanoids that are noted for their You have resistance to necrotic damage.
leathery skin. They hold a limited range of facial Languages. You can speak, read, and write Galactic
expressions because they lack the necessary Basic, Nikto, and Huttese. Nikto is spoken with sharp
anatomical infrastructure. Their eyes are covered by a syllables with a deep and rumbling cadence.
protective membrane, being a thin transparent pellicle Adaptation. The frequent radiation bursts from the
that protects their eyes underwater and during nearby dying star caused the nikto to mutate and
windstorms. As a result, they are noted for their adapt into different subspecies over time, specialized
"staring" eyes and a seemingly blank expression which for different environments. Choose one of the
leads to many underestimating nikto intelligence. following adaptations:
SOCIETY AND CULTURE Esral'sa'Nikto (Mountain)

Although lacking in personal charisma, nikto posses a Acute Hearing. Whenever you make a Wisdom
single-minded tenacity that makes them excellent (Perception) check related to hearing, you are
followers. Their lives made nikto cunning combatants. considered to have expertise in the Perception skill.

Most nikto are content with a life of servitude as in Cold Adaptation. You have advantage on Constitution
their eyes a life in slavery was preferable to the saving throws made to avoid exhaustion due to extreme
hardship and toil on their homeworld. Not all nikto cold.
work for the hutts though most free members of their Gluss'sa'Nikto (Pale)

kind were formerly enslaved. Whilst nikto are known to Hold Breath. You can hold your breath for up to 15
escape from their master, most tend to fall into service minutes at a time.

of another hutt who "inherited" them according to Swim. You have a swimming speed of 30 feet.
custom should their previous employer die. However, Kadas'sa'Nikto (Green)

some escaped nikto did instead use some Claws. Your claws are natural weapons, which you can
opportunities to genuinely become free beings. Any use to make unarmed strikes. Additionally, your
such emancipated nikto have to be constantly on unarmed strikes deal 1d4 kinetic damage.

guard as they risked capture by hutt-employed slavers Forest Dweller. You don't treat forest terrain as difficult
who return their prey to their "rightful owners". In terrain.

addition, they lacked charisma and preferred to follow Treeclimber. You have a climbing speed of 30 feet.
orders instead of giving them. As a result, the Nikto Kajain'sa'Nikto (Red)

were most identified with their Hutt masters. Heat Adaptation. You have advantage on Constitution
saving throws made to avoid exhaustion due to extreme
NAMES
heat.

Nikto names are very complex, hard to pronounce, and Survivor. You have proficiency in the Survival skill.
harsh sounding. Name length also differs a lot, longer M'shento'su'Nikto (Southern)

names having apostrophes or dashes. Their names are Darkvision. You can see in dim light within 60 feet of
unisex, with surnames being familiar and optional. you as if it were bright light, and in darkness as if it were
First Names. Jydabaum, N'rok'ratu, Sussa, Vydgish dim light. You can't discern color in darkness, only
Surnames. Gozorc, Irtitt, Qegmarg, Umpluurg shades of gray.

EXPANDED CONTENT | SPECIES


NOGHRI
VISUAL CHARACTERISTICS
Skin Color    Bluish-gray
Hair Color    None
Eye Color    Brown
Advanced olfactory senses, claws,
Distinctions   
hunting prowess.

PHYSICAL CHARACTERISTICS
Height    4'5" +2d6"
Weight    115 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Honoghr
Language    Honoghran

BIOLOGY AND APPEARANCE NOGHRI TRAITS


Noghri are a primitive humanoid species hailed from As a noghri, you have the following special traits.
the planet Honoghr with steely gray-blue skin that are Ability Score Increase. Your Dexterity score
renowned assassins. A natural gift for stealth and
increases by 2, and your Strength score increases by 1.
hand-to-hand combat, Noghri are efficient killing
Age. Noghri reach adulthood in their late teens and
machines with their rending claws and strong olfactory
live less than a century.
sense that can often determine familial lineage. Their Alignment. Noghri's honorable society causes them
smaller size belies their ruthlessness and potent
to tend toward a lawful alignment, though there are
hunting skills. exceptions.
Size. Noghri typically stand about 5 feet tall and
SOCIETY AND CULTURE weigh around 150 lbs. Regardless of your position in
Noghri culture relies heavily on honor, with society that range, your size is Medium.
being clan-based, revolving around the Dukha, a Speed. Your base walking speed is 30 feet.
community center in each village. The greatest Hunter. You are proficient in Survival and Stealth.
strength of the Noghri stems from their loyalty and Keen Smell. You have advantage on Wisdom
secrecy; when a Noghri takes a job, they always fulfill it, (Perception) checks that rely on smell.
even if it would result in their death. As such, they Powerful Leap. If you jump at least 10 feet in a
make exceptional, albeit expensive bodyguards. straight line before hitting with a melee weapon attack,
Noghri are loathe to fight with weapons larger than you can attempt to trip the target prone as part of the
small daggers, believing combat to be a personal same attack. Once you use this trait, you can't use it
celebration to be sullied by use of heavier weapons. As again until you finish a short or long rest.
such, it is rare (though not impossible) to see a Noghri Strong-Legged. When you make a long jump, you
wielding a weapon larger than their forearm. can cover a number of feet up to twice your Strength
Each Noghri clan village centers around the Dukha, score. When you make a high jump, you can leap a
with each clan being led by a Dynast. The Dukha is number of feet up into the air equal to 3 + twice your
inhabited by the clan's Maitrakh, who functions as the Strength modifier.
storyteller, spiritual leader, and lore keep of the clan. Unarmed Combatant. Your unarmed strikes deal
1d4 kinetic damage and have the finesse property.
NAMES Languages. You can speak, read, and write Galactic
Noghri names vary from short to long, with female Basic and Honorghran. Honorghran is characterized by
names being typically softer. Surnames are clan-based. its scratchy, gutteral sounds.
Male Names. Cakhmaim, Ezrakh, Khabarakh, Rukh
Female Names. Cilnaas, Edvir, Kahr'corvh, Meewalh
Surnames. Bakh'tor, Eikh'mir, Hakh'khar, Khim'bar

EXPANDED CONTENT | SPECIES


NOTHOIIN
VISUAL CHARACTERISTICS
Skin Color Golden
Hair Color Blond, brown, light brown
Eye Color Brown
Near-human, flaky golden skin, skilled
Distinctions
pilots

PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 110 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Nothoiin
Language Notho

NOTHOIIN TRAITS
As a nothoiin, you have the following special traits.
Ability Score Increase. Your Intelligence score
increases by 2, and your Dexterity score increases by 1.
Age. Nothoiin reach adulthood in their late teens
and live less than a century.
BIOLOGY AND APPEARANCE Alignment. Nothoiins tend toward no particular
Near-humans possessing golden, flaky skin, nothoiins alignment. The best and worst are found among them.
feature fair to brown hair with brown eyes and typically Size. Nothoiins typically stand between 5 and 6 feet
have physical heights and builds common to humans. tall and weigh 150 lbs. Regardless of your position in
Nothoiins' appearance has earned their species the that range, your size is Medium.
nickname of "Goldskins." Speed. Your base walking speed is 30 feet.
Born Pilots. Nothoiins demonstrate seemingly
SOCIETY AND CULTURE innate piloting abilities from a very young age. You
Although nothoiins hail from their eponymous have proficiency in the Piloting skill.
homeworld and star system in the Anoat Sector, they Expert Navigators. You are considered to have
are ubiquitous throughout the Greater Javin Region expertise in Wisdom (Survival) checks made to
and Corporate Sectors. Their history of interstellar navigate.
exploration and colonization was facilitated by their Galactic Traveler. You have proficiency in the Lore
species' natural spacefaring abilities in both piloting skill.
and navigation and necessitated by their home planet's Heightened Reflexes. Whenever you make a
periodically harsh, dry climate. Droughts on Nothoiin Dexterity ability check, attack roll, or saving throw, you
can last for decades, and the wildfires they foster have can choose to add 1d4 to the result. You can use this
served as one of the primary factors behind the limited before or after the roll, but before the GM determines
development of the planet's economy beyond the ur- the roll's outcome. Once you've used this feature, you
diamond mining industry, which produces the system's must complete a short or long rest before you can use
chief export. it again.
Large-scale emigration from Nothoiin has led Major Miners. Nothoiins have intimate knowledge of
members of its native species to seek careers as pilots, ur-diamond mining and refinement practices. You gain
navigators, and operatives in numerous criminal proficiency in your choice of jeweler's implements,
enterprises. Various nothoiin colonies have given rise scavenging kit, or archaeologist kit.
to a number of different governmental systems Starship Specialists. Whenever you make an
running the gamut from representative democracies to Intelligence (Technology) check related to starships,
autocracies. you are considered to have expertise in the Technology
skill.
NAMES Languages. You can speak, read, and write Galactic
Nothoiin typically receive a gendered given name and a Basic and one language of your choice. You can also
communicate via Notho, a native hand language
familial surname.
developed by hunters living in the Nothoiin plains.
Male Names. Amrosio, Jado, Kosimas, Troov
Usage of Notho is exceedingly rare outside Nothoiin
Female Names. Elayah, Giranti, Lorinah, Sil
culture.
Surnames. Caban, Mordu, Plintus, Starstrider

EXPANDED CONTENT | SPECIES


ORTOLAN
VISUAL CHARACTERISTICS
Skin Color    Light colors
Hair Color    Light colors
Eye Color    Yellow
Stocky builds, trunklike noses, floppy
Distinctions   
ears, small mouths, brightly dyed fur

PHYSICAL CHARACTERISTICS
Height    2'10" +2d4"
Weight    50 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Orto
Language    Ortolan

ORTOLAN TRAITS
BIOLOGY AND APPEARANCE As an ortolan, you have the following special traits.
Ortolans are squat, heavily-built humanoid bipeds with Ability Score Increase. Your Intelligence score
long, trunklike noses and beady black eyes. They increases by 2, and your Charisma score increases by

possess floppy ears, which are extremely sensitive to 1.


sound waves. They have two hands, each ending in
Age. Ortolans are considered adults at the age of
four chubby fingers and a thumb, which is not
seven and typically live less than a century.
opposable. A thick, baggy hide covered in fuzz
Alignment. Ortolans' love of food and music causes
resembling velvet hangs off of the Ortolan body.
them to tend toward chaotic light side, though there
Ortolans have a keen sense of smell to help them
are exceptions.
forage for food. In fact, they are handicapped in their
Size. Ortolans stand around 3 to 4 feet tall and weigh
business affairs by their attachment to food,
about 55 lbs. Regardless of your position in that range,
sometimes accepting otherwise unfavorable contracts
your size is Small.
when promised enough to eat. Their twin obsessions
Speed. Your base walking speed is 25 feet.
are food and music; offworld, many Ortolans find
Foragers. Whenever you make a Wisdom (Survival)
success as chefs or musicians. check to forage for food you are considered to have
expertise in the Survival skill.
SOCIETY AND CULTURE Grovel, Cower, and Beg. As an action on your turn,
Ortolan society is reasonably industrialised, though not you can cower pathetically to distract nearby foes. Until
as technologically advanced as other species. Despite the end of your next turn, your allies gain advantage
this, their economy is mostly based on barter, with on attack rolls against enemies within 10 feet of you
credits primarily used to trade with offworlders. that can see you. Once you use this trait, you can't use
Education is the responsibility of their parents, though it again until you finish a short or long rest.
gifted youngsters are often traded to other families to Hide. Your thick hide is naturally adapted to cold
get specialized education. climates, as described in chapter 5 of the Dungeon
While most Ortolans appear to have blue skin, Master's Guide.
Ortolans are actually covered in short velvety fur which Keen Hearing and Smell. You have advantage on
they often dyed in bright colors, most often blue and Wisdom (Perception) checks that involve hearing or
pink. This tradition began when a Devaronian trader smell.
tried to sell Ortolans a shipment of food dyes—they Musical. You have proficiency in Performance and
considered dyeing their food a waste of time, but one musical instrument of your choice.
found dyed fur to be quite stylish. Undersized. Your small stature makes it hard for
you to wield bigger weapons. You can't use heavy
NAMES shields. Additionally, you can't use martial weapons
Ortolan names are generally short with big sounds. with the two-handed property unless it also has the
Female names are typically softer. Surnames are light property, and if a martial weapon has the versatile
familial. property, you can only wield it in two hands.
Male names. Donmb, Hegh, Nax, Parm, Teeb Languages. You can speak, read, and write Galactic
Female names. Bedla, Folfe, Nelni, Phoff, Sallo Basic and Ortolan. Ortolan is characterized by its
Surnames. Bigek, Lubum, Nad, Rojool, Somo grunts and hoots.

EXPANDED CONTENT | SPECIES


PA'LOWICK
Visual Characteristics
Skin Color Generally tan and greenish hues
Hair Color None
Eye Color Green, blue, gray, red-orange
Distinctions Long snout, bulbous body on thin legs

Physical Charicteristics
Height 4'6" +2d6"
Weight 65 lbs. x(2d4) lb.

Sociocultural Charicteristics
PA'LOWICK TRAITS
Homeworld Lowick
As a pa'lowick, you have the following special traits:
Language Lowickese
Ability Score Increase. Your Dexterity score
increases by 2, and your Charisma score increases by
1.
Age. Pa'lowick reach adulthood in their late teens
and live about 75 years.
Alignment. Pa'lowick enjoy a raucous good time,
causing them to tend toward chaotic light side, though
BIOLOGY AND APPEARANCE there are exceptions.
The pa'lowick are a species of humanoid amphibians Size. Pa'lowick stand about 5 feet tall, and weigh
who live in the coastal salt marshes of Lowick. They approximately 100 lbs. Regardless of your position in
have compact but rotund midsections that top a pair of that range, your size is Medium.
long, spindly legs ending in anisodactylic feet—three Speed. Your base walking speed is 30 feet.
toes pointing forward, one back. This configuration, Hold Breath. Pa'lowick have a great lung capacity
combined with their powerful lungs, enabled them to and can hold their breath for up to 15 minutes at a
swim. time.
The most prominent feature of pa'lowick physiology Proud Performer. Pa'lowick are best known for the
is their prehensile snout, which ends in a pair of pouty, energy they can bring to a singing performance.
human-like lips. Pa'lowick are also born with sharp Whenever you make a Charisma (Performance) check
tusks, which some lose by middle age. involving singing, you are considered to have expertise
in the Performance skill.
SOCIETY AND CULTURE Snout. You have supreme control over your snout
Pa'lowick live in large, independent communities with a and can use it to manipulate objects as well as your
feudal system of government. Many pa'lowick become hands. Additionally, your snout is a natural weapon,
fishers or hunters, as their biology allows. which you can use to make unarmed strikes.
Songs and stories are the most treasured aspect of Additionally, your unarmed strikes deal 1d4 kinetic
pa'lowick culture. Pa'lowick music runs the gamut of damage.
genres and subjects, although religious music is Sonic Scream. As an action, you can violently expel
particularly common. Cultural heritage, such as history, air in a 15-foot cone. When you do so, each creature in
genealogy, and parables, is largely passed down orally. the area of the exhalation must make a Wisdom saving
Every Pa'lowick community has a dedicated storyteller; throw (DC = 8 + your proficiency bonus + your
the esteem afforded this individual makes the position Constitution modifier). A creature takes 2d6 sonic
a coveted one. Large lungs make the Pa'lowick hearty damage on a failed save, and half as much damage on
singers and affords at least some members of the a successful one. The damage increases to 4d6 at 5th
species the ability to scream loudly and disarm level, 6d6 at 11th level, and 8d6 at 17th level. This
opponents in combat. ability has no effect on constructs. You can use this
feature a number of times equal to your proficiency
NAMES bonus. You regain all expended uses when you
complete a long rest.
Pa'lowick names tend to grow longer as the family tree
Swim. You have a swimming speed of 30 feet.
grows older, with each generation adding a few
Languages. You can speak, read, and write Galactic
syllables they are fond of.
Basic and Lowickese. Lowickese requires the user to
Male Names. Loran, Jelanto, Neeamesh, Samoos
purse their lips and blow air, and is considered
Female Names. Larisselle, Rensilla, Sy, Tripika
amusing by other species.
Surnames. Chatrunis, Dym, Geeci, Snootles

EXPANDED CONTENT | SPECIES


PANTORAN
VISUAL CHARACTERISTICS
Skin Color Blue
Hair Color Black, white, or pastel colors
Eye Color Yellow or rarely black
Distinctions Blue skin, yellow eyes, cold resilience

PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 90 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Pantora
Language Pantoran

PANTORAN TRAITS
As a pantoran, you have the following special traits.
Ability Score Increase. Your Charisma score
increases by 2, and your Intelligence or Wisdom score
BIOLOGY AND APPEARANCE increases by 1.
Pantorans are a sentient species native to Pantora, a Age. Pantorans reach adulthood in their late teens
moon orbiting the planet Orto Plutonia. At first glance, and live less than a century.
they only differ from the otherwise similar humans in Alignment. Pantorans' interest in politics causes
their blue skin and yellow eyes. The pantorans share them to tend towards lawful alignments, though there
many traits with other blue-skinned races, especially are exceptions.
the wroonians, and, to a lesser extent, the chiss. The Size. Pantorans typically stand 5 to 6 feet tall and
pantorans also seem to have a greater resilience to low generally weigh about 150 lbs. Regardless of your
temperatures than humans, since they only needed position in that range, your size is Medium.
light wardrobe even under extreme cold weather Speed. Your base walking speed is 30 feet.
conditions. Cold Adaptation. You have advantage on
Constitution saving throws made to avoid exhaustion
SOCIETY AND CULTURE due to extreme cold.
Pantoran society developed on Pantora, a world Cultured. You have proficiency in the Lore skill.
located in a region flush with slavers and spice Impose Order. As a bonus action, you can command
merchants. Constant run-ins with these types led the each ally within 15 feet of you to move up to half that
pantorans to become fiercely independent and proud. ally's speed as a reaction. This movement does not
While the pantoran society is democratic, the feudal provoke attacks of opportunity. Once you use this trait,
traditions of marking their foreheads, and cheeks with you can’t use it again until you finish a short or long
yellow markings to symbolize lineage persists into the rest.
common era. These traditions spurred a cultural Negotiators. You have advantage on Charisma
interest in genealogy and history, and many pantorans (Persuasion) checks meant to negotiate terms or
cherish relics from the past such as jewelry which agreements between parties.
connect them to their noble ancestors or helmets that Organized. Your society values organization, and as
belonged to great heroes of a bygone age. The old such you are good at making good use of the space
nation states of Pantora are unified under a provided. When you are in charge of packing a space,
democratic planetary government, the politics of which such as a vehicle or cargo hold, that space's carrying
are considered an art form. Governed by the Pantoran capacity is increased by one-fourth its base capacity.
Assembly, the elected body is led by a Speaker, who Political Guile. You are proficient in Persuasion or
balance the power of the chief executive officer, known Deception (your choice).
as the Chairman. Languages. You can speak, read, and write Galactic
Basic and Pantoran. Pantoran comprises many dialects
NAMES that prevent clear communication, a vestige of the
Pantoran use sophisticated names with numerous feudal culture of the planet's past. Because of the
vowels, though often sound similar human names. difficulties of operating a planetary government with so
Male Names. Charl, Ikurrece, Maatsu, Pulengo many different languages, the Assembly established
Female Names. Freyu, Jicelli, Nandia, Suya Galactic Basic as the official language of their people as
Surnames. Ipujarero, Molidias, Tuteru, Vagana a means of unifying the planet.

EXPANDED CONTENT | SPECIES


PATROLIAN
VISUAL CHARACTERISTICS
Skin Color Blue-purple to green
Hair Color None
Eye Color Light to dark red
Distinctions Fin-like limbs, pastel-color scales

PHYSICAL CHARACTERISTICS
Height 2'8" +2d4"
Weight 35 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Patrolia
Language Patrolian

PATROLIAN TRAITS
As a patrolian, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Intelligence score
Patrolians are fish-like in appearance, covered in pale, increases by 2, and your Dexterity or Charisma score
pastel-colored scales and possessing numerous fins on increases by 1.
their long limbs and face, as well as a notable dorsal fin Age. Patrolians reach adulthood in their late teens
which often require modified clothing to and live less than a century.
accommodate. Alignment. Patrolians' greedy, scheming nature
Thanks to their gills, patrolians are perfectly causes them to tend toward the dark side, though
comfortable breathing underwater as well as on land, there are exceptions.
and their physiology is also notoriously resistant to Size. Patrolians typically stand just over 3 feet tall
electric shocks—both likely throwbacks to evolution on and generally weigh about 40 lbs. Regardless of your
their native homeworld of Patrolia. position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
SOCIETY AND CULTURE Amphibious. You can breathe air and water.
Patrolians are a notably innovative and resourceful Conniving. You have proficiency in Deception or
species, and many of their number have found their Stealth (your choice).
way into roles in the construction, maintenance and Darkvision. Accustomed to life underwater, you
sale of technology. have superior vision in low light conditions. You can
Unfortunately, patrolians tend to pursue these see in dim light within 60 feet of you as if it were bright
businesses in a shady manner, and most tend to light, and in darkness as if it were dim light. You can't
operate such ventures in the criminal underworld, discern color in darkness, only shades of gray.
working as bounty hunters, thieves, fences, slicers and Electrical Resistance. Patrolians are notably capable
other such technically-demanding criminal roles. of shrugging off electricity. You have resistance to
This inclination towards crime stems from their lightning damage.
homeworld, which is perpetually stalled in a state of Specialist. You have proficiency in one specialist's kit
economic decay due to wartime. With the advent of of your choice.
multiple wars fought in the system, different armies Swim. You have a swimming speed of 25 feet.
continue to see the aquatic world as a strategic Technician. You are proficient in the Technology
bulwark in the region. Because of this, patrolians have skill.
to find work not only off-world, but typically in fields Undersized. Your small stature makes it hard for
not falling under governmental purview; unfortunately, you to wield bigger weapons. You can't use heavy
criminal activities are the most common path. shields. Additionally, you can't use martial weapons
with the two-handed property unless it also has the
NAMES light property, and if a martial weapon has the versatile
Patrolian names are usually multisyllabic and sing- property, you can only wield it in two hands.
songy with lots of open vowels and few fricatives. Languages. You can speak, read, and write Galactic
Patrolians are not known to use family names or other Basic and Patrolian. Patrolian is a high-energy
surnames. language, consisting mostly of gurgles and skittish
Male Names. Dalladu, Feddi, Nogagai, Teconica vocalizations. Patrolian, even when spoken on land,
Female Names. Kakeda, Machibido, Rinimma, Talla sounds like it's being spoken underwater.

EXPANDED CONTENT | SPECIES


PAU'AN
VISUAL CHARACTERISTICS
Skin Color Gray or white
Hair Color None
Eye Color Black or silver
Red eye sockets, pinstriped skin, long
Distinctions
lifespan, jagged teeth

PHYSICAL CHARACTERISTICS
Height 5'0" +2d10"
Weight 120 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Utapau
Language Utapese

BIOLOGY AND APPEARANCE


Pau'ans have large, sunken black eyes in red eye
PAU'AN TRAITS
sockets and jagged, fang-like teeth used for tearing As a pau'an, you have the following special traits.
into raw meat, as they are carnivores. The species has Ability Score Increase. Your Wisdom score
pale, wrinkled skin, due to the fact that they lived in the increases by 2, and your Constitution score increases
sinkholes of Utapau, giving them limited access to light. by 1.
These traits cause some to view them as frightening. Age. Pau'ans reach adulthood in their 30's and have
However, Pau'ans as a society are generally friendly, been known to live up to 700 years old.
and are happy to welcome guests to their often Alignment. Pau'ans' commanding presence, yet
overlooked world. Pau'ans have long lifespans, living friendly and kind nature, cause them to tend to be
up to 700 years, much longer than the Utai. This lawful light side, though there are exceptions.
earned them the nickname of "Ancients". Size. Pau'ans typically stand between 6 and 7 feet
tall and generally weigh about 150 lbs. Regardless of
SOCIETY AND CULTURE your position in that range, your size is Medium.
Pau'ans fulfill most of the governmental and Speed. Your base walking speed is 30 feet.
administrative duties on Utapau, as the utai do not Authoritative. You have proficiency in Persuasion or
desire such work, serving as laborers instead. Most Intimidation (your choice).
pau'ans served as leaders early in their lives, often Cultured. You have proficiency in the Lore skill.
managing teams of Utai laborers. This gives them Darkvision. You have a keen eyesight, especially in
experience that will be used later in their lives. Pau'ans the dark. You can see in dim light within 120 feet of you
are kind leaders, and sympathetic to their as if it were bright light, and in darkness as if it were
subordinates. Each city on Utapau is controlled by a dim light. You can't discern color in darkness, only
Master of Port Administration, a hereditary title shades of gray.
reserved for pau'ans. These administrators are Hypersensitive Hearing. Pau'ans possess incredibly
assisted by advisory councils for making important receptive hearing, often to their detriment, so you
decisions about their city, and each administrator wear special covers on your ears. Whenever you make
serves on the Utapauan Committee and oversees a Wisdom (Perception) check involving hearing, you are
planetary governance. However, the committee rarely considered to have expertise in the Perception skill,
makes crucial decisions, as the cities are able to but if your hearing aids are removed, you have
function on their own most of the time. disadvantage on saving throws against effects that
would deal sonic damage.
NAMES Vigilant. You can choose to have advantage on your
Pau'an names are fairly simple, and generally melodic. next Initiative check. Once you use this trait, you can't
Surnames are familial. use it again until you finish a short or long rest.
Male Names. Kernul, Sivrol, Tar, Vizun, Yal, Zeolbud Languages. You can speak, read, and write Galactic
Female Names. Cas, Jevoh, Nesim, Sizil, Ten, Yofan Basic and Utapese. Utapese is characterized by its
Surnames. Gesat, Kluneln, Nom, Vley, Voy, Zet rigid, yet melodic sound.

EXPANDED CONTENT | SPECIES


PYKE
VISUAL CHARACTERISTICS
Skin Color Gray or green
Hair Color None
Eye Color Blue, magenta, or purple
Elongated, tapered skull with an
Distinctions
undersized face

PHYSICAL CHARACTERISTICS
Height 5'2" +2d10"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Oba Diah
Language Pyke

BIOLOGY AND APPEARANCE


A sentient species, the pykes are humanoid, although
slimmer and taller than most humans. They have two
long, lanky legs, and two arms that end in three-
fingered hands. Their heads are large and elongated,
with a tapered skull and an undersized face, a feature
which some other species find unsettling. Pykes had PYKE TRAITS
two narrow, almond-shaped eyes which could be As a pyke, you have the following special traits.
magenta or blue in color. Ability Score Increase. Your Charisma score
increases by 2, and your Intelligence score increases by
SOCIETY AND CULTURE 1.
Pykes hail from Oba Diah, a terrestrial planet marked Age. Pykes reach adulthood in their late teens and
by obsidian cliffs. Visitors to Oba Diah view both the live less than a century.
population and terrain as unwelcoming. The pyke Alignment. Due to their underhanded nature, Pykes
homeworld serves as the headquarters of the Pyke tend toward the dark side, though there are
Syndicate, a criminal dealership within the Spice Cartel exceptions.
that operates in the criminal underworld distributing Size. Pykes typically stand 6 to 6 and a half feet tall
spice, an illicit substance harvested by slaves in the and generally weigh about 155 lbs. Regardless of your
spice mines of the planet Kessel. To deliver spice to position in that range, your size is Medium.
their customers, such as crime families on Coruscant, Speed. Your base walking speed is 30 feet.
the Pyke Syndicate relies on smugglers and freighter Long-Limbed. When you make a melee attack on
captains to complete the dangerous Kessel Run. The your turn, your reach for it is 5 feet greater than
Pyke Syndicate almost completely controls the normal.
production of raw spice in the galaxy, while Mercantile. You have proficiency in one of the
maintaining tentative alliances with other criminal following skills of your choice: Deception, Persuasion,
organizations throughout the galaxy, such as the Black or Intimidation.
Sun and the Crimson Dawn. Notorious Slavers. Whenever you make an ability
check related to the buying, selling, or controlling of
NAMES slaves, you are considered proficient in the check. If
Pyke names are often influenced by naming you would already be proficient, you instead have
conventions of other species, with their rarely-used expertise.
surnames being familial. Spicer. You are proficient in spicer's kit.
Male Names. Dor, Eife, Qalo, Thok, Zret Languages. You can speak, read, and write Galactic
Female Names. Gali, Taela, Shethni, Vent, Zeeren Basic and Pyke. The Pyke language is characterized by
Surnames. Kemtol, Nek, Pyke, Safet, Welkor its multisyllable grunts.

EXPANDED CONTENT | SPECIES


QUARREN
VISUAL CHARACTERISTICS
Skin Color    Orange, pink, purple, or red
Hair Color    None
Eye Color    Blue or green
Four tentacles that protrude from their
jaws, finned or suction-cup tipped
Distinctions   
fingers, able to spit out clouds of ink in
defense

PHYSICAL CHARACTERISTICS
Height    4'9" +2d10"
Weight    105 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Mon Cala
Language    Quarrenese

BIOLOGY AND APPEARANCE


The Quarren are squid-like with four facial tentacles
QUARREN TRAITS
which protrude from their lower jaw. They have a pair As a quarren, you have the following special traits.
of deep, turquoise eyes and finned hands with suction- Ability Score Increase. Your Constitution score
tipped fingers. As an amphibious species, they are increases by 2, and your Wisdom score increases by 1.
strong swimmers. They are also bipedal beings that Age. Quarren reach adulthood in their late teens and
can walk and sit upright. In the two long protrusions live less than a century.
that extended from either side of their faces, Quarren Alignment. Quarren desire for equal rights causes
have gill-like structures that are actually hearing them to tend toward balanced, though there are
organs. The Quarren are also capable of spitting out exceptions.
clouds of ink as a defensive measure. Size. Quarren typically stand between 5 and 6 feet
tall and weigh about 160 lbs. Regardless of your
SOCIETY AND CULTURE position in that range, your size is Medium.
Quarren are a very self-centered and proud species, Speed. Your base walking speed is 30 feet.
almost to the point of being xenophobic, would Amphibious. You can breathe air and water.
coincides with their isolationist behavior. Quarren find Climb. You have a climbing speed of 30 feet.
Humans to be very crude beings and think Galactic Darkvision. You can see in dim light within 60 feet of
Basic to be very cumbersome and unsuitable for you as if it were bright light, and in darkness as if it
speech. The Quarren instead speak their native were dim light. You can't discern color in darkness, only
language more frequently. shades of gray.
The Quarren are conservative and practical in their Ink Cloud. As an action, you can expel ink in a 10-
thinking, yet they reminisce more than they look to the foot cone. When you do so, each creature in the area
future. The Quarren are isolationist, preferring to stay of the exhalation must make a Constitution saving
in the depths of the oceans of their homeworld. throw (DC = 8 + your proficiency bonus + your
However, some Quarren make their living in the galaxy Constitution modifier). On a failed save, a creature is
as business managers and accountants. The Quarren blinded until the end of its next turn. This ability has no
diligently mine metal ore from the deepest parts of the effect on constructs. You can use this feature a number
ocean, where they live deep beneath the waves. Their of times equal to your proficiency bonus. You regain all
cities stretch far below the surface. expended uses when you complete a long rest.
Keen Hearing. You have advantage on Wisdom
NAMES (Perception) checks that rely on hearing.
Quarren names are typically harsh. Male and female Swim. You have a swimming speed of 30 feet.
names do not significantly deviate. Surnames are Languages. You can speak, read, and write Galactic
familial. Basic and Quarrenese. The Quarrenese language is
Names. Bagker, Jujon, Kibkyl, Qiockish, Yuntoz characterized by its garbled nature that evokes an
Surnames. Chobnek, Geeckol, Nukranx, Tsastanx image of speaking underwater.

EXPANDED CONTENT | SPECIES


QUERMIAN
VISUAL CHARACTERISTICS
Skin Color Grey to pasty white
Hair Color None
Eye Color Brown or Red
Long necks, two brains, two pairs of
Distinctions
arms

PHYSICAL CHARACTERISTICS
Height 6'8" +2d6"
Weight 110 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Quermia
Language Quermian

QUERMIAN TRAITS
BIOLOGY AND APPEARANCE As a quermian, you have the following special traits.
Created by arkanian scientists from the DNA of the Ability Score Increase. Your Wisdom score
xexto species, the quermians were designed to be increases by 2, and your Intelligence score increases by
taller than their fore-bearers and were left to evolve 1.
without any predators on their terraformed garden Age. Quermians reach adulthood in their early teens
homeworld. Equipped with long necks for peering over and live a little under a century.
vegetation mats, bulbous heads with a permanently Alignment. Querians philosophic culture causes
bemused smile, and two sets of spindly arms, they also them to tend toward light alignments, though there are
have two brains, one located in the chest cavity. Their exceptions.
two brains can cause mental problems when each Size. Quermians typically stand 7 to 8 feet tall and
brain developed a different personality, but also gives generally weigh about 140 lbs. Regardless of your
them a type of "telepathy" which they attribute to an position in that range, your size is Medium.
ability to better observe and understand body Speed. Your base walking speed is 30 feet.
language. Possessing no noses, the olfactory glands of Diplomatic. You have proficiency with Insight or
this species are found in the hands. Persuasion (your choice).
Four-Armed. Quermians have four arms which they
SOCIETY AND CULTURE
can use independently of one another. You can only
Quermians are a gentle, unassuming people. They gain the benefit of items held by two of your arms at
embrace reason, shun violence, and enjoy interacting any given time, and once per round you can switch
with members of other species and cultures. A which arms you are benefiting from (no action
peaceful society developed on Quermia without required).
arkanian interference, as the quermians evolved on Natural Empathy. Quermians' talent at reading the
their own in the absence of any predators or outside body language of others allow them to sense the
intervention. As a race they are dedicated to complex emotions in those around them. You have advantage
philosophical ideas, and many of the galaxy's most on Wisdom (Insight) checks to determine emotions
prominent diplomats and thinkers are found among against humanoids and beasts within 10 feet of you.
their ranks. While they have four arms and are capable Two Brains. When you make a Wisdom saving
of using both sets with ease, they prefer to keep the throw, you can use your reaction to gain advantage on
lower set hidden beneath their robes when dealing the roll. Once you've done so, you must complete a
with offworlders. short or long rest before you can do so again.
Watchful. You have proficiency in the Perception
NAMES skill.
Quermian names are usually one to three syllables Languages. You can speak, read, and write Galactic
long, featuring hard or soft consonants. Basic and Quermian. You can also communicate with
Male Names. Murk, Koa, Jedoo, Vinian other quermians more effectively through a thorough
Female Names. Gouren, Kindee, Meroo, Kiaa understanding of body language that xenobiologists
Surnames. Kreen, Lundi, Raelo, Bactra widely attribute to latent telepathy.

EXPANDED CONTENT | SPECIES


RAKATA
VISUAL CHARACTERISTICS
Skin Color Blue, green, grey, or red
Hair Color None
Eye Color Blue, brown, gold, or yellow
Horizontal eye stalks, vertical blade
Distinctions
shaped head, tridactyl hands

PHYSICAL CHARACTERISTICS
Height 5'8" +2d10"
Weight 125 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS RAKATA TRAITS


Homeworld Lehon As a rakata, you have the following special traits.
Ability Score Increase. Your Strength score
Language Rakata
increases by 2, and your Intelligence score increases by
1.
Age. Rakata reach adulthoood by 20 and rarely live
longer than 90 years.
Alignment. Rakata's propensity towards war and
aggression cause them to tend toward lawful dark side,
BIOLOGY AND APPEARANCE though there are exceptions.
In appearance, rakata are smooth skinned amphibian- Size. Rakata typically stand between 6 and 7 feet tall
like humanoids that had tall craniums along with eyes and weigh around 180 lbs. Regardless of your position
that protruded from each side of their heads on short in that range, your size is Medium.
stalks. These bipedal beings have three digit hands that Speed. Your base walking speed is 30 feet.
are tipped with claws for digging through packed dirt. Adaptive Resilience. Prolongued use of technology
As a species, they are uniformly lean and tall; while allows rakata to readily adapt to its effects. You have
most rakata have a similar height and weight, females advantage on Strength and Constitution saving throws
tend to be more slender than males, though just as tall. against tech powers.
Rakata are primarily carnivorous, likely stemming from Amphibious. You can breathe air and water.
the fact that they are cannibalistic, often making a meal Cannibalize. If you spend at least 1 minute
of other species. devouring the corpse of a beast or humanoid, you gain
Long term abuse of the Force in their society, temporary hit points equal to your Constitution
exacerbated by a plague, culled the rakata's ability to modifier. Once you've used this feature, you must
sense the Force. complete a short or long rest before you can use it
again.
SOCIETY AND CULTURE Claws. Your claws are a natural weapon, which you
can use to make unarmed strikes. Additionally, your
Rakatan technology and structures hold the unique
property of blending with the Force, creating powerful unarmed strikes deal 1d6 kinetic damage.
and long-lasting monuments that are almost Darkvision. You have a keen eyesight, especially in
impossibly to replicate. Rakatan society is devoted to the dark. You can see in dim light within 60 feet of you
conquering and enslaving those they deem weak. At as if it were bright light, and in darkness as if it were
the height of its power, the Rakatan Infinite Empire had dim light. You can't discern color in darkness, only
shades of gray.
conquered and enslaved dozens of worlds. They would
strip entire planets of their resources and then Force-Insensitive. While rakata can be manipulated
terraform them to fit their own needs. by many force powers, they can not sense the Force.
After a plague ravaged their civilization and caused You can not use force powers or take levels in
forcecasting classes.
the fall of the Infinite Empire, rakata broke off into
smaller tribes rather than a unified organization. Swim. You have a swimming speed of 30 feet.
Despite their newfound tribal nature, rakata retained Technician. You are proficient in the Technology
their ability to quickly adapt to and appropriate skill.
technology. Languages. You can speak, read, and write Galactic
Basic and Rakata. Rakata is characterized by its deep
NAMES tones and simplistic nature, using mainly consonants
and long vowels. It's script seems to be a very ancient
Rakatan names do not distinguish by gender, and they
form of Galactic Basic.
do not use surnames.
Names. Ceh'let, Orsaa, Skal'nas, Soa, Tul'kar

EXPANDED CONTENT | SPECIES


RATTATAKI
VISUAL CHARACTERISTICS
Skin Color    Chalk-white
Hair Color    Brown, grey or white
Eye Color    Grey or white
Near-human features, white skin,
Distinctions   
usually with a bald head, often tattooed

PHYSICAL CHARACTERISTICS
Height    4'4" +2d10"
Weight    90 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Rattatak
Language    Rattataki

BIOLOGY AND APPEARANCE


The Rattataki are a near-human species characterized
by their nimble movements, chalk-white skin and oft-
bald heads. Virtually isolated from the rest of the
galaxy, the Rattataki developed a violent society on
their home planet of Rattatak, which involves extensive
gladiatorial combat.

SOCIETY AND CULTURE RATTATAKI TRAITS


While most other inhabitants of Rattatak came from As a rattataki, you have the following special traits.
the Unknown Regions, there are a significant number Ability Score Increase. Your Wisdom score
of off-worlder mercenaries who come to Rattatak from increases by 2, and your Dexterity or Intelligence score
time to time, likely to view or participate in gladiatorial increases by 1.
combat, only to be stranded there permanently. The Age. Rattataki reach adulthood in their late teens
remarkably harsh conditions on the planet nearly and live less than a century.
drove its population to extinction. For eons, the Alignment. Rattataki are self-serving and violent
Rattataki constantly battled amongst themselves and which causes them to tend toward the dark side,
their fellow inhabitants (represented primarily by though there are exceptions.
Humans, Zabraks, Siniteens, Vollick, and Weequay) Size. Rattataki typically stand about 5 and a half feet
over the planet's limited resources. Despite being tall and weigh 140 lbs. Regardless of your position in
nearly completely isolated from the outside galaxy, the that range, your size is Medium.
Rattataki displayed remarkable initiative and Speed. Your base walking speed is 35 feet.
continually created new ways to kill each other. Acrobatic. You have proficiency in Acrobatics.
Rattataki culture is bloody and unforgiving. Intimidating. You have proficiency in Intimidation.
Punishment for even the smallest crimes is Surprise Attack. If you surprise a creature and hit it
unnecessarily harsh, which does little to quell that with an attack on your first turn in combat, the attack
behavior. In fact, Rattataki who are known to commit deals an extra 2d6 damage to it. You can use this trait
crimes without being caught are celebrated. only once per combat.
Unarmed Combatant. Your unarmed strikes deal
NAMES 1d4 kinetic damage and have the finesse property.
Rattataki names are harsh sounding and short. Languages. You can speak, read, and write Galactic
Surnames are familial, though many Rattataki abandon Basic and Rattataki. Rattataki is known for have an
them in favor of self-aggrandizing titles. inordinate amount of curses.
Male Names. Aidus, Charnagus, Karok, Veran
Female Names. Amaran, Kassien, Silas, Sraja, Vol
Surnames. Anjek, Danvik, Degger, Kolla, Venkorr

EXPANDED CONTENT | SPECIES


RISHII
VISUAL CHARACTERISTICS
Skin Color    Yellow
Hair Color    Brown or white
Eye Color    Brown or yellow
Sound mimicry, enhanced hearing and
Distinctions   
sight

PHYSICAL CHARACTERISTICS
Height    4'2" +2d12"
Weight    60 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Rishi
Language    Rishii

BIOLOGY AND APPEARANCE


Rishii are a sentient, avian species of carnivores which
possess two legs ending in four-toed feet, two arms, a
tail, and a head. The species' two arms consist of
feathered wings ending in nimble humanoid hands,
capable of manipulating tools. The wings grant the
Rishii the ability to fly at great speeds, which is their
method of travel equivalent to running in land-based
species. A Rishii's head contained a beak between two RISHII TRAITS
yellow eyes framed by a large brow. Rishii were As a rishii, you have the following special traits.
capable of mimicking anything said to them perfectly, Ability Score Increase. Your Dexterity score
and also possessed extremely strong senses, increases by 2, and your Constitution score increases
particularly hearing and sight. by 1.
Age. Rishii reach adulthood at 10 and generally live
SOCIETY AND CULTURE no longer than 60 years.
Native to the planet Rishi, the Rishii live in loose Alignment. Rishii tend toward no particular
primitive tribes, known as nests, clustered high upon alignment. The best and worst are found among them.
the planet's mountains, away from the hot and humid Size. Rishii range from 4 to 6 feet tall and generally
lowland swamps. Each nest consists of a small number weigh less than 130 lbs. Regardless of your position in
of family units led by a chieftain, with neighbouring that range, your size is Medium.
nests respecting each others territories and living in Speed. Your base walking speed is 30 feet.
harmony. This peaceful and accepting attitude goes Flight. You have a flying speed equal to your walking
beyond just other Rishii and was extended to all speed. While wearing medium or heavy armor, your
neighbours of a nest, including the many other species flying speed is reduced by half.
who colonise the lowlands of Rishi. Due to the Keen Hearing and Sight. You have advantage on
unfavorable conditions found in the lowlands, the Wisdom (Perception) checks that rely on hearing or
native avians do not understand the off-worlders' sight.
choice to live there, but were not opposed to their Mimicry. You can mimic sounds you have heard,
presence. including voices. A creature that hears the sounds you
make can tell they are imitations with a successful
NAMES Wisdom (Insight) check opposed by your Charisma
As with much of their speech, Rishii names include (Deception) check.
clicks, trills, and whistles to the point that other Languages. You can speak, read, and write Galactic
peoples have a difficult time pronouncing them. Basic and Rishii. Rishii's clicks, trills, and whistles are
Typically, a name has two to four syllables with the difficult for outsiders to learn without the aid of a
sounds acting as connectors. Rishii names do not vary protocol droid, and so Rishii often feel comfortable
based on gender. Rishii are responsive to nicknames speaking to eachother in the language in front of
given by outsiders. others.

EXPANDED CONTENT | SPECIES


RYN
VISUAL CHARACTERISTICS
Skin Color Blue, black, green, purple
Hair Color Light brown to white
Eye Color Amber, blue, brown, or green
Distinctions Long tails, beak-like noses

PHYSICAL CHARACTERISTICS
Height 4'4" +2d10"
Weight 75 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
Language Ryn

BIOLOGY AND APPEARANCE


Their homeworld long lost from memory and time, the
ryn are a humanoid race of musicians, vagabonds and
RYN TRAITS
travelers. The ryn's bodies are covered in soft, short As a ryn, you have the following special traits.
fur, with a head of white hair which is matched by a Ability Score Increase. Your Intelligence or
tuft of hair at the end of their long prehensile tails, Charisma score increases by 2, and your Dexterity
excellent for grasping things. Very uniquely ryn in score increases by 1.
nature, are their beak-like noses that contain fluted Age. Ryn reach adulthood in their early teens and
holes. These holes allow the ryn to play their 'beaks' live about 80 years.
like flutes. This talent has been used to communicate Alignment. Ryn's superstitious and solitary nature
between ryn and has uniquely been observed in causes them to tend toward balanced alignments,
communication with droids. though there are exceptions.
Size. Ryn typically stand 4 and a half to 6 feet tall and
SOCIETY AND CULTURE generally weigh about 120 lbs. Regardless of your
Wanderlust consumes the ryn. The ryn are a nomadic position in that range, your size is Medium.
species, their original homeworld forgotten, even to Speed. Your base walking speed is 30 feet.
them. They cannot abide confinement and constraint, Con Artist. You have proficiency in one gaming set of
and they itch to move on shortly after they arrive in a your choice.
new place. Due to their homelessness, musical talent, Darkvision. You can see in dim light within 60 feet of
natural secrecy, and avoidance of written records, ryn you as if it were bright light, and in darkness as if it
developed a nomadic culture and a reputation for were dim light. You can't discern color in darkness, only
confidence games, leaving many species prejudiced shades of gray.
against them. In some sectors it is legal to enslave or Divination. Whether through mystical divination or
hunt ryn. Their language is outlawed in many locations, sheer luck, you can turn failures into successes. When
and a large number of ryn women are used as slave you roll a 1 on the d20 for an attack roll, ability check,
breeding stock. They claim that sabaac, the popular or saving throw, you can reroll the die and must use
card game that took the place of Pazaak in terms of the new roll.
card game prominence, is derived from their use of it Eternal Nomads. You have proficiency in Lore or
as a fortune telling tool in their auguries. These Survival (your choice).
auguries are today favored by hutts, who have a Musical. You have proficiency in Performance and
superstitious belief in the card tellings. A peculiar habit one musical instrument of your choice.
is that a ryn cannot sleep in the same location twice. Prehensile Tail. You have supreme control over your
tail and can use it to manipulate objects as well as your
NAMES hands.
Ryn names have a very melodic tone, taking cues from Languages. You can speak, read, and write Galactic
many different languages from across the galaxy. Ryn Basic and Ryn. Ryn uses tones and inflections and is
do not use surnames. easily described as melodious by anyone who hears it.
Male Names. Corfat, Dirygat, Garya, Nemagary You can communicate with droids and other ryn
Female Names. Cogesama, Giani, Gypopha, Simeti without using words through the use of your beak.

EXPANDED CONTENT | SPECIES


SELKATH
VISUAL CHARACTERISTICS
Skin Color Blue, gray, green, pink
Hair Color None
Eye Color Black, blue, green
Venom-tipped claws, artificial misting
Distinctions vents, cephalic lobes, three-digit hands,
two-toed feet

PHYSICAL CHARACTERISTICS
Height 4'0" +2d8"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Manaan
Language Selkatha
SELKATH TRAITS
As a selkath, you have the following special traits.
Ability Score Increase. Your Intelligence score
BIOLOGY & APPEARANCE increases by 2, and your Charisma score increases by

The Selkath are an aquatic species, known for being 1.


skilled swimmers and diplomats. Their heads resemble Age. Selkath reach adulthood in their late teens and
sting rays and they have a blue, pink, or green skin live up to 100 years.
naturally patterned as an underwater camouflage. Alignment. Selkath have been renowned for
Their mouths are bracketed by cephalic lobes. Female countless millenia of the careful preservation of
Selkath differed from males due to the presence of neutrality. As such individuals tend towards the neutral
tendrils on the back of their heads. balanced alignment, though there are exceptions.
All members of the Selkath race have rectractable, Size. Selkath typically stand between 4 and a half to

venom-tipped claws. The use of these claws in any 5 and a half feet tall and average 130 pounds.

form of combat or attack was considered dishonorable Regardless of your position in that range, your size is
and a sign of madness; to do this was to give in to Medium.
animal instincts unbecoming of a sentient species. Speed. Your base walking speed is 30 feet.
Because of the Selkath's water-dwelling nature, their Amphibious. You can breathe air and water.
chest armors were fitted with misting vents in order to Claws. Your claws are a natural weapon, which you
keep their skin moist. can use to make unarmed strikes. Additionally, your
unarmed strikes deal 1d4 kinetic damage and have the
SOCIETY & CULTURE finesse property. Lastly, as a bonus action, you can
Selkath are native to the planet Manaan, the only perform a special claw attack. On a hit, the target
naturally occurring source of the medical liquid suffers the attack's normal effects, and it must make a
referred to as kolto. The Selkath have leveraged this Constitution saving throw (DC = 8 + your proficiency
monopoly on maintain their neutrality, peddling their bonus + your Constitution modifier). On a failed save,
invaluable healing supplies to all comers. the target is poisoned until the end of its next turn, and
Manaan is an ocean planet is home to only one you can't use this feature again until you complete a
above-surface settlement, the floating Ahto City, built short or long rest.
directly above Hrakert Rift, the most abundant source Gift of the Progenitor. You know the temporary
of kolto on Manaan. As bacta began to replace the boost at-will tech power. When you reach 3rd level, you
inferior kolto on the galactic stage, Manaan fell from learn and can cast the kolto pack tech power once per
their previously respected position, shirking away their day. When you reach 5th level, you learn and can cast
previous prestige and causing many Selkath to the kolto cloud tech power once per day. Your
disappear from the galactic eye into isolationism and techcasting ability is Intelligence. You do not require
tribalism. use of a wristpad for these powers.
Swim. You have a swimming speed of 30 feet.
NAMES Languages. You can speak, read, and write Galactic
Selkath names tend to have a flowing quality to it, like a Basic and Selkatha. Selkatha has a very moist and
stream of water. They rarely use surnames. gurgling tone to it.
Male Names. Chata, Galas, Qual, Morgo, Shaelas
Female Names. Halsuna, Dolmas, Shasa, Ulsuru

EXPANDED CONTENT | SPECIES


SELONIAN
VISUAL CHARACTERISTICS
Skin Color Brown
Hair Color Black, brown, or gray
Eye Color Black
Distinctions Long pointed faces with whiskers

PHYSICAL CHARACTERISTICS
Height 5'8" +2d10"
Weight 125 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Selonia
Language Mandaba

BIOLOGY AND APPEARANCE


The selonians are carnivores who are believed to have
descended from aquatic mammals. Their bodies are
covered by a sleek fur and they normally do not wear
clothing. However, when working or visiting offworld,
they wear appropriate outfits. Their long bodies are
equally comfortable walking on either two or four legs. SELONIAN TRAITS
Their long tails serve as a counterbalance for their As a selonian, you have the following special traits.
bodies when standing upright. These tails are equally Ability Score Increase. Your Dexterity score
capable of being used as potent bludgeoning weapons increases by 2, and your Strength score increases by 1.
in combat. At the end of their paw-like hands are Age. Selonians reach adulthood in their mid teens
retractable claws which not only gives them the and live for about 75 years.
capacity to dig but also makes them excellent climbers. Alignment. Selonians are serious and den-focused,
They have long pointed faces with bristly whiskers as causing them to tend towards lawful balanced, though
well as long teeth. Most selonians born are infertile there are exceptions.
females. One in every hundred are male, and one in Size. Selonians typically stand 6 to 7 feet tall and
every five hundred are fertile females. generally weigh about 180 lbs. Regardless of your
position in that range, your size is Medium.
SOCIETY AND CULTURE Speed. Your base walking speed is 35 feet.
Despite the massive starship traffic to Corellia, many Climb. You have a climbing speed of 35 feet.
visitors and even native Corellians know very little of Darkvision. You have a keen eyesight, especially in
the selonians and their distinctive unique alien culture. the dark. You can see in dim light within 60 feet of you
In mindset, they are a thoroughly grounded and as if it were bright light, and in darkness as if it were
serious race who are primarily concerned with the dim light. You can’t discern color in darkness, only
safety of their people. This means that the protection shades of gray.
of their family dens and their species as a whole was a Nimble Agility. Your reflexes and agility allow you to
chief concern. The basis for this line of thinking is move with a burst of speed. When you move on your
because they viewed that the needs of the society turn in combat, you can double your speed until the
outweighed the needs of the individual. To those end of the tum. Once you use this trait, you can’t use it
unaware of the deeper intricacies of the race, the again until you move 0 feet on one of your turns.
selonians appear as an outgoing, friendly and Tail and Claw. Your strong tail and razor-sharp claws
charitable species. However, their interests rarely go are natural weapons, which you can use to make
beyond securing the good of their respective den. unarmed strikes. Additionally, your unarmed strikes
deal 1d6 kinetic damage.
NAMES Swim. You have a swimming speed of 35 feet.
Selonian use punctual names with no surnames. Languages. You can speak, read, and write Galactic
Male Names. Duldayd, Gov, Krez, Qaran Basic and Mandaba. Selonians use the name "Home
Female Names. Chu, Driacnear, Fiircasa, Shilis Talk" to refer to their own language.

EXPANDED CONTENT | SPECIES


SHISTAVANEN
VISUAL CHARACTERISTICS
Skin Color    Black or light to dark brown
Black, light to dark brown, grey (usually
Hair Color   
with age)
Eye Color    Black or gray
Lupine appearance, enhanced senses,
Distinctions    increased speed, increased strength,
healing ability

PHYSICAL CHARACTERISTICS
Height    5'7" +2d8"
Weight    140 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Uvena Prime
Language    Shistavanen

SHISTAVANEN TRAITS
BIOLOGY AND APPEARANCE As a shistavanen, you have the following special traits.
Shistavanen have pronounced muzzles, sharp claws, Ability Score Increase. Your Strength score
long pointed teeth, and pointed ears set on top of their increases by 2, and your Constitution score increases

heads. Shistavanen also possess large glowing eyes, by 1.


and can also run at high speeds for long periods Age. Shistavanen reach adulthood in their late teens
without getting tired, alternately using two or four and live less than a century.
limbs. As predators, they possess keen hearing and Alignment. Shistavanen are private and tend toward
smell and excellent night vision. no particular alignment. The best and worst are found
among them.
SOCIETY AND CULTURE Size. Shistavanen typically stand around 6 feet tall
As a species, the Shistavanen are isolationists. The and weigh between 140 and 190 lbs. Regardless of
species colonized all the unpopulated worlds in the your position in that range, your size is Medium.
Uvena system to prevent them from being settled by Speed. Your base walking speed is 30 feet.
non-Shistavanen, and their restrictive trade laws (which Darkvision. You can see in dim light within 60 feet of
are unapologetic in how they favor their own kind over you as if it were bright light, and in darkness as if it
off-world traders). Most of their society uses
were dim light. You can't discern color in darkness, only
technology similar to the rest of the galaxy, though
shades of gray.
some parts of Uvena Prime use slightly less
Forced March. Shistavanen are able to maintain a
sophisticated technology. fast pace longer than other species. Shistavanen have
A minority of Shistavanen are more outgoing, and advantage on Constitution saving throws made to
travel the galaxy's hyperlanes. Even these Shistavanen avoid Exhaustion due to prolongued travel, as
usually remain by themselves or with other described in Chapter 8.
Shistavanen. Due to their natural predatory instincts, Keen Hearing and Smell. You have advantage on
Shistavanen commonly find employment as scouts, Wisdom (Perception) checks that involve hearing or
mercenaries and bounty hunters. Many other species smell.
react badly to Shistavanen, since their isolationist Regenerative. When you take damage, you can use
culture makes them an unfamiliar sight, and their your reaction and expend a Hit Die to regain hit points
predatory appearance put other species on edge. as long as the damage would not reduce your hit
points to 0.
NAMES Tooth and Nail. Your fangs and claws are natural
Shistavanen first names typically sound graceful, while weapons, which you can use to make unarmed strikes.
their surnames are more gutteral. Surnames are Additionally, your unarmed strikes deal 1d6 kinetic
familial. damage.
Male Names. Bustuc, Hulvav, Kembol, Nemdav, Sirul Languages. You can speak, read, and write Galactic
Female Names. Gaeft, Laer, Recloz, Shaalir, Thovnim Basic and Shistavanen. The Shistavanen language is
Surnames. Ghirat, Lakrevl, Meq, Nukroft, Rosk characterized by its barks and growls.

EXPANDED CONTENT | SPECIES


SQUIB
VISUAL CHARACTERISTICS
Skin Color    Pink
White, gray, black, brown, blue, violet, or
Hair Color   
red
Eye Color    Blue, yellow, red, or brown
Distinctions    Curious, overconfident, hagglers

PHYSICAL CHARACTERISTICS
Height    2'11" +2d4"
Weight    45 lb. x1 lb.
SQUIB TRAITS
As a squib, you have the following special traits.
SOCIOCULTURAL CHARACTERISTICS Ability Score Increase. Your Charisma score
Homeworld    Skor II increases by 2, and your Dexterity score increases by 1.
Age. Squibs reach adulthood at nine years of age
Language    Squibbian
and live an average of sixty-five years.
Alignment. Squibs' cheerful nature causes them to
tend toward the light side, though there are
exceptions.
BIOLOGY AND APPEARANCE Size. Squibs typically stand 3 to 3 and a half feet tall
Squibs are small, sentient, humanoid mammals with and weigh around 50 lbs. Regardless of your position in
both rodent and canine characteristics. Their pink skin that range, your size is Small.
is covered in fur that offers some protection from cold Speed. Your base walking speed is 25 feet.
weather, but, more importantly, it serves as an
Bite. Your sharp teeth are a natural weapon, which
olfactory organ, able to pick up scents at a distance
you can use to make unarmed strikes. Additionally,
and ascertain intrinsic details—such as penetrating
your unarmed strikes deal 1d4 kinetic damage.
through a disguise or identifying a forgery—when
Business Savvy. A common trait of all Squibs is their
rubbed against. The species has both male and female
desire and love of haggling. Squibs believe a deal is
sexes, although non-Squibs often have difficulty
done when both sides believe they got the better of
determining the sex of a Squib based on appearance
the other. Whenever you make a Charisma
alone. Their mouths are full of forbidding, sharp, white
(Persuasion) check involving haggling you are
teeth, and their flexible cheeks were capable of storing
considered to have expertise in the Persuasion skill.
items. Flexible Cheeks. Squibs have flexible cheeks in
which they can store small goods. You can store up to
SOCIETY AND CULTURE two items that weigh a combined total of no more than
2 lb. in your cheeks, and you have advantage on
Squibs are friendly and cheerful to such an extent that,
over time, they are considered quite annoying. Squibs Dexterity (Sleight of Hand) checks made to conceal
them.
are inherently curious, handling items with little regard
Hide. Your thick hide is naturally adapted to cold
to care. They are unabashed pack rats, and they wear
clothing for the excess storage rather than necessity. climates, as described in chapter 5 of the Dungeon
The Squibs' overconfidence is a defining trait. The Master's Guide.
typical Squib response to a threat is not to fight or flee, Keen Smell. You have advantage on Wisdom
but to bluff and bluster, especially when not face-to- (Perception) checks that rely on smell.
face. In person, their sharp teeth are their favored Sensitive Fur. Squibs' fur is exceptionally sensitive to
means of intimidation. Squibs believe that bargaining is physical details. You have advantage on Intelligence
the highest form of communication, and they believe (Investigation) checks that rely on touch.
haggling is more important than the goods themselves. Undersized. Your small stature makes it hard for
A deal is a binding oath to Squibs, and they are you to wield bigger weapons. You can't use heavy
incredibly loyal to their business partners. shields. Additionally, you can't use martial weapons
with the two-handed property unless it also has the
NAMES light property, and if a martial weapon has the versatile
property, you can only wield it in two hands.
Squibs combine their first and last names, which are
Languages. You can speak, read, and write Galactic
familial, into one long, hyphenated name. They often
Basic and Squibbian. The Squibbian language
go by nicknames derived from their full names. Male
originated as a secret form of communication for
and female names do not significantly deviate.
Squibs to convey information without being
Full Names. Galaneever-marmalios, Meelawin-
understood.
demort, Sleerinwilpher-remalior
Nicknames. Galan, Meela, Wilpher

EXPANDED CONTENT | SPECIES


SSI-RUU
VISUAL CHARACTERISTICS
Skin Color Brown, red, or tan scales
Hair Color None
Eye Color Solid black
Distinctions Reptilian, tails, scent-tongues

PHYSICAL CHARACTERISTICS
Height 5'7" +2d12"
Weight 200 lb. x(2d6) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Lwhekk
Language Ssi-ruuvi

SSI-RUU TRAITS
As a ssi-ruu, you have the following special traits.
Ability Score Increase. Your Strength score
increases by 2, and your Dexterity score increases by 1.
BIOLOGY AND APPEARANCE Age. Ssi-ruuk reach adulthood in their early teens
Ssi-ruuk are a predatory, warm-blooded saurian and live to between 100 and 120 years.
species gifted with ferocious strength, remarkable Alignment. Ssi-ruuk's cultural drive to enslave and
speed, and sharp fangs and claws, traits that serve entech others cause them to tend toward the dark
them well in the volcanic jungles of their homeworld of side, though there are exceptions.
Lwhekk. Their muscular forms combined with their Size. Ssi-ruuk typically stand between 6 or 7 feet tall
powerful tails make them very agile hunters, and their and weigh over 300 lbs. Regardless of your position in
colorfully-scaled hides have been proven to be that range, your size is Medium.
resistant even to blaster bolts. From their nostrils, two Speed. Your base walking speed is 35 feet.
scent-tongues protrude that grant them enhanced Type. Your creature type is both beast and
olfactory senses, compensating for the poor vision humanoid.
afforded them by their dark, three-lidded eyes. No Ssi- Force-Insensitive. While Ssi-ruuk can be
ruu has ever been known to be Force-sensitive. manipulated by many force powers, they can not sense
the Force. You can not use force powers or take levels
SOCIETY AND CULTURE in forcecasting classes.
The citizens of the Ssi-ruuvi Imperium follow a rigid Hunter. You are proficient in Survival.
caste system in which their station in society is Keen Smell. You have advantage on Wisdom
determined by the color of the scales they are born (Perception) checks that rely on smell.
with. Among these, the brown-scaled outcasts are Natural Empathy. Ssi-ruuk have scent-tongues that
regarded as the lowest of the low, and have no place in let them read the emotions of individuals. You have
the Imperium beyond menial labor or death at birth. advantage on Wisdom (Insight) checks to determine
Deeply xenophobic and religious, the Ssi-ruuk view the emotions against humanoids and beasts within 10 feet
rest of the galaxy as populated by lesser beings whose of you.
worlds rightfully belong to the Imperium. Despite their Sunlight Sensitivity. You have disadvantage on
fierce nature, most ssi-ruuk are afraid of dying on a attack rolls and on Wisdom (Perception) checks that
world unconsecrated by their priest caste, as they rely on sight when you, the target of your attack, or
believe their souls would be doomed, so they harvest whatever you are trying to perceive is in direct sunlight.
and "entech" the life-energy of other species to power Thick Skin. You have tough, scaly skin and prefer not
droids that fight for them. The entechment process is to wear clothes. While you are unarmored or wearing
torturous and painful to its victims, and is the main light armor, your AC is 13 + your Dexterity modifier.
power source of Ssi-ruuvi technology. Tooth and Nail. Your fangs and claws are natural
weapons, which you can use to make unarmed strikes.
NAMES Additionally, your unarmed strikes deal 1d6 kinetic
Ssi-ruuvi names are difficult to pronounce and gender damage.
neutral. Many ssi-ruuk adopt nicknames to make the Languages. You can speak, read, and write Galactic
lives of their associates easier. Ssi-ruuk do not have Basic and Ssi-ruuvi. Ssi-ruuvi is a language of musical
surnames. whistles, honks and clicks, and is nigh impossible for
Names. Firwirrung, Ivpikkis, Sh'tk'ith, Th'twirirl, Yifaii humans and similar species to speak.

EXPANDED CONTENT | SPECIES


SULLUSTAN
VISUAL CHARACTERISTICS
Skin Color    Gray, pink, or light green
Hair Color    Brown
Eye Color    Black or brown
Large ears, scarns, ultra-sensitive
Distinctions    hearing, jet-black eyes, two flaps of jowls
around their cheeks

PHYSICAL CHARACTERISTICS
Height    3'11" +2d12"
Weight    60 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Sullust
Language    Sullestese

BIOLOGY AND APPEARANCE


A diminutive species of near-humans, Sullustans bear
round, tapered skulls. Sullustans are distinguishable
for their almond-shaped black eyes, facial jowls called
dewflaps and large, round ears. Their wide earlobes
provide excellent hearing, and their large eyes provide
exceptional low-light vision. Due to their relative lack of
exposure to natural light, Sullustans begin to suffer SULLUSTAN TRAITS
from corneal defects after 30 standard years. Many As a sullustan, you have the following special traits.
choose to wear special visors to prevent further Ability Score Increase. Your Intelligence score
damage. Some Sullustans tattoo their heads as a form increases by 2, and your Dexterity score increases by 1.
of individual expression. Age. Sullustan reach adulthood in their late teens
and live less than a century.
SOCIETY AND CULTURE Alignment. Sullustans' outgoing and friendly nature
Sullustans are outgoing and mercantile, friendly and cause them to tend toward the light side, though there
pragmatic. As a species they are altogether lacking in are exceptions.
xenophobia. Though fond of practical jokes and Size. Sullustans typically stand 4 and a half to 5 feet
extremely shrewd in their business dealings, they are tall and weigh around 120 lbs. Regardless of your
eager to explore and travel the galaxy. Inquisitive by position in that range, your size is Medium.
nature, some have described Sullustans as reckless, Speed. Your base walking speed is 30 feet.
especially for their preference to learn and discover Darkvision. You can see in dim light within 60 feet of
whenever possible through personal experience. you as if it were bright light, and in darkness as if it
Sullustans organize themselves into familial units were dim light. You can't discern color in darkness, only
known as Warren-clans. Each clan consists of one shades of gray.
polyandrous female, several husbands, and their Keen Hearing. You have advantage on Wisdom
young. Unmated females, known as "Fems", are active (Perception) checks that rely on hearing.
members of their communities until they reach Mercantile. Whenever you make a Charisma

breeding status, called "Ready", when they choose (Persuasion) check related to conducting business, you

their mates. are considered to have expertise in the Persuasion

skill.
NAMES Pilot. You have proficiency in Piloting.
Male names are typically longer than female names. Languages. You can speak, read, and write Galactic
Surnames are based on Warren-clan. Basic, Sullestese, and one more language of your
Male Names. Duedt, Oshror, Partheen, Throthinnitz choice. Sullestese is characterized as a robust language
Female Names. Asulu, Eldo, Tri, Vo, We in business, and as such is commonly learned by
Surnames. Frovarr, Jeard, Plonr, Tsah, Vhiibb professional merchants.

EXPANDED CONTENT | SPECIES


TALZ
VISUAL CHARACTERISTICS
Skin Color    Black or grey
Hair Color    Grey, pink, or white
Eye Color    Black, dark blue, or dark red
Covered in fur, four eyes, unable to
Distinctions   
speak Galactic Basic

PHYSICAL CHARACTERISTICS
Height    6'5" +2d10"
Weight    180 lb. x(2d6) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Orto Plutonia
Language    Talzzi

BIOLOGY AND APPEARANCE


Talz are large, bulky, bipedal creatures, that are
covered head to toe in thick white fur, which provides
exceptional insulation against their frozen world. Talz
have four eyes, which are also adaptations to their
native environment. The larger set of eyes are shut
during the day, when sunlight reflects off the snow TALZ TRAITS
with dazzling brightness—able to blind sensitive optical As a talz, you have the following special traits.
organs—leaving the smaller set to navigate with. Ability Score Increase. Your Strength score

Alternatively, during the deep darkness of their increases by 2, and your Wisdom score increases

homeworld's moonless night, the larger pair are by 1.


utilized to provide the Talz with adequate vision. Talz Age. Talz reach adulthood at 10 and rarely live
use a small proboscis to eat and communicate, longer than 50 years.
creating high-pitched chirps and buzzes. Alignment. Talz' peaceful and slow-to-anger nature
cause them to tend toward the light side, though there
SOCIETY AND CULTURE are exceptions.
Talz are a hunter-gatherer, clan-based society. They Size. Talz stand between 6 and 8 feet tall and weigh
work in unison, and treat the entire clan as one single around 250 lbs. Regardless of your position in that
familial entity. Resources on Ordo Plutonia are often range, your size is Medium.
scarce, which leads to warring among Talz tribes. Speed. Your base walking speed is 30 feet.
However, the clans are adept at forming a unified front Darkvision. Your vision can easily cut through
when they face a common enemy. darkness. You can see in dim light within 60 feet of you
Talz are large, brutal creatures and are often used as as if it were bright light, and in darkness as if it were
guards and enforcers. Sometimes they are taken as dim light. You can't discern color in darkness, only
slaves, though it's rare; they are rebellious against shades of gray.
authority and don't take well to slavery. There are Hide. You have a thick hide. While you are
rumors that Talz are captured for scientific unarmored or wearing light armor, your AC is 12 + your
experimentation. Dexterity modifier. Additionally, your thick hide is
naturally adapted to cold climates, as described in
NAMES chapter 5 of the Dungeon Master's Guide.
Talz names are fairly gutteral and are characterized by Long-Limbed. When you make a melee attack on
their harsh nature. Female names are typically longer your turn, your reach for it is 5 feet greater than
than male names. Surnames are clan-based, though normal.
it's rare that a Talz shares them with non-Talz. Languages. You can speak, read, and write Talzzi.
Male Names. Drak, Fedirk, Imom, Ke, Twift You can understand spoken and written Galactic Basic,
Female Names. Ilnuno, Ontuga, Utrukk, Zimtucc but your vocal cords do not allow you to speak it. Talzzi
Surnames. Dic, Noetoc, Suptat, Wume, Zapak is characterized by its high-pitched chirps and buzzes.

EXPANDED CONTENT | SPECIES


TARASIN
VISUAL CHARACTERISTICS
Skin Color Translucent; varies with emotion
Hair Color None
Eye Color Red, orange, yellow, or black
Distinctions Reptillian, sa'tosin spines

PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Cularin
Language Tarasinese

BIOLOGY AND APPEARANCE


Tarasins are tall reptilians covered in translucent scales
that allows the species' color-changing skin below to
show through. Tarasins also have a colorful fan of flesh
and scales—known as a kampo—that opens around
their heads when they experience strong emotional
distress, which can be a detriment to negotiations, as it
is difficult for a tarasin to hide discomfort. This color- TARASIN TRAITS
changing ability is useful for camouflage and As a tarasin, you have the following special traits.
communication, and the scales naturally repel heat. Ability Score Increase. Your Intelligence score
Some examples of colors they take on include being increases by 2, and your Dexterity score increases by 1.
brown when calm and in a comfortable environment, Age. Tarasins reach adulthood at 10 and live less
or becoming red after extended exertion or when than 80 years.
excited. Tarasins also have short spines that protrude Alignment. Tarasins' curious yet composed nature
from their forearms—known as a sa'tosin—which give causes them to tend toward balanced alignments,
the creatures the ability to sense the use of the Force. though there are exceptions.
Tarasins are naturally curious and protective but also Size. Tarasins typically stand 5 to 6 feet tall and
slow to anger. What they lack in sheer physical generally weigh about 130 lbs. Regardless of your
strength they make up for with a brilliant intellect. position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
SOCIETY AND CULTURE Chameleon Skin. Your scales are translucent,
Tarasins live in a tribal system in the jungle underbrush allowing your color-shifting skin to help you blend into
of Cularin, grouping together in clans called irstat. The your surroundings. You have proficiency in the Stealth
tarasin believe they have a symbiotic relationship with skill. Additionally, you can attempt to hide even when
Cularin, and their religion is based around the you are only lightly obscured by foliage, heavy rain,
appreciation of the natural world. This closeness with falling snow, mist, and other natural phenomena.
their homeworld is what makes the tarasin reluctant to Jungle Dweller. Growing up in the jungles of Cularin
leave it for an extended time. The tarasin have a strong has left an impact. You don't treat jungle terrain as
connection with the Force, and their spiritual leaders difficult terrain.
are often able to call upon the Force in small ways. The Naturalist. You have proficiency in the Nature skill.
tarasin believe that the ch'hala tree is sacred. This may Sa'tosin Sense. Tarasins have short spines called
have been influenced by the trees having a similar sa'tosin that allow them to sense the use of the Force.
ability to shift their colors as the tarasin, but it is also You are constantly under the effects of the force power
the most unique tree on Cularin. sense force, though the power does not require
concentration for you.
NAMES Languages. You can speak, read, and write Galactic
Tarasin names are generally very soft and melodic. Basic and Tarasinese. You can communicate non-
Names are agendered, and surnames are not used. verbally with other tarasins through use of a complex
Names. Feliosa, Misona, Nissira, Vylana, Ziransa system of skin color changes.

EXPANDED CONTENT | SPECIES


TAUNG
VISUAL CHARACTERISTICS
Skin Color Gray
Hair Color None
Eye Color Yellow
Bony and ridged skulls, tendrils and fin-like
Distinctions
protrusions on the back of their heads

PHYSICAL CHARACTERISTICS
Height 5'8" +2d8"
Weight 165 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Coruscant, Mandalore (adopted)
Language Mando'a

BIOLOGY AND APPEARANCE


Taung are a humanoid species of tall and strong
sentient simians. Physically, the taung are extremely
resilient and are able to endure hardships many other
species are unable to, which benefits their warlike TAUNG TRAITS
nature as well as their tendencies to conquer planets. As a taung, you have the following special traits.
Ability Score Increase. Your Constitution score
SOCIETY AND CULTURE increases by 2, and your Strength score increases by 1.
Taung society is one steeped in war, and the taung are Age. Taung reach adulthood at 13 and live to around
warriors above all else. Nomadic and clan-based, the 85, though they rarely live even half the length as they
taung greatly value strength and honor, with naturally can due to their deadly lifestyles as
pragmatism and ruthlessness being common traits Mandalorians.
amongst them. Originally waging war as a means of Alignment. The taung live by the traditions and
ritual worship to their god Kad Ha'rangir, the taung honor-bound code of the Mandalorians, making them
eventually became the Mandalorians, and - under the tend towards a lawful alignment, typically balanced or
leadership of Mandalore the Indomitable - the act of dark, though there are exceptions.
war itself became the center of Mandalorian worship, Size. Taung typically stand between 6 and 7 feet tall
and to wage war is to be divine. and weigh around 210 lbs. Regardless of your position
Despite their volatile nature, the taung are far from in that range, your size is Medium.
primitive, and maintain a high priority in procuring the Speed. Your base walking speed is 30 feet.
latest technological advancements whenever possible. Claws. Your claws are natural weapons, which you
The Mandalorian armor that has become iconic can use to make unarmed strikes. Additionally, your
throughout the galaxy originally began with the unarmed strikes deal 1d4 kinetic damage.
culture's taung founders, with their unique helmets Toughness. Your hit point maximum increases by 1,
and war masks being forged in the image of the and it increases by 1 every time you gain a level.
taung's face, including slanted outer angles and a Relentless Endurance. When you are reduced to 0
pointed chin. However, the armor is quite sparse hit points but not killed outright, you can drop to 1 hit
among the taung as they believe that unarmed combat point instead. You can't use this feature again until you
brings the highest honor. finish a long rest.
Taung Weapon Training. You gain proficiency in one
NAMES vibroweapon and one blaster of your choice.
Taung names reflect their practical nature, typically Menacing. You gain proficiency in the Intimidation
choosing names that correspond to traits they deem skill.
desirable. Their names are rarely gender specific and Force Insensitive. While taung can be manipulated
can apply to either male or female. Their surnames by the force, they cannot sense the Force. You can not
reflect that of the clan they hail from. use force powers or take levels in forcecasting classes.
First Names. Adenn (merciless), Atin (stubborn), Kot Languages. You can speak, read, and write Galactic
(strength), Kotep (brave), Tor (justice), Verd (soldier) Basic and Mando'a. Mando'a is primarily a spoken
Surnames. Cadera, Fett, Keldau, Lok, Ordo, Vizla language and is very expressive with simple grammar.

EXPANDED CONTENT | SPECIES


THEELIN
VISUAL CHARACTERISTICS
Skin Color Variable
Hair Color Variable
Eye Color Variable
Distinctions Small horns, pale skin, colorful hair

PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 95 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS THEELIN TRAITS


Homeworld Unknown As a theelin, you have the following special traits.
Language Galactic Basic Ability Score Increase. Your Charisma score
increases by 2, and two other ability scores of your
choice increase by 1.
Age. Theelin reach adulthood in their late teens and
live for about 70 years.
Alignment. Theelin's good-nature and positivity
BIOLOGY AND APPEARANCE despite the dour state of their species causes them to
The original appearance of the theelin is officially tend toward the light side, though there are
uncertain, as almost all known "theelin" are not full- exceptions.
blooded specimens, but hybrids. It is possible that Size. Theelin typically stand 5 to 6 feet tall and
some aspects of these individuals' appearances are not generally weigh about 140 lbs. Regardless of your
from their theelin genes, but from other near-human position in that range, your size is Medium.
ancestors. Most, however, have vividly colored hair and Speed. Your base walking speed is 30 feet.
pale skin, often mottled with colorful spots. Expressive. You have proficiency in your choice of
Unfortunately, a series of mutations arose among later artist's implements, disguise kits, synthweaver's
generations of theelin. These mutations have led to implements, or one musical instrument of your choice.
genetic incompatibilities within their species, making it Performer. You have proficiency in the Performance
impossible to produce offspring. Even attempts to skill.
continue their species by cross-breeding with other Skill Versatility. You gain proficiency in one skill of
near-humans could not stop the theelin slide towards your choice.
extinction, due to the high infant mortality rates such Languages. You can speak, read, and write Galactic
couplings suffer from. Theelin began inevitably Basic and one extra language of your choice.
dwindling in number—only a few million theelin and Mutation. Theelin gain unique mutations, a result of
part-theelin remain by the time the Republic fell, and cross-breeding with other humanoids. Choose one of
pure theelin are presumed extinct by the fall of the the following mutations.
Empire. Some of their greatest works are produced in
these years, however, as an epitaph for a dying people. Balanced Hooves. You have advantage on ability checks
and saving throws against being knocked prone.
SOCIETY AND CULTURE Darkvision. You can see in dim light within 30 feet of you
Theelin performers and artists created many of the as if it were bright light, and in darkness as if it were dim
galaxy's greatest works of art. The Theelin Divas, an all- light. You can't discern color in darkness, only shades of
female religious order, are recognized by many gray.
scholars of music as the greatest singers in the galaxy. Enhanced Senses. Choose one from hearing, sight, or
Because of the rarity of the theelin, many female smell. Whenever you make a Wisdom (Perception) check
theelin and part-theelin are named "Diva" at birth, in related to the chosen sense, you are considered to have
hopes that they will develop the musical talent expertise in the Perception skill.
necessary to continue the traditions of the Diva order. Heightened Reflexes. Whenever you make a Dexterity
ability check, attack roll, or saving throw, you can choose
NAMES to add 1d4 to the result. You can choose to do this after
Theelin use names similar to those in their community, the check is rolled, but before the DM determines if
typically human-similar names with exotic tinges. you’ve passed or failed the check. You cannot do so
Male Names. Dhess, Gooti, Jánsone, Qylett again until you complete a short or long rest.
Female Names. Fániss, Diva, Prystill, Saqua Unarmed Combatant. Your unarmed strikes deal 1d4
Surnames. Joolie, Masozi, Oasay, Rellik kinetic damage and have the finesse property.

EXPANDED CONTENT | SPECIES


THISSPIASIAN
VISUAL CHARACTERISTICS
Skin Color Pale to green
Black, blond, brown, grey, or white (with
Hair Color
age)
Eye Color Yellow
Distinctions Four arms, serpentine, large beards

PHYSICAL CHARACTERISTICS
Height 4'8" +2d8"
Weight 250 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Thisspias
Language Thisspiasian

THISSPIASIAN TRAITS
As a thisspiasian, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Wisdom score
Thisspiasians are easily recognized by their abundant increases by 2, and your Strength score increases by 1.
beards and their long tails, which often reach over six Age. Thisspiasians reach adulthood in their 20s and
feet. These tails are very strong and are commonly often live more than a century.
used to carry large objects. When meditating or at rest, Alignment. Thisspiasians' emotional composure
a thisspiasian will coil their tail beneath their torso, causes them to tend toward lawful alignments, though
reducing their height by several feet. They also possess there are exceptions.
four arms, with the upper set being stronger and Size. Thisspiasians typically stand 5 to 6 and a half
larger. Each of their four hands have five fingers, and feet tall and generally weigh about 300 lbs. Regardless
each finger is tipped with a long, sturdy claw. It is of your position in that range, your size is Medium.
thought unsophisticated or unseemly by upper-class Speed. Your base walking speed is 30 feet.
thisspiasians to have the bottom two visible in public, Claws. Your claws are a natural weapon, which you
so they are generally hidden from sight via larger can use to make unarmed strikes. Additionally, your
garments, with the smaller limbs sometimes even unarmed strikes deal 1d4 kinetic damage.
bound to their bodies. Thisspiasians need very little Cultured. You have proficiency in the Lore skill.
sleep to function normally, resting for only two hours a Four-Armed. Thisspiasians have four arms which
day, with brief meditative moments scattered they can use independently of one another. You can
throughout the day to refocus. only gain the benefit of items held by two of your arms
at any given time, and once per round you can switch
SOCIETY AND CULTURE which arms you are benefiting from (no action
Thisspiasian culture is one of proud warriors who keep required).
their emotions well-concealed and their rages checked. Inscrutable. Your calm demeanor and control make
Many outsiders see only a thisspiasian's outward you hard to read. Wisdom (Insight) checks made
facade of tranquility, and to most being it seems as if against you have disadvantage, and you have
thisspiasians existed in a sea of calm. This is far from advantage on any saving throw against an effect that
the truth, however, as they are in truth a very would read your thoughts.
passionate species below the surface. A thisspiasian Prehensile Tail. You have supreme control over your
who doesn't meditate as often as they should will often tail and can use it to manipulate objects as well as your
be prone to otherwise atypical emotional outbursts. hands.
Thisspias is ruled by a hereditary leader called the Trance. You only need 3 hours of sleep during a long
Blood Monarch. Due to their seemingly archaic ruling rest to gain its benefits, instead of 6. Additionally, if
structure, thisspiasians are often considered out-of- your long rest would be interrupted, you only need to
touch. complete the long rest instead of restarting it to gain
its benefits.
NAMES Languages. You can speak, read, and write Galactic
Thisspiasian names typically are composed of two Basic and Thisspiasian. Thisspiasian is a complex
similar sounding syllables. Surnames are familial. language characterized by its interlocking sentences
First Names. Annak, Effed, Emmet, Gorro, Koto and heavy use of sibilants.
Surnames. Albarn, Braibel, Kirsingr, Raledurn

EXPANDED CONTENT | SPECIES


TISS'SHAR
VISUAL CHARACTERISTICS
Skin Color Varies
Hair Color Red, yellow, blue, purple
Eye Color Black
Long necks, sharp teeth, colorful scales,
Distinctions
tails

PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Tiss'sharl
Language Tiss'shar

TISS'SHAR TRAITS
As a tiss'shar, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Dexterity score
Tiss'shar are bipedal therapods descended from increases by 2, and your Strength, Intelligence, or
predatory reptilians native to the humid jungle Charisma score increases by 1.
continents of Tiss'sharl. They are relatively strong and Age. Tiss'shar reach adulthood in their early teens
agile, with long necks, slender torsos, wider hips, and a and live about 80 years.
short but wiry tail. Their mouths are filled with short, Alignment. Tiss'shar's moral flexibility causes them
sharp teeth, and their large tongues are pink and to tend towards balanced alignments, though there are
constantly moving. Their large eyes appear glassy as a exceptions.
result of the clear, resilient film that covered and Size. Tiss'shar typically stand 5 to 6 feet tall and
protected them. Many tiss'shar have prominent sickle- generally weigh about 140 lbs. Regardless of your
shaped claws on the first toe of their feet; some also position in that range, your size is Medium.
possessed a crest of feathers atop their heads. Speed. Your base walking speed is 30 feet.
Darkvision. Your vision can easily cut through
SOCIETY AND CULTURE darkness. You can see in dim light within 60 feet of you
Tiss'shar social structure is inextricably tied to as if it were bright light, and in darkness as if it were
business. Nearly all tiss'shar families have a dim light. You can’t discern color in darkness, only
corporation as a patron, which provides the family with shades of gray.
its material needs in exchange for the dedicated labor Predatory Talents. You have proficiency in one of
of its members. Patron corporations regularly supply the following skills: Acrobatics, Sleight of Hand, Stealth,
food, housing, health care, education, and security or Technology.
services. The predatory instincts of the tiss'shar, Surprise Attack. If you surprise a creature and hit it
redirected into the realm of business, often serve them with an attack on your first turn in combat, the attack
well. While no stereotype fully defines the species, they deals an extra 2d6 damage to it. You can use this trait
often were considered aggressive, resourceful, only once per combat.
calculating businessbeings. These traits also made Tooth and Nail. Your sharp teeth and claws are
them excellent assassins and gunfighters, renowned natural weapons, which you can use to make unarmed
galaxywide for their efficiency. Most tiss'shar had an strikes. Additionally, your unarmed strikes deal 1d6
appreciation for the art of the deal, and conducted kinetic damage. Lastly, as a bonus action, you can
their business legitimately; even those who chose the perform a special bite attack. On a hit, the target
path of the assassin remembered that they were suffers the attack's normal effects, you gain temporary
conducting business and respected their contracts. hit points equal to your Constitution modifier
(minimum of 1), and you can't use this trait again until
NAMES you finish a short or long rest.
Tiss'shar names are segmented, with males receiving Languages. You can speak, read, and write Galactic
an additional "tail name." Surnames always come last. Basic and Tiss'shar. Tiss'shar is mainly formed of
Male Names. Si-Di-Ri, Tra-Skan-Lor, Geor-Dan-Thi hisses, shrieks, and lisping vocalizations. As a written
Female Names. Von-Ra, Ura-Vaza, Shu-Xangiz, Sav- language, it has a violent-looking calligraphy of curves
Lork and sharp lines.

EXPANDED CONTENT | SPECIES


TOGNATH
VISUAL CHARACTERISTICS
Skin Color Tan or cream
Hair Color None
Eye Color White
Breathing apparatus, endo and
Distinctions
exoskeletons

PHYSICAL CHARACTERISTICS
Height 5'5" +2d6"
Weight 105 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Yar Togna
Language Tognath TOGNATH TRAITS
As a tognath, you have the following special traits.
Ability Score Increase. Your Strength, Dexterity, and
Constitution scores increase by 1.
Age. Tognath reach adulthood by 10 and live less
BIOLOGY AND APPEARANCE than a century.
Tognath are a sentient species native to Yar Togna. Yar Alignment. Tognath are famously dedicated and
Togna is a foul-smelling, high-gravity planet with a hard workers, causing them to tend towards balanced
toxic, fume-saturated atmosphere. As a result, tognath alignments, though there are exceptions.
wear a breathing apparatus to process the oxygen Size. Tognath typically stand 6 feet tall and generally
content in a planet's atmosphere. The tognath have a weigh about 140 lbs. Regardless of your position in that
striking look thanks to their insectoid and mammalian range, your size is Medium.
characteristics; another factor is their having both an Speed. Your base walking speed is 30 feet.
endo- and exoskeleton. They also possess a very Crafters. You have proficiency with one set of
primitive nervous system, which provides them with artisan's implements of your choice.
immunity to most pain (a helpful trait in combat). Exoskeleton. You have a thick exoskeleton. While
Tognath begin life as larvae born from egg clutches you are unarmored or wearing light armor, your AC is
hatched in a suspension jelly, and latch onto one of 13 + your Dexterity modifier.
their parents, feeding directly from their bloodstream. Foreign Biology. You cannot breathe oxygen. The
While in that jelly, two or more eggs (not necessarily tognath have created a breathing apparatus to negate
from the same parent) sometimes graft together, thus the negative effects of living in an oxygen rich
creating a bond that continues throughout the life of environment, but if your mask is removed while you
the eggmates. Six months later, parents visit a nursery are in such an environment, you lose consciousness.
tree, where the young detatch from them and spin a Life in the Void. You have resistance to necrotic
cocoon. Within, the offspring undergo a damage, and while exposed to the vacuum of space,
metamorphosis, developing both their skeletons to you can survive for a number of hours equal to your
resist the high gravity and pressures of Yar Togna. Constitution modifier (minimum 1 hour), instead of a
number of rounds.
SOCIETY AND CULTURE Primitive Nerves. Because of their primitive nervous
Tognath live in stilted homes with lava channels near systems, tognath are immune to most pain, letting
the main mountain range of Yar Togna, where they them shrug off major injuries. When you take damage,
have access to mountain springwater. Most of tognath you can use your reaction to roll a d12. Add your
society believes that mate selection and egg laying Constitution modifier to the number rolled, and reduce
should occur late in life, after having dedicated most of the damage by that total. Once you've used this trait,
one's prime years to a career. This means that parents you can't use it again until you finish a short or long
are generally retired and dote on their children rest.
relentlessly, often homeschooling them after their Vocalizer. Tognath vocal cords are not made for
transformation. oxygen rich environments, and rely on a vocalizer to
communicate effectively with other species. If your
NAMES vocalizer is removed or destroyed, your voice becomes
Tognath use generally simple, nongendered names, quiet and difficult to understand.
without bothering with surnames. Languages. You can speak, read, and write Tognath.
First Names. Darjia, Essec, Irion, Tathak You can understand spoken and written Galactic Basic,
but your vocal cords do not allow you to speak it.

EXPANDED CONTENT | SPECIES


TOGORIAN
Visual Characteristics
Skin Color Black, brown, or white
Hair Color Black, brown, orange, or white
Eye Color Brown, green, orange, or yellow
Large frame, retractable claws, striped fur,
Distinctions 
rigid honor code

Physical Characteristics
Height 6'2" +2d12"
Weight 175 lb. x(2d6) lb.

Sociocultural Characteristics
Homeworld Togoria
Language Togorese

BIOLOGY AND APPEARANCE


The Togorian people are a feline warrior species native
to the planet Togoria. They are large, heavy-framed
bipeds, with retractable claws on their hands and feet.
Female Togorians grow up to 7 feet tall, while adult
males can reach up to 9 feet. They're covered in gray- TOGORIAN TRAITS
white, black, brown, or orange fur, often with colorful As a togorian, you have the following special traits.
spots or stripes. Ability Score Increase. Your Strength score
increases by 2, and your Dexterity or Constitution
SOCIETY AND CULTURE score increases by 1.
Togorians have a unique cultural division between
Age. Togorian reach adulthood in their late teens
their sexes. They evolved as nomadic hunters of
and live less than a century.
creatures like the bist and etelo, surviving on the
Alignment. Togorians' rigid sense of honor causes
wilderness as apex predators. As time went on, a rift in
them to tend toward lawful light side, though there are
their society developed between the two sexes. Males
exceptions.
were drawn to continue their lifestyle as nomads and
Size. Togorians tower over almost all other species,
hunters for their people, while females tended to
with smaller females standing upwards of 7 feet tall
prefer remaining in permanent camps and contributed
and weighing 250 lbs., while males can easily reach 8
the vast majority of their species technological
feet tall and weigh around 350 lbs. Regardless of your
developments. This division has continued into
position in that range, your size is Medium.
modern times, with males continuing their nomadic
Speed. Your base walking speed is 30 feet.
traditions and females frequently preferring to stay in
Claws. Your claws are a natural weapon, which you
villages and cities. Males visit their mates for about a
can use to make unarmed strikes. Additionally, your
month each year, but otherwise the sexes live
unarmed strikes deal 1d6 kinetic damage.
completely separate lives. Whether in spite of this
Savage Attacks. When you score a critical hit with a
separation of the sexes, or because of it, Togorians are
melee weapon attack, you can roll one of the weapon's
typically monogamous and devoted to their chosen
damage dice one additional time and add it to the
mates. extra damage of the critical hit.
Stealthy Hunter. You have proficiency in the Survival
NAMES and Stealth skills.
Togorian names tend to be short and primal-sounding. Toughness. Your hit point maximum increases by 1,
Female names tend to include softer consonants and and it increases by 1 every time you gain a level.
more vowels, while male names are typically harsher. Languages. You can speak, read, and write Galactic
Togorians do not use surnames. Basic and Togorese. Togorese is characterized by its
Male Names. Mezgraf, Mlatar, Morto, Mrrov, Torr deep, resonating growls.
Female Names. Coelle, Elotis, H'sishi, Kra'ake, Rrowv

EXPANDED CONTENT | SPECIES


TOYDARIAN
VISUAL CHARACTERISTICS
Skin Color    Blue, green, grey, or pink
Hair Color    None
Eye Color    Black, brown, or green
Two wings, facial tusks, snout, three
Distinctions   
fingers and toes on appendages

PHYSICAL CHARACTERISTICS
Height    3'3" +2d8"
Weight    40 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Toydaria
Language    Toydarian

TOYDARIAN TRAITS
As a toydarian, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Charisma score
A mammalian species of winged, stout bodied increases by 2, and your Intelligence score increases by
humanoids, the Toydarians have stubby facial tusks 1.
which protruded from their lower jaw and framed a Age. Toydarians reach adulthood at 10 and live less
short pudgy trunk. While their stubby legs can support than a century.
their body weight, Toydarians' primary mode of Alignment. Toydarians' greedy nature causes them
locomotion was their use of the wings on their upper to tend toward chaotic balanced, though there are
back. Though their wings can beat as fast as ten times exceptions.
a second, the effort burned up large amounts of Size. Toydarians average 4 feet tall and weigh less
energy, causing the species to need to replenish itself than 50 lbs. Regardless of your position in that range,
often through regularly eating mass quantities of food. your size is Small.
In order to fuel this hyperactive metabolism, Speed. Your base walking speed is 25 feet.
Toydarians eat concentrated foods and egg-seeds. Business Savvy. A common trait of all Toydarians is
Most of the bloodiest wars in their history were fought their shrewd business sense and their ability to haggle
over food supplies. any deal. A loyal and proud people, these traits could
be off-putting to outsiders, as many Toydarians in the
SOCIETY AND CULTURE galaxy were seen as crooks or slimy businessmen, but
Despite being ruled by the Hutts, the Toydarian people this was not always the case. Whenever you make a
are able to govern themselves free of major outside Charisma (Persuasion) check involving haggling you are
intervention through the establishment of a feudal considered to have expertise in the Persuasion skill.
monarchy. A ruling king sits on the planet's throne, Closed Mind. Toydarian brains have an unusual
allowing vassals to form allegiances and have minor composition which made them resistant to influence
disputes to solve their own problems. The king makes from the Force. You have advantage on Wisdom and
sure to keep his vassals happy and to have their Charisma saving throws against force powers.
allegiance, but will occasionally encourage infighting to Flight. You have a flying speed equal to your walking
reveal the true character of the vassals and weed out speed. While wearing medium or heavy armor, your
treachery. flying speed is reduced by half.
Toydarians are known as shrewd businessmen. Shrewd Demeanor. You have proficiency in two
Intelligence, Wisdom, or Charisma skills of your choice.
NAMES Undersized. Your small stature makes it hard for
Toydarian names are fairly simple and guttural, but a you to wield bigger weapons. You can't use heavy
few harsher elements can be found here and there. shields. Additionally, you can't use martial weapons
Male names are generally shorter than female names. with the two-handed property unless it also has the
Female names always end in a vowel. light property, and if a martial weapon has the versatile
Male Names. Dod, Nesteddo, Tul, Zloomroo property, you can only wield it in two hands.
Female Names. Fefiffe, Lenlibo, Nugni, Zoldibu Languages. You can speak, read, and write Galactic
Surnames. Daab, Faabb, Kepo, Mitra, Vulba Basic, Huttese, and Toydarian.

EXPANDED CONTENT | SPECIES


UGNAUGHT
VISUAL CHARACTERISTICS
Skin Color    Varying shades of pink
Hair Color    White
Eye Color    Black and red
Diminutive stature, porcine features,
Distinctions   
technological affinity
UGNAUGHT TRAITS
As an ugnaught, you have the following special traits.
PHYSICAL CHARACTERISTICS
Ability Score Increase. Your Intelligence score
Height    3'1" +2d12" increases by 2, and your Strength score increases by 1.
Weight    40 lb. x1 lb. Age. Ugnaughts reach adulthood at 20 and can live
to reach 200.
Alignment. Ugnaughts tend toward no particular
SOCIOCULTURAL CHARACTERISTICS alignment. The best and worst are found among them.
Homeworld    Gentes Size. Ugnaughts typically stand around 4 feet and
weigh about 50 lbs. Regardless of your position in that
Language    Ugnaught range, your size is Small.
Speed. Your base walking speed is 25.
Bite. Your tusks are a natural weapon, which you can
use to make unarmed strikes. Additionally, your
unarmed strikes deal 1d6 kinetic damage.
BIOLOGY AND APPEARANCE Crafters. You have proficiency in one tool of your
Ugnaughts are diminutive, porcine humanoids who choice.
have pink skin, upturned noses, white hair, and thick Darkvision. You can see in dim light within 60 feet of
layers of jowls. Some have tusks that they use in blood you as if it were bright light, and in darkness as if it
duels. They are strong and resilient, and their life- were dim light. You can't discern color in darkness, only
spans reached up to 200 standard years. They notably shades of gray.
eat genteslugs. Industrial Hazards. You have resistance to acid
damage.
SOCIETY AND CULTURE Tech Dabbler. You know the mending at-will tech
power. When you reach 3rd level, you learn and can
Ugnaughts are ruled by councils comprised of elected
cast the analyze tech power once per day. When you
officers. Ugnaughts live their lives in accordance to
reach 5th level, you learn and can cast the overheat
their "blood profession", with Ugnaught parents
tech power once per day. Your techcasting ability is
teaching their children their trade. Infant Ugnaughts
Intelligence. You do not require use of a wristpad for
are known as Ugletts. If the number of new Ugnaughts
in a given profession exceeds the need, a blood duel is these powers.
called. When the Ugnaughts reached their twentieth Tinker. You have proficiency with tinker's
implements. You can use these and spend 1 hour and
year of age, these fights are held to the death, with the
victor winning the right to inherit their blood 100 cr worth of materials to construct a Tiny Device (AC
5, 1 hp). You can take the Use an Object action to have
profession. Despite this outdated and violent custom,
your device cause one of the following effects: create a
the Ugnaughts are generally a peaceful people with a
rich culture. small explosion, create a repeating loud noise for 1
minute, create smoke for 1 minute, cause harmless
When greeting an Ugnaught, it is advised to bow
tremors for 1 minute. You can maintain a number of
silently, then wait for a guttural purring as a positive
these devices up to your proficiency bonus at once,
response. Usage of the common galactic greeting "yaa-
and a device stops functioning after 24 hours away
yaah" is considered a personal insult to Ugnaughts. If
from you. You can dismantle the device to reclaim the
this occurrs, it was advisable to duck and cover, as
materials used to create it.
various mechanical implements will be thrown one's
way. Undersized. Your small stature makes it hard for
you to wield bigger weapons. You can't use heavy
Ugnaughts are often enslaved as they are fairly

shields. Additionally, you can't use martial weapons


meek.
with the two-handed property unless it also has the
NAMES light property, and if a martial weapon has the versatile
property, you can only wield it in two hands.
Ugnaught names are generally concise. Female names Languages. You can speak, read, and write Galactic
sound more cheerful. Surnames are determined by Basic and Ugnaught. The Ugnaught language is
blood profession. composed of grunts, squeals, and chatters, and is
Male Names. Banax, Dral, Durn, Togre, Yirkux difficult for other species to learn.
Female Names. Admeva, Olnito, Ruskor, Vurlilli
Surnames. Col, Gnatro, Mikk, Roc, Sag

EXPANDED CONTENT | SPECIES


UMBARAN
VISUAL CHARACTERISTICS
Skin Color Pale grey or white
Hair Color White
Eye Color White
Blue tinted skin and sunken, colorless
Distinctions
eyes

PHYSICAL CHARACTERISTICS
Height 4'11" +2d10"
Weight 105 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Umbara
Language Umbaran

UMBARAN TRAITS
As an umbaran, you have the following special traits.
Ability Score Increase. Your Intelligence score
increases by 2, and your Charisma or Wisdom score
increases by 1.
BIOLOGY AND APPEARANCE Age. Umbarans reach adulthood in their late teens
Umbarans, called the "Shadow People" by some, are a
and live less than a century.
near-human species characterized by their pale, bluish
Alignment. Umbarans' desire to improve their social
skin and colorless, sunken eyes. Their homeworld,
standing at all costs causes them to tend towards
Umbara, is situated deep within the Ghost Nebula, and
chaos, though there are exceptions
receives almost no direct light from the planet's
Size. Umbarans typically stand 5 to 6 feet tall and
primary star. As a result, Umbaran eyes are well-
generally weigh about 140 lbs. Regardless of your
adjusted to seeing in low light, and can see into the
position in that range, your size is Medium.
ultraviolet spectrum, but can be disoriented by bright
Speed. Your base walking speed is 30 feet.
light. Superior Darkvision. You've lived most of your life
without direct sunlight. You can see in dim light within
SOCIETY AND CULTURE 120 feet of you as if it were bright light, and in darkness
Umbaran society is strictly divided into a leveled caste as if it were dim light. You can't discern color in
system, with most Umbarans constantly scheming to darkness, only shades of gray.
improve their social rank, using tactics such as Umbaran Specilization. You have proficiency in one
blackmail, subterfuege, and even assassination if of the following skills: Insight, Technology, Deception,
necessary. Only those within the ten highest caste tiers or Perception.
were given opportunities to leave their homeworld. Tech Dabbler. You know the ward at-will tech
Because of the cutthroat machinations required to get power. When you reach 3rd level, you learn and can
there, Umbarans in the wider galaxy are known as cast the analyze tech power once per day. When you
skilled, ruthless politicians. This reputation is enhanced reach 5th level, you can also cast the infiltrate tech
by the Umbarans' talents for reading and influencing power once per day. Intelligence is your techcasting
the emotions of others. ability for these powers. You do not require use of a
Umbara developed its own technological advances wristpad for these powers.
separate from galactic society, and possessed Shadow People. You can attempt to hide even when
technology that was in many fields far more advanced you are only lightly obscured by dim light.
than the galactic standard. Sunlight Sensitivity. You have disadvantage on
attack rolls and on Wisdom (Perception) checks that
NAMES rely on sight when you, the target of your attack, or
Umbaran names are typically no more than one or two whatever you are trying to perceive is in direct sunlight.
syllables. Surnames are familial. Languages. You can speak, read, and write Galactic
Basic and Umbaran. Umbaran is characterized by its
Male Names. Mee, Pir, Nyss, Moshenu
blending of technical jargon with informal language. It
Female Names. Sly, Syll, Myn, Sata
is rarely spoken off Umbara.
Surnames. Deechi, Moore, Phobi, Nenn

EXPANDED CONTENT | SPECIES


VERPINE
VISUAL CHARACTERISTICS
Skin Color    Green
Hair Color    None
Eye Color    Black or red
Hive-based insectoids, radio wave
senses, technological aptitude,
Distinctions   
hardened carapace, short snouts, and
small, toothless mouths

PHYSICAL CHARACTERISTICS
Height    5'9" +2d8"
Weight    80 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Roche asteroid field
Language    Verpine

BIOLOGY AND APPEARANCE


Verpine are thin bipedal insectoids whose heads are
dominated by large compound eyes. They also have
two antennae, one located behind each eye. Their VERPINE TRAITS
hardened carapace, composed of a green chitinous As a verpine, you have the following special traits.
substance called carahide, is as flexible as the skin of Ability Score Increase. Your Intelligence score
other creatures, yet tough enough to deflect a blade or increases by 2, and your Constitution score increases
even absorb a glancing blaster bolt. The Verpine by 1.
circulatory system does not contain a heart. Age. Verpine reach adulthood in their 40's and live
Verpine eyes are keen enough to pick out an average of 200 years.
microscopic details. Their antennae contain tympanic Alignment. Verpine's altruistic and generous nature
nerves which pick up sound. Their antennae are also cause them to tend toward the light side, though there
sensitive to radio waves, giving Verpine the natural are exceptions.
ability to sense and transmit radio waves to Size. Verpine stand between 6 and 7 feet tall and
communicate with another Verpine in their language rarely weigh more than 120 lbs. Regardless of your
over long distances. position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
SOCIETY AND CULTURE
Crafters. You have proficiency in one tool of your
The Verpine people hail from the Roche asteroid field, choice.
which is the fractured remnants of their home planet. Hardened Carapace. While you are unarmored or
The Roche live in artificial, self-sustaining environments wearing light armor, your AC is 13 + your Dexterity
inside these fragments. modifier.
Verpine culture is oriented around crafting; they are Tympanic Antennae. You have tremorsense out to
noteworthy manufacturers of weapons, shield 30 feet. You can detect and pinpoint the origin of
generators, armor, as well as personal use items such vibrations within that radius, provided that monster
as breathing apparatuses. They are also gifted pilots. and the source of the vibrations are in contact with the
same ground or substance. Tremorsense can't be used
NAMES to detect flying or incorporeal creatures
Verpine had variable naming customs. Not all Verpines Languages. You can speak, read, and write Verpine.
adopt surnames. Male and female Verpine names do You can understand spoken and written Galactic Basic,
not differentiate. but your vocal cords do not allow you to speak it. You
First Names. Fxz'et, Kuli, Moegid, Ss's, Zix can communicate with other Verpine at distances of up
Surnames. And'et, Ned'Ix, Ned'lx, Niskooen, Zes'sx to a mile using your antennae.

EXPANDED CONTENT | SPECIES


VOSS
VISUAL CHARACTERISTICS
Skin Color Blue (male) or red (female)
Hair Color None
Eye Color Orange (male) or blue (female)
Mechanical apperance, unique patterns
Distinctions
and markings along face, neck, and body

PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 105 lb x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Voss
Language Voss

BIOLOGY AND APPEARANCE


Voss are humanoid sentients with a high rate of Force-
sensitivity who display prominent sexual dimorphism. VOSS TRAITS
The male Voss have blue skin and bright orange eyes, As a voss, you have the following special traits.
while the females have red skin and azure eyes. The Ability Score Increase. Your Wisdom score

Voss do not have hair or distinct pupils, and posess increases by 2, and your Constitution score increases

unique patterns of markings on their face, neck, and by 1.


body, a trace of their shared ancestry with Gormak. Age. Voss reach adulthood in their late teens and live
Their voices have a slight mechanical tinge to them, less than a century. They do not reach sexual maturity
making them sound somewhat like a droid or machine. until they undergo the Rite of Ardor.
Voss undogo a physical, developmental change during Alignment. As Voss culture encourages duty and
their marriage ceremonies (known as the Rite of Ardor) emotional composure, individuals tend toward a lawful
and do not develop sexually prior to the performance alignment, though there are exceptions.
of these rituals. Size. Voss typically stand 5 to 6 feet tall and generally
weigh about 150 lbs. Regardless of your position in that
SOCIETY AND CULTURE range, your size is Medium.
The Voss species resides in the isolated mountain-top Speed. Your base walking speed is 30 feet.
city of Voss-Ka and is vastly outnumbered on their Darkvision. You can see in dim light within 60 feet of
homeworld by its other native sentient species, the you as if it were bright light, and in darkness as if it
Gormak, who are extremely hostile toward them and were dim light. You can't discern color in darkness, only
from whom they arose. Most Voss live peacefully in shades of grey.
Voss-Ka, caring for their families, cultivating the wild Precognition. You see brief visions of the future,
plants and maintaining equipment for the Voss that allow you to turn failures into successes. When
commandos in the war against the Gormak, although you roll a 1 on an attack roll, ability check, or saving
some Voss do live outside the capital city, such as the throw, you can reroll the die and must use the new roll.
Voss Mystics who reside in the Shrine of Healing. The Mystic Healing. You have proficiency in Medicine.
Voss are great lovers of art, and their architecture Voss Weapon Training. You have proficiency with
features a distinctive artistic style. The entire Voss the blaster rifle and techblade.
society is guided by the Force visions of Voss Mystics, Inscrutable. Your calm demeanor and control make

which are considered infallible without exception. you hard to read. Wisdom (Insight) checks made

against you have disadvantage, and you have

NAMES advantage on any saving throw against an effect that

All Voss have two short names, connected by a hyphen, would read your thoughts.
with the family name being the second one. Languages. You can speak, read, and write Galactic
Male Names. Char, Edan, Fadith, Nodin, Orin Basic and Voss. The Voss language is characterized by
Female Names. Amin, Magra, Tala, Weylin, Yana it's mystic-sounding word pairings.
Surnames. -Ko, -La, -Po, -Rae, -Va

EXPANDED CONTENT | SPECIES


VURK
VISUAL CHARACTERISTICS
Skin Color    Dark blues, greens, greys, or reds
Hair Color    None
Eye Color    Black
Bulbous eyes, head crests, three-
Distinctions   
fingered hands

PHYSICAL CHARACTERISTICS
Height    5'9" +2d8"
Weight    130 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Sembla
Language    Semblan

BIOLOGY AND APPEARANCE


Vurks are the predominant sentient species of the
planet Sembla. They are tall, reptilian humanoids with
bulbous dark eyes and sweeping head crests. Their
hands and feet have three digits each, one of which
was opposable. They have distinguishing gray-green,
leathery skin. Being able to breathe both water and air,
they are perfectly adapted to travel Sembla's warm,
shallow seas dotted with volcanic islands. They share a
strong nomadic instinct with their amphibious VURK TRAITS
ancestors. As a vurk, you have the following special traits.
Ability Score Increase. Your Wisdom score

SOCIETY AND CULTURE increases by 2, and your Constitution score increases

Young Vurk males are married off by their parents; by 1.


those who failed to marry before reaching adulthood Age. Vurk reach adulthood in their 20s and live an
remain bachelors for the rest of their lives. Because average of 70 years.
their way of living resulted in virtually no sizable Alignment. Vurk philosophies cause them to tend
permanent settlement whatsoever, Vurks were toward the light side, though there are exceptions.
generally considered primitive by the rest of the galaxy; Size. Vurks typically stand between 6 and 7 feet tall
however, that was not true. They are very intelligent and weigh around 175 lbs. Regardless of your position
and believe in a highly developed philosophical in that range, your size is Medium.
tradition that emphasizes personal integrity and Speed. Your base walking speed is 35 feet.
individual freedom and encourage personal honesty. Amphibious. You can breathe air and water.
Their compassionate and calm manner made them Athletic. You have proficiency in the Athletics skill.
better than average diplomats. Darkvision. Accustomed to life underwater, you
Vurks are very family-oriented. It is common for have superior vision in low light conditions. You can
multiple generations to remain in the same location as see in dim light within 60 feet of you as if it were bright
a single household, with the eldest family member light, and in darkness as if it were dim light. You can't
being the patriarch or matriarch and making the discern color in darkness, only shades of gray.
decision for the entire family. Head Crest. Your head crest is a natural weapon,
which you can use to make unarmed strikes.
NAMES Additionally, your unarmed strikes deal 1d6 kinetic
Vurk names are traditionally two to three syllables. damage.
Female names typically end with a vowel, while male Swim. You have a swimming speed of 30 feet.
names vary. Surnames are familial. Languages. You can speak, read, and write Galactic
Male Names. Coleman, Jadran, Milanko, Zlatko Basic and Semblan. Semblan has a very melodic feel
Female Names. Elka, Iryna, Miglena, Tanya, Verka and often evokes images of waterfalls to those who
Surnames. Cheevochik, Provric, Trebor, Vorgecz don't understand its meanings.

EXPANDED CONTENT | SPECIES


XEXTO
VISUAL CHARACTERISTICS
Skin Color Chalk white to pale yellow
Hair Color None
Eye Color Dark blue or black
Distinctions Four arms, long necks, spindly limbs

PHYSICAL CHARACTERISTICS
Height 2'10" +2d10"
Weight 45 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Troiken
XEXTO TRAITS
Language Xextese
As a xexto, you have the following special traits.
Ability Score Increase. Your Dexterity score
increases by 2, and your Wisdom score increases by 1.
Age. Xexto reach adulthood at 9 and live less than a
century.
Alignment. Despite being avid thrillseekers, xexto
are calm and even tempered, tending them towards
BIOLOGY AND APPEARANCE balanced alignments, though there are exceptions.
Xexto are spindly invertebrates with four arms with six Size. Xexto typically stand 3 to 5 feet tall and
fingers and two legs with ten toes. Almond-shaped generally weigh about 50 lbs. Regardless of your
eyes dominate a small head perched atop a long neck. position in that range, your size is Small.
Their brain is split between two parts of their body; the Speed. Your base walking speed is 25 feet.
part located in the skull controls primitive emotions Dexterous. You have proficiency in one of the
and basic body functions, while another portion in following skills: Acrobatics, Piloting, or Sleight of Hand.
their chest controls higher functions such as creative Fearless. You have advantage on saving throws
thinking and logic. It's believed that xexto's body against being frightened.
structure and lightning-fast reflexes developed to help Four-Armed. Xexto have four arms which they can
them escape predators while pursuing their own prey, use independently of one another. You can only gain
there is no question that genetic manipulation forever the benefit of items held by two of your arms at any
altered their evolutionary development. given time, and once per round you can switch which
arms you are benefiting from (no action required).
SOCIETY AND CULTURE
Jungle Dweller. Growing up in the rainforests of
Although the Old Republic had long since outlawed Troiken has left an impact. You don’t treat jungle
experimentation on sentient beings, unscrupulous terrain as difficult terrain.
arkanian geneticists continued to search for primitive Racer's Reflexes. Whenever you make a Dexterity
sentients on distant planets as fodder for their ability check, attack roll, or saving throw, you can
experiments. One such group found the xexto's choose to add 1d4 to the result. You cannot do so
forbears- a society of loosely organized hunter- again until you complete a short or long rest.
gatherer tribes taking shelter in the trees of Troiken. Split Mind. When you make a Wisdom saving throw,
Independently, they developed technologically you can use your reaction to gain advantage on the
advanced civilizations, and were on the verge of roll. Once you've done so, you must complete a short
attaining interstellar travel when Republic scouts or long rest before you can do so again.
contacted them. Difficult terrain and dangerous Treeclimber. You have a climbing speed equal to
predators found on their homeworld have led many your walking speed. You have advantage on Strength
Xexto to admire and encourage risk-taking. Despite ability checks and saving throws that involve climbing.
their thrillseeking nature and willingness to take risks, Undersized. Your small stature makes it hard for
xexto are generally well mannered and even- you to wield bigger weapons. You can’t use heavy
tempered. Questioning a Xexto's bravery is one way to shields. Additionally, you can’t use martial weapons
make him or her angry. with the two-handed property unless it also has the
light property, and if a martial weapon has the versatile
NAMES property, you can only wield it in two hands.
Xexto have very unique names, often sounding odd to Languages. You can speak, read, and write Galactic
outsiders. Surnames are familiar but optional. Basic and Xextese. Xextese is a blubbering sort of
First Names. Babading, Cicity, Gastoro, Maila, Qinla language, with many metaphors for natural
Surnames. Cherum, Hevad, Qatabas, Riived, Serap phenomenon found in its vocabulary.

EXPANDED CONTENT | SPECIES


YEVETHA
VISUAL CHARACTERISTICS
Skin Color Green or yellow
Hair Color None
Eye Color Black
Distinctions Retractable dewclaws, six fingers

PHYSICAL CHARACTERISTICS
Height 5'2" +2d10"
Weight 105 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld N'zoth
Language Yevethan

BIOLOGY AND APPEARANCE


Physically, the Yevetha are tall beings with a ghoulish YEVETHA TRAITS
appearance that is bereft of any body hair, being As a yevetha, you have the following special traits.
described as being so gaunt as to seem skeletal due to Ability Score Increase. Your Strength score

their pallid gray skin and lithe builds. The species increases by 2, and your Intelligence score increases by

possesses six fingered hands that have retractable 1.


dewclaws. Each one is located on the inside of the wrist Age. Yevetha reach adulthood in their early teens
above their six-fingered hands. Their dewclaws shoot and live less than a century.
from a sheath of a skin beneath their cadaverous Alignment. Yevetha's xenophobic attitude causes
hands and are capable of being retracted. When them to tend toward the dark side, though there are
extended fully, the wrist blades reach about a foot in exceptions.
length, and are used in close combat and blood Size. Yevetha typically stand between 6 and 6 and a
sacrifices. The Yevetha also possess a greater tolerance half feet tall and generally weigh about 160 lbs.
for g-forces when compared to Human pilots. Regardless of your position in that range, your size is
Medium.
SOCIETY AND CULTURE Speed. Your base walking speed is 30 feet.
Within their society, blood is an important aspect of Aggressive. As a bonus action, you can move up to
their culture and is a central focus of their religious your speed toward an enemy of your choice that you
belief system. This has resulted in them becoming a can see or hear. You must end this move closer to the
particularly violent species. For the Yevetha, death is enemy than you started.
not to be feared. They are described as being dutiful, Arm Blades. Your retractable dewclaws are natural
attentive, cautious but also fatalistic in their view of the weapons, which you can use to make unarmed strikes.
universe. When fighting against other foes, Yevetha are Additionally, your unarmed strikes deal 1d6 kinetic
notable for being ruthless fighters who never damage.
surrender even in the face of certain defeat. Due to the Toughness. Your hit point maximum increases by 1,
brutal nature of their society, the Yevetha do not and it increases by 1 every time you gain a level.
possess a single jail, penitentiary or stockade as they Mechanical Memory. Whenever you make an
believe there is no need for such facilities. In fact, they Intelligence (Technology) check related to memorizing
do not possess a word in their language for either or duplicating mechanical readouts, you are
convict or incarcerate. considered to have expertise in the Technology skill.
Languages. You can speak, read, and write Galactic
NAMES Basic and Yevethan. Yevetha are able to speak other
Yevetha names are sharp and are kept to one syllable, languages, but their isolationist nature makes them
not varying significantly based on gender. Surnames tend to reject the languages of other species. Only
are familial. rarely would a Yevethan speak Galactic Basic, as this
First Names. Ral, Var, Cax, Tav, Fol, Sip, Nov would often decrease their social standing.
Surnames. Faalk, Naalar, Giinn, Ralle, Xoota

EXPANDED CONTENT | SPECIES


ZELTRON
VISUAL CHARACTERISTICS
Skin Color Light pink to deep crimson
Hair Color Blue, brown, pink, or red
Eye Color Hazel, silver, amber
Capable of producing powerful
Distinctions
pheromones

PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 90 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Zeltros
Language Galactic Basic

BIOLOGY AND APPEARANCE


Zeltrons are one of the few near-human species that
differentiated from the baseline stock enough to be ZELTRON TRAITS
considered a new species of the Human genus, rather As a zeltron, you have the following special traits.
than simply a subspecies. They possess two biological Ability Score Increase. Your Charisma score

traits of note. The first is that they all produce potent increases by 2, and your Constitution score increases

pheromones, similar to the Falleen species, which by 1.


enhanced their attractiveness and likeability. The Age. Zeltron reach adulthood in their late teens and
second is a limited telepathic ability, used to project live about 80 years.
emotions onto others, as well as allowing them to read Alignment. Zeltron are a deeply sensual, hedonistic
and even feel the emotions of others; some Zeltrons species, causing them to tend toward chaotic balanced
have been hired by the Exchange for this ability. or dark side alignments, though there are exceptions.
Because of their telepathic ability, positive emotions Size. Zeltron tend to be slender and statuesque,
such as happiness, love and pleasure are very typically standing between 5 and 6 feet tall and rarely
important to them, while negative ones such as anger, weighing more than 150 lb. Regardless of your position
fear, or depression are shunned. in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
SOCIETY AND CULTURE Charismatic. You have proficiency with Deception or
Zeltron culture is highly influenced by sexuality and the Persuasion (your choice).
pursuit of pleasure in general. Most of their art and Enthralling Pheromones. You can use your
literature is devoted to the subject, producing some of pheromones to influence individuals of both sexes.
the raciest pieces in the galaxy. Zeltrons are known to Whenever you roll a 1 on a Charisma (Persuasion)
dress in wildly colorful or revealing attire. It's common check, you can reroll the die and must use the new roll.
to see Zeltrons wearing shockingly bright shades of Additionally, once per short or long rest, you can treat
neon colors in wildly designed bikinis, or nearly skin a d20 roll of 9 or lower on a Charisma check as a 10.
tight clothing of other sorts with bizarre color designs, This feature has no effect on droids or constructs.
patterns, and symbols. Natural Empathy. Zeltron's limited telepathy allow
them to sense mood shifts in those around them. You
NAMES have advantage on Wisdom (Insight) checks to
Zeltron names often have an air of mystique to them, determine emotions against humanoids and beasts
to evoke sensuality. For a Zeltron, a beautiful face is within 10 feet of you.
nothing without an equally beautiful name. It's not Two Livered. Zeltron have two livers, which makes
uncommon for a Zeltron to forsake their familial them adept at filtering toxins. You have advantage on
surname in favor of a more attractive-sounding one. saving throws against poison, and you have resistance
Male Names. Marruc, Bahb, Rahulh, Demagol against poison damage (explained in chapter 9).
Female Names. Lyshaa, Dani, Vianna, Chantique Languages. You can speak, read, and write Galactic
Surnames. D'Pow, Blue, Duare, Sapphire Basic and one language of your choice.

EXPANDED CONTENT | SPECIES


ZILKIN
VISUAL CHARACTERISTICS
Skin Color Green
Hair Color None
Eye Color Turquoise
Four-fingered hands, three-toed feet,
Distinctions
stalk eyes

PHYSICAL CHARACTERISTICS
Height 1'0" +2d6"
Weight 3 lbs. x1 lb.
ZILKIN TRAITS
As a zilkin, you have the following special traits:
SOCIOCULTURAL CHARACTERISTICS Ability Score Increase. Your Dexterity score
Homeworld Zilk increases by 2, and two other ability scores of your
choice increase by 1.
Language Zilkin
Age. Zilkin are considered adults at 4 years old, and
rarely live to be over 12.
Alignment. Zilkin have an outspoken but just nature
that causes them to tend towards lawful light side,
BIOLOGY AND APPEARANCE though there are exceptions.
The zilkins are a bipedal, amphibious species Size. Zilkin stand between 1 and 2 feet tall and weigh
discernible by their diminutive stature and stalk eyes. around 10 lbs. Regardless of your position in that
Their homeworld, Zilk, has many dense jungles and range, your size is Tiny.
swamps deemed impossible to navigate by most Speed. Your base walking speed is 20 feet.
species. Only the zilkins themselves, evolved from Amphibious. You can breathe air and water.
worm-like creatures, were able to easily slip through Darkvision. Accustomed to life underwater, you
the gaps in the tangled, coarse foliage. Their powerful have superior vision in low light conditions. You can
legs make them adept at swimming and leaping. see in dim light within 60 feet of you as if it were bright
Zilkin also have bulbous chins which inflate with light, and in darkness as if it were dim light. You can't
excess air while they are speaking. discern color in darkness, only shades of gray.
Pintsized. Your tiny stature makes it hard for you to
SOCIETY AND CULTURE wield bigger weapons. You can't use medium or heavy
Their short lifespans cause zilkins to be one of the shields. Additionally, you can't wield weapons with the
fastest learners in the galaxy, capable of learning in two-handed or versatile property, and you can only
wield one-handed weapons in two hands unless they
weeks what takes other species months. Zilkins live in
large communities woven into the thick clumps of trees have the light property.
on Zilk. Whenever a dispute occurs, zilkins turn to a Puny. Zilkin are too small to pack much of a punch.
ritualistic form of debate where everyone affected You have disadvantage on Strength saving throws, and
voices their opinion on the matter. Whoever croaks when determining your bonus to attack and damage
their views the loudest and most confidently, wins. As a rolls for weapon attacks using Strength, you can't add
result, zilkins tend to be quite opinionated. more than +3.
For a long time, the zilkins remained unknown to the Quick Learner. When using downtime for learning a
galaxy at large, simply because few individuals had any new language or training with a set of tools, it takes
interest in visiting Zilk, let alone exploring its half the amount of time and credits necessary to
notoriously impenetrable jungles. Having lived in complete.
isolation for so many generations, and often mocked Small and Nimble. You are too small and fast to
for their size, zilkins tend to exhibit cantankerous effectively target. You have a +1 bonus to AC, and you
behavior toward other species. Despite this, a number have advantage on Dexterity saving throws.
of zilkins leave their homeworld and take an active role Strong-Legged. When you make a long jump, you
in galactic politics, gaining the planet representation in can cover a number of feet up to twice your Strength
the Senate. score. When you make a high jump, you can leap a
number of feet up into the air equal to 3 + twice your
NAMES Strength modifier.
Swim. You have a swimming speed of 20 feet.
Zilkin names are usually clear and concise. Surnames
Languages. You can speak, read, and write Galactic
are familial.
Basic and Zilkin. Zilkin is characterized by loud,
Male Names. Belip, Jegg, Meebur, Ponix
croaking noises from the throat, supported by air
Female Names. Fula, Nili, Sia, Vo
stored in the chin.
Surnames. Bestrein, Cruu, Odebre, Telvet

EXPANDED CONTENT | SPECIES


ZYGERRIAN
VISUAL CHARACTERISTICS
Skin Color Light tones
Hair Color Black, brown, gray, or red
Eye Color Blue or yellow
Large pointed ears, clawed hands, fur-
Distinctions
covered faces, bony facial spurs

PHYSICAL CHARACTERISTICS
Height 5'1" +2d8"
Weight 120 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Zygerria
Language Zygerrian

BIOLOGY AND APPEARANCE


The Zygerrians are a bipedal, sentient humanoid
species. Feline in appearance, the species possesses
strong, angular features, with long fangs jutting from
their jaws and claws extending from their hands. The ZYGERRIAN TRAITS
Zygerrians' faces and their pointed ears are almost As a Zygerrian, you have the following special traits.
entirely covered with fur; males usually have more hair Ability Score Increase. Your Charisma score

than females, with bands of fur growing on their increases by 2, and your Intelligence score increases by

cheeks. Male Zygerrians also display a number of bony 1.


spurs protruding from the chin, which females typically Age. Zygerrians reach adulthood in their late teens
lack. Zygerrians usually have sallow complexions and and live less than a century.
are physically strong, but some suffer from obesity. Alignment. Zygerrian culture's emphasis on
subjugation and strength causes them to tend towards
SOCIETY AND CULTURE chaotic dark side, though there are exceptions.
A warlike species, the Zygerrians hold strength—both Size. Zygerrians normally stand between 5 to 6 feet
physical and mental—in great esteem, viewing it as a tall and weigh about 140 lbs. Regardless of your
means to gain power and authority. They believe that it position in that range, your size is Medium.
is the natural order of life for the strong to dominate Speed. Your base walking speed is 30 feet.
the weak, so slavery is normal for the species, and a Acrobatic. You have proficiency in Acrobatics.
display of weakness could mean death or enslavement Claws. Your unarmed strikes deal 1d4 kinetic
in their culture. Those who become their slaves are damage and have the finesse property.
viewed as inferior by the Zygerrians. Darkvision. You have a cat's keen senses, especially
Zygerrian society is organized into clans and classes. in the dark. You can see in dim light within 60 feet of
They have a noble class, many members of which, you as if it were bright light, and in darkness as if it
despite their high status, pursue a career in the were dim light. You can't discern color in darkness, only
military. The Zygerrian government is a monarchy; shades of gray.
female rulers hold the title of Queen, and males are Notorious Slavers. Whenever you make an ability
addressed as Kings. check related to the buying, selling, or controlling of
The center of the Zygerrian society is the Zygerrian slaves, you are considered proficient in the check. If
Slavers Guild, which focuses on the slave trade in the you would already be proficient, you instead have
Outer Rim Territories. expertise.
Reputation for Cruelty. You are proficient in
NAMES Intimidation, as well as the saberwhip and vibrowhip.
Zygerrian names are rather diverse, though shorter Languages. You can speak, read, and write Galactic
names are the most common. Surnames are familial. Basic and Zygerrian. Zygerrian is characterized by its
Male Names. Agruss, Darts, Atai, Sono subtle growls and purrs.
Female Names. Miraj, Faralhi, Latrans, MaDall
Surnames. D'nar, Molec, Scientel, Thanda, Tyne

EXPANDED CONTENT | SPECIES

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