EC 02 - Species - GM Binder
EC 02 - Species - GM Binder
TABLE OF CONTENTS
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 150 lbs. x2d4 lbs.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Byss
Language Abyssin
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Riflor
Language Advb
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
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
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.
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.
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 140 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Ando
Language Aqualish
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
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
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
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
PHYSICAL CHARACTERISTICS
Height 5'7" +2d10"
Weight 140 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Barab I
Language Barabel
PHYSICAL CHARACTERISTICS
Height 4'9" +2d12"
Weight 145 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Old Barag
Language Baragwinian
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
PHYSICAL CHARACTERISTICS
Height 6'0" +2d12"
Weight 175 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Ojom
Language Besalisk
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
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
PHYSICAL CHARACTERISTICS
Height 5'5" +2d8"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Champala
Language Chagri
PHYSICAL CHARACTERISTICS
Height 5'9" +2d12"
Weight 170 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Vinsoth
Language Chevin
PHYSICAL CHARACTERISTICS
Height 6'0" +2d12"
Weight 450 lb. x(2d8) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Chiron
Language Chironan
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.
PHYSICAL CHARACTERISTICS
Height 4'6" +2d8"
Weight 90 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Munto Codru
Language Codruese
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
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
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
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.
PHYSICAL CHARACTERISTICS
Height 6'3" +2d12"
Weight 200 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Dowut
Language Dowuta
PHYSICAL CHARACTERISTICS
Height 5'5" +2d12"
Weight 130 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Draethos
Language Draethos
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
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
PHYSICAL CHARACTERISTICS
Height 5'4" +2d10"
Weight 145 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown, Belsavis (adopted)
Language Kharan
PHYSICAL CHARACTERISTICS
Height 4'7" +2d10"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Falleen
Language Falleen
breath underwater for an extended period of time. tend to be lawful balanced, though there are
PHYSICAL CHARACTERISTICS
Height 5'8" +2d6"
Weight 165 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Felucia
Language Felucianese
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
PHYSICAL CHARACTERISTICS
Height 4'1" +2d10"
Weight 75 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Gand
Language Gand
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Nar Shaddaa (possibly)
Language Gank
PHYSICAL CHARACTERISTICS
Height 5'5" +2d4"
Weight 60 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Geonosis
Language Geonosian
Physical Characteristics
Height 5'5" +2d8"
Weight 105 lb. x2d4 lb.
Sociocultural Characteristics
Homeworld Yag'Dhul
Language Givin
Because of the harsh environment of their homeworld, increases by 2, and your Constitution score increases
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
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
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.
PHYSICAL CHARACTERISTICS
Height 5'2" +2d10"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Voss
Language Gormak
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Antar 4
Language Antarian
PHYSICAL CHARACTERISTICS
Height 4'10" +2d10"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Kinyen
Language Gran
Darkvision
Gormak Adaptive Resilience Patrolian Darkvision
Arkanian Infrared Sight
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
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
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.
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
Physical Charicteristics
Height 6' +2d12"
Weight 200 lb. x(2d8) lb.
Sociocultural Charicteristics
Homeworld Giju
Language Herglese
on top of their heads. They are tall and wide, and have
Galactic Republic. Natural explorers and traders, they tend toward the light side, though there are
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.
PHYSICAL CHARACTERISTICS
Height 6'0" +2d12"
Weight 190 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Lijuter
Language Houkese
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
PHYSICAL CHARACTERISTICS
Height 4'11" +2d10"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Iktotch, moon of Iktotchon
Language Iktotchese
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
PHYSICAL CHARACTERISTICS
Height 5'1" +2d6"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Kalee
Language Kaleesh
PHYSICAL CHARACTERISTICS
Height 6'4" +2d10"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Kaller
Language Kall
PHYSICAL CHARACTERISTICS
Height 6'4" +2d10"
Weight 150 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Kamino
Language Kaminoan, Galactic Basic
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 130 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Karkaris
Language Karkaran
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.
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.
PHYSICAL CHARACTERISTICS
Height 5'4" +2d10"
Weight 125 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Klatooine
Language Huttese, Klatooinian
PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Kubindi
Language Kubazian
vegetation-deprived world by learning to survive off increases by 2, and your Intelligence score increases by
a blue star—Kubaz are highly sensitive to red tend toward lawful alignments, though there are
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-
PHYSICAL CHARACTERISTICS
Height 5'9" +2d8"
Weight 140 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Phatrong
Language Kyuzo
sensitive respiratory systems and assist them in coping them to tend toward lawful balanced, though there are
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
PHYSICAL CHARACTERISTICS
Height 6'0" +2d12"
Weight 160 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Lira San
Language Lasat
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.
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.
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Mikkia
Language Mikkian
Distinctions
sight
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Alpheridies
Language Miralukese
PHYSICAL CHARACTERISTICS
Height 4'6" +2d10"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Mirial
Language Mirialan
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
Distinctions
elongated heads
PHYSICAL CHARACTERISTICS
Height 5'8" +2d10"
Weight 145 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Scipio
Language Muun
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.
PHYSICAL CHARACTERISTICS
Height 5'1" +2d10"
Weight 90 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Neimoidia
Language Pak Pak
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.
PHYSICAL CHARACTERISTICS
Height 4'5" +2d6"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Honoghr
Language Honoghran
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
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
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
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.
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.
PHYSICAL CHARACTERISTICS
Height 5'0" +2d10"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Utapau
Language Utapese
PHYSICAL CHARACTERISTICS
Height 5'2" +2d10"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Oba Diah
Language Pyke
PHYSICAL CHARACTERISTICS
Height 4'9" +2d10"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Mon Cala
Language Quarrenese
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.
PHYSICAL CHARACTERISTICS
Height 5'8" +2d10"
Weight 125 lb. x(2d4) lb.
PHYSICAL CHARACTERISTICS
Height 4'4" +2d10"
Weight 90 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Rattatak
Language Rattataki
PHYSICAL CHARACTERISTICS
Height 4'2" +2d12"
Weight 60 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Rishi
Language Rishii
PHYSICAL CHARACTERISTICS
Height 4'4" +2d10"
Weight 75 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
Language Ryn
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
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
PHYSICAL CHARACTERISTICS
Height 5'8" +2d10"
Weight 125 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Selonia
Language Mandaba
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
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
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.
PHYSICAL CHARACTERISTICS
Height 3'11" +2d12"
Weight 60 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Sullust
Language Sullestese
breeding status, called "Ready", when they choose (Persuasion) check related to conducting business, you
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.
PHYSICAL CHARACTERISTICS
Height 6'5" +2d10"
Weight 180 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Orto Plutonia
Language Talzzi
Alternatively, during the deep darkness of their increases by 2, and your Wisdom score increases
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Cularin
Language Tarasinese
PHYSICAL CHARACTERISTICS
Height 5'8" +2d8"
Weight 165 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Coruscant, Mandalore (adopted)
Language Mando'a
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 95 lb. x(2d4) lb.
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
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.
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.
Physical Characteristics
Height 6'2" +2d12"
Weight 175 lb. x(2d6) lb.
Sociocultural Characteristics
Homeworld Togoria
Language Togorese
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.
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
PHYSICAL CHARACTERISTICS
Height 5'9" +2d8"
Weight 80 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Roche asteroid field
Language Verpine
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
Voss do not have hair or distinct pupils, and posess increases by 2, and your Constitution score increases
which are considered infallible without exception. you hard to read. Wisdom (Insight) checks made
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
PHYSICAL CHARACTERISTICS
Height 5'9" +2d8"
Weight 130 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Sembla
Language Semblan
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.
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
their pallid gray skin and lithe builds. The species increases by 2, and your Intelligence score increases by
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 90 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Zeltros
Language Galactic Basic
traits of note. The first is that they all produce potent increases by 2, and your Constitution score increases
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
PHYSICAL CHARACTERISTICS
Height 5'1" +2d8"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Zygerria
Language Zygerrian
than females, with bands of fur growing on their increases by 2, and your Intelligence score increases by