Expanded Content - 02 - Species - GM Binder
Expanded Content - 02 - Species - GM Binder
Expanded Content - 02 - Species - GM Binder
TABLE OF CONTENTS
Abyssin Gand Ortolan
Aing-Tii Geonosian Pa'lowick
Aleena Givin Patrolian
Anzellan Gotal Pau'an
Aqualish Gran Pyke
Arcona Half-Human Quarren
Ardennian Harch Rakata
Arkanian Herglic Rattataki
Balosar Hutt Rishii
Barabel Iktotchi Ryn
Besalisk Kage Selkath
Chadra-Fan Kaleesh Shistavanen
Chagrian Kaminoan Squib
Chevin Karkarodon Ssi-Ruu
Chironian Killik Sullustan
Clawdite Klatooinian Talz
Codru-Ji Kubaz Tarasin
Colicoid Kushiban Thisspiasian
Dashade Kyuzo Togorian
Defel Lannik Toydarian
Draethos Lasat Ugnaught
Dug Lurmen Umbaran
Echani Miraluka Verpine
Esh-Kha Mirialan Voss
Falleen Mustafarian Vurk
Felucian Muun Yevetha
Flesh Raider Neimoidian Zeltron
Noghri Zygerrian
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 150 lbs. x2d4 lbs.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Byss
Language Abyssin
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
re exes 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. If you hit with it,
Aleena are social and tend to thrive best in with close- you deal kinetic damage equal to 1d4 + your Strength
knit teams if not with their own kind. They develop modi er. Additionally, as a bonus action, you can
strong loyalties to friends and protect those they care perform a special bite attack. On a hit, the target
about ercely. Due to their inborn curiosity, the aleena su ers the attack's normal e ects, you gain temporary
are stereotypically galactic travelers, tourists in every hit points equal to your Constitution modi er
sense. This, combined with their strong dedication to (minimum of 1), and you can't use this trait again until
their relatives, results in aleena families traveling even you nish a short or long rest.
to most unusual and dangerous locations just to see its Cosmopolitan. You have pro ciency in Lore.
sights. The appearance of aleena family walking Nimble Escape. You can take the Disengage or Hide
through an intergalactic metropolis is a common sight action as a bonus action on each of its turns.
on many planets. The aleena's love of sports and Nimbleness. You can move through the space of any
particularly, adventure and thrill sports, draw many creature that is of a size larger than yours.
into the galactic community. Most who enter Racer's Reflexes. Whenever you make a Dexterity
professional classes are experts or diplomats. ability check, attack roll, or saving throw, you can
Aleena settlements were small, and most individuals choose to add 1d4 to the result. You can choose to do
were part of a single lineage, or tahiko. The leader of this after the check is rolled, but before the DM
each tahiko led the community, and represented their determines if you've passed or failed the check. You
wishes to the planetary advisory body. The advisory cannot do so again until you complete a short or long
body elected a king to govern the planet, and was rest.
generally revered as a religious gure as they led Undersized. Your small stature makes it hard for
religious ceremonies. 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
Aleena names are generally short and guttural, with light property, and if a martial weapon has the versatile
longer names being saved for royalty. Surnames are property, you can only wield it in two hands.
based on their tahiko, or tribal lineage. Languages. You can speak, read, and write Galactic
Male Names. Batts, Gratz, Wakka, Zakan, Zetts Basic and Aleena. Aleena is characterized by its use of
Female Names. Arkei, Harza, Sutci, Tsuon, Yenn, short syllables and energetic movements to convey
Surnames. Anares, Kylar, Ors, Practes, Targae urgency and emotion.
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 lled 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 ora 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 o world 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 ne Claws. Your sharp talons are natural weapons, which
shapes, only seeing blurry objects. To aid this, they you can use to make unarmed strikes. If you hit with
have a small sensory organ between their eyes. Often them, you deal kinetic damage equal to 1d4 + your
mistaken for their nose, this organ detects heat Strength modi er.
patterns from living beings. Thus, arcona can recognize Clever. You have pro ciency in one Intelligence skill
things by its heat pattern. of your choice.
Arcona are highly susceptible to addiction to spice Easily Addicted. Arcona are susceptible to spice
and common salt, which serves as a hallucinogen with addiction, and as a result you are taught to identify it
e ects resembling that of intoxication. Their eyes shift from an early age. Additionally, consuming salt can
to gold after prolonged addiction. cause them to hallucinate, potentially replicating the
e ects of spice. Whenever you make an ability check
SOCIETY AND CULTURE related to identifying salt or spice or seeing whether
Arcona normally think of themselves not as individuals something contains salt or spice, you have advantage.
but as a collective whole. Largely forsaking Hide. You have a thick hide. When you aren't
individuality, they often refer to themselves as "we" wearing armor, your AC is 13 + your Dexterity modi er.
even when alone. The arcona live in loose, family- Additionally, your thick hide is naturally adapted to hot
based communities called nests, which are ruled by a climates, as described in chapter 5 of the Dungeon
Grand Nest. Because arcona are born in nests Master's Guide.
underground, they obtain a close sense of family living Keen Smell. You have advantage on Wisdom
in close quarters with siblings. Males raise the young, (Perception) checks that involve smell.
since females are typically impulsive thrill-seekers. Reptilian Senses. Whenever you make a Wisdom
(Perception) check related to sensing heat, you are
NAMES considered to have expertise in the Perception skill.
Arcona names are quite diverse, named by their Languages. You can speak, read, and write Galactic
fathers in the nest. Surnames are either familial or Basic and Arconese. Arconese is spoken through
nest-based. complex, guttural squeaks from the back of the throat.
Male Names. Bijrik, El, Jat, Kazat, Onalol, Shle However, arcona born and raised in colonies outside of
Female Names. Ak, Cimam, Cuten, He, Madan, Omik Cona often did not learn Arconese, but the local
Surnames. Cheen, -drell, -faxel, Shran, Takonak, -voll language instead.
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 bene t 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 o which arms you are bene ting from (no action
world visitors even in the smaller villages. Most o - 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 di cult 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 a uent visitors prefer the solitude well as your hands.
that Ardennia o ers, 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 modi er.
NAMES Treeclimber. You have a climbing speed of 25 feet.
Ardennian's names are typically concise and rarely You have advantage on Strength saving throws and
more than two syllables, with a familal surname. Strength (Athletics) checks that involve climbing.
Male Names. Rio, Jakar, Hul, Lup, Quil, Jerno Languages. You can speak, read, and write Galactic
Female Names. Rac, Bras, Nuc, Kua, Karta, Sanya Basic and Ardennian. Ardennian has a bubbly,
Surnames. Betal, Durant, Jabut, Karon, Rambuan energizing tone to it.
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
BIOLOGY AND APPEARANCE increases by 2, and your Wisdom score increases by 1.
Arkanians are a robust near-human species with solid Age. Arkanians reach adulthood in their late teens
white eyes and clawed, four- ngered hands. and live about 100 years.
Arkanians are capable of seeing into the infrared Alignment. Due to their arrogance and
spectrum, and their eyes are sensitive to sources of unscrupulous experimentation, arkanians tend
extreme heat. This proved helpful on their dark and towards lawful dark side, though there are exceptions.
frigid homeworld, but when traveling o world, many Size. Arkanians typically stand 5 to 6 feet tall and
must wear blinders on planets with hotter, younger generally weigh about 140 lbs. Regardless of your
suns. It is not unheard of for arkanians to undergo position in that range, your size is Medium.
genetic or cybernetic manipulation of their own bodies, Speed. Your base walking speed is 30 feet.
enhancing themselves so as to be better than "lesser" Arkanian Brilliance. Whenever you make an
species. Intelligence ability check, attack roll, or saving throw,
you can choose to add 1d4 to the result. You can
SOCIETY AND CULTURE choose to do this after the check is rolled, but before
Arkanians are notoriously arrogant, a trait which came the DM determines if you've passed or failed the check.
from generations of producing some of the galaxy's You cannot do so again until you complete a short or
greatest advancements in genetics and technology. long rest.
Their homeworld, Arkania, has vast quantities of Darkvision. You have a keen eyesight, especially in
precious gems; thus, the arkanians have never wanted the dark. You can see in dim light within 60 feet of you
for much in trade. This wealth went into funding their as if it were bright light, and in darkness as if it were
ambitious scienti c projects, the most elaborate of dim light. You can't discern color in darkness, only
which take generations to be completed. shades of gray.
Many arkanians have come to see their species as Honed Mind. You have advantage on Intelligence,
the pinnacle of evolution, and amongst the most—if Wisdom, and Charisma saving throws.
not the most—intelligent beings in the galaxy. Those Infrared Sight. Whenever you make a Wisdom
species that are not already put o 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.
horri c 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 digni ed 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 di cult
Surnames. Focela, Barzane, Nasdra, Athacorr written languages to learn.
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 6'0" +2d12"
Weight 175 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Ojom
Language Besalisk
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
Language Chadra-Fan
increases by 2, and your Charisma score increases by
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.
di erent 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 di erence 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 nish
more complex messages using their pheromones, a long rest.
though the pheromones when mixed sometimes Tinker. You have pro ciency 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 e ects: 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 pro ciency 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 bene ts, 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 su er depression, so its bene ts.
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
Chadra-Fan names do not vary signi cantly based on property, you can only wield it in two hands.
sex. Surnames are clan based. Languages. You can speak, read, and write Galactic
First Names. Dubi, Kattar, Naska, T'yabah, O'yasha Basic and Chadra-Fan. The Chadra-Fan language is
Surnames. Abalomm, Fandy, Nemm, Nuz, Yedit characterized as being nasally and squeaky.
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
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.
signi cant physical mass to their bodies. Speed. Your base walking speed is 30 feet.
Changeling Instincts. You gain pro ciency 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
bene ts them. Due to their nature as shapeshifters, appearance and your voice. You determine the
they are often mistrusted by strangers. Consequently, speci cs 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 nish 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
Language Colicoid increases by 2, and your Strength or Constitution score
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 pro ciency 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
di erent 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 modi er (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 ght 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 pro ciency bonus (rounded up)
them well on the battle eld as it does on the until the start 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 e cient in their business practices. They are you a base AC of 17 (your Dexterity modi er doesn't
noted for being vicious and calculating creatures that a ect this number). You gain no bene t 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. If you hit with it, you
deal kinetic damage equal to 1d4 + your Strength
NAMES modi er.
Colicoid names are typically very short and gender Languages. You can speak, read, and write Galactic
neutral, with surnames being based on the queen from Basic and Colicoid. The Colicoid language uses sounds
which they spawned. produced by the antennae and jointed legs of the
First Names. Gal, Het, Kaf, Lyp, Nok, Yin colicoids, including humming sounds and clicks, which
Surnames. Bek, Dor, Set, Tel, Wim, Zal makes it di cult for other species to speak.
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 ngers 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. If you hit with them,
their body temperature at will. you deal kinetic damage equal to 1d6 + your Strength
modi er.
SOCIETY AND CULTURE Force Contention. Due to their unique physiology,
Dashade's brute strength and Force resistance makes dashade hardiness allows them to overcome use of the
them prime candidates for mercenary and assassin Force. You have advantage on Strength and
work. Constitution saving throws against force powers.
Dashade society is clan-based. Theses clan's often Heat Dissipation. Whenever you make a Dexterity
feud over honor and reputation, a trait that the (Stealth) check to avoid detection by electronic sensors
dashade as a species exhibit. and cameras, you are considered to have expertise in
the Stealth skill.
NAMES Menacing. You gain pro ciency in the Intimidation
Many dashade names are short, dominated by harsher skill.
sounds, while others are longer and seperated by an Radiation Resistant. Dashade are naturally able to
apostrophe. Dashade names are gender neutral. resist radiation. You have resistance to necrotic
Surnames are clan-based, but most dashade don't damage.
share or use them. Languages. You can speak, read, and write Galactic
First Names. Anarin, Rak'vhul, Set, Vattix, Vos Basic and Dashadi. Dashadi is characterized by its low
Surnames. Ferrex, Gusar, Kruyel, Orath, Xeng, Zath pitch and elongated growls.
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
Language Defel live less than a century.
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. If you hit with them,
you deal kinetic damage equal to 1d4 + your Strength
modi er. You can use your choice of your Strength or
Dexterity modi er for the attack and damage rolls. You
BIOLOGY AND APPEARANCE must use the same modi er for both rolls.
While defel appear to be visually similar to the Darkvision. You have a keen eyesight, especially in
shistavanen, they are very di erent on a biological the dark. You can see in dim light within 120 feet of you
level. Defel have the ability to bend waves of light in as if it were bright light, and in darkness as if it were
such a manner that it renders them practically invisible dim light. You can't discern color in darkness, only
to the human eye. Despite this ability, they could be shades of gray.
still be spotted by force-users and keen-eyed Hidden Step. As a bonus action, you can turn
individuals. invisible until the start of your next turn or until you
Defel have extremely high perceptive ability because attack, make a damage roll, or force someone to make
of their large ears, sensitive noses, and keen eyes. a saving throw. Once you've used this trait, you can't
Because of the heightened levels of visual stimuli their use it again until you nish a short or long rest.
eyes experience, defel are nearly blinded by sunlight Miners. You have pro ciency in scavenging kits.
but can see rather well in the dark. Sunlight Sensitivity. You have disadvantage on
attack rolls and on Wisdom (Perception) checks that
SOCIETY AND CULTURE rely on sight when you, the target of your attack, or
Defel live in tight-knit, interdependent communites whatever you are trying to perceive is in direct sunlight.
underground. The harsh environment on Af'El turned Sneaky You are pro cient in the Stealth skill.
the defel into rugged survivors, able to hold their own Surprise Attack If you surprise a creature and hit it
in the Galaxy. with an attack on your rst turn in combat, the attack
Defel have a strong sense of honor and will not deals an extra 2d6 damage to it. You can use this trait
associate with individuals that do not keep their word. only once per combat.
Because defel have yet to achieve interplanetary Undersized. Your small stature makes it hard for
travel, they are a rare sight in the galaxy. you to wield bigger weapons. You can't use heavy
shields. Additionally, you can't use martial weapons
DEFEL NAMES with the two-handed property unless it also has the
Defel names tend to sound dark and mysterious, and light property, and if a martial weapon has the versatile
are mostly composed of multiple syllables. Defel property, you can only wield it in two hands.
surnames are familial, using stern and simple sounds. Languages. You can speak, read, and write Galactic
Male Names. Alustair, Claustro, Tenebris, Varsiin Basic and Defel. Most defel refuse to speak Galactic
Female Names. Lhantra, Soliel, Stroika, Zavtra Basic while on their home planet of Af'El unless they
Surnames. Gauss, Neura, Tume, Vecherom have a speci c need for it.
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 ne 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. You can use your choice of your Strength or
Due to their oppression under their Gran rulers who Dexterity modi er for the attack and damage rolls. You
colonized Malastare, many Dugs often feel the need to must use the same modi er for both rolls.
throw around their strength in bids to establish Fury of the Small. When you damage a creature
dominance. As a result, they are known for their ill- with an attack or a power and the creature's size is
tempered demeanor, and many are bullying thugs. larger than yours, you can cause the attack or power to
On their homeworld of Malastare, the vast majority deal extra damage to the creature. The extra damage
of Dugs are little more than laborers toiling for the equals your level. Once you use this trait, you can't use
enrichment of the Gran. With the species excluded it again until you nish a short or long rest.
from much of the power and money on Malastare, Menacing. You have pro ciency in the Intimidation
many Dugs turn to swoop racing or bounty hunting as skill.
their only means to achieve fame and fortune. In all Strong and Small. You have a climbing speed of 25
other areas, the Dugs are exploited. feet.
Powerful Build. Your carrying capacity and the
NAMES weight you can push, drag, or lift doubles. If it would
Dug names are often 3 syllables long, mostly through already double, it instead triples.
big sounds rather than harsh tones. There are harsher Undersized. Your small stature makes it hard for
tones in their names as well though, often in the forms you to wield bigger weapons. You can't use heavy
of x's and k's. Female Dugs have softer names, but no shields. Additionally, you can't use martial weapons
one would call them beautiful. Surnames are usually with the two-handed property unless it also has the
passed down through family or clan. light property, and if a martial weapon has the versatile
Male Names. Bawugri, Gadwouhx, Rorgukwa, property, you can only wield it in two hands.
Female Names. Bosix, Grugne, Jiwous, Pragiba, Languages. You can speak, read, and write Galactic
Surnames. Brundaare, Gninsaidi, Kedwir, Randaine Basic and Dug.
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. You can use your choice of your
Bengali and Thyrsus, known as the Six Sisters, Strength or Dexterity modi er for the attack and
governed by the all-female Echani Command. damage rolls. You must use the same modi er for both
Echani generals are sometimes seen by others as rolls.
having the ability to predict their opponent's next Echani Art. If a humanoid you can see makes a
move. This is no biologicial trait inherent to the species, melee weapon attack, you can use your reaction to
but rather stems from the fact that combat is so make a Wisdom (Insight) check against the target's
ingrained into every level of echani culture; the echani Charisma (Deception). On a success you learn one of
hold to the idea that combat is the truest form of the following traits about that creature: it's Strength,
communication, and to know someone fully, you must Dexterity or Constitution score; bonus to Strength,
ght them. While their combat rituals require complete Dexterity or Constitution saving throws; armor class; or
freedom of movement and unarmed martial arts, in current hit points. On a failure, the target becomes
warfare, they tend towards light armor and melee immune to this feature for one day. You can use this
weapons, and are considered excellent craftsmen of ability a number of times equal to your Wisdom
such. modi er (a minimum of once). You regain all expended
uses on a long rest.
NAMES Combative Culture. You have pro ciency in Lore
Echani names tend to lack hard consonants, but are and Acrobatics.
otherwise as variable as human ones. Echani surnames Martial Upbringing. You have pro ciency in light
are tied directly to their place in the caste system. armor, and gain pro ciency with two martial
Male Names. Caelian, Inarin, Losor, Uelis, Yusanis vibroweapons of your choice.
Female Names. Astri, Brianna, Isena, Raskta, Senriel Languages. You can speak, read, and write Galactic
Surnames. Authal, Elysi, Fenni, Kinro, Lsu Basic and one extra language of your choice.
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
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 esh 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 In nite Empire. A life above ground and Size. Flesh raiders typically stand between 6 and 7
in caves has led the esh 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 esh. 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 at topped, spade shaped head, with blade- Cannibalize. If you spend at least 1 minute
like eye stalks coming o 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 modi er (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, esh 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 esh 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- esh 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 pro ciency in the Intimidation
skill.
NAMES Hunters. Whenever you make a Wisdom (Survival)
Flesh raider names tend to be short and concise, check to hunt for food, you are considered to have
embodying strength and virility. Flesh raider names expertise in the Survival skill.
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
First Names. Cha'nagh, Fashk, Gorshh, Keshk, tones and simplistic nature, using mainly consonants
Mar'govrok and long vowels. It's script seems to be a very ancient
Surnames. Ban, Fel, Kuir, Penk, Teeshk form of Galactic Basic.
PHYSICAL CHARACTERISTICS
Height 4'1" +2d10"
Weight 75 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Gand
Language Gand
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
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
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 rst 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- ngered hands. shades of gray.
The Harch are distantly related to the Aqualish Bite. Your fangs are a natural weapon, which you
species and there is much debate among geneticists can use to make unarmed strikes. If you hit with it, you
regarding the relationship between the Harch and the deal 1d4 + your Strength modi er kinetic damage.
Aqualish Ualaq subspecies. However, the Harch Additionally, as a bonus action, you can perform a
themselves considered such discussions to be special bite attack. On a hit, the target su ers the
obscene. attack's normal e ects, and it must make a
Constitution saving throw (DC = 8 + your pro ciency
SOCIETY AND CULTURE bonus + your Constitution modi er). On a failed save,
Not much is known about the Harch, as few of them the target is poisoned until the end of its next turn, and
have mingled with the galactic community, preferring you can't use this feature again until you complete a
to stay on Secundus Ando. Harch that leave the planet short or long rest.
tend to have a more aspirant nature than their fellows, Six-Armed. Harch have six arms which they can use
and often reach great heights in their chosen independently of one another. You can only gain the
professions in the galaxy. Such Harch are considered bene t of items held by two of your arms at any given
outliers—most apparently care little for titles. time, and once per round you can switch which arms
Like the Arcona species, female Harch are seen as you are bene ting from (no action required).
more domineering and aggressive than their male Spider Climb. You have a climbing speed of 30 feet.
counterparts. It is not unheard of for a male Harch to You have advantage on Strength saving throws and
raise entire broods of hatchlings alone. Strength (Athletics) checks that involve climbing, and
while climbing you always have two hands free.
NAMES Languages. You can speak, read, and write Galactic
Harch names are not gender-speci c. Harch do not use Basic and Harchese. Harchese is discernible from other
surnames. insectoid languages by a noticeable emphasis on
Names. Cubach, Quixoch, Trench, Turch consonants, especially the "ch" sound.
Physical Charicteristics
Height 6' +2d12"
Weight 200 lb. x(2d8) lb.
Sociocultural Charicteristics
Homeworld Giju
Language Herglese
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.
Language Huttese Age. Hutts are considered a child until around the
age of 200 in which they are a full edged adult. Hutts
can live upwards of 900 years with even more ancient
ones exceeding that.
Alignment. Hutts are sel sh, 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
thick leathery skin, which is wrinkled and slimy. Hutts adolescent hutt, you typically stand between 6 and 7
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 in uence
from the Force. You have advantage on Wisdom and
SOCIETY AND CULTURE Charisma saving throws against force powers.
Most hutts are crime lords who live opulent lives Natural Resistance. You have advantage on saving
overseeing criminal underworld activities like spice throws against poison, and you have resistance against
smuggling, slavery, gambling and bounty hunting. This poison damage (explained in chapter 9).
is not true for all, however, as some eschew the life of Powerful Build. Your carrying capacity and the
a decadent, obese version of their species and prefer a weight you can push, drag, or lift doubles. If it would
more mobile existence. Hutt society is divided into already double, it instead triples.
families known as kajidics, a social structure that is Prehensile Tail. You have supreme control over your
both familial and a crime gang. tail and can use it to manipulate objects as well as your
Hutts are encouraged to make a name for hands.
themselves around the age of 150 while Shrewd Demeanor. You have pro ciency in two
simultaneously not threatening the welfare of the clan. Intelligence, Wisdom, or Charisma skills of your choice.
At around 200, they will likely stop being saved by the Slow and Lethargic. Hutts are slow and generally
clan and encouraged even further to fend for incapable of moving quickly. You have disadvantage on
themselves while bene ting the kajidic; they may even Dexterity saving throws, and when determining your
be granted a star system or two. Nomadic or kajidic- bonus to AC from your Dexterity, you can't add more
less hutts are often hunted or killed by other hutts in than +3.
fear of the nomad coming to claim a territory. Wealthy. During character creation, you start with
additional credits equal to your level x your pro ciency
NAMES bonus x 1,000 cr.
Hutt names with a su x title as "the Hutt" are usually Languages. You can speak, read, and write Galactic
reserved for noteworthy huts, with the name of a Basic and Huttese. Hutts rarely speak Galactic Basic,
hutt's kajidic coming before the title. Because hutts are even though they are perfectly able; if the person with
hermaphroditic, choosing a gender at will, their names whom they are speaking doesn't understand Huttese,
are considered androgynous. they are more likely to use an interpretor than deign to
First Names. Arok, Gorga, Jabba, Mama, Ziro, speak the language of lesser species.
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 con ict 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 pro cient in Animal
was later given back to the Kage Warriors by Asajj Handling.
Ventress. Athletic. You have pro ciency 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
they train tireless and elite ghter-monks known as number of feet up into the air equal to 3 + twice your
Kage warriors. They tend to use weapons with electric Strength modi er.
or disruptive properties, but they are also great Sunlight Sensitivity. You have disadvantage on
ghters 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 a nity 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 o -guard. 1d4 kinetic damage. You can use your choice of your
Strength or Dexterity modi er for the attack and
NAMES damage rolls. You must use the same modi er for both
Kage names are generally multisyllable with melodic rolls.
intonations. Surnames are familial. Weapon Training. Kage are adept warriors. You are
Male Names. Baalin, Forta, Krismo, Rafa, Timko pro cient with the electroprod and electrosta .
Female Names. Chena, Fari, Moora, Ooni, Pluma Languages. You can speak, read, and write Galactic
Surnames. Buno, Keeli, Nima, Sodi, Tani Basic and one language of your choice.
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 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 4'9" +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
ngered 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
pheromones. that range, your size is Medium.
SOCIETY AND CULTURE Speed. Your base walking speed is 30 feet.
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 bene t 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 bene ting 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 modi er.
Joiner. They e ectively 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 modi er.
allowed to rejoin their hive without reason.
Telepathy. You can communicate telepathically with
NAMES creatures within 30 feet of you. You must share a
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 o chance 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
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 di cult 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 nish 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 signi cantly faster that way. Dexterity modi er. 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 re exes and agility allow you to
Kushibans live in a simple, peacful society on the non- move with a burst of speed. When you move on your
industrialized, lush green planet of Kushibah in the turn in combat, you can double your speed until the
Outer Rim. Kushibans are typically kind a generous, end of the tum. Once you use this trait, you can't use it
with a playful sense of humor and a penchant for again until you move 0 feet on one of your turns.
practical jokes. However, if betrayed or angered, Stealthy. You are pro cient in the Stealth skill.
Kushibans can be cruel or vindictive, and they have Undersized. Your small stature makes it hard for
little patience for bullies, simpletons, and you to wield bigger weapons. You can't use heavy
misanthropes. shields. Additionally, you can't use martial weapons
with the two-handed property unless it also has the
NAMES light property, and if a martial weapon has the versatile
Kushiban names are a single word combining both property, you can only wield it in two hands.
their rst and familial names. Languages. You can speak, read, and write Galactic
Male Names. Cerlyk, Etyk, Mabbik, Tieko, Widdimur Basic and Kushiban. Kushiban has a bubbly, joyful tone
Female Names. Asani, Pritsi, Sibble, Mirax to it.
PHYSICAL CHARACTERISTICS
Height 5'9" +2d8"
Weight 140 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Phatrong
Language Kyuzo
PHYSICAL CHARACTERISTICS
Height 3'0" +2d8"
Weight 40 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Lannik
Language Lannik
LANNIK TRAITS
BIOLOGY AND APPEARANCE As a lannik, you have the following special traits.
Lannik are short, bipedal humanoids with droopy, long Ability Score Increase. Your Wisdom score
ears. Males and females are equally tall, although the increases by 2, and your Intelligence score increases by
latter have a considerably less strong complexity. Their 1.
species is, however, much more vigorous and resistant Age. Lanniks reach adulthood in their 100's and can
than what its size could suggest. A Lannik's skin tends live up to 900 years.
to be of colours similar to his or her eyes and hair. The Alignment. Despite the turbulence on their
species has evolved long pointy ears which allow them homeworld, Lanniks tend toward the light side, though
to hear better than human ears. there are exceptions.
Size. Lanniks typically stand 3 to 4 feet tall and rarely
SOCIETY AND CULTURE weigh more than 50 lbs. Regardless of your position in
The Lannik culture is apparently war loving, and that range, your size is Small.
Lanniks feel a great respect for warriors. At the same Speed. Your base walking speed is 25 feet.
time, though, they follow a strict centuries-old code of Closed Mind. Lanniks have a natural attunement for
honour. Lannik soldiers have the custom of tying all the Force, which makes them resistant to its powers.
their hair in a single topknot over their head. Their You have advantage on Wisdom and Charisma saving
species is one of erce warriors, whose abilities have throws against force powers.
developed ghting against terrible predators and other Force-Sensitive. You know the guidance at-will force
Lanniks in a long history of wars. Although many power. When you reach 3rd level, you learn and can
regard the Lannik as hotheaded and temperamental, cast the valor force power once per day. When you
they are quite fearless and clear-headed even in reach 5th level, you learn and can cast the force
combat, giving them the ability to think their way out of enlightenment force power once per day. Wisdom is
a dangerous situation. your forcecasting ability for these powers.
The Lannik do not show their thoughts through their Keen Hearing. You have advantage on Wisdom
facial expressions, and seem always angry to other (Perception) checks that rely on hearing.
species. They are also very stubborn, and are not likely Undersized. Your small stature makes it hard for
to change career once they chose it. Most males - and you to wield bigger weapons. You can't use heavy
many females - serve in the planetary militia, shields. Additionally, you can't use martial weapons
celebrating the species' past as a warrior species. Some with the two-handed property unless it also has the
take on o -world mercenary work. light property, and if a martial weapon has the versatile
property, you can only wield it in two hands.
NAMES Wisdom of the Elders. You are pro cient in the Lore
Lannik names are generally short. Lanniks don't often skill.
give out their surnames. Languages. You can speak, read, and write Galactic
Male Names. Minch, Oteg, Vandar, Yaddle, Yoda Basic and Lannik. Due to their large ears, the Lannik
Female Names. Giro, Lina, Penny, Vona, Zeya language is spoken softly, and it is considered insulting
Surnames. Bek, Kaz, Mon, Var, Zin to shout.
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 paci stic 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 pro ciency 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
paci stic by nature and refuse to ght 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 paci sts, 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 masti phalones, double your speed until the end of the tum. 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 paci st ideals, and not Treeclimber. You have a climbing speed of 25 feet.
in ict any injury to the creatures. Instead, when You have advantage on Strength saving throws and
cornered by a masti 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 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 modi er.
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 re damage.
con icts 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 pro ciency 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 ea. 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
Surnames. Fal'co, Glost, Mensix, Nek'dem clicks and emphatic groans.
PHYSICAL CHARACTERISTICS
Height 5'8" +2d10"
Weight 145 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Scipio
Language Muun
PHYSICAL CHARACTERISTICS
Height 5'1" +2d10"
Weight 90 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Neimoidia
Language Pak Pak
PHYSICAL CHARACTERISTICS
Height 4'5" +2d6"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Honoghr
Language Honoghran
PHYSICAL CHARACTERISTICS
Height 2'10" +2d4"
Weight 50 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Orto
Language Ortolan
ORTOLAN TRAITS
BIOLOGY AND APPEARANCE As an ortolan, you have the following special traits.
Ortolans are squat, heavily-built humanoid bipeds with Ability Score Increase. Your Intelligence score
long, trunklike noses and beady black eyes. They increases by 2, and your Charisma score increases by
possess oppy ears, which are extremely sensitive to 1.
sound waves. They have two hands, each ending in Age. Ortolans are considered adults at the age of
four chubby ngers and a thumb, which is not seven and typically live less than a century.
opposable. A thick, baggy hide covered in fuzz Alignment. Ortolans' love of food and music causes
resembling velvet hangs o of the Ortolan body. them to tend toward chaotic light side, though there
Ortolans have a keen sense of smell to help them are exceptions.
forage for food. In fact, they are handicapped in their Size. Ortolans stand around 3 to 4 feet tall and weigh
business a airs by their attachment to food, about 55 lbs. Regardless of your position in that range,
sometimes accepting otherwise unfavorable contracts your size is Small.
when promised enough to eat. Their twin obsessions Speed. Your base walking speed is 25 feet.
are food and music; o world, many Ortolans nd Foragers. Whenever you make a Wisdom (Survival)
success as chefs or musicians. check to forage for food you are considered to have
expertise in the Survival skill.
SOCIETY AND CULTURE Grovel, Cower, and Beg. As an action on your turn,
Ortolan society is reasonably industrialised, though not you can cower pathetically to distract nearby foes. Until
as technologically advanced as other species. Despite the end of your next turn, your allies gain advantage
this, their economy is mostly based on barter, with on attack rolls against enemies within 10 feet of you
credits primarily used to trade with o worlders. that can see you. Once you use this trait, you can't use
Education is the responsibility of their parents, though it again until you nish a short or long rest.
gifted youngsters are often traded to other families to Hide. Your thick hide is naturally adapted to cold
get specialized education. climates, as described in chapter 5 of the Dungeon
While most Ortolans appear to have blue skin, Master's Guide.
Ortolans are actually covered in short velvety fur which Keen Hearing and Smell. You have advantage on
they often dyed in bright colors, most often blue and Wisdom (Perception) checks that involve hearing or
pink. This tradition began when a Devaronian trader smell.
tried to sell Ortolans a shipment of food dyes—they Musical. You have pro ciency in Performance and
considered dyeing their food a waste of time, but one musical instrument of your choice.
found dyed fur to be quite stylish. Undersized. Your small stature makes it hard for
you to wield bigger weapons. You can't use heavy
NAMES shields. Additionally, you can't use martial weapons
Ortolan names are generally short with big sounds. with the two-handed property unless it also has the
Female names are typically softer. Surnames are light property, and if a martial weapon has the versatile
familial. property, you can only wield it in two hands.
Male names. Donmb, Hegh, Nax, Parm, Teeb Languages. You can speak, read, and write Galactic
Female names. Bedla, Folfe, Nelni, Pho , Sallo Basic and Ortolan. Ortolan is characterized by its
Surnames. Bigek, Lubum, Nad, Rojool, Somo grunts and hoots.
Physical Charicteristics
Height 4'6" +2d6"
Weight 65 lbs. x(2d4) lb.
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 sh-like in appearance, covered in pale, increases by 2, and your Dexterity or Charisma score
pastel-colored scales and possessing numerous ns on increases by 1.
their long limbs and face, as well as a notable dorsal n Age. Patrolians reach adulthood in their late teens
which often require modi ed 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 pro ciency 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 o 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 pro ciency in one specialist's kit
economic decay due to wartime. With the advent of of your choice.
multiple wars fought in the system, di erent armies Swim. You have a swimming speed of 25 feet.
continue to see the aquatic world as a strategic Technician. You are pro cient in the Technology
bulwark in the region. Because of this, patrolians have skill.
to nd work not only o -world, but typically in elds 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
QUARREN TRAITS
BIOLOGY AND APPEARANCE As a quarren, you have the following special traits.
The Quarren are squid-like with four facial tentacles Ability Score Increase. Your Constitution score
which protrude from their lower jaw. They have a pair increases by 2, and your Wisdom score increases by 1.
of deep, turquoise eyes and nned hands with suction- Age. Quarren reach adulthood in their late teens and
tipped ngers. As an amphibious species, they are live less than a century.
strong swimmers. They are also bipedal beings that Alignment. Quarren desire for equal rights causes
can walk and sit upright. In the two long protrusions them to tend toward balanced, though there are
that extended from either side of their faces, Quarren exceptions.
have gill-like structures that are actually hearing Size. Quarren typically stand between 5 and 6 feet
organs. The Quarren are also capable of spitting out tall and weigh about 160 lbs. Regardless of your
clouds of ink as a defensive measure. position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
SOCIETY AND CULTURE Amphibious. You can breathe air and water.
Quarren are a very self-centered and proud species, Climb. You have a climbing speed of 30 feet.
almost to the point of being xenophobic, would Darkvision. You can see in dim light within 60 feet of
coincides with their isolationist behavior. Quarren nd you as if it were bright light, and in darkness as if it
Humans to be very crude beings and think Galactic were dim light. You can't discern color in darkness,
Basic to be very cumbersome and unsuitable for only shades of gray.
speech. The Quarren instead speak their native Ink Cloud. As an action, you can expel ink in a 10-
language more frequently. foot cone. When you do so, each creature in the area
The Quarren are conservative and practical in their of the exhalation must make a Constitution saving
thinking, yet they reminisce more than they look to the throw (DC = 8 + your pro ciency bonus + your
future. The Quarren are isolationist, preferring to stay Constitution modi er). On a failed save, a creature is
in the depths of the oceans of their homeworld. blinded until the end of its next turn. This ability has no
However, some Quarren make their living in the galaxy e ect on constructs. You can use this feature a number
as business managers and accountants. The Quarren of times equal to your Constitution modi er (a
diligently mine metal ore from the deepest parts of the minimum of once). You regain one use of this feature
ocean, where they live deep beneath the waves. Their when you nish a long rest.
cities stretch far below the surface. Keen Hearing. You have advantage on Wisdom
(Perception) checks that rely on hearing.
NAMES Swim. You have a swimming speed of 30 feet.
Quarren names are typically harsh. Male and female Languages. You can speak, read, and write Galactic
names do not signi cantly deviate. Surnames are Basic and Quarrenese. The Quarrenese language is
familial. characterized by its garbled nature that evokes an
Names. Bagker, Jujon, Kibkyl, Qiockish, Yuntoz image of speaking underwater.
Surnames. Chobnek, Geeckol, Nukranx, Tsastanx
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.
BIOLOGY & APPEARANCE Ability Score Increase. Your Intelligence score
increases by 2, and your Charisma score increases by
The Selkath are an aquatic species, known for being 1.
skilled swimmers and diplomats. Their heads resemble
Age. Selkath reach adulthood in their late teens and
sting rays and they have a blue, pink, or green skin
live up to 100 years.
naturally patterned as an underwater camou age.
Alignment. Selkath have been renowned for
Their mouths are bracketed by cephalic lobes. Female
countless millenia of the careful preservation of
Selkath di ered from males due to the presence of
neutrality. As such individuals tend towards the neutral
tendrils on the back of their heads.
balanced alignment, though there are exceptions.
All members of the Selkath race have rectractable, Size. Selkath typically stand between 4 and a half to
venom-tipped claws. The use of these claws in any 5 and a half feet tall and average 130 pounds.
form of combat or attack was considered dishonorable Regardless of your position in that range, your size is
and a sign of madness; to do this was to give in to Medium.
animal instincts unbecoming of a sentient species.
Speed. Your base walking speed is 30 feet.
Because of the Selkath's water-dwelling nature, their
Amphibious. You can breathe air and water.
chest armors were tted 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. If you hit with them,
SOCIETY & CULTURE you deal kinetic damage equal to 1d4 + your Strength
modi er. You can use your choice of your Strength or
Selkath are native to the planet Manaan, the only
Dexterity modi er for the attack and damage rolls. You
naturally occurring source of the medical liquid
must use the same modi er for both rolls. Additionally,
referred to as kolto. The Selkath have leveraged this
as a bonus action, you can perform a special claw
monopoly on maintain their neutrality, peddling their
attack. On a hit, the target su ers the attack's normal
invaluable healing supplies to all comers.
e ects, and it must make a Constitution saving throw
Manaan is an ocean planet is home to only one (DC = 8 + your pro ciency bonus + your Constitution
above-surface settlement, the oating Ahto City, built modi er). On a failed save, the target is poisoned until
directly above Hrakert Rift, the most abundant source the end of its next turn, and you can't use this feature
of kolto on Manaan. As bacta began to replace the again until you complete a short or long rest.
inferior kolto on the galactic stage, Manaan fell from Gift of the Progenitor. You know the temporary
their previously respected position, shirking away their boost at-will tech power. When you reach 3rd level, you
previous prestige and causing many Selkath to learn and can cast the kolto pack tech power once per
disappear from the galactic eye into isolationism and day. When you reach 5th level, you learn and can cast
tribalism. the kolto cloud tech power once per day. Your
NAMES techcasting ability is Intelligence. You do not require
use of a wristpad for these powers.
Selkath names tend to have a owing quality to it, like a Swim. You have a swimming speed of 30 feet.
stream of water. They rarely use surnames. Languages. You can speak, read, and write Galactic
Male Names. Chata, Galas, Qual, Morgo, Shaelas Basic and Selkatha. Selkatha has a very moist and
Female Names. Halsuna, Dolmas, Shasa, Ulsuru gurgling tone to it.
PHYSICAL CHARACTERISTICS
Height 5'7" +2d8"
Weight 140 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Uvena Prime
Language Shistavanen
SHISTAVANEN TRAITS
BIOLOGY AND APPEARANCE
As a shistavanen, you have the following special traits.
Shistavanen have pronounced muzzles, sharp claws, Ability Score Increase. Your Strength score
long pointed teeth, and pointed ears set on top of their increases by 2, and your Constitution score increases
heads. Shistavanen also possess large glowing eyes, by 1.
and can also run at high speeds for long periods Age. Shistavanen reach adulthood in their late teens
without getting tired, alternately using two or four and live less than a century.
limbs. As predators, they possess keen hearing and Alignment. Shistavanen are private and tend toward
smell and excellent night vision. no particular alignment. The best and worst are found
SOCIETY AND CULTURE among them.
Size. Shistavanen typically stand around 6 feet tall
As a species, the Shistavanen are isolationists. The and weigh between 140 and 190 lbs. Regardless of
species colonized all the unpopulated worlds in the your position in that range, your size is Medium.
Uvena system to prevent them from being settled by Speed. Your base walking speed is 30 feet.
non-Shistavanen, and their restrictive trade laws (which Darkvision. You can see in dim light within 60 feet of
are unapologetic in how they favor their own kind over you as if it were bright light, and in darkness as if it
o -world traders). Most of their society uses were dim light. You can't discern color in darkness,
technology similar to the rest of the galaxy, though only shades of gray.
some parts of Uvena Prime use slightly less Forced March. Shistavanen are able to maintain a
sophisticated technology. fast pace longer than other species. Shistavanen have
A minority of Shistavanen are more outgoing, and advantage on Constitution saving throws made to
travel the galaxy's hyperlanes. Even these Shistavanen avoid Exhaustion due to prolongued travel, as
usually remain by themselves or with other described in Chapter 8.
Shistavanen. Due to their natural predatory instincts, Keen Hearing and Smell. You have advantage on
Shistavanen commonly nd employment as scouts, Wisdom (Perception) checks that involve hearing or
mercenaries and bounty hunters. Many other species smell.
react badly to Shistavanen, since their isolationist
Regenerative. When you take damage, you can use
culture makes them an unfamiliar sight, and their
your reaction and expend a Hit Die to regain hit points
predatory appearance put other species on edge.
as long as the damage would not reduce your hit
NAMES points to 0.
Tooth and Nail. Your fangs and claws are natural
Shistavanen rst names typically sound graceful, while weapons, which you can use to make unarmed strikes.
their surnames are more gutteral. Surnames are If you hit with them, you deal kinetic damage equal to
familial. 1d6 + your Strength modi er.
Male Names. Bustuc, Hulvav, Kembol, Nemdav, Sirul Languages. You can speak, read, and write Galactic
Female Names. Gaeft, Laer, Recloz, Shaalir, Thovnim Basic and Shistavanen. The Shistavanen language is
Surnames. Ghirat, Lakrevl, Meq, Nukroft, Rosk characterized by its barks and growls.
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.
Language Squibbian Age. Squibs reach adulthood at nine years of age
and live an average of sixty- ve 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
both rodent and canine characteristics. Their pink skin in that range, your size is Small.
is covered in fur that o ers 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. If you hit with it,
and ascertain intrinsic details—such as penetrating you deal kinetic damage equal to 1d4 + your Strength
through a disguise or identifying a forgery—when modi er.
rubbed against. The species has both male and female Business Savvy. A common trait of all Squibs is their
sexes, although non-Squibs often have di culty desire and love of haggling. Squibs believe a deal is
determining the sex of a Squib based on appearance done when both sides believe they got the better of
alone. Their mouths are full of forbidding, sharp, white the other. Whenever you make a Charisma
teeth, and their exible cheeks were capable of storing (Persuasion) check involving haggling you are
items. considered to have expertise in the Persuasion skill.
Flexible Cheeks. Squibs have exible cheeks in
SOCIETY AND CULTURE which they can store small goods. You can store up to
Squibs are friendly and cheerful to such an extent that, two items that weigh a combined total of no more than
over time, they are considered quite annoying. Squibs 2 lb. in your cheeks, and you have advantage on
are inherently curious, handling items with literal Dexterity (Sleight of Hand) checks made to conceal
regard to care. They are unabashed pack rats, and they them.
wear clothing for the excess storage rather than Hide. Your thick hide is naturally adapted to cold
necessity. The Squibs' overcon dence is a de ning climates, as described in chapter 5 of the Dungeon
trait. The typical Squib response to a threat is not to Master's Guide.
ght or ee, but to blu and bluster, especially when Keen Smell. You have advantage on Wisdom
not face-to-face. In person, their sharp teeth are their (Perception) checks that rely on smell.
favored means of intimidation. Squibs believe that Sensitive Fur. Squibs' fur is exceptionally sensitive to
bargaining is the highest form of communication, and physical details. You have advantage on Intelligence
they believe haggling is more important than the goods (Investigation) checks that rely on touch.
themselves. A deal is a binding oath to Squibs, and Undersized. Your small stature makes it hard for
they are incredibly loyal to their business partners. 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
Squibs combine their rst and last names, which are light property, and if a martial weapon has the versatile
familial, into one long, hyphenated name. They often property, you can only wield it in two hands.
go by nicknames derived from their full names. Male Languages. You can speak, read, and write Galactic
and female names do not signi cantly deviate. Basic and Squibbian. The Squibbian language
Full Names. Galaneever-marmalios, Meelawin- originated as a secret form of communication for
demort, Sleerinwilpher-remalior Squibs to convey information without being
Nicknames. Galan, Meela, Wilpher understood.
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.
a orded 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 pro cient 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
erce 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 ght 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 modi er.
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 If you hit with them, you deal kinetic damage equal to
Ssi-ruuvi names are di cult to pronounce and gender 1d6 + your Strength modi er.
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
PHYSICAL CHARACTERISTICS
Height 6'5" +2d10"
Weight 180 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Orto Plutonia
Language Talzzi
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Cularin
Language Tarasinese
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 ve ngers, and feet tall and generally weigh about 300 lbs. Regardless
each nger 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. If you hit with them,
garments, with the smaller limbs sometimes even you deal kinetic damage equal to 1d4 + your Strength
bound to their bodies. Thisspiasians need very little modi er.
sleep to function normally, resting for only two hours a Cultured. You have pro ciency in the Lore skill.
day, with brief meditative moments scattered Four-Armed. Thisspiasians have four arms which
throughout the day to refocus. they can use independently of one another. You can
only gain the bene t of items held by two of your arms
SOCIETY AND CULTURE at any given time, and once per round you can switch
Thisspiasian culture is one of proud warriors who keep which arms you are bene ting from (no action
their emotions well-concealed and their rages checked. required).
Many outsiders see only a thisspiasian's outward Inscrutable. Your calm demeanor and control make
facade of tranquility, and to most being it seems as if you hard to read. Wisdom (Insight) checks made
thisspiasians existed in a sea of calm. This is far from against you have disadvantage, and you have
the truth, however, as they are in truth a very advantage on any saving throw against an e ect that
passionate species below the surface. A thisspiasian would read your thoughts.
who doesn't meditate as often as they should will often Prehensile Tail. You have supreme control over your
be prone to otherwise atypical emotional outbursts. tail and can use it to manipulate objects as well as your
Thisspias is ruled by a hereditary leader called the hands.
Blood Monarch. Due to their seemingly archaic ruling Trance. You only need 3 hours of sleep during a long
structure, thisspiasians are often considered out-of- rest to gain its bene ts, instead of 6. Additionally, if
touch. your long rest would be interrupted, you only need to
complete the long rest instead of restarting it to gain
NAMES its bene ts.
Thisspiasian names typically are composed of two Languages. You can speak, read, and write Galactic
similar sounding syllables. Surnames are familial. Basic and Thisspiasian. Thisspiasian is a complex
First Names. Annak, E ed, Emmet, Gorro, Koto language characterized by its interlocking sentences
Surnames. Albarn, Braibel, Kirsingr, Raledurn and heavy use of sibilants.
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 e ort 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 o -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 in uence
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 in ghting to Flight. You have a ying speed equal to your walking
reveal the true character of the vassals and weed out speed. While wearing medium or heavy armor, your
treachery. ying speed is reduced by half.
Toydarians are known as shrewd businessmen. Shrewd Demeanor. You have pro ciency 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. Fe e, 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 pro ciency 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 in ltrate tech
by the Umbarans' talents for reading and in uencing 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 elds 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
Male Names. Mee, Pir, Nyss, Moshenu Basic and Umbaran. Umbaran is characterized by its
Female Names. Sly, Syll, Myn, Sata blending of technical jargon with informal language. It
Surnames. Deechi, Moore, Phobi, Nenn is rarely spoken o Umbara.
PHYSICAL CHARACTERISTICS
Height 5'9" +2d8"
Weight 80 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Roche asteroid eld
Language Verpine
PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 105 lb x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Voss
Language Voss
PHYSICAL CHARACTERISTICS
Height 5'9" +2d8"
Weight 130 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Sembla
Language Semblan
PHYSICAL CHARACTERISTICS
Height 5'2" +2d10"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld N'zoth
Language Yevethan
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 90 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Zeltros
Language Galactic Basic
PHYSICAL CHARACTERISTICS
Height 5'1" +2d8"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Zygerria
Language Zygerrian