Professional Documents
Culture Documents
Aing-Tii 2 Karkarodon 37
Aqualish 3 Killik 38
Ardennian 4 Kubaz 39
Barabel 5 Kushiban 40
Besalisk 6 Kyuzo 41
Cathar 7 Lannik 42
Cerean 8 Lasat 43
Chadra-Fan 9 Miraluka 44
Chagrian 10 Mirialan 45
Chevin 11 Muun 46
Codru-Ji 12 Nautolan 47
Devaronian 13 Noghri 48
Draethos 14 Ortolan 49
Droid, Class II 15 Quarren 50
Droid, Class III 16 Rattataki 51
Droid, Class IV 17 Rishii 52
Dug 18 Selkath 53
Echani 19 Shistavanen 54
Ewok 20 Squib 55
Falleen 21 Sullustan 56
Felucian 22 Talz 57
Gamorrean 23 Thisspiasian 58
Gand 24 Togorian 59
Geonosian 25 Toydarian 60
Givin 26 Tusken 61
Gotal 27 Ugnaught 62
Gran 28 Umbaran 63
Gungan 29 Verpine 64
Half-Human 30 Voss 65
Harch 31 Vurk 66
Herglic 32 Weequay 67
Iktotchi 33 Yevetha 68
Ithorian 34 Zeltron 69
Kaleesh 35 Zygerrian 70
Kaminoan 36
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 5'5" +2d10"
Weight 140 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Ando
Language Aqualish
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 5'7" +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 4'9" +2d12"
Weight 130 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Cathar
Language Catharese
PHYSICAL CHARACTERISTICS
Height 5'8" +2d8"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Cerea
Language Cerean
PHYSICAL CHARACTERISTICS
Height 2'8" +2d8"
Weight 35 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Chad
Language Chadra-Fan
CHADRA-FAN TRAITS
As a Chadra-Fan, you have the following special traits.
Ability Score Increase. Your Intelligence score
BIOLOGY AND APPEARANCE increases by 2, and your Charisma score increases by
Chadra-Fan are covered from head to foot in fur. Their 1.
species evolved from small, arboreal rodents. The two Age. Chadra-Fan reach adulthood by 15 and live an
di erent sexes of Chadra-Fan are indistinguishable to average of 40 years.
other species, though the Chadra-Fan could readily tell Alignment. Chadra-Fan's open, clan-based culture
the di erence using their powerful sense of smell. cause them to tend toward the light side, though there
Chadra-Fan also have involuntary pheromones that are exceptions.
conveyed information about their family line and Size. Chadra-Fan stand 3-4 feet tall and weigh about
created an aura of attractiveness. Other voluntary 45 lbs. Regardless of your position in that range, your
pheromones often conveyed a Chadra-Fan's state of size is Small.
emotion-anger, fear, or joy. Chadra-Fan even create Speed. Your base walking speed is 25 feet.
more complex messages using their pheromones, Climb. You have a climbing speed of 25 feet.
though the pheromones when mixed sometimes Keen Hearing and Smell. You have advantage on
caused confusion. They are unique in the fact that they Wisdom (Perception) checks that involve hearing or
had clear blood. smell.
Second Heart. When you are reduced to 0 hit points
SOCIETY AND CULTURE but not killed outright, you can drop to 1 hit point
The society of Chadra-Fan is divided into a clan instead. You can't use this feature again until you nish
structure in which every member is responsible for a long rest.
parenting the clan's children; a fact of life is that every Tinker. You have pro ciency with tinker's tools. You
household is open at any time. Leadership within the can use these and spend 1 hour and 100 cr worth of
clan is a temporary role that is passed from one materials to construct a Tiny Device (AC 5, 1 hp). You
individual to another as the situation calls for a can take the Use an Object action to have your device
particular expertise. Children are the centerpiece of a cause one of the following e ects: create a small
Chadra-Fan community, and only leave when wed. explosion, create a repeating loud noise for 1 minute,
However the new Chadra-Fan couple remain with the create smoke for 1 minute, emit an onerous smell for 1
smaller clan so it was possible that a Chadra-Fan never minute.
leaves his or her home. You can maintain a number of these devices up to
Chadra-Fan left by themselves su er depression, so your pro ciency bonus at once, and a device stops
they regularly seek the company of others; thus, functioning after 24 hours away from you. You can
Chadra-Fan are not very picky when it came to friends dismantle the device to reclaim the materials used to
and prefer complete strangers to loneliness create it.
Trance. Chadra-Fan only require 2 hours of sleep a
NAMES day. After resting in this way, you gain the same bene t
Chadra-Fan names do not vary signi cantly based on that a human does from 8 hours of sleep.
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 4'6" +2d8"
Weight 90 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Munto Codru
Language Codruese
PHYSICAL CHARACTERISTICS
Height 4'10" +2d8"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Devaron
Language Devaronese
PHYSICAL CHARACTERISTICS
Height 5'5" +2d12"
Weight 130 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Draethos
Language Draethos
PHYSICAL CHARACTERISTICS
Height 5'6" +2d4"
Weight 120 lb. x(2d6) lb.
CREATION CHARACTERISTICS
Cybot Galactica
Manufacturer
Industrial Automaton CLASS III DROID TRAITS
Primary Language Varies based on location As a class III droid, you have the following special traits.
Ability Score Increase. Your Charisma score
increases by 2, and one other ability score of your
choice increase by 1.
PLAYERS AS DROIDS Age. Droids don't age, though they require
Work with your DM to determine if playing as a droid maintenance to retain functionality.
is appropriate for your campaign. Droids are Alignment. Droids tend toward no particular
impervious to many e ects and vulnerable to others.
alignment. The best and worst are found among them.
If your DM approves this choice of species, Work with
them to determine your droids designation, name, Size. Class III droids stand around the height of
and appearance. If you want to play a di erent type of humans and weigh about 150 lbs. Regardless of your
droid, work with your DM to nd suitable traits to position in that range, your size is Medium.
realize your character. Speed. You have a slow, shu ing gait. Your base
walking speed is 20 feet.
Type. Your creature type is droid.
Armor Integration. You can not wear armor, but you
can have the armor professionally integrated into your
chassis. Over the course of a long rest, you can expend
materials equal to half the cost of the armor in order to
have it integrated. This work must be done by
someone pro cient with astrotech's tools. You must be
APPEARANCE pro cient in armor in order to have it integrated.
Class III droids are typically human-like in both shape Droid Resistances. You are resistant to necrotic,
and size, standing at around 6 feet. They are usually a poison, and psychic damage, and are immune to
polished metallic color, though this can vary based on poison and disease.
tasks for which they are created, their a liation, or Droid Vulnerabilities. You are vulnerable to ion
quirks of their owner. damage. Additionally, you have disadvantage on saving
They are noteworthy for their slow, shu ing gait and throws against e ects that would deal ion or lightning
typically overly talkative nature. damage.
Droid Systems. You do not need to eat or drink.
UTILITY Force Insensitive. While droids can be manipulated
Class III droids are programmed to interact with by many force powers, they can not sense the Force.
humans. They are said to be the most advanced droids You can not use force powers or take levels in
ever invented. Protocol, servant, tutor, and child care forcecasting classes.
droids are all class III droids. Knowledge Protocol. You have pro ciency in the
They are usually equipped with protocol chips which Lore skill.
give them the cognitive functionality to engage socially. Maintenance Mode. Rather than sleep, you enter an
inactive state to perform routine maintenance for 4
NAMES hours each day. You have disadvantage on Wisdom
Droids are typically called by their designation, given to (Perception) checks while performing maintenance.
them when they are created, or some a ectation given Rapid Reconstruction. You are built with internal
to them by their owner. Often this a ectation is a play repair mechanisms. As a bonus action, you can choose
on their designation. to spend one of your Hit Dice to recover hit points.
Occasionally, noteworthy droids will earn monikers Languages. You can speak, read, and write all
based on their accomplishments. registered languages.
PHYSICAL CHARACTERISTICS
Height 5'2" +2d8"
Weight 110 lb. x(2d4) lb.
CREATION CHARACTERISTICS
Holowan Mechanicals
Manufacturer
Uxiol Droid Manufacturing CLASS IV DROID TRAITS
Primary Language Galactic Basic As a class IV droid, you have the following special traits.
Ability Score Increase. Your Constitution score
increases by 2, and one other ability score of your
choice increase by 1.
PLAYERS AS DROIDS Age. Droids don't age, though they require
Work with your DM to determine if playing as a droid maintenance to retain functionality.
is appropriate for your campaign. Droids are Alignment. Droids tend toward no particular
impervious to many e ects and vulnerable to others.
alignment. The best and worst are found among them.
If your DM approves this choice of species, Work with
them to determine your droids designation, name, Size. Class IV droids typically stand between 5 and 7
and appearance. If you want to play a di erent type of feet and weigh about 150 lbs. Regardless of your
droid, work with your DM to nd suitable traits to position in that range, your size is Medium.
realize your character. Speed. Your base walking speed is 30 feet.
Type. Your creature type is droid.
Armor Integration. You can not wear armor, but you
can have the armor professionally integrated into your
chassis. Over the course of a long rest, you can expend
materials equal to half the cost of the armor in order to
have it integrated. This work must be done by
APPEARANCE someone pro cient with astrotech's tools. You must be
Class IV droids are typically human-like in both shape pro cient in armor in order to have it integrated.
and size, though there are many advanced models Droid Resistances. You are resistant to necrotic,
(such as droidekas) that forgo this standardization. poison, and psychic damage, and are immune to
They are usually colored to match their a liation, poison and disease.
though personally owned class IV droids might not be. Droid Systems. You do not need to eat or drink.
Certain models of class IV droids, such as the HK- Droid Vulnerabilities. You are vulnerable to ion
series, are made to look like class III droids to disguise damage. Additionally, you have disadvantage on saving
their martial nature. throws against e ects that would deal ion or lightning
damage.
UTILITY Force Insensitive. While droids can be manipulated
Class IV droids are programmed for military and by many force powers, they can not sense the Force.
security purposes. Such droids tend to perform tasks You can not use force powers or take levels in
of violence or combat might be expected. Almost all forcecasting classes.
class IV droids carry weapons. Armed combat droids Maintenance Mode. Rather than sleep, you enter an
are among the rst droids ever created. Security, inactive state to perform routine maintenance for 4
gladiator, battle, and assassin droids are all class IV hours each day. You have disadvantage on Wisdom
droids. (Perception) checks while performing maintenance.
Martial Protocol. You have pro ciency with light and
NAMES medium armor as well as two simple or martial
Droids are typically called by their designation, given to blasters or vibroweapons of your choice.
them when they are created, or some a ectation given Rapid Reconstruction. You are built with internal
to them by their owner. Often this a ectation is a play repair mechanisms. As a bonus action, you can choose
on their designation. to spend one of your Hit Dice to recover hit points.
Occasionally, noteworthy droids will earn monikers Languages. You can speak, read, and write Galactic
based on their accomplishments. Basic and one language of your choice.
PHYSICAL CHARACTERISTICS
Height 3'2" +2d6"
Weight 50 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Malastare
Language 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 2'9" +2d6"
Weight 40 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Forest Moon of Endor
Language Ewokese
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 4'10" +2d8"
Weight 150 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Gamorr
Language Gamorrese
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" +2d10"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Naboo
Language Gungan
HALF-HUMAN TRAITS
BIOLOGY AND APPEARANCE
As a half-human, you have the following special traits.
The appearance and biological features of half-humans Ability Score Increase. Half-humans gain the ability
vary drastically by each species, but tend to fall score increases of their non-human half, but they can
somewhere in the middle. A common side-e ect of a choose any ability score for one of the options, instead
species interbreeding with humans is the loss of of the given option.
darkvision and tails.
Age. Half-humans live around the average of the two
SOCIETY AND CULTURE species' lifespans.
Alignment. Half-humans tend towards their non-
Half-humans are subjects of two separate cultures, but human half's alignment.
belong in neither. A half-human might be raised
Size. Half-humans stand and weigh around the
amongst humans or their other half, or might be fully
average of the two species' height and weight.
ostracized, instead growing up in a remote, isolated
Regardless of your position in that range, your size is
place, removed from both species.
the size of your non-human half.
Speed. Your base walking speed is that of your non-
TRAITS human half.
Half-humans gain the Defiant special trait from their Defiant. Half-humans are known to be stubborn and
human half. They also gain the special traits from their
often refuse to give up, even against the worst odds.
non-human half, except for those trait(s) mentioned in
the Half-Human table above. You can add a d4 to a skill check or saving throw, after
rolling but before you know the outcome. You must
then nish a short or long rest before you can use this
NAMES feature again.
Half-human names might follow human conventions, Languages. You can speak, read, and write Galactic
or that of the other half. Often, they blend the two in Basic, regardless of whether or not the non-human half
some fashion, perhaps taking a human surname, with can speak it, and the language(s) associated with your
a special name. non-human half.
PHYSICAL CHARACTERISTICS
Height 5'5" +2d8"
Weight 150 lbs. x(2d4) lbs.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Secundus Ando
Language Harchese
HARCH TRAITS
As a Harch, you have the following special traits:
Ability Score Increase. Your Strength, Intelligence,
and Constitution 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 them,
regarding the relationship between the Harch and the you deal 1d4 + your Strength modi er kinetic damage.
Aqualish Ualaq subspecies. However, the Harch Six-Armed. Harch have six arms which they can use
themselves considered such discussions to be independently of one another. You can only gain the
obscene. bene t of items held by two of your arms at any given
time, and once per round you can switch which arms
SOCIETY AND CULTURE you are bene ting from (no action required).
Not much is known about the Harch, as few of them Spider Climb. You have a climbing speed of 30 feet.
have mingled with the galactic community, preferring You have advantage on Strength saving throws and
to stay on Secundus Ando. Harch that leave the planet Strength (Athletics) checks that involve climbing, and
tend to have a more aspirant nature than their fellows, while climbing you always have two hands free.
and often reach great heights in their chosen Venomous Fangs. As a bonus action, you can make
professions in the galaxy. Such Harch are considered a special attack with your bite. If the attack hits, it deals
outliers—most apparently care little for titles. its normal damage, and the target must make a
Like the Arcona species, female Harch are seen as Constitution saving throw (DC = 8 + your pro ciency
more domineering and aggressive than their male bonus + your Constitution modi er). On a failed save,
counterparts. It is not unheard of for a male Harch to the target is poisoned until the end of its next turn, and
raise entire broods of hatchlings alone. you can't use this feature again until you complete a
short or long rest.
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 lbs x(2d8) lbs.
Sociocultural Charicteristics
Homeworld Giju
Language Herglese
PHYSICAL CHARACTERISTICS
Height 4'11" +2d10"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Iktotch, moon of Iktotchon
Language Iktotchese
PHYSICAL CHARACTERISTICS
Height 5'9" +2d12"
Weight 135 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Ithor
Language Ithorese
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
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.
BIOLOGY AND APPEARANCE Alignment. Kushibans' playful nature causes them to
Kushibans are four-limbed lagomorphs native to the tend toward chaotic light side, though there are
planet Kushibah. They are diminutive, unimposing, and exceptions.
typically weaker than most humanoids, but they are Size. Kushibans typically stand 3 and a half to 4 feet
also quite di cult to track due to their natural speed tall and weigh around 40 lbs. Regardless of your
and stealth. position in that range, your size is Small.
While Kushibans are quadrupeds, their forepaws are Speed. Your base walking speed is 25 feet.
as manipulative as traditional hands. While Kushibans Grovel, Cower, and Beg. As an action on your turn,
can walk on two legs, they typically run around on four you can cower pathetically to distract nearby foes. Until
feet since they can move signi cantly faster that way. the end of your next turn, your allies gain advantage
Kushibans are inherently cute and fuzzy, and more on attack rolls against enemies within 10 feet of you
nefarious races often attempt to take them as slaves. that can see you. Once you use this trait, you can't use
Kushibans are social and do not take well to slavery, it again until you nish a short or long rest.
and they typically don't live long in solitude or captivity. Hide. You have a thick hide. When you aren't
wearing armor, your AC is 12 + your Dexterity modi er.
SOCIETY AND CULTURE Additionally, your thick hide is naturally adapted to
Kushibans live in a simple, peacful society on the non- cold climates, as described in chapter 5 of the Dungeon
industrialized, lush green planet of Kushibah in the Master's Guide.
Outer Rim. Kushibans are typically kind a generous, Mask of the Wild. You can attempt to hide even
with a playful sense of humor and a penchant for when you are only lightly obscured by foliage, heavy
practical jokes. However, if betrayed or angered, rain, falling snow, mist, and other natural phenomena.
Kushibans can be cruel or vindictive, and they have Nimble Agility. Your re exes and agility allow you to
little patience for bullies, simpletons, and move with a burst of speed. When you move on your
misanthropes. turn in combat, you can double your speed until the
end of the tum. Once you use this trait, you can't use it
NAMES again until you move 0 feet on one of your turns.
Kushiban names are a single word combining both Stealthy. You are pro cient in the Stealth skill.
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
PHYSICAL CHARACTERISTICS
Height 6'0" +2d12"
Weight 160 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Lira San
Language Lasat
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 5'8" +2d10"
Weight 145 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Scipio
Language Muun
PHYSICAL CHARACTERISTICS
Height 5'1" +2d8"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Glee Anselm
Language Nautila
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
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. You can use your action to expel ink in a
language more frequently. 10-foot cone. When you do so, each creature in the
The Quarren are conservative and practical in their area of the exhalation must make a Constitution saving
thinking, yet they reminisce more than they look to the throw. The DC for this saving throw equals 8 + your
future. The Quarren are isolationist, preferring to stay pro ciency bonus + your Constitution modi er. On a
in the depths of the oceans of their homeworld. failed save, a creature is blinded until the end of its
However, some Quarren make their living in the galaxy next turn.
as business managers and accountants. The Quarren You can use this feature a number of times equal to
diligently mine metal ore from the deepest parts of the your Constitution modi er (a minimum of once). You
ocean, where they live deep beneath the waves. Their regain one use of this feature when you nish a long
cities stretch far below the surface. rest.
Keen Hearing. You have advantage on Wisdom
NAMES (Perception) checks that rely on hearing.
Quarren names are typically harsh. Male and female Swim. You have a swimming speed of 30 feet.
names do not signi cantly deviate. Surnames are Languages. You can speak, read, and write Galactic
familial. Basic and Quarrenese. The Quarrenese language is
Names. Bagker, Jujon, Kibkyl, Qiockish, Yuntoz characterized by its garbled nature that evokes an
Surnames. Chobnek, Geeckol, Nukranx, Tsastanx image of speaking underwater.
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 4'0" +2d8"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Manaan
Language Selkatha
PHYSICAL CHARACTERISTICS
Height 5'7" +2d8"
Weight 140 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Uvena Prime
Language Shistavanen
PHYSICAL CHARACTERISTICS
Height 2'11" +2d4"
Weight 45 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Skor II
Language Squibbian
SQUIB TRAITS
As a Squib, you have the following special traits.
Ability Score Increase. Your Charisma score
BIOLOGY AND APPEARANCE increases by 2, and your Dexterity score increases by 1.
Squibs are small, sentient, humanoid mammals with Age. Squibs reach adulthood at nine years of age
both rodent and canine characteristics. Their pink skin and live an average of sixty- ve years.
is covered in fur that o ers some protection from cold Alignment. Squibs' cheerful nature causes them to
weather, but, more importantly, it serves as an tend toward the light side, though there are
olfactory organ, able to pick up scents at a distance exceptions.
and ascertain intrinsic details—such as penetrating Size. Squibs typically stand 3 to 3 and a half feet tall
through a disguise or identifying a forgery—when and weigh around 50 lbs. Regardless of your position
rubbed against. The species has both male and female in that range, your size is Small.
sexes, although non-Squibs often have di culty Speed. Your base walking speed is 25 feet.
determining the sex of a Squib based on appearance Bite. Your sharp teeth are a natural weapon, which
alone. Their mouths are full of forbidding, sharp, white you can use to make unarmed strikes. If you hit with it,
teeth, and their exible cheeks were capable of storing you deal kinetic damage equal to 1d4 + your Strength
items. modi er.
Business Savvy. A common trait of all Squibs is their
SOCIETY AND CULTURE desire and love of haggling. Squibs believe a deal is
Squibs are friendly and cheerful to such an extent that, done when both sides believe they got the better of
over time, they are considered quite annoying. Squibs the other. Whenever you make a Charisma
are inherently curious, handling items with literal (Persuasion) check involving haggling you are
regard to care. They are unabashed pack rats, and they considered to have expertise in the Persuasion skill.
wear clothing for the excess storage rather than Flexible Cheeks. Squibs have exible cheeks in
necessity. The Squibs' overcon dence is a de ning which they can store small goods. You can store up to
trait. The typical Squib response to a threat is not to two items that weigh a combined total of no more than
ght or ee, but to blu and bluster, especially when 2 lb. in your cheeks, and you have advantage on
not face-to-face. In person, their sharp teeth are their Dexterity (Sleight of Hand) checks made to conceal
favored means of intimidation. Squibs believe that them.
bargaining is the highest form of communication, and Hide. Your thick hide is naturally adapted to cold
they believe haggling is more important than the goods climates, as described in chapter 5 of the Dungeon
themselves. A deal is a binding oath to Squibs, and Master's Guide.
they are incredibly loyal to their business partners. Keen Smell. You have advantage on Wisdom
(Perception) checks that rely on smell.
NAMES Sensitive Fur. Squibs' fur is exceptionally sensitive to
Squibs combine their rst and last names, which are physical details. You have advantage on Intelligence
familial, into one long, hyphenated name. They often (Investigation) checks that rely on touch.
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 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 4'8" +2d8"
Weight 250 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Thisspias
Language Thisspiasian
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
PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Tatooine
Language Tusken
TUSKEN TRAITS
As a Tusken, you have the following special traits.
Ability Score Increase. Your Constitution score
increases by 2, and your Strength or Charisma score
BIOLOGY AND APPEARANCE increases by 1.
While Tuskens, also known as Tusken Raiders or Sand Age. Tuskens are considered adults when they turn
People, are easily recognizable by their full-body 15. Because of the harsh and unforgiving climate of
clothing, goggles, and mouth lters, little of their true their home world, they rarely live longer than half a
physical appearance can be discerned. From birth, century.
Tuskens are covered in wraps, and, barring very rare Alignment. Tusken culture's violent focus and
occasions, will not bare any part of their skin in sight of disregard of those outside the tribe causes them to
another person. This, combined with their hostility to tend towards chaotic dark side, though there are
outsiders and Tatooine's remote and arid nature, exceptions.
makes even study of Tusken corpses di cult. Size. Tusken stand between 5 and 6 feet tall and
weigh around 155 lbs. Regardless of your position in
SOCIETY AND CULTURE that range, your size is Medium.
Tuskens are a primative, tribal race, mostly living in Speed. Your base walking speed is 30 feet.
small clans scattered throughout Tatooine's deserts. Aggressive. As a bonus action, you can move up to
Due to the harsh and unforgiving desert environment, your speed toward an enemy of your choice that you
Tusken clans are often xenophobic and territorial, but can see or hear. You must end this move closer to the
it is not unknown for them to adopt members of other enemy than you started.
species into the clan. They believe that all water is Animal Handler. You are pro cient in Animal
sacred and promised to them alone, and are infamous Handling.
among the other residents of Tatooine for raiding and Intimidating Roar. Once per day, you can cast the
pillaging settlements and farms. fear force power. Charisma is your forcecasting ability
Tusken clans are usually very strati ed, with males as for this power.
hunters and warriors, while females and children Survivors of the Sands. You are pro cient in
maintain the camp. Tusken warriors hold their bond Survival. Additionally, you don't treat desert terrain as
with their gader i weapons and Bantha mounts as di cult terrain. Lastly, you are naturally adapted to hot
sacred, and will choose death before relinquishing climates, as described in chapter 5 of the Dungeon
either. Master's Guide.
Tusken Weaponry. You have pro ciency with the
NAMES slugthrower and vibroclub.
Tusken naming traditions vary between clans, but most Languages. You can speak, read, and write Galactic
are made up of harsh, guttural sounds. Tuskens do not Basic and Tusken. Tusken is a guttural language
use surnames. characterized by its barks, growls, and roars. While
Male Names. Ur Ur, A'Koba, Qeruru'rr, Gr'Karr Tuskens typically understand Galactic Basic, it is rare to
Female Names. K'Yark, Reirin, K'Orou, Ursarr'u hear them speak anything but Tusken.
PHYSICAL CHARACTERISTICS
Height 3'1" +2d12"
Weight 40 lb. x1 lb.
UGNAUGHT TRAITS
SOCIOCULTURAL CHARACTERISTICS As a Ugnaught, you have the following special traits.
Homeworld Gentes Ability Score Increase. Your Intelligence score
increases by 2, and your Strength score increases by 1.
Language Ugnaught
Age. Ugnaughts reach adulthood at 20 and can live
to reach 200.
Alignment. Ugnaughts tend toward no particular
alignment. The best and worst are found among them.
Size. Ugnaughts rarely stand higher than 4 feet and
BIOLOGY AND APPEARENCE weigh about 50 lbs. Regardless of your position in that
Ugnaughts are diminutive, porcine humanoids who range, your size is Small.
have pink skin, upturned noses, white hair, and thick Speed. Your base walking speed is 25.
layers of jowls. Some have tusks that they use in blood Bite. Your tusks are a natural weapon, which you can
duels. They are strong and resilient, and their life- use to make unarmed strikes. If you hit with it, you deal
spans reached up to 200 standard years. They notably kinetic damage equal to 1d6 + your Strength modi er.
eat genteslugs. Crafters. You have pro ciency in one tool of your
choice.
SOCIETY AND CULTURE Darkvision. You can see in dim light within 60 feet of
Ugnaughts are ruled by councils comprised of elected you as if it were bright light, and in darkness as if it
o cers. Ugnaughts live their lives in accordance to were dim light. You can't discern color in darkness,
their "blood profession", with Ugnaught parents only shades of gray.
teaching their children their trade. Infant Ugnaughts Industrial Hazards. You have resistance to acid
are known as Ugletts. If the number of new Ugnaughts damage.
in a given profession exceeds the need, a blood duel is Tech Dabbler. You know the mending at-will tech
called. When the Ugnaughts reached their twentieth power. When you reach 3rd level, you can cast the
year of age, these ghts are held to the death, with the analyze tech power once per day. When you reach 5th
victor winning the right to inherit their blood level, you can also cast the overheat tech power once
profession. Despite this outdated and violent custom, per day. Intelligence is your techcasting ability for these
the Ugnaughts are generally a peaceful people with a powers. You do not require use of a wristpad for these
rich culture. powers.
When greeting an Ugnaught, it is advised to bow Tinker. You have pro ciency with tinker's tools. You
silently, then wait for a guttural purring as a positive can use these and spend 1 hour and 100 cr worth of
response. Usage of the common galactic greeting "yaa- materials to construct a Tiny Device (AC 5, 1 hp). You
yaah" is considered a personal insult to Ugnaughts. If can take the Use an Object action to have your device
this occurrs, it was advisable to duck and cover, as cause one of the following e ects: create a small
various mechanical implements will be thrown one's explosion, create a repeating loud noise for 1 minute,
way. create smoke for 1 minute, cause harmless tremors for
Ugnaughts are often enslaved as they are fairly 1 minute.
meek. You can maintain a number of these devices up to
your pro ciency bonus at once, and a device stops
NAMES functioning after 24 hours away from you. You can
Ugnaught names are generally concise. Female names dismantle the device to reclaim the materials used to
sound more cheerful. Surnames are determined by create it.
blood profession. Languages. You can speak, read, and write Galactic
Male Names. Banax, Dral, Durn, Togre, Yirkux Basic and Ugnaught. The Ugnaught language is
Female Names. Admeva, Olnito, Ruskor, Vurlilli composed of grunts, squeals, and chatters, and is
Surnames. Col, Gnatro, Mikk, Roc, Sag di cult for other species to learn.
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 can cast the
there, Umbarans in the wider galaxy are known as analyze tech power once per day. When you reach 5th
skilled, ruthless politicians. This reputation is enhanced level, you can also cast the in ltrate tech power once
by the Umbarans' talents for reading and in uencing per day. Intelligence is your techcasting ability for these
the emotions of others. powers. You do not require use of a wristpad for these
Umbara developed its own technological advances 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 5'5" +2d8"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Sriluur
Language Sriluurian
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 lbs. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Zygerria
Language Zygerrian