Professional Documents
Culture Documents
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CONTENTS
Species ........................................................................................
Adarian .................................................................................pg2
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Surnames. Buuro, Comaatii, Ohtieek, Shul'bet Lang
Basic, A
ABEDNEDO Abedn
friendly
VISUAL CHARACTERISTICS
is often
Skin Color Brown, tan, or cream structu
Hair Color Brown, blond, or white langua
Eye Color Black
Distinctions Dangling mouth tendrils, sloping faces
PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Abednedo
Language Abednedish
PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Adari (adopted)
Language Adarese
ADARIAN TRAITS
BIOLOGY AND APPEARANCE
As an adarian, you have the following special traits.
A humanoid species of mammalians, the adarians have Ability Score Increase. Your Wisdom score
elongated skulls made distinct by the large hole which increases by 2, and your Intelligence score increases by
penetrates it. Lacking ears and noses, their skulls are 1.
covered in fine hairs which are very sensitive to sound Age. Adarians reach adulthood in their late teens
waves, and their skin is underlaid by glands that allow and live for an average of 65 years.
them to detect odors. Sharp, bony ridges around their Alignment. The adarians' structured society causes
mouths substitute for lips seen in other species. The them to tend towards lawful alignments, though there
adarians have distendable throat pouches; elongating are exceptions.
them to emit a loud subsonic call which helps in Size. Adarians typically stand 5 to 6 and a half feet
communication over long distances, reaching over 20 tall and generally weigh about 150 lbs. Regardless of
kilometers. your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
SOCIETY AND CULTURE
Impose Order. As a bonus action, you can command
Adarian society is based around a rigid caste system each ally within 15 feet of you to move up to half that
known as sceel'sara. Their governmental headquarters ally's speed as a reaction. This movement does not
is the Hall of Decisions from which the upper tier of provoke attacks of opportunity. Once you use this trait,
society has absolute control over those in lower you can’t use it again until you finish a short or long
classes. Operating a corporation-like government, the rest.
adarians boast that their society has never suffered Keen Hearing. You have advantage on Wisdom
from civil strife. Adarians carefully weigh their options (Perception) checks that rely on hearing.
before reaching any decision, but once the decision is Sonic Scream. As an action, you can violently expel
made, they are rarely moved to change their minds. air in a 15-foot cone. When you do so, each creature in
Adarians implicitly trust the judgment of those of the area of the exhalation must make a Wisdom saving
higher status, and only the most flippant and rebellious throw (DC = 8 + your proficiency bonus + your
adarian would disregard orders or advice from a Constitution modifier). A creature takes 2d6 sonic
member of a higher caste. Adarians have keen minds damage on a failed save, and half as much damage on
for business and a natural drive to succeed. They a successful one. The damage increases to 4d6 at 5th
devote considerable time and energy to ensure the level, 6d6 at 11th level, and 8d6 at 17th level. This
prosperity of their businesses. Most adarians active in ability has no effect on constructs. You can use this
the galaxy are scouts under the employ of mining feature a number of times equal to your proficiency
corporations or the adarian government, searching for bonus. You regain all expended uses when you
mineral-rich planets or moons to exploit. complete a long rest.
NAMES
Adarians use melodic sounding agendered names.
First Names. Ador, Denka, Luur, Zuree
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Riflor
Language Advb
ADVOZSE TRAITS
BIOLOGY AND APPEARANCE
As an advozse, you have the following special traits.
Advozsec evolved from herbivorous reptile-analogs
which fed on the vegetation known to form around Ability Score Increase. Your Constitution score
increases by 2, and your Wisdom score increases by 1.
Riflor's hot springs. Evolving into a class of
Age. Advozsec reach adulthood in their late teens
reptomammal, advozsec have a single horn at the
and typically live for over half a century.
crown of their heads, four digits on each hand and
foot, pointed ears, and large eyes. Advozsec are strictly Alignment. Advozsec's paranoid and pessimistic
vegetarian, unable to properly digest meat. The nature causes them to tend towards balanced
geothermal hot springs that appear on their alignments, particularly lawful balanced, though there
homeworld forced the species to evolve thick skin in are exceptions.
order to survive. The large eyes of the advozsec are Size. Advozsec typically stand 5 to 6 feet tall and
adaptations to the clouds of volcanic ash which darken generally weigh about 130 lbs. Regardless of your
Riflor's skies. position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
SOCIETY AND CULTURE Darkvision. Your vision can easily cut through
darkness. You can see in dim light within 60 feet of you
Since so much of the sunlight on Riflor is blocked by
as if it were bright light, and in darkness as if it were
volcanic eruptions, advozsec tend to settle near
dim light. You can’t discern color in darkness, only
geothermal springs for heat. Unfortunately, these
shades of gray.
springs also tend to be in geologically unstable regions,
and anything built near them is often destroyed or Hide. You have a thick hide. While you are
abandoned due to eruptions or groundquakes. As a unarmored or wearing light armor, your AC is 12 + your
result, the advozse people ended up having little Dexterity modifier.
attachment to material goods or long-term plans, and Horn. Your sharp horn is a natural weapon, which
developed a pessimistic, selfish, and even paranoid you can use to make unarmed strikes. If you hit with it,
outlook on life. This facet of their culture remained you deal kinetic damage equal to 1d4 + your Strength
long after contact with the Galactic Republic gave them modifier.
access to modern construction techniques allowing for Lava Dweller. Your body is well accustomed to
more permanent buildings. Seeing financial stability as extreme heat, giving you resistance to fire damage.
the only truly achievable stability one could find in life, Additionally, your thick hide is naturally adapted to hot
the advozsec constantly strive to accumulate as much climates, as described in chapter 5 of the Dungeon
monetary wealth as they can in a lifetime in order to Master’s Guide.
have the ability to rebuild when the worst happens. Vigilant. You can choose to have advantage on your
next Initiative check. Once you use this trait, you can’t
NAMES use it again until you finish a short or long rest.
Advozsec have simple names that do not distinguish
between genders, using familiar surnames.
First Names. Dleck, Fjemm, Gorde, Rollar, Xon
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 90 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Asakaj
Language Askajian
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 60 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Altor 14
Language Avogwa
AVOGWI TRAITS
As a avogwi, you have the following special traits.
Ability Score Increase. Your Strength score
increases by 2, and your Wisdom score increases by 1.
BIOLOGY AND APPEARANCE Age. Avogwi reach adulthood at 10 and live about 60
Avogwi, often misidentified as altorians, are sentient years.
predatory birds native to Altor 14, also home to the Alignment. Avogwi culture breeds deadly hunters
nuiwit. Except for their muscular, scale-covered legs, unburdened by conventional morality, causing them to
their bodies are covered in orange feathers, which tend toward the dark side, typically chaotic dark side,
camouflage them against Altor's orange skies. They though there are exceptions.
have three fingers at the joint of each wing, which Size. Avogwi typically stand 5 to 6 and a half feet tall
serve as hands when not in flight. Avogwi view the and rarely weigh more than 80 lbs. Regardless of your
nuiwit as merely another prey species, though tastier position in that range, your size is Medium.
than most. They react violently to suggestions that the Speed. Your base walking speed is 25 feet.
two species evolved from a common ancestor. Type. Your creature type is beast.
Altorian Hunter. You have proficiency in the Stealth
SOCIETY AND CULTURE and Survival skills. Additionally, your body is naturally
Due to their entirely carnivorous diet and clumsy adapted to hot climates, as described in chapter 5 of
hands, avogwi society is relatively primitive, based the Dungeon Master’s Guide.
solely on hunting and water gathering. Avogwi are not Beak and Talons. Your sharp talons and serrated
social, living in mated pairs which can claim about fifty beak are natural weapons, which you can use to make
square kilometers as their exclusive territory. They also unarmed strikes. If you hit with them, you deal kinetic
have very little technology, and distrust that of other damage equal to 1d6 + your Strength modifier.
species. Despite this, they developed a complex Flight. You have a flying speed of 30 feet. To use this
philosophy based on the teachings of the legendary speed, you can’t be wearing medium or heavy armor.
hero Toro-toral, said to be the first avogwi to fly. The Scavenger. If you spend at least 1 minute devouring
basic tenets are that all creatures that want to live the corpse of a beast or humanoid, you gain temporary
must kill, and that all creatures that will not kill will die hit points equal to your Constitution modifier. Once
so that others can live. The sayings of Toro-toral are you’ve used this feature, you must complete a short or
repeated by the avogwi at their only large-scale long rest before you can use it again.
gatherings: ceremonial duels to the death to determine Tech-Impaired. While avogwi can figure out basic
the avogwi leader, or Avog. Avogwi refuse to trade technology, they experience difficulty using more
what little they have, as they are unable to understand complex equipment like wristpads. You can not use
why offworlders would trade them anything useful in tech powers or take levels in techcasting classes.
exchange for anything the avogwi owned, unless it was Underdeveloped Hands. Your primitive claws make
to make the avogwi weaker. it hard for you to wield bigger weapons. You can’t use
heavy shields. Additionally, you can’t use martial
NAMES weapons with the two-handed property unless it also
Avogwi co-opt names from other humanoids, causing has the light property, and if a martial weapon has the
their names sound unremarkable and common. versatile property, you can only wield it in two hands.
First Names. Daven, Gishad, Nemat, Tolok
PHYSICAL CHARACTERISTICS
Height 4'9" +2d12"
Weight 145 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Old Barag
Language Baragwinian
BARAGWIN TRAITS
As a baragwin, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Intelligence score
A hunchbacked species of sentient reptilians, the increases by 2, and your Constitution score increases
bipedal baragwin are easily recognized across the by 1.
galaxy. Noted for their thick, wrinkled skin which can Age. Baragwin reach adulthood in their late teens
resist most physical attacks and their shuffling gait, the and live less than a century.
large-headed race have no obvious differences Alignment. Baragwin tend toward no particular
between male and female baragwin. An acute sense of alignment. The best and worst are found among them.
smell give the species enough sensitivity to detect Size. Baragwin typically stand 5 to 7 feet tall and
another being's mood and feelings. This leads some of generally weigh about 200 lbs. Regardless of your
them into careers as big-game hunters, or even as position in that range, your size is Medium.
bounty hunters. Due to their ponderous movement, Speed. Your base walking speed is 25 feet.
many non-baragwin believe the race to be a dull-witted Arms Dealers. Whenever you make a Charisma
people while, in fact, they are quite intelligent. Despite (Persuasion) check related to buying or selling
this fact, the baragwin frequently keep this intelligence weapons, you are considered to have expertise in the
hidden, using the misconceptions of others to their Persuasion skill.
own advantage. Hide. You have a thick hide. When you aren’t
wearing armor, your AC is 13 + your Dexterity modifier.
SOCIETY AND CULTURE Keen Smell. You have advantage on Wisdom
Baragwin culture, since it does not derive from a single (Perception) checks that involve smell.
homeworld, is highly dependent on a baragwin's planet Natural Empathy. Baragwin's powerful sense of
of origin, with Tatooinian baragwin behaving quite smell allows them to sense the emotions in those
differently from those from Denuhi-Eight. Baragwin around them. You have advantage on Wisdom (Insight)
generally have little prejudice, treating all other beings checks to determine emotions against humanoids and
equally regardless of species, culture, or planetary beasts within 10 feet of you.
origins; though criminal baragwin will exploit all beings Travelers. You have proficiency in the Survival skill.
equally instead. Baragwin settlements are generally Weapon Developers. Baragwin are famous
small and anarchic, with short-term leaders selected by throughout the galaxy for their quality arms
informal democratic processes. Baragwin are famous manufacturing. You have proficiency in two
as skilled weapon-smiths and introduced many vibroweapons or blasters of your choice. Additionally,
different weapons to different worlds. Baragwin-made you have proficiency with armstech's implements or
blasters and vibroblades are among the most powerful munitions kits.
personal weapons in the galaxy.
NAMES
Baragwin have names with wide tones, spoken using
the entire mouth. Baragwin have familiar surnames.
First Names. Dagel, Eskaul, Idalli, Migo
PHYSICAL CHARACTERISTICS
Height 4'1" +2d12"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Bardotta, Phu (colony)
Language Bardottan
BARDOTTAN TRAITS
BIOLOGY AND APPEARANCE
As a bardottan, you have the following special traits.
Bardottans, also known as phuii, are a species of thin Ability Score Increase. Your Wisdom score
reptiles. Their lower legs bend backwards and end in increases by 2, and your Intelligence or Charisma score
three-toed feet; their short forearms ended in three increases by 1.
fingers and a thumb. Bardottans have long, curved Age. Bardottans reach adulthood in their early teens
necks atop which is a pointed skull with a beak-like and live less than a century.
snout dominating their face. While males do not Alignment. Typical bardottans are scholarly and
possess hair, female bardottans have thick feather-like wise, causing them to tend toward the light side, while
fibers that cover their heads. followers of the savage Frangawl Cult tend towards the
dark side, though there are exceptions.
SOCIETY AND CULTURE
Size. Bardottans typically stand 4 to 6 and a half feet
Developing a society with a rich Force-tradition early on tall and generally weigh about 130 lbs. Regardless of
in their history, bardottans were war-like demon your position in that range, your size is Medium.
worshipers in their earliest years, led by the Frangawl Speed. Your base walking speed is 30 feet.
Cult in worshiping Malmourral. When the Dagoyan Academic. You have proficiency in one of the
Order came to power, the Frangawl religion was following skills: Insight, Medicine, Investigation, or
banned and the Dagoyan practices of peace, Nature.
meditation, and contemplation became socially Closed Mind. Bardottans have a natural attunement
entrenched in the culture of Bardotta. The Dagoyan for the Force, which makes them resistant to its
Order represents the religious aspects of the powers. You have advantage on Wisdom and Charisma
bardottans, while the Bahk-tov Council and the saving throws against force powers.
Monarch of Bardotta preside over the government. All Force Tradition. You have proficiency in Lore.
education on the world takes place in Dagoyan schools, Additionally, you are considered to have expertise in
though belief in the tradition is not mandatory. Valuing Intelligence (Lore) checks made to learn or recall
knowledge and spiritual devotion, bardottans are something about the Force. Lastly, when you reach 3rd
scholarly and insular when it comes to outsiders and level, you can cast your choice of the heroism or sap
sharing their knowledge. Cities on Bardotta are vitality force power once per day. Your forcecasting
clustered around different academic and religious ability is Wisdom or Charisma (depending on power
studies, studying in their own fields and sharing with alignment).
other cities if asked. Homeworld Talent. Most bardottans come from
their ancestral homeworld of Bardotta, or the socialite
NAMES
colony of Phu, individuals from both possessing
Bardottan names are short and soft, often with names different talents. You have proficiency in two
inspired by offworlders. Most bardottans don't use vibroweapons or one gaming set of your choice.
surnames, but some use personal ones.
Male Names. Ceres, Jacob, Korvuu, Retett
Female Names. Hallat, Isabella, Mel, Vesta
PHYSICAL CHARACTERISTICS
Height 2'10" +2d10"
Weight 75 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Bimmisaari
Language Bimmini BIMM TRAITS
As a bimm, you have the following special traits.
Ability Score Increase. Your Charisma score
increases by 2, and your Intelligence score increases by
1.
BIOLOGY AND APPEARANCE Age. Both bimms reach adulthood in their late teens
Although the bimms are biologically unrelated, they and live for more than 120 years on average.
are each small in stature. The near-human bimm are Alignment. Bimms are cheery and peaceful, causing
likely related to humans, and are only distinguished by them to tend toward the light side, though there are
being smaller and typically having a prominent beard. exceptions.
The furred bimm are more unique, with a long muzzle, Size. Bimms typically stand 3 to 5 feet tall and
pointed ears, and black eyes. generally weigh about 80 lbs. Regardless of your
position in that range, your size is Small.
SOCIETY AND CULTURE Speed. Your base walking speed is 25 feet.
Upon colonization, the near-human bimm assimilated Business Savvy. A common trait of all bimms is their
with the native species of bimm, merging their culture shrewd business sense and their ability to haggle any
and society into one. Though the bimms have lived deal. Whenever you make a Charisma (Persuasion)
together for almost all of their recorded history, certain check involving haggling you are considered to have
aspects of their culture are more associated with one expertise in the Persuasion skill.
species than with another. Both species call Jungle Dweller. Growing up in the forest cities of
themselves simply "bimms" and live harmoniously with Bimmisaari has left an impact. You don’t treat jungle
each other in shared forest cities. Near-human bimms terrain as difficult terrain.
are fond of art, music, and storytelling; their favorite Musician. You are proficient in one musical
stories involve heroic adventures, though they are instrument of your choice.
usually content to hear stories rather than inspire to Socialite. You are proficient in Performance,
take part in adventures themselves. Furred bimms are Persuasion, or Deception (your choice). Additionally,
particularly good merchants, and feel the day is you have advantage on Charisma saving throws.
incomplete without a good round of shopping and Storyteller. Whenever you make a Charisma
haggling. The art of bargaining is respected in their (Performance) check to tell one or more creatures a
culture, and fair dealing is highly honored. However, story, whether the story is true or not, you are
cheating and theft are tantamount to murder in their considered to have expertise in the Performance skill.
society. Bimms are also known for their yellow Thriving Culture. You have proficiency in one of the
clothing. Both are noted for their mild-tempered, following skills: Lore, Insight, or Nature.
peaceful tendencies, which is the reason the two Undersized. Your small stature makes it hard for
species lived together in harmony. This tendency you to wield bigger weapons. You can’t use heavy
extends to non-bimm visitors from offworld, who are shields. Additionally, you can’t use martial weapons
treated as honored guests. with the two-handed property unless it also has the
light property, and if a martial weapon has the versatile
NAMES property, you can only wield it in two hands.
Bimm names are simple and pleasing to hear.
Male Names. Daleh, Tuka, Ryten, Vasnish
Female Names. Ajah, Drinu, Roki, Sythis
PHYSICAL CHARACTERISTICS
Height 3'1" +2d12"
Weight 40 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Rina Major
Language Blarinan
PHYSICAL CHARACTERISTICS
Height 3'0" +2d8"
Weight 40 lb. x1 lb.
BRAVAISIAN TRAITS
SOCIOCULTURAL CHARACTERISTICS As a bravaisian, you have the following special traits.
Homeworld Bravais Ability Score Increase. Your Intelligence score
increases by 2, and your Dexterity score increases by 1.
Language Bravaiese Age. Bravaisians reach adulthood in their early teens
and live less than a century.
Alignment. Bravaisians' inquisitive nature causes
them to tend towards neutral balanced, though there
are exceptions.
BIOLOGY AND APPEARANCE Size. Bravaisians typically stand 3 to 4 feet tall and
Bravaisians are a humanoid sentient species that stand rarely weigh more than 50 lbs. Regardless of your
at a diminutive height, with blue, leathery skin. They position in that range, your size is Small.
have snouts that fade to pink at their end. These Speed. Your base walking speed is 25 feet.
snouts contain a prehensile tongue as dexterous as Careful Analysis. You have proficiency in the
their fingers. Bravaisians will alternate between using Investigation skill and your choice of archaeologists
their fingers and their tongues. Bravaisians evolved kits, scavenging kits, or jeweler's implements.
from pack hunters, that used their tough, flexible Additionally, once per day, you can cast the analyze
snouts to dig through soil and dirt in order to find their tech power. Your techcasting ability is Intelligence. You
prey, which were tubers and nests of insects. They do not require use of a wristpad for this power.
would then suck up these with their long muscular Darkvision. You’ve lived most of your life without
tongues. direct sunlight. You can see in dim light within 120 feet
Bravaisians are nocturnal due to the intense heat of you as if it were bright light, and in darkness as if it
and lack of life on Bravais during the day. As a result, were dim light. You can’t discern color in darkness, only
they have small eyes that can easily be overwhelmed shades of gray.
by light. For this reason, most members of the species Dexterous Tongue. You are able to use your long
are rarely seen without protective goggles while flexible tongue for various tasks. You have proficiency
offworld. Some even have their eyes surgically in the Sleight of Hand skill. Additionally, when you
removed to combat this problem. make a Dexterity (Sleight of Hand) or Intelligence
(Technology) check to interact with creatures or
SOCIETY AND CULTURE objects, your reach is 5 feet greater than normal.
Bravaisians are infamously meticulous, carefully Foragers. Whenever you make a Wisdom (Survival)
analyzing even the most innocent of objects, often check to forage for food you are considered to have
leading bravaisians towards appraisal jobs when they expertise in the Survival skill.
are found off of their homeworld. Because of this, Shadow People. You can attempt to hide even when
bravaisians are commonly seen in merchant jobs, you are only lightly obscured by dim light.
making them a common sight in galactic markets. Due Sunlight Sensitivity. You have disadvantage on
to them being nocturnal, bravaisians view other attack rolls and on Wisdom (Perception) checks that
species' insistence on doing business during daylight rely on sight when you, the target of your attack, or
hours with a mix of pity and contempt. As a result, on whatever you are trying to perceive is in direct sunlight.
planets that are dark a majority of time, bravaisians are Undersized. Your small stature makes it hard for
much more common, as merchants or otherwise. 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
Bravaisians use three syllable names with a distinctly light property, and if a martial weapon has the versatile
melodious tone. Their names are agendered and they property, you can only wield it in two hands.
do not use surnames.
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Chalacta
Language Chalacta
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Vinsoth
Language Chev
CHEV TRAITS
BIOLOGY AND APPEARANCE As a chev, you have the following special traits.
The outward appearance of the chevs is generally Ability Score Increase. Your Constitution score
similar to that of humans, with pale skin, no facial hair, increases by 2, and one other ability score of your
and heavy brows. Their hair is often dyed in bright choice increases by 1.
colors to identify them as property of a particular Age. Chevs reach adulthood in their late teens and
chevin. Their lidless eyes are protected by thin live less than a century.
transparent membranes. They are physiologically Alignment. Most chevs are submissive towards their
much like other humanoid species, with their twin slavers, causing them to tend towards lawful or true
hearts being a notable exception. balanced, though there are exceptions.
Size. Chevs typically stand 5 to 6 feet tall and
SOCIETY AND CULTURE generally weigh about 140 lbs. Regardless of your
The chevs originally developed a civilization on Vinsoth, position in that range, your size is Medium.
thriving for some time before they were enslaved by Speed. Your base walking speed is 30 feet.
the chevin. Since the chevin are a nomadic people, the Crafters. You have proficiency with with one
chevs are forced to live that same lifestyle as well. Their artisan’s implements of your choice.
temporary settlements of tents and lean-tos were Cultured. You have proficiency in the Lore skill.
ruled by a chevin overseer, with the oldest female chev Nomadic. You have proficiency in the Survival skill.
acting as the leader among the slaves. Giving what Protective Membrane. You have advantage on
political power the chevs had to the oldest among saving throws against being blinded.
them is criticized by some younger chevs, who believe Second Heart. When you are reduced to 0 hit points
this simply perpetuates the system of slavery. but not killed outright, you can drop to 1 hit point
Generations of subjugation has left most chevs docile instead. You can’t use this feature again until you finish
and submissive. Despite this, they will gather at night a long rest.
to try and understand the strengths and weaknesses of Tinker. You have proficiency with tinker’s
their masters, in hopes that a future generation might implements. You can use these and spend 1 hour and
someday have the courage and the opportunity to free 100 cr worth of materials to construct a Tiny Device (AC
their people. The chevs even have legends which 5, 1 hp). You can take the Use an Object action to have
foretell that someday, they will become masters of the your device cause one of the following effects: create a
galaxy. Unlike many other slave populations, such as small explosion, create a repeating loud noise for 1
those of the hutts, the chevs are well educated and as minute, create smoke for 1 minute, create a bright
informed about the galaxy at large as their chevin colorful flashing light for 1 minute. You can maintain a
masters, perhaps even more so. number of these devices up to your proficiency bonus
at once, and a device stops functioning after 24 hours
NAMES
away from you. You can dismantle the device to
Chevin owners give chev their names, so they follow reclaim the materials used to create it.
the same naming conventions, not varying by gender
and surnames being community-based.
First Names. Matholas, Nepnad, Setrine, Siphiet
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
Language Chistori
CHISTORI TRAITS
BIOLOGY AND APPEARANCE As a chistori, you have the following special traits.
The saurian chistori are tall and have lithe, though Ability Score Increase. Your Strength score
muscled, builds. Like many reptilian species, they are increases by 2, and your Charisma score increases by
1.
cold-blooded, and like the trandoshans, they have a
Age. Chistori reach adulthood in their late teens and
durable hide made out of thick scales. Their most
live less than a century.
pronounced feature is a large snout under which is a
hinged jaw filled with sharp teeth, perfect for rending Alignment. Chistori's aggressive personalities cause
flesh. them to tend towards chaotic dark side, though there
are exceptions.
SOCIETY AND CULTURE Size. Chistori typically stand 6 to 7 feet tall and
generally weigh about 160 lbs. Regardless of your
The chistori are a highly obscure race. So scarce is the
position in that range, your size is Medium.
information of these people that even the Jedi Archives
Speed. Your base walking speed is 30 feet.
have no information on the chistori homeworld, and
Aggressive. As a bonus action, you can move up to
many chistori who wander the galaxy either have
your speed toward an enemy of your choice that you
forgotten where they come from, or guard this
can see or hear. You must end this move closer to the
information with their lives. What little is known about
enemy than you started.
this species comes from their interactions with others.
Fierce and warlike, they are quick to anger and tend to Bite. Your sharp teeth are a natural weapon, which
use excessive force to deal with even the smallest you can use to make unarmed strikes. If you hit with it,
slights. As a result, few spacefaring species have any you deal kinetic damage equal to 1d6 + your Strength
reason to seek them out. modifier.
The same talents that make them excellent warriors Cold Sensitivity. You have disadvantage on
shows through in the chistori's interactions with other Constitution saving throws made to avoid exhaustion
species, with most encounters ending in violence. due to extreme cold.
Chistori are an impatient species and have little use for Darkvision. Your vision can easily cut through
the rigidity of order and discipline, preferring instead darkness. You can see in dim light within 60 feet of you
to go their own way and do as they please. Chistori as if it were bright light, and in darkness as if it were
have no knowledge of the Force, neither as the Jedi dim light. You can’t discern color in darkness, only
know it, nor as a local religion. Thus the exceptionally shades of gray.
few Force-sensitives born to this species are feared Hide. You have a thick hide. While you are
and persecuted by their fellow chistori. unarmored or wearing light armor, your AC is 13 + your
Dexterity modifier.
NAMES Savage Attacks. When you score a critical hit with a
melee weapon attack, you can roll one of the weapon’s
Chistori names are smooth sounding, with sharp
damage dice one additional time and add it to the
surnames. Some chistori do not grant their children
extra damage of the critical hit.
surnames as a symbol of disavowment early in life.
First Names. Fedenn, Hylos, Kentei, Saddem
PHYSICAL CHARACTERISTICS
Height 2'10" +2d10"
Weight 65 lb. x1 lb.
COLUMI TRAITS
SOCIOCULTURAL CHARACTERISTICS
As a columi, you have the following special traits.
Homeworld Columus Ability Score Increase. Your Intelligence score
Language Columin increases by 2, and your Wisdom score increases by 1.
Age. Columi reach adulthood at around 10 and live
less than a century.
Alignment. Columi's intelligent, yet self-centered
nature causes them to tend toward lawful balanced or
BIOLOGY AND APPEARANCE lawful dark side, though there are exceptions.
Columi are easily recognizable due to their large cranial Size. Columi typically stand 3 to 5 feet tall and
cavities, their heads taking up a third of their height. generally weigh about 70 lbs. Regardless of your
Another notable feature is their immense black lidless position in that range, your size is Small.
eyes with worm-like veins on their temples. However, Speed. Your base walking speed is 20 feet.
their mental evolution had an impact on their physical Darkvision. You have a keen eyesight, especially in
bodies with their physiques deteriorated. As a result, the dark. You can see in dim light within 60 feet of you
their boneless arms and legs became appendages that as if it were bright light, and in darkness as if it were
no longer are able to support their own body weight, dim light. You can't discern color in darkness, only
even on lower gravity worlds. Thus, their bodies shades of gray.
became simply repositories for their lungs, hearts, and Honed Mind. You have advantage on all Intelligence,
other invaluable bodily organs. This evolution also Wisdom, and Charisma saving throws against force and
resulted in their vital organs being drawn up towards tech powers.
their cranial activity. Their brains contain four Hyperadvanced Vision. Columi possess incredibly
cerebrums and over one hundred lobes with each receptive vision. You have proficiency in the Perception
being dedicated to an independent function. The other skill. Additionally, Whenever you make a Wisdom
organ that had developed in importance amongst their (Perception) check involving sight, you are considered
kind is their eyes, which are the only link between their to have expertise in the Perception skill.
highly evolved brains and the world around them. Mental Discipline. You have resistance to psychic
These developed more than being photoreceptors as damage.
they are able to see all the wavelengths in the Pintsized. Your weak stature makes it hard for you
electromagnetic spectrum. This resulted in them being to wield bigger weapons. You can’t use medium or
able to "hear" through their eyes by detecting and heavy shields. Additionally, you can’t wield weapons
analyzing the frequency of sound or radio waves. with the two-handed or versatile property, and you can
only wield one-handed weapons in two hands unless
SOCIETY AND CULTURE they have the light property.
This devotion to mental pursuits has led to a deep Psychoreceptive Technology. You have proficiency
disdain for physical activities with them holding the in the Technology skill. Additionally, you know the
view that there is no dignity in any activity except those on/off at-will tech power. Your techcasting ability is
relating to thought. As a result, they often look down at Intelligence. You do not require use of a wristpad for
races that make use of physical forms of labor, while this power.
columi use droids and hoverpods for such needs. Puny. Columi are too weak to pack much of a punch.
You have disadvantage on Strength saving throws, and
NAMES when determining your bonus to attack and damage
Columi names often have multiple meanings, parents rolls for weapon attacks using Strength, you can’t add
taking extreme pride in picking the perfect name. more than +3.
Names are agendered and surnames familiar.
First Names. Bygman, Padra, Telos, Xak'silith
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Cosia
Language Cosian
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Mimban
Language Coway
PHYSICAL CHARACTERISTICS
Height 6'5" +2d12"
Weight 200 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Ankus
Language Cragii
CRAGMOLOID TRAITS
As a cragmoloid, you have the following special traits.
Ability Score Increase. Your Constitution score
BIOLOGY AND APPEARANCE increases by 2, and your Strength score increases by 1.
Cragmoloids are a rare species of intimidating Age. Cragmoloids reach adulthood in their late teens
pachydermoids with massive builds, big, flat ears, and and live for more than a century, typically around 120
manipulative trunks. While some cragmoloids have years or more.
only one trunk, others have two smaller, secondary Alignment. Cragmoloids' straightforward nature
trunks surrounding the main one. Cragmoloids also causes them to tend towards lawful alignments,
have natural tusks under the trunk. These can be used though there are exceptions.
in combat to impale an opponent or during a wrath- Size. Cragmoloids tend to tower over other species,
driven charge. Some cragmoloids have two big tusks, reaching heights over 8 feet and weighing 400 pounds.
while others have four smaller ones. These tusks are Regardless of your position in that range, your size is
extremely valuable to hunters. When crying, each of Medium.
their eyes shed half a liter of water as a tear. Speed. Your base walking speed is 30 feet.
Aggressive. As a bonus action, you can move up to
SOCIETY AND CULTURE your speed toward an enemy of your choice that you
Cragmoloids are proud and value a promise as a bond. can see or hear. You must end this move closer to the
They consider that losing one's tusks is a severe enemy than you started.
humiliation. They also prefer to face setbacks with Hide. You have a thick hide. When you aren’t
direct answers instead of what they consider to be wearing armor, your AC is 13 + your Dexterity modifier.
dishonorable tricks—something that does not stop Menacing. You are proficient in the Intimidation skill.
them from pursuing careers in organized crime. Powerful Build. Your carrying capacity and the
Duplicity and deception commonly exasperates weight you can push, drag, or lift doubles. If it would
cragmoloids, who are prone to violent attacks of rage already double, it instead triples.
when angered. Notwithstanding their physical Powerful Charge. If you move at least 10 feet in a
prowess, cragmoloids believe that unjustified violence straight line before hitting with a melee weapon attack,
is barbaric and to be avoided. Their civilization is you can attempt to trip the target prone as part of the
organized into clans. Cragmoloids are so close to their same attack. Once you use this trait, you can't use it
families that they suffer severe depressions if again until you finish a short or long rest.
separated from their homes or their friends. A Trunk. You have supreme control over your trunk
cragmoloid always prefers chatting about kinship to and can use it to manipulate objects as well as your
talking about any other subject, and they commonly hands.
praise their direct relatives. Aliens speaking with a Tusks. Your sharp tusks are natural weapons, which
cragmoloid sometimes resort to asking about their you can use to make unarmed strikes. If you hit with
families to obtain the cragmoloid's trust—although them, you deal kinetic damage equal to 1d6 + your
only after enduring many minutes of speeches. Strength modifier.
NAMES
Cragmoloids use guttural names, without surnames.
Male Names. Akoom, Darak, Nauga, Urun
PHYSICAL CHARACTERISTICS
Height 2'10" +2d4"
Weight 50 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Cyclorr 4
Language Cyclorrik
PHYSICAL CHARACTERISTICS
Height 5'1" +2d10"
DANTARI TRAITS
Weight 110 lb. x(2d4) lb.
As a dantari, you have the following special traits.
Ability Score Increase. Your Strength score
SOCIOCULTURAL CHARACTERISTICS increases by 2, and your Wisdom score increases by 1.
Homeworld Dantooine
Age. Dantari reach adulthood at 12 and typically live
live up to 70.
Language Dantarian Alignment. Dantari's overwhelming will to survive
cause them to tend toward neutral balanced, though
there are exceptions.
Size. Dantari typically stand 5 and a half to 6 and a
half feet tall and generally weigh less than 200 lbs.
BIOLOGY AND APPEARANCE Regardless of your position in that range, your size is
The dantari are Dantooine's native intelligent lifeform. Medium.
A near-human species, they look very much like Speed. Your base walking speed is 30 feet.
baseline humans, except that they are much more Crude Weapon Specialists. Dantari are used to
muscular and well-built. All dantari sport large, flat making do with less. You can spend 1 hour, which you
faces, dark hair, and tan, leathery skin. can do over the course of a short rest, crafting a
weapon out of loose materials. You can craft any
SOCIETY AND CULTURE simple kinetic weapon, but the weapon’s damage
As a whole, the dantari are a stone level, suffers a -1 penalty.
technologically ignorant civilization. Even during Defiant. Dantari are known to be stubborn and often
multiple Galactic Civil Wars, they still were completely refuse to give up, even against the worst odds. When
unaware that starships traveled in space over you or a creature you can see that can see and
Dantooine. They have not developed agriculture as a understand you makes an ability check, attack roll, or
means of subsistence, nor have they discovered the saving throw, you can roll a d4 and add it to their roll
secret of metallurgy. The dantari spend their lives (no action required). You can use this before or after
wandering across the plains searching for food, using the roll, but before the GM determines the roll’s
simple weapons such as stone axes and spears to hunt outcome. Once you’ve used this feature, you must
animals. Usually, they will establish a temporary village complete a short or long rest before you can use it
at the end of each day and subsequently fold up their again.
tents every morning before continuing their endless Forced March. Dantari are able to maintain a fast
journey. Those villages are made of simple, animal-skin pace longer than other species. Dantari have
shelters, with multiple campfires in front of them. advantage on Constitution saving throws made to
Although they do not have a king or a chief, one avoid Exhaustion due to prolongued travel, as
particular individual is regarded as an authority of described in Chapter 8.
special importance by their peers: the garoo. A highly Natural Survivalist. You have proficiency in the
respected member of the tribe, the garoo is a cross Nature and Survival skills, and with the bioanalysis kit.
between a priest and a sorcerer. He is thought to be Powerful Build. Your carrying capacity and the
capable of commanding the animal spirits, and the weight you can push, drag, or lift doubles. If it would
dantari say that a garoo never lies. The dantari have an already double, it instead triples.
extensive knowledge of the medicinal properties of the Tanned. You have tough, leathery skin. While you
local flora and fauna. They also participate in an are unarmored or wearing light armor, your AC is 12 +
elaborate form of gift exchange as a way of your Dexterity modifier.
establishing ties between individuals and tribes. Tech-Impaired. While dantari can figure out basic
technology, they experience difficulty using more
NAMES complex equipment like wristpads. You can not use
Dantari use primitive single-syllable names, typically tech powers or take levels in techcasting classes.
named after words for nature in Dantarian.
Male Names. Dayan, Jendar, Norr, Tuber
PHYSICAL CHARACTERISTICS
Height 2'10" +2d10"
Weight 50 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Ord Radama
Language Devlikk
DEVLIKK TRAITS
As a devlikk, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Wisdom score
Devlikks are a shorter avian species with unique increases by 2, and your Dexterity score increases by 1.
proportions, including a small tail, a long neck, and Age. Devlikks have incredibly short lifespans,
stubby legs. Their bodies are accented with prominent reaching adulthood at 2 and living up to 10 years on
lime-colored feathers, and their faces feature red eyes average.
and a long beak. Their digits end in a dark claw for Alignment. Devlikks are a calm and amicable people,
traction, as they often run on all fours to make up for causing them to tend toward the light side, though
their short legs. Their most unique ability is a sensitivity there are exceptions.
to magnetic fields, which they use for navigation, as Size. Devlikks typically stand 3 to 5 feet tall and
they always know which way is north. They have a very generally weigh about 55 lbs. Regardless of your
short lifespan, maturing to adulthood in two years and position in that range, your size is Small.
typically dying before the age of ten. Speed. Your base walking speed is 25 feet.
Claws. Your sharp talons are natural weapons, which
SOCIETY AND CULTURE you can use to make unarmed strikes. If you hit with
Although they are capable of using technology and them, you deal 1d4 kinetic damage. You can use your
living in advanced societies, devlikks have a strong choice of your Strength or Dexterity modifier for the
preference for nature and seek to preserve the attack and damage rolls. You must use the same
wetlands and bogs that they live in. The devlikk modifier for both rolls.
homeworld of Ord Radama, once a swampy one, has Expert Navigators. You are considered to have
been overtaken by human immigrants, who make up expertise in Wisdom (Survival) checks made to
the majority of the population and hold most of the navigate.
wealth and power. It sits at a major hyperlane Magnetic Awareness. Devlikks are able to sense
crossroad and plays a major role in galactic trade, magnetic fields around them, assisting them with
particularly in exporting its mineral deposits and wines. navigation and coordination. You always know which
While the biggest cities, like Livien Major and New way is north. Additionally, you have blindsight out to 30
Raido, are very advanced, most devlikks live in slums feet. If another trait would grant you blindsight, the
such as the Barrows. Their original architecture, mostly range is increased by half as many feet.
buried underground, is a maze-like network of small Naturalist. You have proficiency in the Nature skill.
tunnels. While offworlders find the configuration off- Swamp Dweller. Growing up around the old
putting, devlikks have little trouble navigating the swamps of Ord Radama has left an impact. You don’t
passageways due to their innate magnetic sense and treat swamp terrain as difficult terrain.
small size. 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
Devlikk use short, simple, pleasant sounding names, with the two-handed property unless it also has the
with no distinction between male and female naming. light property, and if a martial weapon has the versatile
First Names. Dul, Nellida, Saiba, Ven property, you can only wield it in two hands.
PHYSICAL CHARACTERISTICS
Height 6'3" +2d12"
Weight 200 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Dowut
Language Dowuta
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Dybrin 12
Language Dybrin
DYBRINTHE TRAITS
As a dybrinthe, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Intelligence score
Dybrinthe are a bipedal humanoid species with bright increases by 2, and your Constitution score increases
skin, wide eyes, and a gill-like respiratory system. Due by 1.
to their moon's poisonous and highly pressurized Age. Dybrinthe reach adulthood in their early teens
atmosphere, dybrinthe out of Dybrin 12 are required and live less than a century.
to wear large breathing apparatus that supply them Alignment. Dybrinthe's focused nature and strong
with processed atmosphere via hoses. They also have work ethic causes them to tend towards lawful
to wear suits that simulate the higher pressure and alignments, though there are exceptions.
temperature that they are use to. Due to spending Size. Dynrbinthe typically stand 5 to 6 feet tall and
extended periods underground, they developed generally weigh about 160 lbs. Regardless of your
exceptional night vision, which is noticeably stronger position in that range, your size is Medium.
on worlds with clearer atmospheres. Speed. Your base walking speed is 30 feet.
Darkvision. You’ve lived most of your life traveling
SOCIETY AND CULTURE throughout underground tunnels. You can see in dim
The species live in clans, with each clan controlling its light within 120 feet of you as if it were bright light, and
own territory. Fuel, bubbling up from Dybrin 12's vast in darkness as if it were dim light. You can’t discern
underground oceans, is collected by mobile refinery- color in darkness, only shades of gray.
cities, which will then process the fuel. It is Dybrinthe Resistance. Dybrinthe are adapted to the
commonplace for dybrinthe clans to raid and sabotage blisteringly poisonous atmosphere of Dybrin 12. You
other clans, though this became less prevalent. have advantage on saving throws against poison and
However, rival clans will still tunnel underground and disease, and you have resistance against poison
attempt to divert fuel to their own clans. Within clans, damage (explained in Chapter 9). Additionally, your
dybrinthe society is ordered into castes, such as body is naturally adapted to hot climates, as described
engineering and diplomacy castes. Few dybrinthe leave in chapter 5 of the Dungeon Master’s Guide.
their homeworld, though most of those who do are Foreign Biology. Dybrinthe struggle in atmospheres
scientists drawn from the engineering castes, as other than those of their homeworld. You wear a filter
technological professions are the highest in demand mask and pressure suit, and if your mask or suit is
on nearby worlds. Because of this, dybrinthe of other removed while you are in such an environment, you
castes tend to learn mechanical or computer skills lose consciousness.
when traveling off world to make themselves more Fuel Technician. You have proficiency in the
appealing to potential employers. Technology skill. Additionally, whenever you make an
Intelligence (Technology) check related to fuel or fuel
NAMES technologies, you are considered to have expertise in
Dybrinthe parents assign their children personal the Technology skill.
names based unique on clan algorithms, additionally Specialist. You have proficiency in one specialist's kit
using clan-based surnames. of your choice.
First Names. Domaust, Chayad, Roctack, Trothcor
PHYSICAL CHARACTERISTICS
Height 5'3" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Dressel
Language Dressellese
DRESSELLIAN TRAITS
As a dressellian, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Constitution score
Dressellians are a tall, thin, mammalian humanoid increases by 2, and your Intelligence score increases by
species with elongated, hairless skulls, wrinkled skin, 1.
and teal blood. Their wrinkled skin has earned them Age. Dressellians reach adulthood in their late teens
the callous nickname "Prune Face," to which all and live less than a century.
dressellians take offense. Alignment. Dressellians' uncooperative nature and
passion for freedom causes them to tend towards
SOCIETY AND CULTURE chaotic alignments, though there are exceptions.
Dressellians are fiercely independent loners by nature. Size. Dressellians typically stand 5 and a half to 6
Originally dresselians were simple hunters, but by two feet tall and generally weigh about 150 lbs. Regardless
centuries later, they'd evolved into a burgeoning of your position in that range, your size is Medium.
industrial-level society with a loose coalition Speed. Your base walking speed is 30 feet.
government, often in contact with the bothans, who Defiant. Dressellians are known to be stubborn and
decided to leave the natives low-tech alone. Dressel's often refuse to give up, even against the worst odds.
isolation ended after the Galactic Empire took control When you or a creature you can see that can see and
of the system, the Imperials descending on the planet, understand you makes an ability check, attack roll, or
moving to set up bases and exploit Dressel's natural saving throw, you can roll a d4 and add it to their roll
resources. The dressellians, despite having only a loose (no action required). You can use this before or after
political organization and barely industrial-level the roll, but before the GM determines the roll’s
technology, formed a resistance movement. At first, outcome. Once you’ve used this feature, you must
their resistance had limited effect, but over time, complete a short or long rest before you can use it
dressellians became masters of guerrilla warfare, again.
making the continued occupation of Dressel very costly Guerilla. You have proficiency in the Stealth and
for the Empire. Later, the bothans supplied the Survival skills.
resistance with weapons, and mercenaries to train the Primitive Weaponry. Dressellians are highly skilled
dressellians. In the end, the Imperials decided the with crude weaponry. You have proficiency with the
occupation was not worth the cost, and abandoned slugthrower and slugpistol.
Dressel. The Imperials made a lasting impression, Surprise Attack. If you surprise a creature and hit it
dressellians generally wary of "outlanders", besides the with an attack on your first turn in combat, the attack
bothans, who they hold in high regard given their deals an extra 2d6 damage to it. You can use this trait
shared history of peace. Although self-serving and only once per combat.
quick to anger, dressellians are loyal to others who
have aided them, asking for nothing in return.
NAMES
Dressellian names are very simple by galactic
standards, and do not surnames.
Male Names. Barriet, Cellith, Samak, Ulrachel
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Forest Moon of Endor DULOK TRAITS
Language Ewokese As a dulok, you have the following special traits.
Ability Score Increase. Your Strength or Dexterity
score increases by 2, and your Wisdom score increases
by 1.
Age. Duloks reach adulthood in their late teens and
BIOLOGY AND APPEARANCE live for around a century or more, some up to 150
Duloks are a sentient species native to the swamps of years, despite their unkempt nature.
the Forest Moon of Endor. They are gangly with sharp Alignment. Duloks' raider culture causes them to
claws and thin, expressive, tufted tails. They are tend towards chaotic dark side, though there are
excellent climbers. Members of the species are exceptions.
covered in dull-looking fur. Most of a dulok's fur is Size. Duloks typically stand 4 to 5 feet tall and
relatively uniform in length except for a longer shock generally weigh about 120 lbs. Regardless of your
atop the head. The features of a dulok's broad face are position in that range, your size is Medium.
screwed up into a constant scowl. A full set of teeth Speed. Your base walking speed is 30 feet.
filled the mouth, and the two sharp canines jut from Aggressive. As a bonus action, you can move up to
their lower jaw. Dulok eyes are sensitive to bright light, your speed toward an enemy of your choice that you
but in low-light conditions, their pupils narrow to can see or hear. You must end this move closer to the
vertical slits. While they groom themselves using the enemy than you started.
materials available to them, such as stolen ewok soap, Crude Weapon Specialists. Duloks are used to
euloks have a hard time keeping clean. As a result, making do with less. You can spend 1 hour, which you
their fur often becomes mangy, unkempt, foul can do over the course of a short rest, crafting a
smelling, and infested with parasitic insects. weapon out of loose materials. You can craft any
simple kinetic weapon, but the weapon’s damage
SOCIETY AND CULTURE suffers a -1 penalty.
Although ewoks and duloks speak mutually intelligible Darkvision. You have a keen eyesight, especially in
dialects and acknowledge a common heritage, their the dark. You can see in dim light within 120 feet of you
interactions are seldom cordial. The duloks hate and as if it were bright light, and in darkness as if it were
envy the ewoks for enjoying what the duloks see as the dim light. You can't discern color in darkness, only
better lifestyle in the bountiful forests. Most eke out a shades of gray.
living in marshlands, based in villages of caves, logs, Stealthy Hunter. You have proficiency in the Survival
and stumps. While they rarely show the pluck and flair and Stealth skills.
so often attributed to their forest cousins, duloks excel Sunlight Sensitivity. You have disadvantage on
at fighting, raiding, and stealing. The dearth of attack rolls and on Wisdom (Perception) checks that
resources in their swamp habitat give them little rely on sight when you, the target of your attack, or
choice, and a preference for idleness and their might- whatever you are trying to perceive is in direct sunlight.
makes-right culture both add to the appeal of such Swamp Dweller. Growing up in the swamps of the
behavior. Some dulok bands range several days from Forest Moon of Endor has left an impact. You don’t
their home, basing themselves in camps while away. treat swamp terrain as difficult terrain.
Treeclimber. You have a climbing speed of 30 feet.
NAMES You have advantage on Strength saving throws and
Duloks typically have short, guttural, one-word names Strength (Athletics) checks that involve climbing.
without surnames, tribal or otherwise.
Male Names. Bumphuk, Durgat, Krugbu, Trugeegh
ELOM TRAITS
PHYSICAL CHARACTERISTICS As an elom, you have the following special traits.
Height 4'8" +2d10" Ability Score Increase. Your Constitution score
Weight 110 lb. x(2d4) lb. increases by 2, and your Wisdom score increases by 1.
Age. Eloms reach adulthood in their late teens and
live less than a century.
SOCIOCULTURAL CHARACTERISTICS Alignment. Eloms' kind and pacifistic nature causes
Homeworld Elom them to tend toward the light side, though there are
exceptions.
Language Elom
Size. Eloms typically stand 4 to 6 feet tall and
generally weigh less than 200 lbs. Regardless of your
position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Your vision can easily cut through
BIOLOGY AND APPEARANCE darkness. You can see in dim light within 120 feet of
Eloms are short, stocky mammalian bipeds with tough you as if it were bright light, and in darkness as if it
skin under a thick, oily pelt of dark and stringy fur. They were dim light. You can’t discern color in darkness, only
have several layers of fat, evolved to capture moisture, shades of gray.
making them equipped for life in the harsh, desert Desert Hide. You have a thick hide. When you aren’t
environment of their home. Eloms' hands and feet wearing armor, your AC is 12 + your Dexterity modifier.
each have hard, hooked claws, perfect for digging, and Additionally, your thick hide is naturally adapted to hot
prehensile toes on each foot, which can be used as grip climates, as described in chapter 5 of the Dungeon
tools. Their hands and feet are also covered with thick Master’s Guide. Lastly, you are able to go a number of
calluses resulting from the rigorous lives they live. days without water equal to 3 + twice your Constitution
Because of their subterranean existence, eloms have modifier before suffering exhaustion.
exceptional night vision. However, their small eyes are Flexible Cheeks. Elom have flexible cheeks in which
easily overpowered by bright light. They also have two they can store small goods. You can store up to two
hard, sharp tusks protruding from their mouths, with items that weigh a combined total of no more than 2
thick, pouchy jowls in which they are able to store food. lb. in your cheeks, and you have advantage on
Eloms evolved in a dry environment, and their Dexterity (Sleight of Hand) checks made to conceal
biological systems are adapted for desert survival. them.
Eloms have the ability to move quickly, even when Nimble Agility. Your reflexes and agility allow you to
laden down with a heavy load. Some eloms also have move with a burst of speed. When you move on your
long, white tails which almost reached their feet. turn in combat, you can double your speed until the
end of the tum. Once you use this trait, you can’t use it
SOCIETY AND CULTURE again until you move 0 feet on one of your turns.
Eloms are an extremely peaceful and unsophisticated Powerful Build. Your carrying capacity and the
species who live deep beneath the surface of their weight you can push, drag, or lift doubles. If it would
homeworld. Strict herbivores, the eloms are content to already double, it instead triples.
live in their underground homes, raising their young. Prehensile Feet. You have supreme control over
Although they are highly intelligent and ambitious, your feet and can use them to manipulate objects as
eloms often underestimate the capacity for well as your hands.
wrongdoing exhibited by other species and therefore Sunlight Sensitivity. You have disadvantage on
are often able to be manipulated by others to do their attack rolls and on Wisdom (Perception) checks that
bidding. Eloms are generally easygoing, kind, forgiving rely on sight when you, the target of your attack, or
and eager to learn. whatever you are trying to perceive is in direct sunlight.
Tooth and Nail. Your claws and tusks are natural
NAMES weapons, which you can use to make unarmed strikes.
Elom names come from instinctual feelings, being If you hit with them, you deal kinetic damage equal to
sharp and to the point, with surnames being familiar. 1d4 + your Strength modifier.
First Names. Arik, Greth, Nulus, San, Tef
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Elom
Language Elomin
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Panatha
Language Epicant
EPICANTHIX TRAITS
As an epicanthix, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Dexterity or Wisdom
Physically, epicanthix are generally human in score increases by 2, and one other ability score of
appearance, possessing faces that are somewhat your choice increases by 1.
longer than usual, with narrow eyes, dark hair, and Age. Epicanthix reach adulthood in their late teens
lithe builds with powerful musculature that tends to be and live less than a century.
willowy and graceful due to a cultural focus on physical Alignment. Epicanthix are focused and dedicated,
training and combat readiness. Most epicanthix causing them to tend toward lawful alignments, usually
possess a natural unconscious talent to shield their lawful balanced, though there are exceptions.
minds from Force-assisted mental tricks, influence, Size. Epicanthix typically stand 5 to 6 feet tall and
domination, and mind reading, with the talent being generally weigh about 160 lbs. Regardless of your
widespread enough that many groups sought out the position in that range, your size is Medium.
epicanthix for use as spies. Speed. Your base walking speed is 30 feet.
Artistic Culture. You have proficiency in artist's
SOCIETY AND CULTURE implements or one musical instrument of your choice.
A race of warriors known for their their combination of Additionally, you are considered to have expertise in
militaristic mindsets and high regard for art and Intelligence (Lore) checks made to learn or recall
culture, the epicanthix train and hone their bodies in something about a culture’s art.
preparation for war - with great value being placed on Closed Mind. Epicanthix brains have an unusual
an individual's combat readiness - while composition which made them resistant to influence
simultaneously broadening their minds by studying art, from the Force. You have advantage on Wisdom and
music, and literature. Practical yet praising aesthetic, Charisma saving throws against force powers.
the Epicanthix worked this duality into much of their Elegant Influence. You have proficiency in Lore, and
way of life; their starships were beautiful yet lethal, one of the following skills: Acrobatics, Technology, or
their hair was tied in ceremonial styles that were not Insight.
only attractive but practical for combat, and while they Unarmed Combatant. Your unarmed strikes deal
trained their bodies for strength they simultaneously 1d4 kinetic damage. You can use your choice of your
toned them for beauty. Even when conquering an Strength or Dexterity modifier for the attack and
enemy, the Epicanthix would absorb their conquered damage rolls. You must use the same modifier for both
subject's culture, regarding a subjugated people's art rolls.
and culture as equally important as their material Warrior's Discipline. Epicanthix are trained as
wealth. warriors from a young age, making them skilled in
various weapons. You have proficiency in two
NAMES vibroweapons or blasters of your choice.
Epicanthix names are short and exotic, with surnames
being familiar.
Male Names. Taw, Vu, Yix, Zun
Female Names. Qiy, Rev, Xa, Yav
FEEORIN
VISUAL CHARACTERISTICS
Blue, green, or yellow, rarely black or
Skin Color
white
Hair Color None
Eye Color Yellow
Head and face tendrils, volatile
Distinctions
temperament
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 90 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Odryn
Language Feeorin
FIRRERREO
VISUAL CHARACTERISTICS
Skin Color Gold, silver when angry or scarred
Hair Color Black, blond, brown, or gray
Eye Color Blue, brown, gray, green, or hazel
Near-humans, two-tone hair, nictitating
Distinctions
eyelids, gold-colored skin
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 90 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Firrerre
Language Firrerreo
PHYSICAL CHARACTERISTICS
Height 3'1" +2d12"
Weight 55 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
Language Fosh
FOSH TRAITS
BIOLOGY AND APPEARANCE As a fosh, you have the following special traits.
Ability Score Increase. Your Charisma score
Fosh are avians with delicate arms and talon-like hands
increases by 2, and your Dexterity score increases by 1.
that evolved over tens of thousands of years from
Age. Fosh reach adulthood in their late teens and
wings. Due to their frail bodies, fosh tend to shy away
live less than a century.
from conflict. Their necks in particular are vulnerable,
Alignment. Fosh's self-serving and deceptive nature
and are reflexively guarded during combat. They are,
causes them to tend toward the dark side, though
however, agile creatures with a digitigrade stance and
there are exceptions.
flay-toed feet useful for jumping. Their feathers shift
color depending on the fosh's mood: green indicates Size. Fosh stand about 4 feet tall and generally weigh
inquisitiveness, thoughtfulness or amusement; orange about 60 lbs. Regardless of your position in that range,
is a sign of happiness; and gray is anger, disgust, your size is Small.
irritation or seriousness. One of the most intriguing Speed. Your base walking speed is 25 feet.
aspects of the species is the chemical makeup of its Avian Agility. Your reflexes and agility allow you to
tears. Fosh have lacrimal glands that enable them to move with a burst of speed. When you move on your
alter their tears to produce a variety of pheromonal turn in combat, you can double your speed until the
substances that affect mates during mating season and end of the tum. Once you use this trait, you can’t use it
can manipulate others. again until you move 0 feet on one of your turns.
Deceitful. You have proficiency in the Deception and
SOCIETY AND CULTURE Insight skills.
Potent Tears. You can use your pheromones to
Fosh are very private, preferring to remain unnoticed
by the larger galaxy. However, they are adept at influence individuals of both sexes. Whenever you roll
political intrigue, and culturally, they are a manipulative a 1 on a Charisma (Persuasion) check, you can reroll
the die and must use the new roll. Additionally, once
species similar to the bothans, but much more
per short or long rest, you can treat a d20 roll of 9 or
devious. Many fosh are bigots, looking upon other
lower on a Charisma check as a 10. This feature has no
races as inferior, sometimes even as toys for their own
effect on droids or constructs.
amusement. They will create plots within plots to
achieve either highly complex or at times very simple Strong-Legged. When you make a long jump, you
goals. They speak indirectly to others, rarely revealing can cover a number of feet up to twice your Strength
their true desires, and are fond of riddles and score. When you make a high jump, you can leap a
analogies designed to confuse and confound. Because number of feet up into the air equal to 3 + twice your
of this, the fosh are a highly self-serving, self-interested Strength modifier.
species that are only generous when their actions hide Undersized. Your small stature makes it hard for
an ulterior motive. 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
light property, and if a martial weapon has the versatile
Fosh names are often dark and twisted sounding,
property, you can only wield it in two hands.
either not using surnames, or not revealing them.
Male Names. Krosh, Sorzen, Thaldred, Valkor
FROZIAN
VISUAL CHARACTERISTICS
Skin Color White or tan
Hair Color Light to dark brown or tan
Eye Color Brown
Distinctions Extra joint in each limb, fur, whiskers
PHYSICAL CHARACTERISTICS
Height 6'4" +2d12"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Froz
Language Frozian
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Nar Shaddaa (possibly)
Language Gank
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 200 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Gigor
Language Gigoran
PHYSICAL CHARACTERISTICS
Height 5'2" +2d10"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Voss
Language Gormak
PHYSICAL CHARACTERISTICS
Height 3'8" +2d6"
GOSSAM TRAITS
Weight 50 lb. x(2d4) lb.
As a gossam, you have the following special traits.
Ability Score Increase. Your Charisma score
SOCIOCULTURAL CHARACTERISTICS increases by 2, and your Intelligence score increases by
Homeworld Castell 1.
Age. Gossam reach adulthood at 10 and live to be
Language Gossam around 70.
Alignment. Gossam's cunning and self-serving
nature causes them to tend toward the dark side,
though there are exceptions.
Size. Gossam typically stand 4 to 4 and a half feet tall
BIOLOGY AND APPEARANCE and generally weigh about 90 lbs. Regardless of your
Gossam are diminutive reptilian humanoids known for position in that range, your size is Small.
their shrewd and cunning nature. They have pebbly Speed. Your base walking speed is 25 feet.
green or blue skin, elongated necks, wide eyes and a Business Savvy. A common trait of all Gossams is
tapered head that sloped back on an incline. Gossam their shrewd business sense and their ability to haggle
balanced their thin bodies on two three-toed feet, and any deal. Whenever you make a Charisma (Persuasion)
had long, graceful three fingered hands. check involving haggling you are considered to have
expertise in the Persuasion skill.
SOCIETY AND CULTURE Darkvision. You have a keen eyesight, especially in
Gossam hold their appearances as extremely the dark. You can see in dim light within 60 feet of you
important, and dress in elaborate clothing in an as if it were bright light, and in darkness as if it were
attempt to impress other sentients. Females use oil- dim light. You can't discern color in darkness, only
based creams to mold their hair into a wave that shades of gray.
traditionally sweeps up from the back of their heads. Regal Presentation. Whenever you make Charisma
Wealthy gossam aristocrats and trade negotiators check related to impressing others with your
often wear elevated footwear to appear taller when appearance or clothing, you are considered proficient
dealing with other species, in addition to the exotic in the check. If you would already be proficient, you
robes and finery favored by most gossam. instead have expertise.
Most gossam are selfish, scheming beings skilled at Shady. You are proficient in disguise kits or forgery
the art of business. Most gossam traveling the galaxy kits (your choice).
are either legitimate merchants or shady smugglers. Sharp Wit. Whenever you make a Charisma ability
Though most gossam are intelligent and independently check, attack roll, or saving throw, you can choose to
minded, many spend much of their lives working for add 1d4 to the result. You can choose to do this after
the Commerce Guild, who offers them food, housing the check is rolled, but before the DM determines if
and a decent income for a ten year exclusive contract. you've passed or failed the check. You cannot do so
Gossam goods are generally cheap to manufacture, again until you complete a short or long rest.
and overpriced. Always looking for an angle they can Shrewd. You have proficiency in Insight and your
play to come out on top, gossam are considered choice of Deception or Persuasion.
untrustworthy by other beings. A gossam's word Undersized. Your small stature makes it hard for
means precious little in most other species' opinions. 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
Gossam names are rarely more than 4 letters, strictly light property, and if a martial weapon has the versatile
named before hatching, with familial surnames being property, you can only wield it in two hands.
separated by an apostrophe or space.
Male Names. Fen, Man, Sate, Xim
Female Names. Lei, Net, Pess, Siri
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Hasskyn
Language Hassky
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld H'nemthe
Language H'nemthe
PHYSICAL CHARACTERISTICS
Height 6'0" +2d12"
Weight 190 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Lijuter
Language Houkese
NAMES
Houk names are gruff and primitive in nature.
First Names. Agamor, Krelba, Morg, Roath
PHYSICAL CHARACTERISTICS
Height 4'3" +2d4"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Iakar
Language Iakari
IAKARU TRAITS
BIOLOGY AND APPEARANCE As an iakaru, you have the following special traits.
Despite their stocky builds, iakaru are a surprisingly Ability Score Increase. Your Dexterity score
dexterous species, able to rapidly scale trees and swing increases by 2, and your Strength score increases by 1.
from branch to branch in the tree canopies of Iakar. Age. Iakaru reach adulthood in their early teens and
Having evolved in a jungle canopy, iakaru have live less than a century.
exceptional spatial awareness, aided by sensitive brow Alignment. Iakaru's survival mindset causes them to
tufts. Swinging through the dense trees requires keen tend towards neutral alignments, though there are
eyesight, accurate depth perception, and quick exceptions.
reflexes, all traits the iakaru possess. All of these Size. Iakaru typically stand 4 to 5 feet tall and
adaptations, coupled with their remarkable toughness, generally weigh more than 150 lbs. Regardless of your
help the iakaru outrun the dangerous fauna that are position in that range, your size is Medium.
native to the jungles of Iakar. Speed. Your base walking speed is 30 feet.
Darkvision. You have a keen eyesight, especially in
SOCIETY AND CULTURE the dark. You can see in dim light within 60 feet of you
For most of recorded history, iakaru have been an as if it were bright light, and in darkness as if it were
uncommon sight in the galaxy, as they haven't dim light. You can't discern color in darkness, only
developed hyperdrive technology. Their homeworld shades of gray.
Iakar has been visited by interstellar trade for nearly Jungle Dweller. Growing up in the jungles of Iakar
centuries however. Pharmaceutical corporations draw has left an impact. You don’t treat jungle terrain as
valuable organic compounds from the lush rain forests difficult terrain.
girdling the planet. During the Clone Wars, companies Keen Sight. You have advantage on Wisdom
set up major research installations on Iakar, which (Perception) checks that involve sight.
drove the iakaru deeper into the jungle and strained Quick Reflexes. Whenever you make a Dexterity
the tentative trading relationships the natives had ability check, attack roll, or saving throw, you can
established with the offworlders. choose to add 1d4 to the result. You can choose to do
Iakaru live together in small, familial tribes deep in this after the check is rolled, but before the DM
the heart of the jungle. This was not their original determines if you've passed or failed the check. You
home, as they use to be able to roam the planet freely, cannot do so again until you complete a short or long
making homes on the edges of the jungles. However rest.
the constant misuse of their homeworld's resources by Treeclimber. You have a climbing speed of 30 feet.
offworlders, often assisted by hostile militaries, pushed You have advantage on Strength saving throws and
them deeper and deeper into the jungle. Strength (Athletics) checks that involve climbing.
Vine Swinger. You have proficiency in the Acrobatics
NAMES skill.
Iakaru typically have simple guttural names, without
using surnames. Ancient iakaru used to use tribal
surnames, but the practice has long since died out.
Male Names. Bazoo, Cinipar, Pistar, Raffel
PHYSICAL CHARACTERISTICS
Height 5'0" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Tibrin
Language Tibranese
PHYSICAL CHARACTERISTICS
Height 6'4" +2d10"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Kaller
Language Kall
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Kerkoidia
Language Kerkoidese
PHYSICAL CHARACTERISTICS
Height 4'5" +2d12"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Belnar
Language Khilese
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Kiffu, Kiffex
Language Kiffar
PHYSICAL CHARACTERISTICS
Height 2'11" +2d12"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Kirdo III
Language Kitonese
KITONAK TRAITS
As a kitonak, you have the following special traits.
Ability Score Increase. Your Constitution score
increases by 2, and your Wisdom score increases by 1.
BIOLOGY AND APPEARANCE Age. Kitonaks reach adulthood in their early teens
Kitonaks have tough skin which folds to seal vulnerable and live less than a century.
openings, a trait evolved to protect them from the Alignment. Kitonaks' easy going nature causes them
harsh environment of Kirdo III's deserts. They also have to tend toward the light side, though there are
some double organs, including two pairs of lungs, exceptions.
which can store oxygen, allowing them to hold their Size. Kitonaks typically stand 3 to 5 feet tall and
breath for up to four hours. Their ears, eyes, and generally weigh about 120 lbs. Regardless of your
mouth can be sealed, and are almost too small for the position in that range, your size is Small.
casual observer to see. Kitonaks move slowly, as they Speed. Your base walking speed is 20 feet.
walk by expanding and contracting their foot muscles, Hide. You have a thick hide. While you are
or slither slowly in a prone position. Their feet anchor unarmored or wearing light armor, your AC is 12 + your
them during windstorms, while they lean into the wind Dexterity modifier. Additionally, if you remain
with their aerodynamically shaped bodies and heads. motionless while prone, you are indistinguishable from
In worse storms, when rocks begin to fly, they burrow an arid desert plant.
into the dunes. Their bodies release a vanilla-like smell. Hold Breath. You can hold your breath for up to 4
hours at a time.
SOCIETY AND CULTURE Keen Smell. You have advantage on Wisdom
Kitonaks live in nomadic tribes of about one hundred (Perception) checks that involve smell.
kitonaks, following migrating chooba herds. Due to Metabolic Endurance. You are able to go a number
their nomadic lifestyle and the tendency for what of days without food or water equal to 3 + twice your
possessions they have to blow away in windstorms, Constitution modifier before suffering exhaustion.
kitonak technology is limited to crude, temporary tools Musician. You are proficient in one musical
and musical instruments. Their tribes are united in a instrument of your choice.
planet-wide participatory democracy, though slow Sure-Footed. You have advantage on ability checks
communications and their deliberate thought and saving throws against being knocked prone.
processes means that years would pass before Survivors of the Sands. You are proficient in
decisions are made (by which time, the problem would Survival. Additionally, you don’t treat desert terrain as
often have solved itself). The "Telling of the Story" is difficult terrain. Lastly, you are naturally adapted to hot
the highlight of a kitonak tribe's day. Each night, the climates, as described in chapter 5 of the Dungeon
members of the tribe will take turns at storytelling, Master’s Guide.
with each Kitonak adding his or her own details and Undersized. Your small stature makes it hard for
plot twists. A single story can take several nights to you to wield bigger weapons. You can’t use heavy
conclude. 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
Kitonak names are short with thick tones. They do not property, you can only wield it in two hands.
use surnames, and names are not gendered.
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Koboth
Language Kobothi
KOBOK TRAITS
As a kobok, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Strength, Dexterity, and
Intelligence scores increase by 1.
The koboks are a species of thin insectoids. Strong and Age. Koboks reach adulthood their late teens and
nimble despite a skeleton-like frame, a kobok is a live for about 75 years, though rarely some have lived
formidable opponent in combat due to spikes that longer.
project from each limb; the natural weapons deliver a Alignment. Koboks' violent and merciless nature
potent venom capable of knocking out human-sized causes them to tend toward chaotic dark side, though
targets for long periods. Not even koboks are immune there are exceptions.
to such effects. Each member of the species possess Size. Koboks typically stand 4 to 6 feet tall and
three eyes, two at the front of the head and one at the generally weigh about 130 lbs. Regardless of your
back, which provides a 360-degree field of vision. position in that range, your size is Medium.
Although yellow koboks are most common, the Speed. Your base walking speed is 30 feet.
coloration of a kobok's carapace depends on the Exoskeleton. You have a thick exoskeleton. While
region of their homeworld from which the individual you are unarmored or wearing light armor, your AC is
comes from. The carapace features several spikes and 12 + your Dexterity modifier.
protrusions, and it is rigid and fairly durable. This Panoramic Vision. Koboks have two eyes on the
covering affords the koboks resistance to the harmful front of their head and one on the back, giving them a
effects of exposure to radiation. Koboks are covered in 360-degree field of vision. Whenever you make a
a thin fuzz, and they are able to grow the hair on their Wisdom (Perception) check related to sight, you are
faces long, with some individuals even gathering their considered to have expertise in the Perception skill.
facial fuzz into a sort of ponytail beard. Additionally, if you are surprised, you may act normally
SOCIETY AND CULTURE on your first turn. Once you’ve used this trait, you can’t
use it again until you finish a short or long rest.
The koboks hail from the planet Koboth, where they Radiation Resistant. Kobok carapaces are naturally
are governed by the united body of the Koboth Union. able to resist radiation. You have resistance to necrotic
A history of violence and warfare, coupled with the damage.
harsh and unforgiving nature of their homeworld, Venomous Stingers. Your retractable stingers are
make the koboks a hardy and calculating species. This natural weapons, which you can use to make unarmed
temperament make them particularly suited for strikes. If you hit with them, you deal kinetic damage
military and mercenary work. Non-koboks in the galaxy equal to 1d6 + your Strength modifier. Additionally, as
at large see them as crafty killing machines, a a bonus action, you can perform a special stinger
perception only solidified by the koboks' proclivity for attack. On a hit, the target suffers the attack’s normal
violent professions. effects, and it must make a Constitution saving throw
NAMES (DC = 8 + your proficiency bonus + your Constitution
modifier). On a failed save, the target is stunned until
Koboks are born with a single name, but as they age the end of its next turn, and you can’t use this feature
they get additional names, based on accomplishments again until you complete a short or long rest.
in life. They can have up to four names.
PHYSICAL CHARACTERISTICS
Height 1'10" +2d4"
Weight 20 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Kowak
Language None KOWAKIAN MONKEY-LIZARD TRAITS
As a kowakian monkey-lizard, you have the following
special traits.
Ability Score Increase. Your Dexterity score
increases by 2, and your Charisma score increases by
BIOLOGY AND APPEARANCE 1.
Kowakian monkey-lizards are reptilian bipeds, with Age. Monkey-lizards reach adulthood in their early
thin, almost twig-like limbs, and a small, triangular teens and live for less than half a century.
head atop slender shoulders. They have two large, Alignment. Kowakian monkey-lizards are cruel and
highly sensitive, floppy ears, which curve backwards mischievous, causing them to tend toward chaotic
and narrow into a thin, hairy point, and often have balanced, though there are exceptions.
several small holes in them, though not always. Some Size. Monkey-lizards typically stand around 2 feet tall
monkey-lizards wear piercings in those ears. In place of and generally weigh about 20 lbs. Regardless of your
a nose, monkey-lizards have a wide, hooked, dark- position in that range, your size is Small.
colored beak, like that of a reptile, which can be Speed. Your base walking speed is 30 feet.
opened to reveal a large, toothless mouth. Type. Your creature type is beast.
Bite. Your sharp beak is a natural weapon, which you
SOCIETY AND CULTURE can use to make unarmed strikes. If you hit with it, you
Kowakians are greedy, nefarious beings that revel in deal kinetic damage equal to 1d4 + your Strength
others suffering. They often use their ceaseless, loud modifier.
laughter to scare off any potential attackers. They Cannibalize. If you spend at least 1 minute
travel in groups, making as much noise as possible in devouring the corpse of a beast or humanoid, you gain
an attempt to intimidate other creatures in the jungles. temporary hit points equal to your Constitution
After finding a corpse, monkey-lizards spend time modifier. Once you’ve used this feature, you must
fighting over the food instead of sharing it. Kowakians complete a short or long rest before you can use it
are known to be extremely cruel and mean-spirited to again.
both other monkey-lizards and to members of other Climb. You have a climbing speed of 30 feet.
species. They have a clear sense of mischief and Mimicry. You can mimic sounds you have heard,
humor, and are known to mock others, laugh at them, including voices. A creature that hears the sounds you
and even fling objects towards them simply because make can tell they are imitations with a successful
they find it amusing. They are able to perfectly mimic Wisdom (Insight) check opposed by your Charisma
almost any language, and according to certain studies, (Deception) check.
communicate in those languages if they wish. Monkey- Pack Tactics. You have advantage on an attack roll
lizards are also known to laugh at appropriate times against a creature if at least one of your allies is within
during conversations, and can often repeat back what 5 feet of the creature and the ally isn't incapacitated.
they hear fairly accurately. 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
Kowakians don't put much stock in names, being given with the two-handed property unless it also has the
entertaining nicknames by others typically. light property, and if a martial weapon has the versatile
First Names. Bibidi, Fikoot, Glutch, Kneve, Lecherous property, you can only wield it in two hands.
Middle Names. D., R., C., S., B.
PHYSICAL CHARACTERISTICS
Height 5'8" +2d8"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Krevas
Language Dromnyr
PHYSICAL CHARACTERISTICS
Height 4'3" +2d4"
Weight 100 lb. x(2d4) lb.
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Coachelle Prime
Language Lepese
LEPI TRAITS
As a lepi, you have the following special traits.
Ability Score Increase. Your Dexterity score
increases by 2, and your Charisma score increases by
BIOLOGY AND APPEARANCE 1.
The lepus carnivorus, more commonly known as the Age. Lepi reach adulthood at age 10 and typically live
lepi, are sentient bipedal lagomorphs with large feet, up to 60 or 75.
long sensitive ears, and lanky frames. The strong legs Alignment. Lepi's skittish and adventurous nature
of the lepi are capable of great speeds as well as causes them to tend toward chaotic alignments,
delivering powerful kicks, often used in fights to though there are exceptions.
bludgeon their opponents. Lepi also have tails, Size. Lepi typically stand 5 to 6 feet tall and generally
although these differ in length from stubby to quite weigh about 120 lbs. Regardless of your position in that
long. Lepi have large eyes—likely adapted for dark range, your size is Medium.
warrens—which gave them sharp vision. A number of Speed. Your base walking speed is 35 feet.
long whiskers grow from their short snouts. Long Darkvision. You have a keen eyesight, especially in
incisors, occasionally referred to as "buck teeth," jut the dark. You can see in dim light within 60 feet of you
from their jaws, useful in their omnivorous diets. Lepi as if it were bright light, and in darkness as if it were
have a very high metabolism such that they are dim light. You can't discern color in darkness, only
virtually always in motion, giving them an appearance shades of gray.
of flightiness. That skittishness is also influenced by Fleet-Footed. As a bonus action, you can move up to
their evolution from high-strung herbivores; their your speed away from an enemy of your choice that
"fight-or-flight" instinct very much favored flight. you can see or hear. You must end this move further
from the enemy than you started.
SOCIETY AND CULTURE Powerful Leap. If you jump at least 10 feet in a
Lepi society revolves around the vast warrens they straight line before hitting with a melee weapon attack,
build under the surface of their planets. Larger families you can attempt to shove the target prone as part of
live in their own smaller burrows. Lepi are fiercely loyal the same attack. Once you use this trait, you can’t use
and proud of their families. They are quick to anger it again until you finish a short or long rest.
and prone to violence, especially in reaction to insults Skittish. You can choose to reroll Initiative checks,
to their family or species. Their awkward appearance but you must use the new roll.
subjects them to mockery. However, as a whole, lepi Strong Kicks. Your legs are natural weapons, which
are typically a gregarious species, quick witted with a you can use to make unarmed strikes. If you hit with
strong sense of humor. The lepi are often curious and them, you deal kinetic damage equal to 1d4 + your
impulsive, leading many to seek out adventure far from Strength modifier.
their homeworlds, making it common among Lepi to Strong-Legged. When you make a long jump, you
find a determination to achieve great deeds. can cover a number of feet up to twice your Strength
score. When you make a high jump, you can leap a
NAMES number of feet up into the air equal to 3 + twice your
Lepi don't take much stake in names, giving themselves Strength modifier.
a second name sometimes instead of a surname.
Male Names. Gazz, Rensa, Tufrat, Veff
PHYSICAL CHARACTERISTICS
Height 4'6" +2d12"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Lutrillia
Language Lutrillian
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 60 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Li-Toran
Language Melitto
PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
Language Morseerian
MORSEERIAN TRAITS
As a morseerian, you have the following special traits.
Ability Score Increase. Your Dexterity score
increases by 2, and your Intelligence score increases by
BIOLOGY AND APPEARANCE 1.
Morseerians are distinguished by four arms and Age. Moorseerians reach adulthood in their late
methane-based respiration. These extra arms make teens and live less than a century.
them adept climbers and multi-taskers and aided them Alignment. While generally peaceful, morseerians
while grappling in combat or wielding multiple are secretive and withdrawn, tending them towards
weapons. Most of a morseerian's body is covered in neutral alignments, though there are exceptions.
semitransparent skin that shows the underlying Size. Morseerians typically stand 5 to 6 feet tall and
internal organs. The exception is the elongated head, generally weigh about 140 lbs. Regardless of your
which features large eyes, a small nose, and a thin, position in that range, your size is Medium.
triangle-shaped mouth. When on planets with an Speed. Your base walking speed is 30 feet.
oxygen-rich atmosphere, morseerians wear full Adept Climbers. You have a climbing speed of 30
environment suits and breath masks that provide the feet.
methane they need to survive. Such suits provide Flammable. The methane in your suit makes you
protection against airborne toxins, but made their especially vulnerable to fire. You have disadvantage on
wearers vulnerable to fire, which could ignite the saving throws against effects that would deal fire
methane supply. damage.
Foreign Biology. You cannot breathe oxygen. The
SOCIETY AND CULTURE morseerians have created a special environmental suit
Morseerians are introverted, laconic, and secretive. and breathing apparatus to negate the negative effects
They prefer to keep to themselves, talking to strangers of living in an oxygen rich environment, but if your
only to obtain information from them. This loner mask is removed while you are in such an
nature prompts morseerians to avoid confrontation, environment, you lose consciousness. Additionally,
although they are more than willing to defend while wearing your mask, you have advantage on
themselves if targeted by others. The morseerian saving throws against poison and disease, and you
obsession with secrecy is perhaps most pronounced have resistance against poison damage (explained in
with regard to the name and location of their Chapter 9).
homeworld. The planet is uncharted by any but the Four-Armed. Morseerians have four arms which
morseerians themselves, although rumor places it in they can use independently of one another. You can
the Outer Rim Territories. Morseerians will rather die only gain the benefit of items held by two of your arms
than give up the location of the world. As a result, little at any given time, and once per round you can switch
is known about their native culture and customs. which arms you are benefiting from (no action
required).
NAMES Keen Hearing. You have advantage on Wisdom
Morseerians use one or two syllable names with (Perception) checks that involve hearing.
surnames. Their reasoning for surnames is unknown. Mysterious. You have proficiency in Deception and
Male Names. Bargeth, Kantol, Nilek, Shalthan Stealth.
Female Names. Flyri, Iyell, Myor, Shiet
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Nagi
Language Nagaian
NAGAI TRAITS
BIOLOGY AND APPEARANCE As a nagai, you have the following special traits.
Nagai are tall and thin with angular features. Ability Score Increase. Your Charisma score
Considered attractive, yet gaunt and frail looking, they increases by 2, and your Dexterity score increases by 1.
Age. Nagai reach adulthood at 20 and live less than a
are aware of the effect their appearance has on others,
century.
and often allow others to see them as weak until the
time is right to reveal their true skills. Possessing Alignment. Nagai's passionate nature causes them
lightning fast reflexes, nagai are known for their speed to tend towards chaotic alignments, though there are
and agility in and out of combat. Nagai are noted as exceptions.
being especially charismatic; a quality that is by and Size. Nagai typically stand 5 to 6 feet tall and
large the product of their enhanced vocal range, generally weigh about 120 lbs. Regardless of your
allowing them to modulate and tailor their speech. position in that range, your size is Medium.
Described as incredibly soothing and hypnotic, a nagai Speed. Your base walking speed is 35 feet.
can use their voice to influence others, provided their Acrobatic. You have proficiency in the Acrobatics
voice can be heard, and their words understood. skill.
Blade Master. You are proficient with the vibroknife
SOCIETY AND CULTURE and your choice of the vibroblade, vibrorapier,
Nagai are well known for their individualistic vibrosword, or techblade.
expression, with clothing and hair styles varying wildly Charismatic. You have proficiency with Deception or
from individual to individual depending on personal Persuasion (your choice).
tastes and the image that a nagai wanted to convey. Fearless. You have advantage on saving throws
Intense, focused, and highly disciplined warriors, they against being frightened.
are known to kill without hesitation if it suited them, Hypnotic Voice. You can tailor your soothing voice
particularly if honor demanded it; and are known to to influence individuals of both sexes. Whenever you
fear nothing, aside from losing their own freedom. roll a 1 on a Charisma (Persuasion) check, you can
Honor is everything to a nagai; if a nagai's honor is reroll the die and must use the new roll. Additionally,
stripped away, whether forcefully or unknowingly, the once per short or long rest, you can treat a d20 roll of 9
nagai had to take his own life. If the nagai failed to do or lower on a Charisma check as a 10. This feature has
so, then it is the duty of others to fulfill that honor. As no effect on droids or constructs.
passionate in loving as they are in killing, a nagai's Quick Reflexes. Whenever you make a Dexterity
honor tells them that devotion to one's lover is the ability check, attack roll, or saving throw, you can
most important devotion one can ever offer; even if choose to add 1d4 to the result. You can choose to do
that devotion is unreturned. this after the check is rolled, but before the DM
determines if you've passed or failed the check. You
NAMES cannot do so again until you complete a short or long
rest.
Nagai names vary widly, using familiar surnames.
Male Names. Cor, Ghei, Luharkomon, Varn
Female Names. Harlulon, Kyn, Men, Tin
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 90 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Kintan
Language Nikto, Huttese
59
NIMBANEL
VISUAL CHARACTERISTICS
Skin Color Brown, pink, red, or white
Hair Color Brown, green, or white
Eye Color Black or purple
Distinctions Walrus-like heads, stringy beards
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Nimban
Language Nimbanese, Huttese
NIMBANEL TRAITS
BIOLOGY AND APPEARANCE As a nimbanel, you have the following special traits.
The nimbanels are humanoid, warm-blooded reptilians Ability Score Increase. Your Intelligence score
with pinniped-like heads and stringy beards who increases by 2, and your Charisma score increases by
evolved from grazing animals on the planet Nimban. 1.
Age. Nimbanels reach adulthood in their late teens
SOCIETY AND CULTURE and live less than a century.
Nimbanese evolution was driven by the need to Alignment. Nimbanels' cooperative and intelligent
develop problem-solving skills in order to get food nature causes them to tend toward the light side,
from the traveling plants of Nimban, such as the though there are exceptions.
puzzleflower and the boyy'lo. As their society Size. Nimbanels typically stand 5 to 6 feet tall and
developed, competitive puzzle-solving skills were used generally weigh about 140 lbs. Regardless of your
to settle clan rivalries instead of the open warfare used position in that range, your size is Medium.
by other primitive cultures. In competitions called Speed. Your base walking speed is 30 feet.
muhndees, a clan would present its rivals with a logic Bureaucratic. You have proficiency in the
puzzle or mathematical problem to be solved within a Persuasion skill.
year. This interest in competitive logic led the Darkvision. You have a keen eyesight, especially in
nimbanese to develop new ways to obfuscate and the dark. You can see in dim light within 60 feet of you
convolute meaning. Over the centuries, this led to the as if it were bright light, and in darkness as if it were
development of a highly complex bureaucracy. Rather dim light. You can't discern color in darkness, only
than stockpiling weapons, rival clans will stockpile shades of gray.
information and challenge one another with mountains Inquisitive. You have proficiency in the Investigation
of paperwork. The nimbanels, having been tested by skill.
their own complex bureaucracy, easily found niches in Mathematical Savant. Whenever you make an
the comparatively simple systems of the Republic. Intelligence (Technology) check involving mathematics,
They are best known as the only species to petition you are considered to have expertise in the Technology
the hutts and voluntarily enter their service. Since skill.
becoming associates of the hutts, nimbanels are found Problem Solver. Because of your upbringing, you
throughout the galaxy as bureaucrats and have excellent problem-solving skills. You can treat a
administrators for legitimate businesses, governments, d20 roll of 9 or lower on an Intelligence check or saving
and hutt criminal interests. throw as a 10. You can use this trait a number of times
equal to half your proficiency bonus (rounded up). You
NAMES regain all uses of this feature when you finish a long
Nimbanel names are often chosen because other rest.
families didn't choose them. Surnames are clan-based, Languages. You can speak, read, and write Galactic
but optional. Basic, Nimbanese, and Huttese. Nimbanese is spoken
Male Names. Entelev, Fekk, Fenep, Gharijh, Kal by rapidly vibrating the blubber on nimbanels' faces,
Female Names. Beshed, Inno, Ressef, Shinda, Umee making it difficult to speak by outsiders. Because of
Surnames. Akua, Olvarak, Shin-Torr, Teff, Yinnef this, people trying to communicate with nimbanels
usually learn Huttese instead.
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
NOSAURIAN TRAITS
Weight 80 lb. x(2d4) lb.
As a nosaurian, you have the following special traits.
Ability Score Increase. Your Strength, Constitution,
SOCIOCULTURAL CHARACTERISTICS and Wisdom scores increase by 1.
Homeworld New Plympto Age. Nosaurians reach adulthood in their late teens
and live for about a century.
Language Nosaurian
Alignment. Nosaurians' tribal nature causes them to
tend towards neutral alignments, though there are
exceptions.
Size. Nosaurians typically stand 4 to 5 feet tall and
generally weigh about 160 lbs. Regardless of your
BIOLOGY AND APPEARANCE position in that range, your size is Medium.
Nosaurians are sentient bipedal reptiles who stand Speed. Your base walking speed is 30 feet.
slightly shorter than the average human. Each digit on Adept Harvester. You have proficiency in the
their fingers and toes sport sharp claws. Their hides Survival skill. Additionally, you have advantage on
are tough and covered in scales. Nosaurians are Wisdom (Survival) checks to harvest from plants or
nimble acrobats with acute combat reflexes. One trait dead creatures.
that distinguishes nosaurians from other reptilians is a Blinding Flash. You can use your action to create a
crest of horns that grow atop their heads. Most display blinding flash of light from your mouth in a 10-foot
six bony spikes of varying lengths, although children cone. When you do so, each creature in the area of the
can have fewer, and some adults have many more, flash must make a Constitution saving throw (DC = 8 +
often growing on the back of the skull as well. These your proficiency bonus + your Constitution modifier).
horns are quite strong, nosaurians using their spikes as On a failed save, a creature is blinded until the end of
defensive impaling weapons. They see only in black its next turn. This ability has no effect on constructs.
and white, although they typically learn to distinguish You can use this feature a number of times equal to
the subtle differences of what other species perceived your proficiency bonus. You regain all expended uses
as color, at least much of the time. Nosaurians have when you complete a long rest.
the ability to light up the lining of their mouths at will. Claws and Spikes. Your body is covered in
The resulting flash is bright enough to briefly illuminate dangerous implements, whether its your horns, your
a room and even blind someone, but it cannot be teeth, or the claws on your hands and feet. These are
sustained for long. natural weapons, which you can use to make unarmed
strikes. If you hit with them, you deal 1d6 + your
SOCIETY AND CULTURE Strength modifier kinetic damage.
Nosaurians are divided into clans. Some of these live in Crafters. You have proficiency with with one
isolated villages, while others band together to create artisan’s implements of your choice.
city-states, the highest form of government on the Hide. You have a thick hide. When you aren’t
world. Nosaurians rely on outside traders for much of wearing armor, your AC is 12 + your Dexterity modifier.
their food, communications gear, high technology, and Jungle Dweller. Growing up in the jungles of New
weapons. In exchange, they offer simple products and Plympto has left an impact. You don’t treat jungle
their world's major export, the eggs of a native terrain as difficult terrain.
crustacean. A few nosaurians are clanless, thus Treeclimber. You have a climbing speed of 30 feet.
outcasts to society. You have advantage on Strength saving throws and
Strength (Athletics) checks that involve climbing.
NAMES
Nosaurians use short and guttural names with clan
surnames. Clanless ones create their own surnames.
Male Names. Gegan, Lorab, Onor, Zuff
Female Names. Cici, Ghul, Kleff, Xenk
PHYSICAL CHARACTERISTICS
Height 3'10" +2d6"
Weight 65 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
NUIWIT TRAITS
Homeworld Altor 14
As a nuiwit, you have the following special traits.
Language Nui Ability Score Increase. Your Dexterity score
increases by 2, and your Wisdom score increases by 1.
Age. Nuiwit reach adulthood in their early teens and
live less than a century.
Alignment. Nuiwit's pacifistic nature causes them to
BIOLOGY AND APPEARANCE tend toward the light side, though there are
Nuiwit, often misidentified as altorians, are a lizard-like exceptions.
sentient species from Altor 14. In contrast to Altor 14's Size. Nuiwit typically stand 4 to 5 feet tall and
other natives, the predatory avogwi, the nuiwit are generally weigh about 100 lbs. Regardless of your
strictly herbivorous. Nuiwit have evolved adaptations position in that range, your size is Small.
to escape predators like the avogwi, such as bulging Speed. Your base walking speed is 25 feet.
eyes which give them 360 degree vision, and a tail that Type. Your creature type is both beast and
can be detached if grasped by a predator. (A detached humanoid.
tail can be regrown after about four weeks.) Nuiwit are Darkvision. You have a keen eyesight, especially in
cold-blooded, limiting their activities to the morning the dark. You can see in dim light within 60 feet of you
and twilight hours when the temperature is moderate. as if it were bright light, and in darkness as if it were
Nuiwit are generally quadrupedal, but can raise dim light. You can’t discern color in darkness, only
themselves on two legs by supporting themselves with shades of gray.
their tail. Cold Sensitivity. You have disadvantage on
Constitution saving throws made to avoid exhaustion
SOCIETY AND CULTURE due to extreme cold.
The need to escape predators also drove the Hide. Your thick hide is naturally adapted to hot
development of nuiwit society, as the need to form climates, as described in chapter 5 of the Dungeon
close-knit communities to protect themselves from the Master’s Guide.
avogwi soon led to the development of agriculture and Nimble Escape. You can take the Disengage or Hide
civilization. Having fully functional hands on their action as a bonus action on each of its turns.
forelimbs, unlike the avogwi, the nuiwit had developed Panoramic Vision. Nuiwit have bulging eyes that
a fairly high level of technology when their homeworld give them a 360-degree field of vision. Whenever you
was discovered. With more extensive contacts in the make a Wisdom (Perception) check related to sight, you
outside galaxy post-discovery, and relatively advanced are considered to have expertise in the Perception skill.
technology, it would be simple for the nuiwit to Additionally, if you are surprised, you may act normally
conquer or even exterminate the avogwi. However, the on your first turn. Once you’ve used this trait, you can’t
nuiwit are strictly pacifistic, horrified by any kind of use it again until you finish a short or long rest.
violence. As a result, they are content to wait until the Rapid Regeneration. You can control and focus your
avogwi are driven away by the ever-expanding nuiwit healing. As a bonus action, you can choose to spend
settlements and farms. This pacifism shapes every part one of your Hit Dice to recover hit points.
of their society, including their politics. Nuiwit are led Undersized. Your small stature makes it hard for
by co-operating "Councils of Elders" who make you to wield bigger weapons. You can’t use heavy
decisions by consensus. 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
Nuiwit names are short and primitive, often with property, you can only wield it in two hands.
elongated sounds. They don't use surnames.
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Skustell
Language Ongreenen
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Shimia PACITHHIP TRAITS
Language Shimiese As a pacithhip, you have the following special traits.
Ability Score Increase. Your Strength score
increases by 2, and your Intelligence or Charisma score
increases by 1.
Age. Pacithhip reach adulthood in their late teens
BIOLOGY AND APPEARANCE and live less than a century.
Pacithhip are pachydermoids with stubby legs and a Alignment. Pacithhip's dictated lives cause them to
long tail, which gives them a low center of gravity and tend towards lawful alignments, though there are
makes them surefooted and stable. Nevertheless, exceptions.
these short limbs make them slower than most species Size. Pacithhip typically stand 4 to 5 feet tall
and prevents them from operating standard machinery naturally, reaching heights over 6 feet using their
and vehicles. Many pacithhip wear robotic stilts that mechanical stilts, and weigh less than 200 lbs.
raise their height and give them the proportions of an Regardless of your position in that range, your size is
average humanoid. Their skin is thick and tough, which Medium.
affords them some resistance to damage, and adjusts Speed. Your base walking speed is 25 feet.
easily to environmental extremes. A thick ridge of bone Caste Specialization. Your position in the pacithhip
at the back of the skull protects the pacithhip head. caste system as a scholar, warrior, or farmer gives you
Above this and high on the sides of the head are two unique talents. You have proficiency in one of the
large eyes that give the pacithhip a full 360-degree field following skills: Insight, Lore, or Athletics.
of vision. A long proboscis juts from the front of the Hide. You have a thick hide. When you aren’t
face and a pair of elaborate tusks grow from the base wearing armor, your AC is 13 + your Dexterity modifier.
of the skull ridge and stick out to either side of the Additionally, your thick hide is naturally adapted to hot
nose—although at least some pacithhips have no tusks and cold climates, as described in chapter 5 of the
at all. Dungeon Master’s Guide.
Panoramic Vision. Pacithhip have large eyes that
SOCIETY AND CULTURE give them a 360-degree field of vision. Whenever you
Pacithhip are divided into three castes: scholars act as make a Wisdom (Perception) check related to sight, you
legal experts, judges, administrators, and teachers; are considered to have expertise in the Perception skill.
warriors uphold the mandates of the scholars and Additionally, if you are surprised, you may act normally
provide pacithhip communities with defense; and while on your first turn. Once you’ve used this trait, you can’t
farmers originally were responsible for food use it again until you finish a short or long rest.
production and textile work, in later years they have Sure-Footed. You have advantage on ability checks
taken on manufacturing tasks on a greater scale. and saving throws against being knocked prone.
Membership in a particular caste is determined by the Trunk. You have supreme control over your trunk
shape of a pacithhip's tusks. This can be determined and can use it to manipulate objects as well as your
early in a pacithhip's life through genetic testing, but hands.
the tusks of a few pacithhip failed to differentiate, Tusks. Your elegant tusks are natural weapons,
making their place in society liminal. which you can use to make unarmed strikes. If you hit
with them, you deal kinetic damage equal to 1d4 +
NAMES your Strength modifier.
Pacithhip names are punctual and strong, using
agendered names and optional familiar surnames.
First Names. Aruka, Gepto, Ossom, Runkara
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 90 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Pantora
Language Pantoran
PANTORAN TRAITS
As a pantoran, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Charisma score
increases by 2, and your Intelligence or Wisdom score
Pantorans are a sentient species native to Pantora, a increases by 1.
moon orbiting the planet Orto Plutonia. At first glance, Age. Pantorans reach adulthood in their late teens
they only differ from the otherwise similar humans in and live less than a century.
their blue skin and yellow eyes. The pantorans share Alignment. Pantorans' interest in politics causes
many traits with other blue-skinned races, especially them to tend towards lawful alignments, though there
the wroonians, and, to a lesser extent, the chiss. The are exceptions.
pantorans also seem to have a greater resilience to low Size. Pantorans typically stand 5 to 6 feet tall and
temperatures than humans, since they only needed generally weigh about 150 lbs. Regardless of your
light wardrobe even under extreme cold weather position in that range, your size is Medium.
conditions. Speed. Your base walking speed is 30 feet.
SOCIETY AND CULTURE Cold Adaptation. Your body is naturally adapted to
cold climates, as described in chapter 5 of the Dungeon
Pantoran society developed on Pantora, a world Master’s Guide.
located in a region flush with slavers and spice Cultured. You have proficiency in the Lore skill.
merchants. Constant run-ins with these types led the Impose Order. As a bonus action, you can command
pantorans to become fiercely independent and proud. each ally within 15 feet of you to move up to half that
While the pantoran society is democratic, the feudal ally's speed as a reaction. This movement does not
traditions of marking their foreheads, and cheeks with provoke attacks of opportunity. Once you use this trait,
yellow markings to symbolize lineage persists into the you can’t use it again until you finish a short or long
common era. These traditions spurred a cultural rest.
interest in genealogy and history, and many pantorans Negotiators. You have advantage on Charisma
cherish relics from the past such as jewelry which (Persuasion) checks meant to negotiate terms or
connect them to their noble ancestors or helmets that agreements between parties.
belonged to great heroes of a bygone age. The old Organized. Your society values organization, and as
nation states of Pantora are unified under a such you are good at making good use of the space
democratic planetary government, the politics of which provided. Your carry capacity is doubled, and if you are
are considered an art form. Governed by the Pantoran in charge of packing a ship you can increase the carry
Assembly, the elected body is led by a Speaker, who capacity by 1/4 the base cargo capacity.
balance the power of the chief executive officer, known Political Guile. You are proficient in Persuasion or
as the Chairman. Deception (your choice).
NAMES
Pantoran use sophisticated names with numerous
vowels, though often sound similar human names.
Male Names. Charl, Ikurrece, Maatsu, Pulengo
Female Names. Freyu, Jicelli, Nandia, Suya
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 70 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Parwa
Language Parwan
PHYSICAL CHARACTERISTICS
Height 1'0" +2d6"
Weight 3 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Patitite Pattuna PATITITE TRAITS
Language Galactic Basic As a patitite, you have the following special traits.
Ability Score Increase. Your Dexterity score
increases by 2, and two other ability scores of your
choice increase by 1.
Age. Patitites reach adulthood at 10 and live for less
BIOLOGY AND APPEARANCE than 40 years.
Patitites are diminutive, colorful humanoids with high- Alignment. Patitites' volatile nature causes them to
pitched voices. Their skin tones can range from light tend towards chaotic alignments, though there are
tones of blue or green, to darker shades of purple. exceptions.
They dress in elaborate headdresses, with protrusions Size. Patitites typically stand 1 foot tall and generally
extending from the sides. Males dress in green and weigh about 10 lbs. Regardless of your position in that
gray clothing, while females wear more colorful outfits, range, your size is Tiny.
often matching their own complexions. Despite their Speed. Your base walking speed is 20 feet.
diminutive stature, they pack enough punch to take Darkvision. You have a keen eyesight, especially in
down an average droid. Though technologically the dark. You can see in dim light within 60 feet of you
primitive, they are bright-minded and do have a grasp as if it were bright light, and in darkness as if it were
on machinery. dim light. You can’t discern color in darkness, only
shades of gray.
SOCIETY AND CULTURE Fury of the Small. When you damage a creature
The patitites are socially primitive, living in a tyrannical with an attack or a power and the creature’s size is
dictatorship where all patitites are subservient to their larger than yours, you can cause the attack or power to
absolute ruler for most of their recorded history. After deal extra damage to the creature. The extra damage
the dictator was accidentally murdered by a pair of equals your level. Once you use this trait, you can’t use
wandering droids, a simple democracy was installed on it again until you finish a short or long rest.
Patitite Pattuna. With the introduction of democracy, Hunter Training. You have proficiency in your choice
the patitites fell into civil war, with multiple patitites of Investigation, Survival, or Stealth. Additionally, you
claiming leadership. This left a generation of patitites are proficient with the electrobaton and electroprod.
leaderless, and the subsequent civil war creating Pintsized. Your tiny stature makes it hard for you to
multiple splinter groups to form their own wield bigger weapons. You can’t use medium or heavy
governments. Patitites are inquisitive and quick- shields. Additionally, you can’t wield weapons with the
tempered, with an intelligence that belies their low two-handed or versatile property, and you can only
technological level. Patitites are skilled hunters, hiding wield one-handed weapons in two hands unless they
in the underbrush of their homeworld with their have the light property.
traditional electric spears. Puny. Patitites are too small to pack much of a
punch. You have disadvantage on Strength saving
NAMES throws, and when determining your bonus to attack
Patitites are often named after their ancestors, not and damage rolls for weapon attacks using Strength,
using surnames. Patitite leaders are given the suffix of you can’t add more than +3.
"-zu" to represent their right to rule. Patitites are often Small and Nimble. You are too small and fast to
given nicknames as prefixes to their own names as a effectively target. You have a +1 bonus to AC, and you
way of showing off their skills or special traits. have advantage on Dexterity saving throws.
Nicknames. Loud, Nimble, Quiet, Strong
Male Names. Bai, Felook, Gimjo, Routt
PHYSICAL CHARACTERISTICS
Height 2'8" +2d10"
Weight 60 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
POLIS MASSAN TRAITS
As a polis massan, you have the following special traits.
Homeworld Kallidah, Polis Massa (adopted)
Ability Score Increase. Your Intelligence score
Language Massan increases by 2, and your Wisdom score increases by 1.
Age. Polis Massans reach adulthood in their late
teens and live less than a century.
Alignment. Polis Massans' compassionate nature
causes them to tend toward the light side, though
BIOLOGY AND APPEARANCE there are exceptions.
Kallidahin, also known as polis massans, are a race of Size. Polis Massans typically stand 3 to 4 and a half
sentient cetaceans native to the world of Kallidah, feet tall and generally weigh about 65 lbs. Regardless
having obtained their misleading name due to their of your position in that range, your size is Small.
extensive century-spanning digs on their adopted Speed. Your base walking speed is 25 feet.
home in Polis Massa. They have skinny bodies covered Calming Presence. You have advantage on
by soft skin that, being thick, smooth, and partially Charisma (Persuasion) checks meant to calm others.
insulating, pointed to their aquatic ancestors. Their Additionally, once per day, you can cast the calm
fibrous figures are also surrounded by growth rings emotions force power, targeting yourself. Your
similar to trees. They have a flat, pale face, covered by forcecasting ability is Wisdom.
an osmotic membrane that leave them featureless. Darkvision. You have a keen eyesight, especially in
Most polis massans are mute due to a natural lack of the dark. You can see in dim light within 60 feet of you
vocal cords. Their telepathy functions by broadcasting as if it were bright light, and in darkness as if it were
thoughts and simple feelings to individuals in an area. dim light. You can't discern color in darkness, only
A small subset, referred to as "speakers" by their shades of gray.
people, did possess vocal cords and can physically Healer. You are proficient in the Medicine skill.
speak languages. Mild Telepathy. You can telepathically communicate
thoughts and feelings to creatures within 30 feet of
SOCIETY AND CULTURE you.
Polis Massans are known for their compassion and Subterranean Explorer. Polis Massans are
kindness, while their also characteristic discretion is experienced at exploring the underground caverns of
not as widely known. They greatly value freedom and Polis Massa, searching for information on the extinct
life in any form and have such a peaceful nature and Eellayin. You don’t treat rocky terrain as difficult
respect for life that only rarely will they follow a terrain. Additionally, you have proficiency in your
soldier's career. They feel an overwhelming desire to choice of archaeologist's kits, scavenging kits, or
gain data about other species, as they are analytical biochemist's kits.
and feel the research is particularly important when Undersized. Your small stature makes it hard for
related to the origins of their own species. The species you to wield bigger weapons. You can’t use heavy
also have galaxy-wide fame for their skill in the fields of shields. Additionally, you can’t use martial weapons
archaeology and medicine. Their medics, while not as with the two-handed property unless it also has the
abundant as their excavators, are known for being light property, and if a martial weapon has the versatile
dedicated healers. property, you can only wield it in two hands.
NAMES
Polis Massans have exotic and unique names
compared to other species, using short familiar
surnames based around a family's "ancestral lineage."
First Names. Ilannit, Vok, Yunarav, Ztaraq
REVWIEN
VISUAL CHARACTERISTICS
Blue, green, orange, purple, red, or
Skin Color
yellow
Hair Color Dark green to purpalish black and red
Eye Color Yellow, blue, green, or white
Distinctions Mobile plant-like species
PHYSICAL CHARACTERISTICS
Height 4'3" +2d12"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Revyia
Language Revwi
RUURIAN, LARVAE
VISUAL CHARACTERISTICS
Skin Color Tan, blue, white, green, or gray
Brown, red, blue, orange, yellow, purple,
Hair Color
or green
Eye Color Red or green
Feathered antennae, fourteen legs, long
Distinctions
bodies, language skill, metamorphosis
PHYSICAL CHARACTERISTICS
Height 3'10" +2d6"
Weight 65 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
RYBET TRAITS
Homeworld Varl (possibly)
As a rybet, you have the following special traits.
Language Rybese Ability Score Increase. Your Dexterity score
increases by 2, and your Charisma score increases by
1.
Age. Rybet reach adulthood at 5 and live for more
than half a century.
BIOLOGY AND APPEARANCE Alignment. Rybet's opportunistic nature causes
Rybets are a species of sentient amphibians with them to tend towards neutral alignments, the more
rubbery skin and large eyes. Rybet females are typically unscrupulous ones leaning towards the dark side,
larger than the males. though there are exceptions.
Size. Male rybet typically stand 4 to 5 feet tall, with
SOCIETY AND CULTURE females even taller, generally weighing about 100 lbs.
They are an opportunistic species, well-suited for a Regardless of your position in that range, your size is
nomadic lifestyle in space. Typically, they have a rather Medium.
questionable grasp of morals and ethics, if any. Speed. Your base walking speed is 25 feet.
Xenobiologists estimate that fewer than a billion rybet Amphibious. You can breathe air and water.
exist in the galaxy, possibly due to the pathological Darkvision. Accustomed to life underwater, you
hatred male rybet have for female rybet and vice versa. have superior vision in low light conditions. You can
The only thing that allows them to overcome this is see in dim light within 60 feet of you as if it were bright
their overwhelming urge to mate and reproduce, which light, and in darkness as if it were dim light. You can’t
happens only once every ten years after reaching discern color in darkness, only shades of gray.
adulthood. The only time where a male and female Galactic Nomads. You have proficiency in Survival
rybet live together for any length of time is in the first and Piloting.
years of raising their young. Females typically raise a Keen Smell. Your flicking tongue helps you detect
clutch of three to eight eggs. For the first year or two, scents and pheromones in the air. You have advantage
the parents will stay together, slaving their starships on Wisdom (Perception) checks that rely on smell.
together and taking their parts in raising the young. Swim. You have a swimming speed of 30 feet.
This arrangement doesn't last long, however—after the Tongue Lash. You can use your action to lash out
first one or two years, the male either leaves or else your long tongue to strike at one creature of your
will find himself dead or severely maimed. This choice that you can see within 15 feet of you. The
arrangement may sound disadvantageous to the target must succeed on a Strength saving throw (DC =
young, but rybet young mature quickly. The mother will 8 + your proficiency bonus + your Strength modifier) or
unceremoniously toss them off the ship when mature, be pulled up to 10 feet in a straight line toward you
leaving them to figure things out on their own, though and then take 1d8 poison damage if it is within 5 feet
in the case of females that kill their male mate, the of you. This feature's damage increases by 1d8 when
mother will typically sell the dead male's ship and give you reach 5th level (2d8), 11th level (3d8), and 17th
the young the resulting credits as start-up money. level (4d8).
Undersized. Your small stature makes it hard for
NAMES you to wield bigger weapons. You can’t use heavy
Rybet names are short and punctual, each individual shields. Additionally, you can’t use martial weapons
rybet giving themselves their own personal surname with the two-handed property unless it also has the
after coming of age. light property, and if a martial weapon has the versatile
Male Names. Feff, Garuth, Jebbit, Revver property, you can only wield it in two hands.
Female Names. Mibis, Peralt, Qill, Ridden
PHYSICAL CHARACTERISTICS
Height 4'9" +2d12"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Sakiya
Language Sakiyan
PHYSICAL CHARACTERISTICS
Height 5'7" +2d10"
Weight 140 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Sarka
Language Sarkese
PHYSICAL CHARACTERISTICS
Height 5'1" +2d10"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Arbooine
Language Arbori
SELONIAN
VISUAL CHARACTERISTICS
Skin Color Brown
Hair Color Black, brown, or gray
Eye Color Black
Distinctions Long pointed faces with whiskers
PHYSICAL CHARACTERISTICS
Height 5'8" +2d10"
Weight 125 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Selonia
Language Mandaba
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Thustra, Isobe
Language Sephi
PHYSICAL CHARACTERISTICS
Height 1'11" +2d8"
Weight 45 lb. x1 lb.
SINITEEN
VISUAL CHARACTERISTICS
Pale or dark orange, green, grey, or
Skin Color
brown
Hair Color None
Eye Color Yellow
Large brain-like heads, pupilless eyes,
Distinctions
extreme intelligence
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Mileva
Language Siniteen
PHYSICAL CHARACTERISTICS
Height 3'1" +2d12"
Weight 60 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Hoth
Language Skel
S'KYTRI
VISUAL CHARACTERISTICS
Skin Color Blue (male) or green (female)
Violet, yellow, white, maroon, various
Hair Color
others
Eye Color Blue to silver
Flight-capable wings, stunning beauty,
Distinctions
colored skin
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 60 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Skye
Language S'kytric
NAMES
S'kytri names are distinct from the names of other
species, accents emphasizing certain syllables. S'kytri
do not use surnames.
Male Names. Caliél, Erigh, Lalémera, Talris
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 80 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Agriworld-2079
Language Skrilling
PHYSICAL CHARACTERISTICS
Height 5'0" +2d6"
Weight 90 lb. x(2d4) lb.
SLUISSI TRAITS
SOCIOCULTURAL CHARACTERISTICS As a sluissi, you have the following special traits.
Homeworld Sluis Van Ability Score Increase. Your Intelligence score
Language Sluissese increases by 2, and your Strength score increases by 1.
Age. Sluissi reach adulthood in their late teens and
live for about 75 years.
Alignment. Sluissi's calm and composed nature
causes them to tend toward lawful alignments, though
BIOLOGY AND APPEARANCE there are exceptions.
Size. Sluissi typically stand 5 and a half to 6 feet tall
They have long, legless, and distinctly serpentine and generally weigh about 130 lbs. Regardless of your
bodies that are covered in fine scales. Their arms have position in that range, your size is Medium.
almost winglike extensions of skin, which aids their Speed. Your base walking speed is 30 feet.
movement while they were flat on the ground. Sluissi Mechanic. You have proficiency with mechanic's kits.
have round black eyes and a swooping, hoodlike fold of Additionally, once per day, you can cast the repair
tough skin at the back of their heads. Like many droid tech power. Your techcasting ability is
reptiles, sluissi can use their forked tongues to sense Intelligence. You do not require use of a wristpad for
heat. this power.
SOCIETY AND CULTURE Prehensile Tail. You have supreme control over your
tail and can use it to manipulate objects as well as your
Sluissi are patient, sociable, relaxed, and easy-going hands.
beings, famous for remaining calm under pressure. Reptilian Senses. Whenever you make a Wisdom
Their patient, calm nature—combined with their (Perception) check related to sensing heat, you are
seeming inability to become genuinely upset or angry considered to have expertise in the Perception skill.
—often baffles, and sometimes even infuriates other Technician. You have proficiency in the Technology
species. Extremely industrious, sluissi love to tinker skill.
with technology and mechanical objects, even those Tech Resistance. Growing up around technology
who do not pursue mechanical arts professionally leaves an impact on sluissi. You have advantage on
dabble in them regularly, and sluissi technicians are Dexterity and Intelligence saving throws against tech
able to improve the engine efficiency, power output, powers.
and system response in even archaic, worn out ships.
Tinker. You have proficiency with tinker’s
The sluissi are extremely methodical, and work implements. You can use these and spend 1 hour and
extremely slowly. To them, starship construction was 100 cr worth of materials to construct a Tiny Device (AC
an art form. Although jobs done by sluissi always take 5, 1 hp). You can take the Use an Object action to have
longer than expected, most clients are willing to be your device cause one of the following effects: create a
patient, because sluissi technicians can make small explosion, create a repeating loud noise for 1
improvements upon or salvage vessels when no other minute, create smoke for 1 minute, fly around in a
mechanics can.
circle for 1 minute. You can maintain a number of
NAMES these devices up to your proficiency bonus at once,
and a device stops functioning after 24 hours away
Sluissi names are soft and rythmic, often being spelled from you. You can dismantle the device to reclaim the
out in a whisper. Their names are often mispelled in materials used to create it.
Galactic Basic due to the sluissi's lisp. Surnames are
familiar.
Male Names. Hass, Mektiss, Secles, Sekae
Female Names. Sirlahn, Ten, Usahn, Vsil
PHYSICAL CHARACTERISTICS
Height 4'3" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Cadomai Prime
Language Snivvian
SNIVVIAN TRAITS
BIOLOGY AND APPEARANCE As a snivvian, you have the following special traits.
Snivvians are a mammalian humanoid species. They Ability Score Increase. Your Constitution, Wisdom,
are sometimes called "snaggletooths" due to their and Charisma scores increase by 1.
Age. Snivvians reach adulthood at 12 and live for
protruding jaws and short fangs. Because they come
over a century.
from a planet with a cold environment, evolution gave
them thick skin instead of fur. Due to their oversized Alignment. Snivvians' insightful and curious nature
snouts, snivvians make excellent scouts and trackers. causes them to tend toward the light side, though
there are exceptions.
SOCIETY AND CULTURE Size. Snivvians typically stand 4 and a half to 5 and a
half feet tall and generally weigh about 120 lbs.
Snivvians are insightful and gentle. They contemplate
Regardless of your position in that range, your size is
and seek out life lessons to incorporate into their art.
Medium.
Snivvians are among the most renowned artists and
Speed. Your base walking speed is 30 feet.
authors in the galaxy. Their homeworld has extremely
Cave Dweller. You don't treat rocky terrain as
cold temperatures and long winters, forcing the
difficult terrain.
snivvians to live long periods of time in subterranean
caverns. During these long days, snivvians developed Darkvision. You have a keen eyesight, especially in
their artistic talents and sensibilities. They produced the dark. You can see in dim light within 60 feet of you
masterpieces in holography, painting, sculpture, music, as if it were bright light, and in darkness as if it were
and the written word, as well as a unique art form: the dim light. You can't discern color in darkness, only
transnovel. Although technology would eventually shades of gray.
lessen the need for this form of hibernation, snivvians Discerning. You have proficiency in the Insight skill.
still feel the need—biologically and culturally—to Hide. Your thick hide is naturally adapted to cold
continue the tradition. Many snivvians travel climates, as described in chapter 5 of the Dungeon
throughout the galaxy in attempt to live the lives of the Master’s Guide.
subjects of their future artistic works, even when it is Talented Artisans. Because of their prolonged
dangerous. Snivvians have a reputation for sociopathic periods of practice, snivvians are adept in the arts. You
tendencies similar to the trandoshans, and they try to have proficiency in the Performance skill. Additionally,
control their genetics in order to curtail such you have proficiency in your choice of artist's
tendencies. When twin males are born, one of them implements, chef’s kits, forgery kits, disguise kits, or
will invariably display traits of psychotic genius. tinker’s implements.
Tracker. Snivvians are skilled at tracking thanks to
NAMES their sensitive nostrils. You are considered to have
expertise in Wisdom (Survival) checks made to track a
Snivvian names are typically exotic, varying in length,
creature if that creature has a scent.
and unique using consonants such as 'Z' often.
Surnames are familiar, but optional.
Male Names. Boltan, Jhogg, Kalat, Zarichrog
Female Names. Alateeput, Brourno, Malth, Zalviv
PHYSICAL CHARACTERISTICS
Height 4'6" +2d12"
Weight 170 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Makem Te
Language Swoken
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Sylvia IV SYLPHE TRAITS
Language Sylphen As a sylphe, you have the following special traits.
Ability Score Increase. Your Charisma score
increases by 2, and your Wisdom score increases by 1.
Age. Sylphes reach adulthood in their early teens
and live for more than a century, usually living to about
BIOLOGY AND APPEARANCE 150.
Sylphes are a botanical, humanoid species. Their skin is Alignment. Sylphes' dedicated care for their family
green, and long flowers and other various plants grow causes them to tend toward the light side, though
atop their heads. These flowers change with their there are exceptions.
emotions, wilting with a bad mood. Their metabolism Size. Sylphes typically stand 5 to 6 feet tall and
requires high quantities of water, and an extended generally weigh about 120 lbs. Regardless of your
exposition to an arid climate can even be lethal. In position in that range, your size is Medium.
addition to traditional language, sylphes communicate Speed. Your base walking speed is 30 feet.
through pheromones. These pheromones are used to Type. Your creature type is both plant and
influence other species' during negotiations. They also humanoid.
display a form of powerful telepathy, noted to be Cultured. You have proficiency in the Lore skill.
similar to some Jedi abilities. Though botanical, sylphes Enthralling Pheromones. You can use your
are able to interbreed with humans, despite having a pheromones to influence individuals of both sexes.
internal structure closer to vegetation than Whenever you roll a 1 on a Charisma (Persuasion)
mammalian. A human/sylphe hybrid can be detected check, you can reroll the die and must use the new roll.
by an abnormal blood composition, and a extended Additionally, once per short or long rest, you can treat
lifespan more in line with their sylphe heritage. a d20 roll of 9 or lower on a Charisma check as a 10.
This feature has no effect on droids or constructs.
SOCIETY AND CULTURE Heat Sensitivity. You have disadvantage on
Living in homes made from vegetation, sylphes are a Constitution saving throws made to avoid exhaustion
sophisticated and instructed species. They cultivate due to extreme heat.
refined arts; their martial arts being no exception. They Naturalist. You have proficiency in the Nature skill.
developed a lethal "war dance" called Sholân Kha. They Telepathy. You can communicate telepathically with
favor the mental over the technological, and their creatures within 30 feet of you. You must share a
technological development is quite low. Sylphes are language with the target in order to communicate in
organized into large clans of hundreds or more this way.
individuals, with solidarity being extremely rare, Unarmed Combatant. Your unarmed strikes deal
sometimes even being looked down upon or mocked 1d4 kinetic damage. You can use your choice of your
by more community-focused sylphes. Many sylphe Strength or Dexterity modifier for the attack and
clans are pacifists and refuse to kill anyone if a better damage rolls. You must use the same modifier for both
solution can be found. rolls.
NAMES
Sylphe names are smooth and melodic, not using
surnames, for all traditional sylphes consider
themselves a giant family.
Male Names. Aliashose, Pholere, Thouyine, Yahaina
PHYSICAL CHARACTERISTICS
Height 5'5" +2d6" TALORTAI TRAITS
Weight 120 lb. x(2d4) lb. As a talortai, you have the following special traits.
Ability Score Increase. Your Wisdom score
SOCIOCULTURAL CHARACTERISTICS increases by 2, and your Strength or Dexterity score
increases by 1.
Homeworld Talor Minor Age. Talortai reach adulthood in their late teens and
Language Talori have been known to live for multiple centuries, as their
bodies do not physically age the same way most
species do.
Alignment. Talortai's honorable nature causes them
to tend towards lawful alignments, though there are
BIOLOGY AND APPEARANCE exceptions.
The talortai are a mysterious race with both avian and Size. Talortai typically stand 6 to 7 feet tall and weigh
reptilian qualities, a scaled, bipedal race with an upper up to 300 lbs. Regardless of your position in that range,
jaw similar in appearance to a beak. They are immune your size is Medium.
to the effects of aging, and demonstrate the ability to Speed. Your base walking speed is 30 feet.
rapidly regenerate injuries. The talortai are known to Force Sensitive. Talortai are naturally sensitive to
be Force-sensitive, able to distinguish between the light the Force, allowing them to distinguish between the
and dark sides of the Force, in addition to the ability to Light and Dark sides. You can use your action to make
detect its presence. a Wisdom (Insight) check against a target’s Charisma
(Deception). On a success you learn the alignment of
SOCIETY AND CULTURE the target. On a failure, the target becomes immune to
The talortai are a proud race of warriors from the this feature for one day. This feature has no effect on
Outer Rim planet of Talor Minor. From a young age, droids or constructs. You can use this ability a number
talortai are taught in the ways of traditional combat of times equal to your Wisdom modifier (a minimum of
and honor by special trainers on their homeworld. once). You regain all expended uses on a long rest.
Talortai born offworld are most often instructed by Additionally, once per day, you can cast the sense force
their parents, or sometimes trainers hired by the force power. Your forcecasting ability is Wisdom.
parents, to preserve that warrior tradition. Talortai Martial Training. Talortai are trained to fight from a
culture is dedicated to the completion of personal young age. You have proficiency in two vibroweapons
"conquests" in life, each talortai having to overcome of your choice.
their own personal battle, feeling that special sense of Powerful Leap. If you jump at least 10 feet in a
accomplishment being the main goal of most talortai straight line before hitting with a melee weapon attack,
before they die. While most talortai accomplish this by you can attempt to trip the target prone as part of the
participating in battles and wars that matter to them, same attack. Once you use this trait, you can’t use it
others' "conquests" can be something as simple as again until you finish a short or long rest.
protecting a loved one. The talortai's sense of honor Regenerative. When you take damage, you can use
dictates most aspects of their life. From keeping their your reaction and expend a Hit Die to regain hit points
word in an agreement to rules of combat, talortai treat as long as the damage would not reduce your hit
their personal honor seriously. points to 0.
Strong-Legged. When you make a long jump, you
NAMES can cover a number of feet up to twice your Strength
Outsiders have a hard time deciphering the naming score. When you make a high jump, you can leap a
conventions of the talortai. It is known that their number of feet up into the air equal to 3 + twice your
surnames are familiar, but nothing outside of that is Strength modifier.
clear to non-talortai.
Male Names. Jeroq, Ravoss, Sethet, Ureu
Female Names. Errin, Hiza, Irsat, Zanna
PHYSICAL CHARACTERISTICS
Height 2'5" +2d6"
Weight 35 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Tal Pi
Language Talpini
TALPINI TRAITS
BIOLOGY AND APPEARANCE As a talpini, you have the following special traits.
Talpini are diminutive species, standing slightly smaller Ability Score Increase. Your Dexterity score
than ewoks. Despite this, talpini are known for their increases by 2, and your Constitution score increases
combative and ferocious personalities. They are able to by 1.
easily blend in with crowds, quickly weaving between Age. Talpini reach adulthood in their early teens and
the legs of the much larger creatures in the galaxy. live less than a century.
Their size and stealthiness when in crowds has led the Alignment. Talpini are combative and headstrong,
majority of the galaxy to be unknowledgable about the causing them to tend towards chaotic alignments,
talpini's existence, even some xenobiologists remaining though there are exceptions.
unaware of them. Size. Talpini typically stand 2 to 3 feet tall and
Talpini have fully opposable thumbs and five- generally weigh about 40 lbs. Regardless of your
fingered hands which are covered in coarse fur. They position in that range, your size is Small.
have round, snub-nosed faces with large, permanently Speed. Your base walking speed is 25 feet.
downturned mouths filled with small razor-sharp teeth. Darkvision. You have a keen eyesight, especially in
Their fur grows around the sides of their heads, but the dark. You can see in dim light within 60 feet of you
never on the top, leading many to give talpini the as if it were bright light, and in darkness as if it were
nickname "chromedome", a name which all talpini dim light. You can't discern color in darkness, only
despise. shades of gray.
Fury of the Small. When you damage a creature
SOCIETY AND CULTURE with an attack or a power and the creature’s size is
Not much is known about the talpini and their larger than yours, you can cause the attack or power to
homeworld of Tal Pi because of their lack of interaction deal extra damage to the creature. The extra damage
with the rest of the universe, preferring solitude and equals your level. Once you use this trait, you can’t use
the company of their own. Despite this lack of it again until you finish a short or long rest.
knowledge, the talpini that do travel offworld speak Naturally Stealthy. You can attempt to hide even
fondly about their home and culture, one that when you are obscured only by a creature that is at
encourages courage, bravery, and making their own least one size larger than you.
way. As a result of this, talpini in the galaxy are often Nimbleness. You can move through the space of any
seen working for criminal enterprises and combative creature that is of a size larger than yours.
factions. Technician. You have proficiency in the Technology
skill.
NAMES Undersized. Your small stature makes it hard for
Talpini names are simple in nature, often including you to wield bigger weapons. You can’t use heavy
repetitive syllables. Talpini surnames are two part, the shields. Additionally, you can’t use martial weapons
first part being the surname of the parent who with the two-handed property unless it also has the
proposed first, followed by a dash and the surname of light property, and if a martial weapon has the versatile
the other parent. Talpini names are agendered. property, you can only wield it in two hands.
First Names. Aaklaat, Hiiziin, Quujuu, Voonoof
PHYSICAL CHARACTERISTICS
Height 2'1" +2d4"
Weight 35 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Unknown, Forest Moon of Endor
Homeworld
(colony)
Language Teek
PHYSICAL CHARACTERISTICS
Height 5'7" +2d10"
Weight 80 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Terrelia
Language Erreli
PHYSICAL CHARACTERISTICS
Height 6'3" +2d12"
Weight 190 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Thakwaa
Language Thakwaese
THAKWAASH TRAITS
As a thakwaash, you have the following special traits.
Ability Score Increase. Your Strength score
BIOLOGY AND APPEARANCE increases by 2, and one other ability score of your
choice increases by 1.
Possessed of great strength, these large bipeds are Age. Thakwaash reach adulthood in their late teens
best known for their uniquely non-human mindset. A and live less than a century.
single thakwaash mind contains several distinct Alignment. The most defining aspect of thakwaash
personalities. Some thakwaash manifest dozens of are their numerous personalities, as diverse and
different personalities and refer to themselves in the vibrant as any individual. Because of this, thakwaash
plural. This habit frequently leaves members of other tend toward no particular alignment, lawful light side
species uncomfortable, because they are never certain and chaotic dark side able to reside in the same body.
of who they are speaking with, especially since The best and worst are found among them.
thakwaash are likely to change personalities in the Size. Thakwaash tend to tower over other species,
middle of conversations. Unlike most beings who reaching heights over 8 feet and weighing 300 pounds.
exhibit a multiple-personality disorder, each individual Regardless of your position in that range, your size is
thakwaash personality retains a basic knowledge of Medium.
events and facts that the other personalities Speed. Your base walking speed is 30 feet.
experience, although this rarely includes exact details. Divergent Persona. You gain proficiency with one
Conversations come to a halt when a thakwaash tool of your choice. Define a unique identity associated
pauses and asks a new acquaintance's name as if they with that proficiency; establish the name, gender,
had not been introduced already. They also possess, personality, and other details. While you are in that
on average, three times the strength of an average persona, the related proficiency bonus is doubled for
human male. any ability check you make that uses that proficiency.
SOCIETY AND CULTURE Expert Forgery. You can duplicate other creatures'
handwriting and craftwork. You have advantage on all
Thakwaa is a temperate planet dominated by grassy checks made to produce forgeries or duplicates of
plains. An isolated species, the thakwaash don't receive existing objects.
travel from a majority of the galaxy. While a Multiple Minds. Thakwaash have dozens of
strategically beneficial location for certain military personalities, switching between them in rapid
campaigns, most armies give up trying to conquer succession. Because of this brain composition, you are
Thakwaa. Because of their unpredictable nature, size, difficult to manipulate. You have advantage on saving
and immense strength, the thakwaash make powerful throws against being charmed.
foes. Powerful Build. Your carrying capacity and the
weight you can push, drag, or lift doubles. If it would
NAMES
already double, it instead triples.
To the surprise of outsiders, thakwaash use a singular Skill Diversity. Thankwaash are incredibly skilled,
name throughout their life, despite their various thanks to their multiple personalities. You gain
unique personalities. They use familiar surnames. proficiency in two skills of your choice.
Male Names. Aythar, Ethoss, Narok, Wec
Female Names. Bashlo, Jiva, Lomatt, Shakwa
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 95 lb. x(2d4) lb.
THEELIN TRAITS
SOCIOCULTURAL CHARACTERISTICS As a theelin, you have the following special traits.
Homeworld Unknown
Ability Score Increase. Your Charisma score
increases by 2, and two other ability scores of your
Language Galactic Basic choice increase by 1.
Age. Theelin reach adulthood in their late teens and
live for about 70 years.
Alignment. Theelin's good-nature and positivity
despite the dour state of their species causes them to
BIOLOGY AND APPEARANCE tend toward the light side, though there are
The original appearance of the theelin is officially exceptions.
uncertain, as almost all known "theelin" are not full- Size. Thellin typically stand 5 to 6 feet tall and
blooded specimens, but hybrids. It is possible that generally weigh about 140 lbs. Regardless of your
some aspects of these individuals' appearances are not position in that range, your size is Medium.
from their theelin genes, but from other human or Speed. Your base walking speed is 30 feet.
near-human ancestors. Most, however, have vividly Expressive. You have proficiency in your choice of
colored hair and pale skin, often mottled with colorful artist's implements, synthweaver's implements,
spots. Unfortunately, a series of mutations arose disguise kits, or one musical instrument of your choice.
among later generations of theelin. These mutations Mutation. Theelin gain unique mutations, a result of
have led to genetic incompatibilities within their cross-breeding with other humanoids. Choose one of
species, making it impossible to produce offspring. the following mutations.
Even attempts to continue their species by cross-
breeding with other near-humans could not stop the Balanced Hooves. You have advantage on ability checks
theelin slide towards extinction, due to the high infant and saving throws against being knocked prone.
mortality rates such couplings suffer from. Theelin Darkvision. You can see in dim light within 30 feet of
began inevitably dwindling in number—only a few you as if it were bright light, and in darkness as if it
million theelin and part-theelin remain by the time the were dim light. You can't discern color in darkness, only
Republic fell, and pure theelin are presumed extinct by shades of gray.
the fall of the Empire. Some of their greatest works are Enhanced Senses. Choose one from hearing, sight, or
produced in these years, however, as an epitaph for a smell. Whenever you make a Wisdom (Perception)
dying people. check related to the chosen sense, you are considered
to have expertise in the Perception skill.
SOCIETY AND CULTURE Quick Reflexes. Whenever you make a Dexterity ability
Theelin performers and artists created many of the check, attack roll, or saving throw, you can choose to
galaxy's greatest works of art. The Theelin Divas, an all- add 1d4 to the result. You can choose to do this after
female religious order, are recognized by many the check is rolled, but before the DM determines if
scholars of music as the greatest singers in the galaxy. you’ve passed or failed the check. You cannot do so
Because of the rarity of the theelin, many female again until you complete a short or long rest.
theelin and part-theelin are named "Diva" at birth, in Unarmed Combatant. Your unarmed strikes deal 1d4
hopes that they will develop the musical talent kinetic damage. You can use your choice of your
necessary to continue the traditions of the Diva order. Strength or Dexterity modifier for the attack and
damage rolls. You must use the same modifier for both
NAMES rolls.
Theelin use names similar to those in their community,
typically human-similar names with exotic tinges. Performer. You have proficiency in the Performance
Male Names. Dhess, Gooti, Jánsone, Qylett skill.
Female Names. Fániss, Diva, Prystill, Saqua Skill Versatility. You gain proficiency in one skill of
your choice.
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Tholoth
Language P’olothin
THOLOTHIAN TRAITS
BIOLOGY AND APPEARANCE As a tholothian, you have the following special traits.
Tholothians are a species of seemingly ageless Ability Score Increase. Your Wisdom score
humanoids native to the planet Tholoth. They can be increases by 2, and your Charisma score increases by
distinguished from typical humans by their partial 1.
bluish skin pigmentation, their scaled craniums and Age. Tholothians reach adulthood in their late teens
fleshy white or red tendrils that sprout from their and have been known to live for countless centuries,
skullcaps. Most many traditional tholothians cover seemingly ageless.
their hair in a traditional tholoth headdress, made up Alignment. Tholothians are cultured and adaptive,
of a fabric band with delicate chains. The species is causing them to tend towards balanced alignments,
rare, but those that do exist are often Force-sensitive. though there are exceptions.
Size. Tholothians typically stand 5 to 6 feet tall and
SOCIETY AND CULTURE generally weigh about 150 lbs. Regardless of your
Few can boast a legacy like the tholothians. As one of position in that range, your size is Medium.
the oldest, if most elusive, civilizations of the Republic, Speed. Your base walking speed is 30 feet.
the people of Tholoth had fully integrated into the Attuned. You know your choice of the battle insight,
galaxy until the Republic fell. Under the rule of the spare the dying, or resistance at-will force powers.
Empire, the planet and culture of Tholoth was Wisdom is your forcecasting ability for this power.
drastically altered. Once teeming with life from across Cultural Assimilation. You have proficiency in Lore.
the galaxy, Imperial censors diligently removed all non- Additionally, you are considered to have expertise in
tholothians from the planet and worked to remove Intelligence (Lore) checks made to learn or recall
anything considered foreign from the culture. Given something about a culture’s laws or customs.
the tholothians' early acceptance and integration of Defiant. Tholothians are known to be stubborn and
other societies, this greatly destabilized their people often refuse to give up, even against the worst odds.
and culture. Tholothians' long relationship with the When you or a creature you can see that can see and
Republic means continual contact with Jedi and the Jedi understand you makes an ability check, attack roll, or
Order. Most obvious Jedi temples were razed, but saving throw, you can roll a d4 and add it to their roll
smaller, more isolated refuges went unnoticed, (no action required). You can use this before or after
blending into the overgrowth as if Tholoth itself had the roll, but before the GM determines the roll’s
gone feral. A small cave system or single-story building outcome. Once you’ve used this feature, you must
once used by the Jedi might now house tholothians complete a short or long rest before you can use it
communing with the Force or organizing in opposition again.
to the Empire and its censors. Natural Roots. Your innate processes boost your
natural healing. When you roll a 1 or 2 on any Hit Die
NAMES you spend at the end of a short rest, you can reroll the
Tholothian names are short and elegant-sounding, die and must use the new roll.
with familiar surnames.
Male Names. Adesas, Fen, Nomm, Potani
Female Names. Eva, Deless, Shall, Vadi
PHYSICAL CHARACTERISTICS
Height 6'3" +2d12"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Tof
Language Tof
TOF TRAITS
BIOLOGY AND APPEARANCE As a tof, you have the following special traits.
Tofs are largely human in appearance, although their Ability Score Increase. Your Strength score
skin bears a sickly green sheen and they tend to have increases by 2, and your Constitution score increases
massive physiques, either powerfully overmuscled or by 1.
grossly rotund. This is evident in their slow movements Age. Tofs reach adulthood in their late teens and live
though tofs are capable of flattening an opponent with for more than a century.
one slap of their large palms. Alignment. Tofs' raider lifestyle and indifference to
the culture's of non-tofs causes them to tend towards
SOCIETY AND CULTURE chaotic dark side, though there are exceptions.
Tofs often act as if devoid of any compassion or Size. Tofs tend to tower over other species, reaching
morals, with the majority of their thoughts dwelling on heights over 8 feet and up to 300 lbs. Regardless of
the lust for battle. Typically, they are crude and enjoy your position in that range, your size is Medium.
rough humor, as well as pleasure in both food and Speed. Your base walking speed is 30 feet.
drink. In tof society, the males dominate their culture, Aggressive. As a bonus action, you can move up to
with females seldom seen and normally kept on- your speed toward an enemy of your choice that you
planet. They are typically visited only when a tof ship can see or hear. You must end this move closer to the
returns to port. Among the royalty, clothing tends to be enemy than you started.
tailored greatcoats with powdered wigs whilst soldiers Courageous. You have advantage on saving throws
carry cutlasses and cudgels, and prominently display against being frightened.
their battle scars. As a tof climbs the military hierarchy, Hide. You have a thick hide. When you aren’t
they begin to wear more ornate clothing. Simple low- wearing armor, your AC is 12 + your Dexterity modifier.
ranking deckhands wear cloth shirts, leather vests and Powerful Build. Your carrying capacity and the
head-scarves while ship captains are given heavy weight you can push, drag, or lift doubles. If it would
buccaneer boots, sparkling rings on most fingers, and a already double, it instead triples.
waist sash which holds both their blaster pistol or a Unarmed Combatant. You are proficient with your
carved club. Since tofs do not bathe, they tend to cover unarmed strikes, which deal 1d6 + your Strength
their odor by way of heavy perfumes, sprayed upon modifier kinetic damage on a hit. Additionally, as a
their tunics and boots. Tof starships tend to resemble bonus action, you can perform a special shove attack.
traditional sailing vessels with curved hulls and energy On a hit, the target suffers the attack’s normal effects,
radiating sails. Since they are so immersed in their own and if the creature is Large or smaller, it must make a
culture, they see no need to understand the ways of Strength saving throw (DC = 8 + your proficiency bonus
other species. + your Strength modifier). On a failed save, the target is
knocked prone, and you can’t use this feature again
NAMES
until you complete a short or long rest.
Tofs use melodic yet primitive sounding names, with Weapon Training. The tof are adept warriors. You
some parents using words that represent "winning" in are proficient with vibroblades and your choice of
some way to name their children. vibroclubs or slugthrowers.
Male Names. Cheif, Dalsenor, Final, Sargothad
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Yar Togna
Language Tognath
TOGNATH TRAITS
As a tognath, you have the following special traits.
BIOLOGY AND APPEARANCE
Ability Score Increase. Your Strength, Dexterity, and
Tognath are a sentient species native to Yar Togna. Yar Constitution scores increase by 1.
Togna is a foul-smelling, high-gravity planet with a Age. Tognath reach adulthood by 10 and live less
toxic, fume-saturated atmosphere. As a result, tognath than a century.
wear a breathing apparatus to process the oxygen Alignment. Tognath are famously dedicated and
content in a planet's atmosphere. The tognath have a hard workers, causing them to tend towards balanced
striking look thanks to their insectoid and mammalian alignments, though there are exceptions.
characteristics; another factor is their having both an Size. Tognath typically stand 6 feet tall and generally
endo- and exoskeleton. They also possess a very weigh about 140 lbs. Regardless of your position in that
primitive nervous system, which provides them with range, your size is Medium.
immunity to most pain (a helpful trait in combat). Speed. Your base walking speed is 30 feet.
Tognath begin life as larvae born from egg clutches Crafters. You have proficiency with with one set of
hatched in a suspension jelly, and latch onto one of artisan’s implements of your choice.
their parents, feeding directly from their bloodstream. Exoskeleton. You have a thick exoskeleton. While
While in that jelly, two or more eggs (not necessarily you are unarmored or wearing light armor, your AC is
from the same parent) sometimes graft together, thus 13 + your Dexterity modifier.
creating a bond that continues throughout the life of Foreign Biology. You cannot breathe oxygen. The
the eggmates. Six months later, parents visit a nursery tognath have created a breathing apparatus to negate
tree, where the young detatch from them and spin a the negative effects of living in an oxygen rich
cocoon. Within, the offspring undergo a
environment, but if your mask is removed while you
metamorphosis, developing both their skeletons to
are in such an environment, you lose consciousness.
resist the high gravity and pressures of Yar Togna.
Life in the Void. You can survive for one hour within
SOCIETY AND CULTURE the vacuum of space.
Primitive Nerves. Because of their primitive nervous
Tognath live in stilted homes with lava channels near systems, tognath are immune to most pain, letting
the main mountain range of Yar Togna, where they them shrug off major injuries. You have resistance to
have access to mountain springwater. Most of tognath necrotic damage. Additionally, when you take damage,
society believes that mate selection and egg laying you can use your reaction to roll a d12. Add your
should occur late in life, after having dedicated most of Constitution modifier to the number rolled, and reduce
one's prime years to a career. This means that parents the damage by that total. After you use this trait, you
are generally retired and dote on their children can’t use it again until you finish a short or long rest.
relentlessly, often homeschooling them after their Vocalizer. Tognath vocal cords are not made for
transformation. oxygen rich environments, and rely on a vocalizer to
NAMES communicate effectively with other species. If your
vocalizer is removed or destroyed, your voice becomes
Tognath use generally simple names, without quiet and difficult to understand.
bothering with surnames.
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Toon'L, Tung (relocated)
Language Toongese
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Trian
Language Trianii
TRIANII TRAITS
As a trianii, you have the following special traits.
Ability Score Increase. Your Dexterity score
BIOLOGY AND APPEARANCE increases by 2, and your Wisdom score increases by 1.
Their general form is in some ways similar to the Age. Trianii reach adulthood in their late teens and
togorians, cathar, and catuman warriors (indeed, many live less than a century.
trianii that are found on other worlds are mistaken for Alignment. Trianii's spiritual nature causes them to
the aforementioned species), and like them, trianii tend toward the light side, though there are
have excellent balance and eyesight, and a talent for exceptions.
leaping, jumping, and acrobatics. Unlike most other Size. Trianii typically stand 6 to 7 feet tall and weigh
feline species, however, trianii have prehensile tails. less than 200 lbs. Regardless of your position in that
Trianii females are generally stronger than their male range, your size is Medium.
counterparts, as well as being more dexterous and Speed. Your base walking speed is 30 feet.
mindful of artistic values. Acrobatic. You have proficiency in the Acrobatics
skill.
SOCIETY AND CULTURE Acute Sight. Whenever you make a Wisdom
Adventurers by nature, trianii feel a constant urge to (Perception) check related to sight, you are considered
explore, and they place a high value on independence. to have expertise in the Perception skill.
Tribunals of females called yu'nar govern their society. Claws. Your claws are natural weapons, which you
Trianii culture is organized around their religious can use to make unarmed strikes. If you hit with them,
beliefs, with dance, art, music, literature, and even you deal 1d4 kinetic damage. You can use your choice
industry and commerce all revolving around of your Strength or Dexterity modifier for the attack
spirituality. At one time, the trianii had many different and damage rolls. You must use the same modifier for
religions, but the leaders of these different faiths all both rolls.
agreed upon a specific moral code of conduct and Darkvision. Your vision can easily cut through
brought together a religious coalition that has lasted darkness. You can see in dim light within 60 feet of you
for thousands of years. Most trianii are still active in as if it were bright light, and in darkness as if it were
the traditional faith of their families, though, and all dim light. You can’t discern color in darkness, only
religious figures are held in great regard. shades of gray.
The trianii usually wear no clothing, except when it is Prehensile Tail. You have supreme control over your
needed for utility or protection. The one common tail and can use it to manipulate objects as well as your
garment of the species is a belt, used to carry tools, hands.
weapons, or other items. Ceremonial garb is usually Strong-Legged. When you make a long jump, you
limited to jewelry, ribbons, and other such can cover a number of feet up to twice your Strength
adornments. score. When you make a high jump, you can leap a
number of feet up into the air equal to 3 + twice your
NAMES Strength modifier.
Trianii names are melodic, often using double letters in Sure-Footed. You have advantage on ability checks
their names, and use no surnames. and saving throws against being knocked prone.
Male Names. Duarrid, Hehkeen, Kreetak, Reakhas
PHYSICAL CHARACTERISTICS
Height 6'4" +2d10"
Weight 170 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld T'surr
Language T'surrese
PHYSICAL CHARACTERISTICS
Height 2'8" +2d8"
Weight 65 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Tynna
Language Tynnan TYNNAN TRAITS
As a tynnan, you have the following special traits.
Ability Score Increase. Your Intelligence score
increases by 2, and your Strength or Constitution score
increases by 1.
BIOLOGY AND APPEARANCE Age. Tynnans reach adulthood at 6 and live less than
Having evolved from water mammals, tynnans are a century.
covered in fur and a thick layer of insulating blubber, Alignment. Tynnans' intelligent nature causes them
which allow them to swim comfortably in the cold to tend towards neutral alignments, though there are
oceans of their homeworld. This gives tynnans a exceptions.
rounded appearance, which, combined with their short Size. Tynnans typically stand 3 to 4 feet tall and
stature, make them appear cute and pudgy to many generally weigh about 70 lbs. Regardless of your
species. They have dark noses, poor eyesight position in that range, your size is Small.
(compensated by excellent hearing and smell), and Speed. Your base walking speed is 25 feet.
pointed ears. Their muzzles sport two buckteeth. These Academic. You have proficiency in one of the
incisors are an evolutionary holdover from ancestors following skills: Lore, Investigation, Medicine, or
who gnawed wood to build river dams; the species Technology.
have long ceased this behavior, so each succeeding Bite. As uncivilized as it may be, your buck teeth are
generation grow shorter teeth. natural weapons, which you can use to make unarmed
strikes. If you hit with them, you deal kinetic damage
SOCIETY AND CULTURE equal to 1d4 + your Strength modifier.
Tynnans are a pragmatic race. They shy away from Detail Oriented. You are practiced at scouring for
religion and mythology, which they believe often leads details. You have advantage on Intelligence
to conflict. They are meticulous planners who give (Investigation) checks within 5 feet.
attention to the smallest detail; these plans are then Hide. Your thick hide is naturally adapted to cold
carried out with great enthusiasm and dynamism. For climates, as described in chapter 5 of the Dungeon
thousands of years, the tynnans selected their Master’s Guide.
government representatives based on a planet-wide Hold Breath. You can hold your breath for up to 1
lottery. Their leaders then serve for one year, after hour at a time.
which they are ineligible for reselection for the next six Keen Hearing and Smell. You have advantage on
years. Tynnan society operates a state-run economy, Wisdom (Perception) checks that involve hearing or
and the government feed all industrial profits back into smell.
society. This funding provides all tynnans with Swim. You have a swimming speed of 25 feet.
complementary housing, education, food, and Undersized. Your small stature makes it hard for
entertainment. However, many choose to boost their you to wield bigger weapons. You can’t use heavy
living standards by devoting themselves to the arts and shields. Additionally, you can’t use martial weapons
sciences, or sometimes hunting. with the two-handed property unless it also has the
light property, and if a martial weapon has the versatile
NAMES property, you can only wield it in two hands.
Tynnan either have traditionally simple names, or Wealthy. During character creation, you start with
descriptive ones named after natural phenomena, all additional credits equal to your level x your proficiency
agendered. Tynnan are given surnames if elected. bonus x 1,000 cr.
First Names. Adumet, Foremist, Gos, Klarm, Pondsip
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Uba IV, Ubertica
Language Ubese, Ubenial
PHYSICAL CHARACTERISTICS
Height 2'9" +2d4"
Weight 75 lb. x(2d4) lb.
UTAI TRAITS
SOCIOCULTURAL CHARACTERISTICS As an utai, you have the following special traits.
Homeworld Utapau Ability Score Increase. Your Strength score
Language Utai increases by 2, and your Wisdom score increases by 1.
Age. Utai reach adulthood at 10 and live about half a
century.
Alignment. Utai's subservient and understanding
nature causes them to tend toward lawful balanced,
BIOLOGY AND APPEARANCE though there are exceptions.
Size. Utai typically stand around 4 feet tall and
Generally short and chubby, the utai are pale-skinned generally weigh about 110 lbs. Regardless of your
and hairless, possessing large, oblong heads which position in that range, your size is Small.
slope backwards. Two glassy black eyes protrude on Speed. Your base walking speed is 25 feet.
thick stalks from the utai's face, which is otherwise Animal Handler. You have a proficiency in the
unremarkable, aside from a small, puckered mouth. A Animal Handling skill.
short-lived race in comparison to their neighboring Beast Master. You have the ability to communicate
species, the pau'an, the utai prefer to work with their
in a limited manner with beasts. They can understand
hands and eventually evolved sharp night vision.
the meaning of your words, though you have no
Omnivores by nature, the utai prefer cooked meat to
special ability to understand them in return. You have
raw food, and seek food in the caverns that crisscross
advantage on all Charisma checks you make to
the sinkholes.
influence them. Additionally, whenever you roll a 1 on
SOCIETY AND CULTURE a Wisdom (Animal Handling) check, you can reroll the
die and must use the new roll. Lastly, once per short or
An ancient race of diminutive humanoids, the utai long rest, you can treat a d20 roll of 9 or lower on a skill
made their homes in tunnels and caves amid the check towards a beast as a 10.
sinkholes that pockmarked their homeworld, Coorperative Labor. You are proficient in the
colonizing them long before the surface dwelling Athletics skill and constructor's implements.
pau'ans were forced to take refuge in the sinkholes Additionally, when you take the Help action to give an
after hyperwinds made life on the surface unbearable. ally advantage on an Athletics or constructor's
Working together, the utai allowed the pau'ans to take implements check, they gain a bonus to the roll equal
the lead in all societal matters, although the utai make to your proficiency bonus.
up more then seventy percent of the population on Darkvision. You have a keen eyesight, especially in
Utapau. Introducing the utai to wind power, the the dark. You can see in dim light within 120 feet of you
pau'ans took over governmental work in the sinkholes as if it were bright light, and in darkness as if it were
and relegated the utai to a labor class. Despite their dim light. You can't discern color in darkness, only
role as laborers in Utapaun society, the utai are not shades of gray.
mistreated and prefer their worker status. Many utai Powerful Build. Your carrying capacity and the
work as varactyl wranglers and dactillion tamers, as weight you can push, drag, or lift doubles. If it would
they possess an innate ability to commune with already double, it instead triples.
animals.
Undersized. Your small stature makes it hard for
NAMES you to wield bigger weapons. You can’t use heavy
shields. Additionally, you can’t use martial weapons
Utai names are very simple, surnames being gained with the two-handed property unless it also has the
later in life from deeds. Male and female names are light property, and if a martial weapon has the versatile
not distinct. property, you can only wield it in two hands.
First Names. Elit, Gala, Matar, Shalis, Uraf, Velat
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10" VAGAARI TRAITS
Weight 105 lb. x(2d4) lb. As a vagaari, you have the following special traits.
Ability Score Increase. Your Charisma score
increases by 2, and your Strength or Wisdom score
SOCIOCULTURAL CHARACTERISTICS increases by 1.
Homeworld Vagar Praxut Age. Vagaari reach adulthood in their early teens
Language Vagaari
and live for more than a century, around 130 years.
Alignment. Vagaari's merciless and fearsome nature
causes them to tend toward the dark side, though
there are exceptions.
Size. Vagaari typically stand 4 to 6 feet tall and
BIOLOGY AND APPEARANCE generally weigh about 140 lbs. Regardless of your
position in that range, your size is Medium.
Vagaari have a large head dominated by wide eyes and Speed. Your base walking speed is 30 feet.
small ears that lie flat against the skull. With their Darkvision. You have a keen eyesight, especially in
stubby limbs, vagaari are not capable of great speed, the dark. You can see in dim light within 60 feet of you
but they are far stronger than they look. The most as if it were bright light, and in darkness as if it were
distinctive vagaari feature is a jaw with two mouths, dim light. You can't discern color in darkness, only
each studded with pebbly teeth. Vagaari have separate shades of gray.
digestive and respiratory tracts. The upper mouth is Menacing. You have proficiency in the Intimidation
used for breathing and speaking, and the lower mouth skill.
is used for eating. Thus, choking is virtually impossible,
Notorious Slavers. Whenever you make an ability
and many vagaari chew on stimulant-laced leather
check related to the buying, selling, or controlling of
strips known as pureweed while conversing.
slaves, you are considered proficient in the check. If
SOCIETY AND CULTURE you would already be proficient, you instead have
expertise.
The Vagaari Empire thrives on cruelty and terror. It is Unsettling Visage. When a creature you can see
so effective at spreading fear that even other Unknown makes an attack roll against you, you can use your
Regions Threats, such as the ebruchi and the rakata, reaction to impose disadvantage on the roll. You must
flee from its forces. Arrogant speciesists, vagaari use this feature before knowing whether the attack hits
believe that all non-vagaari are idiotic cowards who or misses. Once you use this trait, you can't use it again
exist only as resources to be farmed. Vagaari fashion is until you finish a short or long rest.
designed for maximum intimidation. They wear Vagaari Beast Training. Vagaari often hide beasts
oversized fright masks that bear painted expressions on their body in order to use them against their
of fury, horror, and agony. Off the battlefield, they opponents. You have proficiency in the Animal
dress in voluminous robes, with roomy folds to conceal Handling skill. Additionally, you can hide a Tiny willing
hidden weapons and poisons. Vagaari soldiers wear beast on your person in stasis. You can hold a number
body armor and decorate their full-face helmets with of beasts on your person like this equal to half your
death's-heads and demon mouths. Males and females proficiency bonus (rounded up). When you reach 3rd
have separate but equally important roles within the level, you can forgo holding several Tiny beasts to hide
empire. Males dominate soldiering, piloting, and one Small willing beast on your person. As a bonus
political classes, and females make up castes action, you can release any number of these beasts,
responsible for invasion strategy, slave acquisition, and allowing them to make one attack against any
torture. Food preparation, sanitation, maintenance, opponent within range with advantage. Once you use
and similar drudge work is performed by slaves. this feature, you can't use it again until you finish a
NAMES long rest.
PHYSICAL CHARACTERISTICS
Height 5'1" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
Language Vahla
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Vodran
Language Huttese, Vodran (formally)
VOR
VISUAL CHARACTERISTICS
Skin Color Green with white or gray spots
Hair Color None
Eye Color Black
Distinctions Winged, musical, reptilian
PHYSICAL CHARACTERISTICS
Height 5'2" +2d10"
Weight 65 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Vortex
Language Vortexlex
PHYSICAL CHARACTERISTICS
Height 4'9" +2d10"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Thyferra
Language Vratix
PHYSICAL CHARACTERISTICS
Height 2'8" +2d8"
Weight 65 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Vulpter
Language Vulpterish
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Vurdon Ka
Language Vuvrian
PHYSICAL CHARACTERISTICS
Height 6'2" +2d12"
Weight 450 lb. x(2d8) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Toola
Language Whiphid
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Woostri
Language Woostese
WOOSTOID TRAITS
BIOLOGY AND APPEARANCE
As a woostoid, you have the following special traits.
Woostoids are slender humanoids with dark orange Ability Score Increase. Your Intelligence score
skin and thick red hair. They have large, bulbous black increases by 2, and your Wisdom score increases by 1.
eyes that rarely blink. Their logical minds give them a Age. Woostoids reach adulthood at 20 and are
natural affinity for computer technology and database known to live for more than a century, possibly several.
management. Alignment. Woostoids are logically-minded to a fault,
causing them to tend towards lawful alignments,
SOCIETY AND CULTURE
though there are exceptions.
Woostoids are peaceful and are known as intelligent, Size. Woostoids typically stand 5 to 6 feet tall and
logical thinkers who disdained abbreviations and generally weigh about 140 lbs. Regardless of your
shorthand in their communications with others. They position in that range, your size is Medium.
find even the concept of warfare frightening. Their Speed. Your base walking speed is 30 feet.
minds work in such a way that they always think of Analytical. You have proficiency in one of the
situations in an orderly manner, trying to create logical following skills: Insight, Technology, or Investigation.
ties between events. When presented with chaotic Call for Peace. As an action on your turn, you can
situations or facts that have no logical pattern, they emphatically demand that your foes cease fighting,
become confused and disorientated. In the days of The thereby distracting them. Until the end of your next
Old Republic, woostoids were often found at the head turn, your allies gain advantage on attack rolls against
of bureaucracies devoted to the collection and enemies within 10 feet of you that can see you. Once
analyzing of data, and Woostri was the single largest you use this trait, you can't use it again until you finish
repository of Old Republic databases apart from a short or long rest.
Coruscant itself. Since the woostoids are so adept at Impose Order. As a bonus action, you can command
computer technology, a large portion of Woostri's each ally within 15 feet of you to move up to half that
manufacturing and other production sectors are ally's speed as a reaction. This movement does not
computer controlled and automated. This leaves them provoke attacks of opportunity. Once you use this trait,
with a substantial amount of free time, so large you can’t use it again until you finish a short or long
portions of their economy are devoted to recreation. rest.
The world's white sand beaches, its many music and Programmer. Whenever you make an Intelligence
holo-theater complexes, and its vast amusement parks (Technology) check related to computers, you are
are always teeming with representatives of every considered proficient in the Technology skill and add
spacefaring species. The woostoids welcome them all double your proficiency bonus to the check, instead of
with open arms, delighting in the diversity it brings to your normal proficiency bonus.
their world.
NAMES
Woostoid names are simple and strange sounding.
First Names. Bzan, Nizu, Shome, Wan
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 90 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Wroona
Language Wroonian
PHYSICAL CHARACTERISTICS
Height 3'2" +2d6" XAMSTER TRAITS
Weight 45 lb. x1 lb. As a xamster, you have the following special traits.
Ability Score Increase. Your Wisdom score
SOCIOCULTURAL CHARACTERISTICS increases by 2, and your Intelligence score increases by
1.
Homeworld Xagobah Age. Xamsters reach adulthood in their early teens
Language Xamster and live less than a century.
Alignment. Xamsters' harmonious nature causes
them to tend toward the light side, though there are
exceptions.
Size. Xamsters typically stand 3 to 4 feet tall and
BIOLOGY AND APPEARANCE generally weigh about 50 lbs. Regardless of your
Xamsters are a species of sentient reptiles position in that range, your size is Small.
characterized by their large ears and bicuspid beaks. Speed. Your base walking speed is 25 feet.
They have scaly skin, which sport several spiky crests. Darkvision. Your vision can easily cut through
They have formidable claws and fangs, and their brains darkness. You can see in dim light within 60 feet of you
are capable of quickly and efficiently processing as if it were bright light, and in darkness as if it were
sensory input. dim light. You can’t discern color in darkness, only
shades of gray.
SOCIETY AND CULTURE Mask of the Wild. You can attempt to hide even
Xamsters live in communities deep within the fungal when you are only lightly obscured by foliage, heavy
forests of their homeworld. They coexist symbiotically rain, falling snow, mist, and other natural phenomena.
with the fungi: a family of xamsters bind themselves to Naturalist. You have proficiency in the Nature skill.
a particular type of fungus known as a malvil-tree and Plant Communion. You have the ability to
treat it like a beloved pet or even a member of the communicate in a limited manner with plants. They can
family. The reptiles give their own malvil-tree a name understand the meaning of your words, though you
and tend to its growth and feeding. In return, the tree have no special ability to understand them in return.
permits the xamsters to take up residence inside it and You have advantage on all Charisma checks you make
obey simple commands, like raising or lowering its to influence them. You also have proficiency in
branches to afford the caretaker a better look at the bioanalysis kits.
surrounding terrain. Most importantly, the family is Snap Senses. Thanks to your accelerated sensory
able to harvest the tree's spores. They can use these input, you can sense incoming danger and react
fungal products for diverse tasks. For example, certain accordingly. When you roll for initiative, you can
spores can be used to coat someone's eyes, granting choose to gain advantage on the roll. Alternatively, if
the ability to peer through the fog of spores that you are surprised, you may act normally on your first
shrouds the surface of Xagobah. These spores also turn. Once you’ve used this trait, you can’t use it again
grant safe passage through the forest to those who until you finish a short or long rest.
coat themselves in it; otherwise, other hungry trees Tooth and Nail. Your fangs and claws are natural
might mistake the traveler for a meal. Xamsters know weapons, which you can use to make unarmed strikes.
of many useful fungi, including Xabar, which can be If you hit with them, you deal kinetic damage equal to
used to make a potent form of spice with the power to 1d4 + your Strength modifier.
paralyze the user. Offworlders use it to simulate death Undersized. Your small stature makes it hard for
and maybe gain a glimpse of the afterlife, but xamsters you to wield bigger weapons. You can’t use heavy
use its properties to fake death to escape enemies. 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
Xamster use melodic names with familiar surnames. property, you can only wield it in two hands.
First Names. Naveen, Poxak, Relass, Xenet, Xineen
PHYSICAL CHARACTERISTICS
Height 2'10" +2d10"
Weight 45 lb. x1 lb.
PHYSICAL CHARACTERISTICS
Height 5'9" +2d8"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Huk
Language Huk'siin
PHYSICAL CHARACTERISTICS
Height 5'2" +2d10"
Weight 145 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
Language Yarkora
PHYSICAL CHARACTERISTICS
Height 6'4" +2d10"
Weight 170 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Yinchorr
Language Yinchorri
PHYSICAL CHARACTERISTICS
Height 6'0" +2d12"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Forest Moon of Endor
Language Yuzzum
YUZZUM TRAITS
As a yuzzum, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Charisma score
increases by 2, and your Dexterity score increases by 1.
Members of the species are generally humanoid, with Age. Yuzzums reach adulthood in their late teens
round bodies covered in thick fur and long, spindly and live less than a century.
limbs. Nevertheless, the species show a great deal of Alignment. Yuzzums are resourceful, prioritizing
genetic diversity. Some have wide, toothy mouths, survival over any morals, causing them to tend towards
while others have fangs. Yuzzum feet are also variable, balanced alignments, though there are exceptions.
with some groups having hooves, some having pawlike Size. Yuzzums typically stand 6 to 8 feet tall and
feet, and others claws. Some yuzzums have long, generally weigh about 140 lbs. Regardless of your
pointed ears, while others have no ears to speak of. position in that range, your size is Medium.
Most yuzzums are quite tall, although shorter Speed. Your base walking speed is 35 feet.
individuals are born occasionally. These dwarf yuzzums Brewer. You have proficiency with brewer's kits.
are often social outcasts. Cannibalize. If you spend at least 1 minute
SOCIETY AND CULTURE devouring the corpse of a beast or humanoid, you gain
temporary hit points equal to your Constitution
Yuzzums live in small groups that travel the plains of modifier. Once you’ve used this feature, you must
Endor's moon. They spend much of their day hunting complete a short or long rest before you can use it
rodents, such as ruggers, that live in the tall grasses. again.
Some yuzzums have learned to domesticate the Crude Weapon Specialists. Yuzzums are used to
arachnoid rakazzak beasts as mounts to aid them in making do with less. You can spend 1 hour, which you
the hunt. Although a few yuzzums have no technology can do over the course of a short rest, crafting a
at all, other groups fashion primitive spears and forked weapon out of loose materials. You can craft any
lances for use in hunting and self-defense. Yuzzums simple kinetic weapon, but the weapon’s damage
are sometimes exported as pets, despite the fact that suffers a -1 penalty.
they are sentient. Their musical language make them Darkvision. You have a keen eyesight, especially in
naturals to find work as singers. Yuzzums sometimes the dark. You can see in dim light within 60 feet of you
encounter the ewoks (as well as the other species of as if it were bright light, and in darkness as if it were
Endor's moon), and many ewoks can understand the dim light. You can't discern color in darkness, only
yuzzum language, allowing for communication. shades of gray.
Nevertheless, yuzzums are not averse to eating Hunter. You have proficiency in Survival or Animal
woklings. Handling (your choice).
NAMES Musical. You have proficiency in the Performance
skill.
Yuzzum names are simple in nature, but typically
sound oddly musical, catching others off guard. They
use familiar surnames.
Male Names. Aal, Moh, Swav, Tob
Female Names. Feb, Gid, Smarn, Vem