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HERETIC'S GUIDE to the GALAXY

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CONTENTS
Species ........................................................................................

HERETIC'S GUIDE TO THE GALAXY Abednedo .............................................................................pg1

Adarian .................................................................................pg2

Advozse ................................................................................ pg3 Ongree


Askajian ................................................................................pg4 Pacithh
Avogwi ..................................................................................pg5 Pantora
Baragwin .............................................................................. pg6 Parwan
Bardottan ............................................................................. pg7 Patitite
Bimm ....................................................................................pg8 Polis M
Blarina ..................................................................................pg9 Ranat .
Bravaisian ...........................................................................pg10
Revwie
Chalactan ........................................................................... pg11
Ruurian
Chev ...................................................................................pg12
Chistori ...............................................................................pg13 Rybet .
Columi ................................................................................pg14 Sakiyan
Cosian ................................................................................ pg15 Sarkan
Coway ................................................................................ pg16 Sathari
Cragmoloid .........................................................................pg17 Selonia
Cyclorrian ........................................................................... pg18 Sephi ..
Dantari ............................................................................... pg19 Shawda
Devlikk ............................................................................... pg20 Sinitee
Dowutin, Young .................................................................. pg21
Skakoa
Dybrinthe ........................................................................... pg22
Skel ....
Drall ................................................................................... pg23
S'kytri .
Dressellian ..........................................................................pg24
Dulok ................................................................................. pg25 Skrilling
Elom ...................................................................................pg26 Sluissi .
Elomin ................................................................................pg27 Snivvia
Epicanthix ...........................................................................pg28 Swokes
Feeorin ...............................................................................pg29 Sylphe
Firrerreo .............................................................................pg30 Talorta
Fosh ................................................................................... pg31 Talpini
Frozian ............................................................................... pg32 Teedo .
Gank .................................................................................. pg33
Teek ...
Gigoran .............................................................................. pg34
Terrelia
Gormak .............................................................................. pg35
Gossam .............................................................................. pg36 Thakwa
Gree ...................................................................................pg37 Theelin
Hassk ................................................................................. pg38 Tholoth
H'nemthe ........................................................................... pg39 Tof ......
Houk .................................................................................. pg40 Tognat
Iakaru .................................................................................pg41 Toong
Ishi Tib ................................................................................pg42 Trianii .
Kalleran ..............................................................................pg43 T'surr .
Kerkoiden ...........................................................................pg44 Tynnan
Khil .....................................................................................pg45
Ubese
Kiffar .................................................................................. pg46
Utai ....
Kitonak ...............................................................................pg47
Kobok .................................................................................pg48 Vagaar
Kowakian Monkey-Lizard .....................................................pg49 Vahla ..
Krevaaki ............................................................................. pg50 Vodran
Lamproid ............................................................................pg51 Vor .....
Lepi ....................................................................................pg52 Vratix .
Lutrillian ............................................................................. pg53 Vulpter
Melitto ................................................................................pg54 Vuvrian
Morseerian ......................................................................... pg55 Whiphi
Mrlssi ................................................................................. pg56
Woosto
Nagai ..................................................................................pg57
Wrooni
Nikto .............................................................................pg58-59
Xamste
Nimbanel ............................................................................pg60
Noehon .............................................................................. pg61 Xexto ..
Nosaurian ...........................................................................pg62 Yam'rii
Nuiwit .................................................................................pg63 Yarkora
Yinchor
Yuzzum

0
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

BIOLOGY AND APPEARANCE


Abednedos are a humanoid, sentient, mammalian
species with fleshy nose slits and black eyes, which
belong to sockets that protrude from the side of the ABEDNEDO TRAITS
individual's elongated head. They also possess As an abednedo, you have the following special traits.
dangling mouth tendrils, that are remnants of sensory
Ability Score Increase. Your Charisma score
organs which helped their ancestors to navigate
increases by 2, and your Intelligence score increases by
underground in the dark. They can grow hair above
1.
their eyes and on the side and back of their heads.
Age. Abednedos reach adulthood in their late teens
SOCIETY AND CULTURE and can live for centuries, up to 275 years.
Alignment. Abednedos' kind and accepting nature
A gregarious and clever species, the abednedos' causes them to tend toward the light side, though
curiosity and acceptance of other species, as well as there are exceptions.
their skill with languages, make them a common sight Size. Abednedos typically stand 5 to 6 and a half feet
in the galaxy. With this, abednedos are found in tall and generally weigh about 160 lbs. Regardless of
multiple, contrasting professions, including freight your position in that range, your size is Medium.
crewers, soldiers, bureaucrats and slicers. Because of Speed. Your base walking speed is 30 feet.
their upbringing, abednedo are fervent and vocal
Darkvision. You have a keen eyesight, especially in
supporters of traditional democracy, which oftentimes
the dark. You can see in dim light within 60 feet of you
leads them into unfavorable situations in areas where
as if it were bright light, and in darkness as if it were
democracy is unpopular or outlawed. The abednedos'
dim light. You can't discern color in darkness, only
precursors evolved underground and carved out
shades of gray.
tunnel-dens to create massive cathedrals housing tens
Quick Learner. When using downtime for learning a
of thousands of family units. They eventually took to
new language or training with a set of tools, it takes
living on the planet's surface and constructed
half the amount of time and credits necessary to
sprawling metropolises bristling with ornamental
complete.
spires, flagpoles, and riotously colored carvings. While
Skill Versatility. You gain proficiency in one skill of
these cities strike outlanders as chaotic, the abednedos
your choice.
find them endless sources of amusement and interest.
Socialite. Abednedo are extremely skilled
NAMES conversationalists. You have proficiency in the
Persuasion skill. Additionally, you have advantage on
Abednedo names are quite diverse in nature, but are
Charisma saving throws.
generally simple to pronounce, with familiar surnames.
Abednedo parents try not to give children complex
names, as that would make conversation more difficult
for them in the future.
Male Names. Gouldd, Miksa, Paales, Skien
Female Names. Csavota, Eell, Hosta, Llysens

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Surnames. Beldune, Meekel, Nelru, Tenefor Lang

Basic a
ADARIAN tonal in
natura
VISUAL CHARACTERISTICS
commu
Skin Color Blue, gray, brown, or yellow other b
Hair Color Clear
Eye Color Black or gold
Large cranium, acute senses of smell
Distinctions
and hearing

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

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Surnames. Ghantere, Leventraim, Timack, Vy, Zimda Lang

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

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Riflor
Language Advb

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

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Surnames. Barbud, Khumere, Siklopp, Toryus Lang

Basic a
ASKAJIAN
VISUAL CHARACTERISTICS
Skin Color Light to dark tones
Hair Color Black, blond, brown, gray or white
Eye Color Blue, brown, gray, green, or hazel
Distinctions Six breasts, two hearts, water storage

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Asakaj
Language Askajian

BIOLOGY AND APPEARANCE


Externally, they appeare very similar to humans, mainly
differing in the thick, wrinkled skin on their foreheads, ASKAJIAN TRAITS
their six breasts, and their girth. Internally, the As a askajian, you have the following special traits.
askajians aer adapted to desert survival with large Ability Score Increase. Your Constitution score
epidermal sacs for water storage. This allows them to increases by 2, and your Charisma score increases by
go for several weeks without water. An askajian can 1.
shed up to sixty percent of the water in his or her body Age. Askajians reach adulthood in their late teens
with no effect other than tremendous slimming. and live less than a century.
Askajians are normally slender, and imbibing huge Alignment. Askajians are survivalists, but try to stay
volumes of water increased their girth considerably. optimistic despite circumstances, causing them to tend
Askajians also had two hearts. toward neutral light side, though there are exceptions.
Size. Askajians tend to be slender, typically standing
SOCIETY AND CULTURE 5 to 6 feet tall and rarely weighing more than 150 lbs
Askajians live in a primitive, tribal society, living mostly when not storing water. Regardless of your position in
by gathering plants and hunting herds of large, woolly that range, your size is Medium.
beasts called tomuons. Askajians use their meat, milk, Speed. Your base walking speed is 30 feet.
fat, wool, hooves, and bones for fabric, food, shelter, Adept Harvester. You have proficiency in the
and other essential items. One of the most important Survival skill. Additionally, you have advantage on
figures in an askajian tribe was the weaver, who knows Wisdom (Survival) checks to harvest from plants or
the secret techniques to create tomoun cloth: a strong, dead creatures.
yet soft and wrinkle-resistant fabric that is a high- Desert Adaptation. Your body is naturally adapted
demand luxury item as far away as the Core Worlds. to hot climates, as described in chapter 5 of the
Dancers are also important in askajian culture. A skilled Dungeon Master’s Guide. Additionally, you are able to
dancer acts as a shaman and loremaster, re-enacting go a number of days without water equal to 3 + twice
tribal history and legend and leading worship of their your Constitution modifier before suffering exhaustion.
main goddess, the Moon Lady, which was the moon of Proud Dancers. Askajians are best known for their
Askaj. The shamans of the Moon Lady teach that joy hereditary skill in dancing. Whenever you make a
can be found in just about everything, and that tragedy Charisma (Performance) check involving dancing, you
is the best time for mirth. They encourage folks to are considered to have expertise in the Performance
laugh even as they die. skill.
Second Heart. When you are reduced to 0 hit points
NAMES but not killed outright, you can drop to 1 hit point
Askajians have three tribal names, the first being instead. You can’t use this feature again until you finish
personal, and the second two familiar. a long rest.
Male Names. Boul, Hanno, Shuwa, Wardu Tribal Talents. You have proficiency with your choice
Female Names. Hovva, Muthgu, Padem, Vurge of synthweaver's implements or one musical
Middle Name. g'if', n'uk', r'ep', y'on' instrument of your choice.

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Surnames. Airtov, b'Nul, k'Der, Sasith Lang

Basic a
AVOGWI consist
VISUAL CHARACTERISTICS
Skin Color White or gray
Orange with black, white, or brown
Hair Color
undertones
Eye Color Yellow, green, red-orange, or brown
Distinctions Large raptors, bright orange feathers

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

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Surnames. Fadani, Igara, Kodrue, Wylbas Lang

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

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Old Barag
Language Baragwinian

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

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Surnames. Daii, -ellet, Nowah, Van Lang

Basic, B
BARDOTTAN Bardot
mystics
VISUAL CHARACTERISTICS
tone.
Skin Color Green, yellow, gray, red, or purple
Hair Color Red or orange (female)
Eye Color Red, orange, or green
Long, curving neck, pointed snouts,
Distinctions
crested heads

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

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Surnames. Kay, Morjara, Rygher, Udaake Lang

Basic, B
BIMM Bimmi
soundi
VISUAL CHARACTERISTICS
harmo
Skin Color Light to dark tones (both)
Hair Color Tan, brown, black, or gray (both)
Eye Color Brown, amber, or black (only for furred)
Small stature (near-human), floppy ears
Distinctions
(furred)

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

ART CREDIT | [artist name]


8
Surnames. Bae, Dov, Flak, Owt, Shos Lang

Basic a
BLARINA it is to
to easy
VISUAL CHARACTERISTICS
speake
Skin Color Pink
Hair Color None
Eye Color Gold
Distinctions Tough skin, weak and pudgy appearance

PHYSICAL CHARACTERISTICS
Height 3'1" +2d12"
Weight 40 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Rina Major
Language Blarinan

BIOLOGY AND APPEARANCE BLARINA TRAITS


Blarina are a short, pudgy bipedal sentient species who
As a blarina, you have the following special traits.
are not especially strong, but make up for it by being
Ability Score Increase. Your Constitution score
incredibly quick, rugged and resourceful. With tough
increases by 2, and your Dexterity score increases by 1.
skin, they are capable of surviving in both high and low
Age. Blarina reach adulthood at 8 and live less than a
temperature extremes, and are also resistant to poison
century.
and disease. Most other sentient species have trouble
Alignment. Blarina's deceptive nature causes them
telling blarina apart based on their appearance (which
to tend toward the dark side, though there are
some blarina use to their advantage when dealing with
exceptions.
others), with members having broad faces with short,
wide snouts and a small pair of eyes, with slitted Size. Blarina rarely stand higher than 4 feet and
pupils. Below their snout, the blarina have a mouth weigh about 50 lbs. Regardless of your position in that
range, your size is Small.
with more sharp teeth than a human mouth contains,
Speed. Your base walking speed is 25 feet.
including incisors. The species' skin is scaly, and they
have five fingered hands with claws at the end of each Blarinan Resistance. You have advantage on saving
digit. throws against poison and disease, and you have
resistance against poison damage (explained in
SOCIETY AND CULTURE Chapter 9).
Deceitful. You have proficiency in the Deception
Amongst the most notable traits of the highly sociable
skill.
Blarina are their fondness for words and speech, which
Fleet-Footed. As a bonus action, you can move up to
causes some members of the species to be quick with
your speed away from an enemy of your choice that
words, able to convey sarcasm, despair, delight and
you can see or hear. You must end this move further
amusement through their tones in rapid succession.
from the enemy than you started.
The species are also famously known for being
Hide. You have thick skin. When you aren’t wearing
accomplished liars, with many blarina often lying about
armor, your AC is 13 + your Dexterity modifier.
their identities in order to avoid trouble and take
Additionally, your thick hide is naturally adapted to hot
advantage of the problems other species had in
identifying individual blarina. They often hiss during and cold climates, as described in chapter 5 of the
speech and make a cackling hiss when delighted. Dungeon Master’s Guide.
Blarina are not especially known for their hospitality, Undersized. Your small stature makes it hard for
but will stick together when faced with species of larger you to wield bigger weapons. You can’t use heavy
size, often forming family-based guilds or mercantile shields. Additionally, you can’t use martial weapons
with the two-handed property unless it also has the
associations.
light property, and if a martial weapon has the versatile
NAMES property, you can only wield it in two hands.
Blarina have short and sharp names, not varying by
gender and gaining surnames when joining a guild.
First Names. Alivat, Hakan, Ihn, Praxus, Yez

ART CREDIT | [artist name]


9
First Names. Gongari, Kinkuto, Linteba, Vaniti Lang

Basic a
BRAVAISIAN squaw
VISUAL CHARACTERISTICS
Skin Color Light to dark blue
Hair Color None
Eye Color Black
Dexterous tongue, long snouts, sensitive
Distinctions
eyes

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.

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10
Surnames. Bachola, Dhunyur, Lehi, Sheja Lang

Basic a
CHALACTAN describ
VISUAL CHARACTERISTICS
Skin Color Light to dark tones
Hair Color Black, brown, or gray (usually with age)
Amber, blue, brown, gray, green, or
Eye Color
hazel
Distinctions Near-human, religious piercings

PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 105 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Chalacta
Language Chalacta

BIOLOGY AND APPEARANCE


While they are not genetically compatible with humans,
chalactans are otherwise fairly similar to humans. Most
are also distinguished by their facial piercings.

SOCIETY AND CULTURE


Chalactans are a spiritual people who are focused on
meditation, self-control, and discipline. While they CHALACTAN TRAITS
focus greatly on knowledge and their mind, they are
more philosophical than practical. They prefer to teach As a chalactan, you have the following special traits.
by using riddles. On the other side of this, they are a Ability Score Increase. Your Wisdom score
simpler people who are trusting and benevolent. Their increases by 2, and your Intelligence score increases by
spirituality and philosophy often makes them not get 1.
along entirely well, especially with those who do not Age. Chalactans reach adulthood in their late teens
share their values. However, they are a very calm and live less than a century.
people who are typically cool and collected. Almost all Alignment. Chalactan culture values discipline and
chalactans fall into the religion of Chalactan Adepts. benevolence, causing them to tend towards lawful light
The Chalactan Adepts focus on many of the views that side, though there are exceptions.
distinguish the chalactans as a whole. They are a Size. Chalactans typically stand 5 to 6 feet tall and
mystical people with a complex philosophy. They strive weigh around 150 lbs. Regardless of your position in
constantly to receive illumination, also called that range, your size is Medium.
Enlightenment. This is best defined as an Speed. Your base walking speed is 30 feet.
understanding of the natural laws of the universe, Adept Philosophy. You have proficiency in the
which they also believe to exist in every single sentient Insight and Lore skills.
person. All Adepts have a piercing near the top of their Meditative. When you reach 3rd level, you learn and
nose referred to as the Lesser Mark. It symbolizes their can cast your choice of the sense force, battle
quest for Enlightenment. Once a Chalactan Adept has precognition, or sense emotion force powers once per
received Enlightenment, they receive a Greater Mark of day. Wisdom is your forcecasting ability for this power.
Illumination in the lower middle of their forehead. Both Unclosable Eye. You have advantage on saving
these marks are small golden beads featuring the throws against being charmed, and powers can't put
“Unclosable Eye” that are attached on by piercing. you to sleep.
Inscrutable. Your calm demeanor and control make
NAMES you hard to read. Wisdom (Insight) checks made
Chalactans use graceful, elegant sounding names, with against you have disadvantage, and you have
familiar surnames. advantage on any saving throw against an effect that
Male Names. Andup, Bhrashwan, Illam, Koyat would read your thoughts.
Female Names. Chodrin, Omi, Param, Shassa

ART CREDIT | [artist name]


11
Surnames. Arma, Goetia, Libo, Yonn Lang

Basic, C
CHEV been h
time, it
VISUAL CHARACTERISTICS
compa
Skin Color Pale white, sandy brown, slate gray
Hair Color Blond or white
Eye Color Black to violet
Distinctions Lidless eyes, two hearts

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

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12
Surnames. Conn, Keet, Lex, Tarn Lang

Basic a
CHISTORI and ter
VISUAL CHARACTERISTICS
Blue and purple on the back, brown and
Skin Color
tan on the abdomen (typically)
Hair Color None
Eye Color Purple, yellow, blue, orange, or red
Distinctions Reptilian, powerful jaws

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

ART CREDIT | [artist name]


13
Surnames. Dreth, Jobe, Klirth, Yeth Lang

Basic a
COLUMI expans
3,000,0
VISUAL CHARACTERISTICS
Skin Color Gray or sandy brown
Hair Color None
Eye Color Black or red
Distinctions Very large cranium, atrophied limbs

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

ART CREDIT | [artist name]


14
Surnames. Eshora, Rube, Sulube, Wuun Lang

Basic a
COSIAN spoken
talking
VISUAL CHARACTERISTICS
Skin Color Mottled green
Hair Color White to blue
Eye Color Orange or yellow
Beaked mouths, Long tails ended with
Distinctions
tuft of hair

PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 105 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Cosia
Language Cosian

BIOLOGY AND APPEARANCE


Cosians are a species of sentient reptilian humanoids
from Cosia who have beaked mouths, four-fingered
COSIAN TRAITS
hands, eyes with lids that blink upward instead of
down, and a long tail that ends in a tuft of hair. Able to As a cosian, you have the following special traits.
reach up to two hundred years of age, cosians are one Ability Score Increase. Your Wisdom score
of the longest lived species in the galaxy. increases by 2, and your Intelligence score increases by
1.
SOCIETY AND CULTURE Age. Cosians reach adulthood at 20 and have been
Cosians are calm, straightforward thinkers. They often known to live for more than 200 years.
only take action after they are assured of the outcome, Alignment. Cosians' benevolent nature causes them
making them masterful players of Dejarik and other to tend toward the light side, though there are
tests of wit and strategy. Cosians have a hunched exceptions.
posture and gentle demeanor that leaves an Size. Cosians typically stand 6 feet tall when standing
impression of harmlessness, helplessness, or even upright and generally weigh about 140 lbs. Regardless
senility—but that could not be further from the truth. of your position in that range, your size is Medium.
The sharp minds and keen senses of the Cosian are Speed. Your base walking speed is 30 feet.
valued among adventurers, constantly observing and Acute Senses. You have proficiency in the
eager to learn more about the larger galaxy. The Perception skill.
combination of an aged sense of wisdom and a Darkvision. You have a keen eyesight, especially in
genuine childlike excitement at the discovery of new the dark. You can see in dim light within 60 feet of you
places and beings casts the Cosian as a bit of a as if it were bright light, and in darkness as if it were
paradox. Any Cosian will tell you that they are simply dim light. You can't discern color in darkness, only
taking each day as it arrives, and that anyone who shades of gray.
believes they have learned all there is to learn is doing Hide. You have a thick hide. While you are
themselves a great disservice. Though welcoming unarmored or wearing light armor, your AC is 12 + your
diversity and negotiation, the villages on Cosia have Dexterity modifier.
been virtually untouched by technology—starports Inscrutable. Your calm demeanor and control make
being built well outside the boundaries of their you hard to read. Wisdom (Insight) checks made
settlements. against you have disadvantage, and you have
advantage on any saving throw against an effect that
NAMES would read your thoughts.
Cosian names are often short, sometimes forgetting to Mentor. You know the guidance at-will force power.
introduce themselves to strangers, as names are not Wisdom is your forcecasting ability for this power.
very important to them. Surnames are familiar. Wizened. You have proficiency in the Lore skill.
Male Names. Dasa, Eylan, Liua, Zev
Female Names. Fesh, Hela, Penn, Yalra

ART CREDIT | [artist name]


15
Surnames. Bol, Mode, Symm, Trag Lang

Basic a
COWAY grating
VISUAL CHARACTERISTICS
Skin Color Red
Hair Color None
Eye Color Gray or blue
Tribal, warrior culture, skilled at hiding in
Distinctions
nature

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Mimban
Language Coway

BIOLOGY AND APPEARANCE COWAY TRAITS


Coway, known as mimbanese to offworlders, have dark As a coway, you have the following special traits.
eyes covered in a thin membrane which are capable of Ability Score Increase. Your Strength or Dexterity
seeing into the infrared spectrum, which they use to score increases by 2, and your Constitution score
survive in the subterranean darkness. A coway's diet increases by 1.
typically consists of fruits, lichens, raw meats and Age. Coway reach adulthood in their early teens and
fungus which would be poisonous to them if not for live less than a century.
the strong amino acids of their digestive systems. Alignment. Coway's aggressive nature causes them
Coway have the unsettling ability to disappear in the to tend toward the dark side, though there are
mud and murk of their homeworld. exceptions.
Size. Coway typically stand 5 to 6 feet tall and
SOCIETY AND CULTURE generally weigh about 160 lbs. Regardless of your
Compared to the space-age cultures of the rest of the position in that range, your size is Medium.
galaxy, the coway are a primitive lot. Their main Speed. Your base walking speed is 30 feet.
technological achievements are fire and weapons Darkvision. You have a keen eyesight, especially in
made of flowstone. They have little to no sense of the dark. You can see in dim light within 60 feet of you
higher learning or technology and were fond of as if it were bright light, and in darkness as if it were
charms. They treat death as an inevitable, everyday dim light. You can't discern color in darkness, only
occurrence. Coway tribes live in large villages where shades of gray.
order is maintained by brute force. Any outsiders who Mask of the Wild. You can attempt to hide even
venture too close will be attacked. Males are dominant when you are only lightly obscured by foliage, heavy
in coway society and each village is ruled by a rain, falling snow, mist, and other natural phenomena.
triumvirate of chiefs who answer only to the will of Crude Weapon Specialists. Coway are used to
Canu, a warrior god. If the chiefs encounter gridlock making do with less. You can spend 1 hour, which you
when they attempt to resolve an issue by themselves, can do over the course of a short rest, crafting a
they submit the problem to Canu. Because the coway weapon out of loose materials. You can craft any
believe that Canu demands strength from his simple kinetic weapon, but the weapon’s damage
followers, the greatest warriors of the conflicting suffers a -1 penalty.
parties will face each other in single combat until one Swamp Dweller. Growing up in the swamps of
quit or died. Mimban has left an impact. You don’t treat swamp
terrain as difficult terrain.
NAMES Natural Antitoxins. Coway have a strong resistance
Coway names are quite different between tribes, with to poisons, allowing them to eat foods that would be
some using tribal surnames, and some forgoing them poisonous to other species. You have advantage on
all together. saving throws against poison, and you have resistance
Male Names. Iorna, Koppes, O'ben, Vendak against poison damage (explained in chapter 9).
Female Names. Disera, L'fen, P'kard, Rerra

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Female Names. Dombar, Ormoj, Rotto, Vuula Lang

Basic a
CRAGMOLOID and gr
widely-
VISUAL CHARACTERISTICS
mean e
Skin Color Gray, brown, or green upset.
Hair Color Brown or gray
Eye Color Red
Distinctions Trunks, tusks

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

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Surnames. Calezz, Kozzem, Riptez, Zeketz Lang

Basic a
CYCLORRIAN species
sounds
VISUAL CHARACTERISTICS
mandib
Skin Color Light to dark gray
Hair Color None
Eye Color Iridescent
Distinctions Antenna, compound eyes

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Cyclorr 4
Language Cyclorrik

BIOLOGY AND APPEARANCE


Cyclorrians are an insectoid sentient species who live
in hives alongside the rest of their swarm. They have CYCLORRIAN TRAITS
antenna for navigating their darkened hives, As a cyclorrian, you have the following special traits.
compound eyes, and adhesive feet. Cyclorrians have a Ability Score Increase. Your Intelligence score
powerful sense of smell, often to their own detriment, increases by 2, and your Charisma score increases by
as areas saturated with multiple powerful scents can 1.
overwhelm parts of a cyclorrians' brain. To combat this, Age. Cyclorrians reach adulthood in at 8 and live less
a majority of cyclorrians wear damp 'scent-cloths' than a century.
made to dull the smells around them. Alignment. Cyclorrians' diligent mindsets cause
them to tend towards lawful alignments, though there
SOCIETY AND CULTURE are exceptions.
Cyclorrians live together in hives, enormous Size. Cyclorrians typically stand 3 to 4 feet tall and
compounds made up of natural materials where generally weigh about 50 lbs. Regardless of your
cyclorrian swarms live. These swarms are made up of position in that range, your size is Small.
multiple family groups of hundreds of cyclorrians Speed. Your base walking speed is 25 feet.
coexisting closely, constantly repairing and expanding Adhesive Pads. You have a climbing speed of 25
the hive. The main goal of the hive is to expand the feet. You have advantage on Strength saving throws
hive outwards, this societal obligation causing and Strength (Athletics) checks that involve climbing.
cyclorrians to be efficient workers when found outside Antenna Reception. Cyclorrians perceive the
of their hives. Industrious beings, their social structure environment around them through use of their
means that behaviors others would find overbearing antenna. You have blindsight out to 30 feet. If another
and rude are acceptable, such as a lack of personal trait would grant you blindsight, the range is increased
space. While they are well known for working together by half as many feet.
effectively, they are also highly individualistic, with Exoskeleton. You have a thick exoskeleton. While
some members learning activities such as sabacc from you are unarmored or wearing light armor, your AC is
other beings in the brief rest periods allowed. 12 + your Dexterity modifier.
Keen Smell. You have advantage on Wisdom
NAMES (Perception) checks that involve smell.
Cyclorrians names have a distinct buzzing tone to Undersized. Your small stature makes it hard for
them, dominated by the letter 'Z' in both personal and you to wield bigger weapons. You can’t use heavy
surnames. When an egg hatches, the young cyclorrian shields. Additionally, you can’t use martial weapons
is brought before a hive's 'namers.' These namers will with the two-handed property unless it also has the
then spend hours, or even days, locked in their light property, and if a martial weapon has the versatile
chambers deciding on the perfect name for the child. property, you can only wield it in two hands.
Cyclorrian names are agendered, and despite their
hive-based society, they use familiar surnames.
First Names. Fezzap, Kizzic, Wazzet, Yizzur

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Female Names. Esada, Norra, Sembod, Uladi Lang

Basic a
DANTARI of spok
expres
VISUAL CHARACTERISTICS
Skin Color Light to dark tones (tanned)
Hair Color Black
Eye Color Brown, gray, amber, hazel, or black
Distinctions Heavy muscle structure, large faces

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

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Surnames. Benmyd, Raeves, Tinlave, Wandurge Lang

Basic a
DEVLIKK
VISUAL CHARACTERISTICS
Skin Color Tan, yellow, or green
Hair Color Lime green
Eye Color Red
Green feathers, short lifespan, long
Distinctions
claws, short stature

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.

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First Names. Dursuc, Grimgorl, Maucro, Tornak Lang

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

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Dowut
Language Dowuta

DOWUTIN, YOUNG TRAITS


BIOLOGY AND APPEARANCE
As a dowutin, young, you have the following special
The Dowutin species evolved from a type of traits.
omnivorous herd animal on the planet Dowut. They Ability Score Increase. Your Strength score
were large, aggressive-looking humanoids with chin increases by 2, and your Constitution score increases
horns, sharp claws, thick skin, and had poor eyesight by 1.
but superior senses of hearing and smell. Dowutin are Age. Dowutins are considered a child until around
massive humanoids who can live for centuries, and the age of 75 in which they are a full fledged adult.
dying of old age is unheard of for them. While most Dowutins can live upwards of 900 years with even
other species become frail as they age, Dowutin never more ancient ones exceeding that.
stop growing and getting stronger. As teenagers, Alignment. Dowutins are aggressive and brash,
Dowutin resemble Wookiees in size and strength, but causing them to tend toward the dark side, though
by their fifth century, they are a mountain of muscle there are exceptions.
weighing a metric ton, with loud footsteps and voices Size. Dowutins have a unique special characteristic;
warning other species away. from birth to death, they never stop growing. Even as
an adolescent, dowutins tend to tower over other
SOCIETY AND CULTURE
species, reaching heights over 8 feet and weighing 400
Dowutin are a very straightforward people, and their pounds. Regardless of your position in that range, your
society is among the most simple in the galaxy. They size is Medium.
have few cities, governments, or even organized social Speed. Your base walking speed is 30 feet.
structures, as they often survive entirely on their own. Claws. Your claws are natural weapons, which you
Children are left behind by their families at a very can use to make unarmed strikes. If you hit with them,
young age and must learn to fend for themselves. you deal kinetic damage equal to 1d4 + your Strength
Because of this, those who quickly learned hunting modifier.
skills survived. Their size and strength made them Hide. You have a thick hide. While you are
prized as hired muscle, but most Dowutins' pride unarmored or wearing light armor, your AC is 13 + your
dissuaded them from such work, as they viewed other Dexterity modifier. Additionally, your thick hide is
species as weak, absolutely refusing to take orders naturally adapted to cold climates, as described in
from anyone who is physically weaker than them. As chapter 5 of the Dungeon Master’s Guide.
such, those who employ Dowutin will command them Hunter. You have proficiency in the Survival skill.
in more subtle ways, typically phrasing their Keen Hearing and Smell. You have advantage on
commands as suggestions or advice. Strength in the Wisdom (Perception) checks that involve hearing or
literal sense is very important to them; it is a measure smell.
of worth and earns them respect. Powerful Build. Your carrying capacity and the
NAMES weight you can push, drag, or lift doubles. If it would
already double, it instead triples.
Dowutin names are harsh and guttural, and roll off the
tongue like a rock slide.

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Surnames. Keats, Guuld, Thesk, Vocce Lang

Basic a
DYBRINTHE coughi
VISUAL CHARACTERISTICS
Skin Color White (bright)
Hair Color None
Eye Color Blue, black, white, purple, or indigo
Bright skin, gill-like respiratory system,
Distinctions
wide eyes

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

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Female Names. Eiselia, Ennel, Fensa, Lanshma Lang

Basic a
DRALL squeak
expans
VISUAL CHARACTERISTICS
who try
Skin Color Pink hand fo
Hair Color Brown, black, or reddish-gray
Eye Color Black
Small size, furry, shrewd and inquisitive
Distinctions
nature
DRALL TRAITS
As a drall, you have the following special traits.
PHYSICAL CHARACTERISTICS Ability Score Increase. Your Intelligence score
Height 2'11" +2d4" increases by 2, and your Constitution or Wisdom score
Weight 45 lb. x1 lb. increases by 1.
Age. Drall reach adulthood at 8 and live less than a
century.
SOCIOCULTURAL CHARACTERISTICS Alignment. Drall's shrewd and intelligent nature
Homeworld Drall causes them to tend towards balanced alignments,
though there are exceptions.
Language Drallish
Size. Drall typically stand 3 to 4 feet tall and generally
weigh about 50 lbs. Regardless of your position in that
range, your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. You have a keen eyesight, especially in
BIOLOGY AND APPEARANCE the dark. You can see in dim light within 60 feet of you
The drall are being small bipeds with furry features as if it were bright light, and in darkness as if it were
who are descended from burrowing animals. Their dim light. You can’t discern color in darkness, only
bodies are covered with fur, and have short limbs with shades of gray.
clawed hands and feet. Females are generally larger. Employed Experience. You are proficient in two
tools of your choice.
SOCIETY AND CULTURE Hide. Your thick hide is naturally adapted to hot
Drall take pride in being viewed as well mannered and climates, as described in chapter 5 of the Dungeon
considerate. They are intelligent, reasonable, and Master’s Guide.
difficult to anger. Drall are honest in their business Methodical. You can add half your proficiency
dealings, and if they promise to perform a task for a bonus, rounded down, to any Intelligence check you
certain payment, they always do so to the best of their make that doesn't already include your proficiency
ability. They expect others to behave in a similarly. As a bonus.
species, they are methodical researchers, careful Shrewd Demeanor. You have proficiency in two
observers, and considered among the best theoretical Intelligence, Wisdom, or Charisma skills of your choice.
thinkers in the galaxy. Drall are primarily interested in Storyteller. Whenever you make a Charisma
abstract concepts and accumulating knowledge for the (Performance) check to tell one or more creatures a
sake of knowledge. Therefore, despite the advanced story, whether the story is true or not, you are
nature of their scholarly pursuits, the planet Drall trails considered to have expertise in the Performance skill.
behind the rest of the galaxy in technological Sunlight Sensitivity. You have disadvantage on
achievement, and the drall themselves usually attack rolls and on Wisdom (Perception) checks that
implement technology developed by others. Drall rely on sight when you, the target of your attack, or
society is a clan-based combination of a matriarch and whatever you are trying to perceive is in direct sunlight.
a meritocracy. No elected or direct hereditary leaders Superior Memory. You can double your proficiency
exist on their homeworld. Instead, each family heeds a bonus for it when you make an Intelligence (Lore)
"Duchess," a female drall who is deemed the most fit to check to recall information you have learned, or to
lead. Once appointed, the Dutchess becomes the recall the details of your experiences.
owner of all the family's property, and she holds the Undersized. Your small stature makes it hard for
position for life or until she steps down and passes the you to wield bigger weapons. You can’t use heavy
title and property along to a suitable heir. Most drall shields. Additionally, you can’t use martial weapons
clans follow the overall direction set by the Dutchess of with the two-handed property unless it also has the
the most prosperous and powerful of all the clans. light property, and if a martial weapon has the versatile
property, you can only wield it in two hands.
NAMES
Drall names are eloquent and specific, while still being
short usually. Surnames are not used.
Male Names. Albahan, Beggs, Mevall, Ritann

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Female Names. Akijanus, Grett, Nella, Zillizera Lang

Basic a
DRESSELLIAN that to
written
VISUAL CHARACTERISTICS
relatio
Skin Color Light to dark brown Dresse
Hair Color None terms
their o
Eye Color Yellow or orange
langua
Distinctions Elongated skulls, teal-colored blood

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

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Female Names. Arob, Bulak, Rogmesh, Sharamph Lang

Basic a
DULOK intellig
gruffer
VISUAL CHARACTERISTICS
Skin Color Light to dark pink or gray
Hair Color Green, blue-gray, brown, or gray
Eye Color White, yellow, orange, pink, or red
Distinctions Hairy, unkempt

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

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Surnames. Aijest, Brenap, Elitz, Franzep, Louid Lang

Basic a
ELOM bestial
VISUAL CHARACTERISTICS
Skin Color Tan or pink
Dark gray, light green, sandy brown,
Hair Color
dark brown
Eye Color Black
Distinctions Tough claws, excellent nightvision

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

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Surnames. Ethrikalton, Indumiseg, Rullian, Snialvalra Lang

Basic, a
ELOMIN gramm
and so
VISUAL CHARACTERISTICS
Galacti
Skin Color Orange, red, brown, purple, black
Hair Color Brown or black
Eye Color Black, red, blue, or white
Distinctions Crown of horns, tusks on cheekbones

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Elom
Language Elomin

BIOLOGY AND APPEARANCE ELOMIN TRAITS


The elomin are thought by some xenoarchaeologists to As an elomin, you have the following special traits.
be descended from a lost colony of zabrak who settled Ability Score Increase. Your Intelligence score
Elom in the distant past. increases by 2, and your Constitution score increases
Elomin skin features a variety of colors from bright by 1.
pink to dark purple. Features of their anatomy which Age. Elomin reach adulthood in their early teens and
distinguishes them from baseline humans include neck live less than a century.
wattles, spanchons, four stomachs, generative nodes, Alignment. Elomin's domineering and orderly nature
six-chambered hearts, nose tusks, long hairs which causes them to tend toward lawful alignments, though
grew behind their ears, and horns. there are exceptions.
Size. Elomin typically stand 5 to 6 feet tall and
SOCIETY AND CULTURE generally weigh about 160 lbs. Regardless of your
Elomin have difficulties relating to other species, which position in that range, your size is Medium.
they view as perpetrators of chaos. Speed. Your base walking speed is 30 feet.
Culturally, the elomin try to discover or create order Authoritative. You have proficiency in Persuasion or
in all things. They view the universe as a logical, Intimidation (your choice).
organized puzzle, and endeavor to find the pieces and Desert Dweller. Generations of elomin have tread
bring them to their logical places. When confronted upon the desert sands of Elom. You don’t treat desert
with something that doesn't fit into the pattern they terrain as difficult terrain.
have defined, they may try to redefine the pattern, but Impose Order. As a bonus action, you can command
are just as likely to attempt to ignore the discordant each ally within 15 feet of you to move up to half that
details. ally's speed as a reaction. This movement does not
Such was the case when the elomin first discovered provoke attacks of opportunity. Once you use this trait,
the existence of the underground-dwelling eloms, you can’t use it again until you finish a short or long
another sentient species native to their world. The rest.
elomin first denied the existence of the eloms, and Problem Solver. Because of your upbringing, you
then later denied they were sentient so they could have excellent problem-solving skills. You can treat a
press them into service as servants and laborers. d20 roll of 9 or lower on an Intelligence check or saving
The elomin are obsessed with personal hygiene, throw as a 10. You can use this trait a number of times
combing their long ear hair and polishing their horns. equal to half your proficiency bonus (rounded up). You
regain all uses of this feature when you finish a long
NAMES rest.
Elomin names are long and complex, consisting of a Tech Resistance. As an elomin, you take to new
unique personal name, a small middle name chosen technology quickly. You have advantage on Dexterity
during their coming of age, and a longer familiar and Intelligence saving throws against tech powers.
surname.
First Names. Moratikof, Ralirus, Synavilsa, Zherinefa
Middle Names. C'thon, F'rak, Ve, N'vak

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Surnames. Halber, Lanse, Poyn, Spera Lang

Basic a
EPICANTHIX Galacti
langua
VISUAL CHARACTERISTICS
soundi
Skin Color Light to dark tones of Gala
Hair Color Brown to black
Eye Color Brown or green
Narrow eyes, dark hair, mental shielding
Distinctions
against the Force

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

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Female Names. Crayl, Deyla, Fein, Nor, Pryn

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

BIOLOGY AND APPEARANCE


The average feeorin has thick tendrils hanging from the
backs of their heads and much smaller and thinner
FEEORIN TRAITS
ones hanging from their face. The feeorin can live for As a feeorin, you have the following special traits.
up to four hundred years, and due to a unique Ability Score Increase. Your Strength score
metabolism, they grow stronger with age rather than increases by 2, and your Constitution score increases
weaker, until they die, dropping dead suddenly of old by 1.
age. Curiously, some feeorins had noses while others Age. Feeorins reach adulthood in their late teens and
lacked any nasal openings. Feeorin are reputed to be are known to live for more than 400 years.
brutal and dangerous. While this is not entirely the Alignment. Feeorins’ aggressive personalities cause
case, they are quick to anger and highly impersonal. them to tend toward the dark side, though there are
They typically place their own affairs above others, exceptions.
causing other species to regard them as selfish. Size. Feeorins typically stand 6 to 7 feet tall and
generally weigh about 275 lbs. Regardless of your
SOCIETY AND CULTURE position in that range, your size is Medium.
Feeorin are known to come from the planet Odryn, a Speed. Your base walking speed is 30 feet.
planet of severe climatic extremes. They believe that Aggressive. As a bonus action, you can move up to
the spirits of their fallen Elders reside at the Sanctum your speed toward an enemy of your choice that you
of the Exalted, where they forge Odryn's seasons. Little can see or hear. You must end this move closer to the
else is known about the world, given the closed nature enemy than you started.
of feeorin society. Few feeorin venture from their Inborn Resilience. You can focus yourself to
homeworld, and those few outsiders who have occasionally shrug off injury. When you take damage,
survived a visit there tell of a world well suited for the you can use your reaction to roll a d12. Add your
feeorin, but nobody else. Constitution modifier to the number rolled, and reduce
Feeorin who travel offworld typically select careers the damage by that total. After you use this trait, you
compatible with their self-serving and aggressive can’t use it again until you finish a short or long rest.
nature. Feeorin encountered on their homeworld Savage Attacks. When you score a critical hit with a
display a greater range of personality and motivation. melee weapon attack, you can roll one of the weapon’s
In either case, feeorin do not seek out acquaintance damage dice one additional time and add it to the
with members of other species. extra damage of the critical hit.
Languages. You can speak, read, and write Galactic
NAMES Basic and Feeorin. The Feeorin language is gruff and
Feeorin often name their children after famous Elders dry sounding and has many different words for forms
of their species, having simple names composed of no of combat, these phrases being borrowed by other
more than 4 or 5 letters. Surnames are not used. species often.
Male Names. Bral, Dod, Kren, Nym, Zun

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Surnames. Fuln, Gubon, Nao, Surr

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

BIOLOGY AND APPEARANCE


Firrerreo had developed canine teeth, two-tone hair,
and nictitating membranes protecting eyes that are
able to see into the ultraviolet range of the spectrum.
These membranes also protect the eyes from intense
flashes of light, as well as flying debris. They also have
tremendous ability to heal quickly, able to survive even FIRRERREO TRAITS
a direct blaster shot if the damage didn't harm
As a firrerreo, you have the following special traits.
anything vital to the heart or brain. Firrerreo also
Ability Score Increase. Your Strength score
possess a deceptive strength, with even a weak and
increases by 2, and your Constitution score increases
starved firrerreo capable of surprising force. Firrerreo
by 1.
have gold skin, which will turn silver when angry or
Age. Firrerreo reach adulthood in their late teens
frightened, and when wounded will scar over silver.
and live less than a century.
Firrerreo metabolism also requires high amounts of
Alignment. Firrerreo's species-centric nature causes
protein, and as a result, firrerreo often pick the meat
them to tend towards lawful balanced, though there
out of their food before eating the rest. Firrerreo are
are exceptions.
prone to animal like behaviors, from deep growls,
baring teeth, snarls, and animal like keening in grief. Size. Firrerreo typically stand 5 to 6 feet tall and
Their ears hear well into the upper spectrum. generally weigh about 150 lbs. Regardless of your
position in that range, your size is Medium.
SOCIETY AND CULTURE Speed. Your base walking speed is 30 feet.
Enhanced Senses. Whenever you make a Wisdom
Firrerreo are self-sufficient and independent to a fault,
(Perception) check related to hearing or sight, you are
incredibly race-centric, caring for their own race to the
considered to have expertise in the Perception skill.
exclusion of all others. Their society is organized in
Feral Combatant. Firrerreo are ferocious fighters,
clans, and members of one clan will care little for the
their enemies seeing them as wild and dangerous. You
well being of non-clan-members.
have proficiency in the Intimidation skill. Additionally,
NAMES you are proficient with your unarmed strikes, which
deal 1d4 + your Strength modifier kinetic damage on a
Firrerreo believe that one can 'own' another's name, hit.
and therefore will almost never give out their name to
Protective Membrane. You have advantage on
another, unless it is their mate or close friend.
saving throws against being blinded.
"Firrerreo" is used as common pseudonym in
Regenerative. When you take damage, you can use
conversation. Speaking another's name is considered a
your reaction and expend a Hit Die to regain hit points
form of power over that individual, and will do so at
as long as the damage would not reduce your hit
any chance they have. They use familiar surnames.
points to 0.
Male Names. Athric, Huldok, Leo, Thalnas
Languages. You can speak, read, and write Galactic
Female Names. Oni, Panthera, Sovlu, Zellulli Basic and Firrerreo.

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Female Names. Agravail, Bruten, Raynal, Zaraphiel Lang

Basic a
FOSH and fo
VISUAL CHARACTERISTICS
Skin Color White or pink
Hair Color Red and purple, but changes with mood
Eye Color Red
Distinctions Avian, antennae, color-shifting feathers

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

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First Names. Carlisgontoris, Rocatrinicel, Scorylance

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

BIOLOGY AND APPEARANCE


Frozians have an extra joint in each limb that, to most,
looks like a breach in a bone. Their movements are
perceived as off putting and their gait is seen as weird,
partly because they trot like the animals they evolved FROZIAN TRAITS
from. Frozians are clumsier than humans, but they
have more acute senses and are better abstract As a frozian, you have the following special traits.
thinkers. Experiencing the standard gravity found on Ability Score Increase. Your Intelligence score
most inhabitable planets is particularly difficult for increases by 2, and your Charisma score increases by
frozians. While a frozian can reach one century of age 1.
under light gravity conditions, eighty years of age Age. Frozians reach adulthood in their early teens
means death to frozians under standard gravity. and live for about a century in light gravity, and less
Furthermore, frozians can only breed in light gravity than 80 in standard.
conditions and under the influence of some specific Alignment. Frozians' generous and diligent nature
vegetables from their homeworld. causes them to tend toward lawful light side, though
there are exceptions.
SOCIETY AND CULTURE Size. Frozians typically stand 6 and a half to over 8
Frozians have a well-deserved reputation for probity, feet tall and generally weigh about 120 lbs. Regardless
honesty and diligence. They are proud hard-workers of your position in that range, your size is Medium.
and respect the letter of a promise to death, even if the Speed. Your base walking speed is 30 feet.
other party has already betrayed it, making them Acute Senses. You have proficiency in the
highly valued civil servants. A strong-willed, good- Perception skill.
willing people, frozians tend to help whoever is in Long-Limbed. When you make a melee attack on
need, and can become worried for those around them. your turn, your reach for it is 5 feet greater than
Frozians tend to make an extra effort to take care of normal.
people they perceive as needing it. A trait common to Melancholic. Your depressive demeanor and mood
the species is melancholy: frozians tend to see the make you hard to manipulate. Charisma (Persuasion)
worst possible outcome of everything, resigning checks made against you have disadvantage, and you
themselves to their own doom, or accepting any have advantage on any saving throw against an effect
government ruling them, even if they dislike it. They that would charm you.
have a tendency to depress, except sometimes when Peripheral Awareness. If you are surprised, you
helping other people, and they have a natural skill to may act normally on your first turn. Once you’ve used
wreak havoc on the mood of anyone around them— this trait, you can’t use it again until you finish a short
even if the frozians would never intend or want that. or long rest.
Frozians tend to reject contact with other frozians. Unbalanced. Frozians are unsteady and weaker on
worlds with standard gravity. You have disadvantage
NAMES on saving throws against being knocked prone.
Frozians use longer, eloquent sounding single-names. Languages. You can speak, read, and write Galactic
Basic, Frozian, and one more language of your choice.

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

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Nar Shaddaa (possibly)
Language Gank

BIOLOGY AND APPEARANCE


The ganks are a species of fur-covered carnivores. The
typical member of the species has a face that is
squared-off and yellow in color, the expression trapped
in a perpetual snarl that non-ganks find unattractive.
Small, mean-looking eyes peer from above the maw,
their head sitting atop a thick neck between broad, GANK TRAITS
strong shoulders. These cap two thickset, powerful As a gank, you have the following special traits.
arms, which terminate in hands with five fingers each. Ability Score Increase. Your Strength score
Their heavy build affords ganks great strength, yet they increases by 2, and your Dexterity or Charisma score
are also spry runners. They augment their bodies with increases by 1.
cybernetics, making them a species of cyborgs. Age. Ganks reach adulthood in their late teens and
live for slightly more than a century thanks to their
SOCIETY AND CULTURE cybernetics.
Precious little is known about gank culture. The Alignment. Ganks aggressive and hair trigger nature
exception is that the ganks are fabled for their violent causes them to tend towards chaotic dark side, though
and ruthless nature; even the slightest perceived insult there are exceptions.
is enough to throw a gank into a violent rage of Size. Ganks typically stand 5 to 6 feet tall and
retaliation. Outsiders similarly know little of the generally weigh about 160 lbs. Regardless of your
organization of gank society, or whether they have any position in that range, your size is Medium.
central rulers at all. What is well known was that the Speed. Your base walking speed is 35 feet. You
ganks are a war-loving and regimented species, whose ignore the strength property of heavy armor.
members enjoy occupations that allow them to fight Aggressive. As a bonus action, you can move up to
and shed blood, such as that of assassin, bodyguard, your speed toward an enemy of your choice that you
bounty hunter, and mercenary. They are in particular can see or hear. You must end this move closer to the
demand by the hutts, who have enough ganks on enemy than you started.
retainer to constitute a small army. Their warlike ways Athletic. You have proficiency in the Athletics skill.
and physical strength ranks the ganks among the Gank Training. You have proficiency in light and
galaxy's most redoubtable fighters. The species have medium armor as well as two vibroweapons or blasters
no compunctions about premeditated murder, which of your choice.
lends them the nickname "Gank Killers." Mercenary Specialization. You have proficiency in
one of the following skills: Intimidation, Persuasion,
NAMES Stealth, or Perception.
Gank names do not differentiate between genders, and
instead of surnames, they give themselves epithets.
First Names. Darakk, Frent, Shett, Yorrath
Epithets. the Feared, the Keen, the Slayer, the Tough

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Female Names. Dennar, Imma, Lunt, Noont Lang

You ca
GIGORAN but you
Gigora
VISUAL CHARACTERISTICS
Skin Color Black
Hair Color White, brown, cream, gray, or black
Eye Color Black, brown, red, or yellow
Tall, physically strong, thick pelt,
Distinctions
commonly enslaved

PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 200 lb. x(2d6) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Gigor
Language Gigoran

BIOLOGY AND APPEARANCE


Gigorans are a species of furry giants, in many ways
similar to the wookiees. They are similar in appearance
to primates found on other worlds, their bodies
covered in fur, having evolved from cave-dwellers on GIGORAN TRAITS
their arctic home planet. They have clawed hands with
As a gigoran, you have the following special traits.
four fingers and an opposable thumb. Gigorans are
Ability Score Increase. Your Strength score
exceptionally strong and hardy, but their empathic and
increases by 2, and your Constitution score increases
peaceful makes them a target for slavers such as the
by 1.
zygerrians.
Age. Gigorans reach adulthood in their late teens
SOCIETY AND CULTURE and typically live longer than a century, though many
die earlier due to enslavement.
Gigor is a cold, mountainous planet. The gigorans
Alignment. Gigorans' docile nature causes them to
evolved from group-oriented primates who lived in tend toward the light side, though there are
caves. As they developed intelligence, they took to exceptions.
living as hunter-gatherers while keeping their cavern
Size. Gigorans tend to tower over other species,
homes. The species divides itself into home-clans made
reaching heights over 8 feet and weighing 400 pounds.
up of around 50 members who divide themselves into
Regardless of your position in that range, your size is
three to five family groups. There is no higher
Medium.
government than the home-clan on Gigor, each under
Speed. Your base walking speed is 30 feet.
the leadership of the most skillful hunter. Gigorans are
Inborn Resilience. You can focus yourself to
fiercely loyal to these familial home-clans, as well as
occasionally shrug off injury. When you take damage,
extremely protective. This dedication to family often
you can use your reaction to roll a d12. Add your
carries over to their close friends, being equally
Constitution modifier to the number rolled, and reduce
protective over them. Gigor is largely unsettled, and it
the damage by that total. After you use this trait, you
has very little in the way of high-technology. Despite
can’t use it again until you finish a short or long rest.
their appearance and strength, they are normally
Hide. You have a tough hide covered in thick hair.
peaceful and docile in their native environment,
When you aren’t wearing armor, your AC is 13 + your
however, when necessary, gigorans are powerful and
Dexterity modifier. Additionally, your thick hide is
effective opponents. Gigorans are often enslaved and
exploited for their strength. naturally adapted to cold climates, as described in
chapter 5 of the Dungeon Master’s Guide.
NAMES Powerful Build. Your carrying capacity and the
weight you can push, drag, or lift doubles. If it would
Gigorans have typically harsh sounding names, not already double, it instead triples.
using surnames, for they treat all of gigoran kind as
their family.
Male Names. Motoof, O'arr, Porffom, Raroff

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Surnames. -Du, -Fo, -Qa, -Ry, -Ve Lang

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

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Voss
Language Gormak

BIOLOGY AND APPEARANCE GORMAK TRAITS


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

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Surnames. Chi, Fi, Mae, Zen Lang

Basic a
GOSSAM lispy vo
alphab
VISUAL CHARACTERISTICS
long se
Skin Color Pale blue or green
Hair Color Brown, gray, blue, or none
Eye Color Yellow or black
Wrinkled skin, elongated necks, small
Distinctions
shriveled heads

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

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First Names. Alot'k, Felat'k, Kratak'k, Tira'k Lang

Basic a
GREE based
look as
VISUAL CHARACTERISTICS
entirely
Skin Color Gray, blue, green, or yellow
Hair Color None
Eye Color Black or gold
Six-armed cephalopods, caste system,
GREE TRAITS
Distinctions
technological prowess As a gree, you have the following special traits.
Ability Score Increase. Your Intelligence score
increases by 2, and your Strength or Wisdom score
PHYSICAL CHARACTERISTICS increases by 1.
Height 2'11" +2d4" Age. Gree reach adulthood at 20 and live for more
Weight 65 lb. x1 lb. than a century, around 130 years.
Alignment. The gree's nature has become apathetic
over time, causing them to tend towards neutral
SOCIOCULTURAL CHARACTERISTICS balanced, though there are exceptions.
Homeworld Gree Size. Gree typically stand 3 to 4 feet tall and
generally weigh about 70 lbs. Regardless of your
Language Gree
position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Foreign Biology. Gree struggle in atmospheres other
than those of the planet Gree. You wear a filter mask,
and if your mask is removed while you are in such an
BIOLOGY AND APPEARANCE environment, you lose consciousness.
The gree are a six-tentacled race of cephalopod Four-Armed. Gree have four arms which they can
creatures that have an unusual anatomy with large use independently of one another. You can only gain
sad-looking eyes along with tall foreheads. These the benefit of items held by two of your arms at any
features support an immense brain sac which flops given time, and once per round you can switch which
oddly behind their heads. There is no visible mouth arms you are benefiting from (no action required).
present on their faces though it is thought that Gree Intellect. You have proficiency in the
multiple fleshy folds beneath the eyes served vocal oral Technology skill and one other Intelligence skill of your
communication needs. Their evolution on their choice.
homeworld means that they are comfortable in Type II Honed Mind. You have advantage on all Intelligence,
atmospheres with Type I being unpleasant to them. As Wisdom, and Charisma saving throws against force and
such, when traveling through such an environment, tech powers.
they wear odd spongy communication devices to cover Tech Dabbler. You know your choice of the reboot,
their communication folds. Gree possess multiple mending, or short circuit at-will tech powers. Your
tentacles with each holding a particular function. The techcasting ability is Intelligence. You do not require
first pair serves as fine manipulators, another as heavy use of a wristpad for this power.
grippers, and the third as ambulators. Tinker. You have proficiency with tinker’s
implements. You can use these and spend 1 hour and
SOCIETY AND CULTURE 100 cr worth of materials to construct a Tiny Device (AC
Gree mark their foreheads with hieroglyphic tattoos to 5, 1 hp). You can take the Use an Object action to have
denote caste and rank. Crafters produce devices, your device cause one of the following effects: create a
Researchers create new technologies, Operators know small explosion, create a repeating loud noise for 1
how to "Play" the devices, and Administrators function minute, create smoke for 1 minute, create a distortion
as the Gree government. The gree lacked any form of a of light for 1 minute. You can maintain a number of
warrior caste and instead had used droids in the past these devices up to your proficiency bonus at once,
for such a role. As gree engineering reached its zenith, and a device stops functioning after 24 hours away
the Operators came to dominate the other castes. from you. You can dismantle the device to reclaim the
Eventually, the Researchers and Crafters disappeared materials used to create it.
entirely. Their society became apathetic, with the Undersized. Your small stature makes it hard for
Operators and Administrators concerned only with you to wield bigger weapons. You can’t use heavy
maintaining their cultural purity and keeping what shields. Additionally, you can’t use martial weapons
devices they can still understand in operation. 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.
Gree names are agendered and do not use surnames,
but all gree names end with an apostrophe followed by
the letter 'K' to denote their connection to gree-kind.

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Female Names. Growl, Harkas, Klau, Rulsk Lang

Basic a
HASSK growls
hassks
VISUAL CHARACTERISTICS
Skin Color Blue or gray
Hair Color Cream, black, or brown
Eye Color Orange
Sensitive ears, keen night vision, flesh-
Distinctions
tearing fangs

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Hasskyn
Language Hassky

BIOLOGY AND APPEARANCE


Hassks are a species of subhumanoids almost entirely
covered with coarse stringy fur. Their faces, however,
are hairless, revealing dry skin. They have sensitive
ears, two large forward-facing eyes that give them a
keen night vision, all the better for hunting. Their eyes HASSK TRAITS
are their most distinctive feature, leading to the phrase
"caught in a hassk's gaze," which means someone has As a hassk, you have the following special traits.
been caught in a dangerous situation. Their mouths Ability Score Increase. Your Strength score
are filled with flesh-tearing fangs. Hassk are near-feral, increases by 2, and your Wisdom score increases by 1.
and are thought of by most as wild animals. Age. Hassks reach adulthood in their early teens and
live less than a century.
SOCIETY AND CULTURE Alignment. Hassks' savage instincts cause them to
When they were first confronted with advanced tend towards chaotic dark side, though there are
technology, the hassks were not prepared for its exceptions.
impact on morality. Consequently, many leave Hasskyn Size. Hassks typically stand 5 to 6 feet tall and
to roam the galaxy with their littermates, making generally weigh about 160 lbs. Regardless of your
trouble in places of ill repute. Because of this, most position in that range, your size is Medium.
hassks seen in the galaxy are found in professions of ill Speed. Your base walking speed is 30 feet.
repute, such as pirate or gang member, which leads to Aggressive. As a bonus action, you can move up to
the preconceived notion in many species that hassks your speed toward an enemy of your choice that you
are naturally inclined towards these destructive can see or hear. You must end this move closer to the
activities. The most important thing to all hassks is enemy than you started.
their litter, which they are seldom seen without. A litter Bite. Your sharp teeth are natural weapons, which
typically consists of three to four hassks who travel you can use to make unarmed strikes. If you hit with
together for all of their lives, as the bond between them, you deal kinetic damage equal to 1d6 + your
littermates is incredibly strong. A hassk seen alone is Strength modifier.
often thought of with a mix of confusion and worry. Darkvision. Your vision can easily cut through
darkness. You can see in dim light within 60 feet of you
NAMES as if it were bright light, and in darkness as if it were
Hassks are named after natural phenomena, animals, dim light. You can’t discern color in darkness, only
and other words that people would consider shades of gray.
intimidating or dangerous. Mothers name the first Hunter. You have proficiency in the Survival skill.
litter, while subsequent litters are named by the Keen Hearing. You have advantage on Wisdom
previous children as to form bonds between them (Perception) checks that involve hearing.
early on. Hassks do not use surnames.
Male Names. Brakk, Graiv, Narvust, Ripper

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Female Names. Do'niiya, Liakkor, S'basso, Vishki Lang

Basic a
H'NEMTHE squeal
irritatin
VISUAL CHARACTERISTICS
contigu
Skin Color Bluish-gray to pink words.
Hair Color None
Eye Color Green or yellow
Distinctions Long curved noses, four horns

PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 120 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld H'nemthe
Language H'nemthe

BIOLOGY AND APPEARANCE


H'nemthe are humanoid reptilians with long noses and
ridged, bony faces. H'nemthe have four small horns,
actually sensory cones, on their heads. These cones are
used much like the way gotals use their cones—to H'NEMTHE TRAITS
sense electromagnetic fields and weather patterns. As a h'nemthe, you have the following special traits.
These cones are also able to sense heat differences in Ability Score Increase. Your Wisdom score
their environment as well as the emotional state of increases by 2, and your Charisma score increases by
other beings, making them skilled hunters. 1.
Age. H'nemthe reach adulthood at 11 and live less
SOCIETY AND CULTURE than a century.
The highly structured h'nemthe society is shaped by Alignment. H'nemthe have a highly structured
the natural ratio of the sexes: only one female is born society, but their passionate nature causes them to
for every twenty males. Despite this imbalance, their tend toward the light side, particularly chaotic light
culture is based primarily on the search for true love side, though there are exceptions.
and the creation of new life, which they consider to be Size. H'nemthe typically stand 5 to 6 feet tall and
the ultimate in spiritual fulfillment. When a female generally weigh about 150 lbs. Regardless of your
h'nemthe consummates her relationship with a male, position in that range, your size is Medium.
she eviscerated him with her knife-shaped tongue, Speed. Your base walking speed is 30 feet.
considering it a proof of love. As a result, mating Creative. You have proficiency with with one
happens very rarely, and then only in the case of true artisan’s implements of your choice.
love. Since virgin females are rare, they live a sheltered Energy Sensors. H'nemthe perceive the
existence, and are seldom allowed to leave their environment around them through use of
homeworld. Strict traditions also restrict females to a electromagnetic sensors held in their cranial horns.
vegetarian diet, ensuring that their first lover's flesh is You have blindsight out to 30 feet. If another trait
the first meat they taste. The males are timid and would grant you blindsight, the range is increased by
spend a considerable amount of their lives looking for half as many feet.
true love. H'nemthe prize music, and their music in Musician. You are proficient in one musical
turn is considered pleasant by non-h'nemthe. They instrument of your choice.
also value calligraphy, and h'nemthe who have either Natural Empathy. H'nemthe's electromagnetic
of these skills are given great accord in their culture. sensors allow them to sense the emotions in those
Poetry is also very important to the h'nemthe, and it is around them. You have advantage on Wisdom (Insight)
traditional for lovers to write each other poems. checks to determine emotions against humanoids and
beasts within 10 feet of you.
NAMES
H'nemthe use swooping tones, with only females
taking their mates' name as a surname after mating.
Male Names. Garriel, H'rassh, Ledaf, Vir'roc

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Surnames. Krin, Nar, Vogog, Voss Lang

Basic a
HOUK grunts
words
VISUAL CHARACTERISTICS
Houke
Skin Color Violet to blue, or yellow to brown repres
Hair Color None to repr
Eye Color Yellow
Thick skull, large stature, great physical
Distinctions
strength

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Lijuter
Language Houkese

BIOLOGY AND APPEARANCE


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

SOCIETY AND CULTURE


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

NAMES
Houk names are gruff and primitive in nature.
First Names. Agamor, Krelba, Morg, Roath

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40
Female Names. Hamor, Makin, Qroket, Suka Lang

You ca
IAKARU but you
mostly
VISUAL CHARACTERISTICS
the int
Skin Color Light to dark tones on.
Hair Color Black, brown, white, or gray
Eye Color Orange or brown
Distinctions Long facial whiskers, spacial awareness

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

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Surnames. Elad, Grone, He, Jenn, Oist Lang

Basic a
ISHI TIB the bea
memo
VISUAL CHARACTERISTICS
were th
Skin Color Green objects
Hair Color None millenn
Eye Color Orange or yellow
Distinctions Eyestalks, salt water dependancy

PHYSICAL CHARACTERISTICS
Height 5'0" +2d6"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Tibrin
Language Tibranese

BIOLOGY AND APPEARANCE


The ishi tib are amphibious beings with large eyes on
stalks and beak-like mouths. Their heads are star-
shaped, with their eyestalks, beaks, and cheek pouches
forming a five-pointed star. Their lungs double as
internal gills, and they have an acute sense of smell on ISHI TIB TRAITS
land or in the water. Their green skins retain humidity, As an ishi tib, you have the following special traits.
but an ishi tib have to bathe in salt water every thirty
Ability Score Increase. Your Dexterity, Intelligence,
hours or so, or their skin would crack open.
and Wisdom scores increase by 1.
SOCIETY AND CULTURE Age. Ishi Tibs reach adulthood at 12 and live less
than a century.
Ishi Tib live in schools, communal groups of thousands Alignment. Ishi Tibs' benevolent nature causes them
of individuals, governed by elected representatives to tend toward the light side, though there are
who hold office for one-year terms. An ishi tib does not exceptions.
know the identity of his or her birth parents, because Size. Ishi Tibs typically stand 5 and a half to 6 feet tall
each ishi tib school assumes responsibility for the and generally weigh about 130 lbs. Regardless of your
welfare of its hatchlings, creating a strong sense of position in that range, your size is Medium.
community and promoting the needs of the group over Speed. Your base walking speed is 30 feet.
those of an individual. Unlike species that have
Amphibious. You can breathe air and water.
wrecked environmental havoc upon their homeworlds,
Beak. Your sharp beak is a natural weapon, which
ishi tib protect their planet with extensive laws
you can use to make unarmed strikes. If you hit with it,
legislating ecological preservation.
you deal kinetic damage equal to 1d4 + your Strength
Ishi Tib are considered meticulous strategists and
modifier.
managers. The minority of ishi tib who leave Tibrin
Keen Smell. You have advantage on Wisdom
often find work offworld as executives, accountants,
(Perception) checks that involve smell.
and project managers. Their organizational skills and
Darkvision. You have a keen eyesight, especially in
drive to complete their projects place them in high
the dark. You can see in dim light within 60 feet of you
demand, making many offworld ishi tib quite wealthy.
as if it were bright light, and in darkness as if it were
Ishi Tib often choose to work in positions where
dim light. You can’t discern color in darkness, only
reverence for nature was as or more important than
shades of gray.
profit.
Naturalist. You have proficiency in the Nature skill.
NAMES Swim. You have a swimming speed of 30 feet.
Ishi Tib names are assigned at birth, with surnames
based off their school, but these surnames are
optional, teachers often keeping these surnames. Their
names make no distinction between genders.
First Names. Alisran, Fennit, Lep, Pax, Sune

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Surnames. Alash, Byssus, Estair, Lash Lang

Basic a
KALLERAN movem
charac
VISUAL CHARACTERISTICS
speak
Skin Color Green with distinct black markings integra
Hair Color None to mas
Eye Color Black, orange, green, or blue
Distinctions Olfactory antenna, noseless

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Kaller
Language Kall

BIOLOGY AND APPEARANCE


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

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Surnames. Bothren, Cashral, Despyce, Hoshar Lang

Basic a
KERKOIDEN sloping
speaki
VISUAL CHARACTERISTICS
Skin Color Green to dark blue
Hair Color None
Eye Color Red or orange
Distinctions Snout, long claws, jutting teeth

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Kerkoidia
Language Kerkoidese

BIOLOGY AND APPEARANCE KERKOIDEN TRAITS


Descended from the quadruped predators of the As a kerkoiden, you have the following special traits.
savannas and jungles of Kerkoidia, kerkoiden are Ability Score Increase. Your Charisma score
hunched beings with rough skin. Their bodies still show increases by 2, and your Wisdom score increases by 1.
signs of predatory physiology, namely their long claws Age. Kerkoiden reach adulthood in their late teens
and jutting teeth. Kerkoiden have tall, slender heads and live less than a century.
with long snouts and narrow eyes. Alignment. Kerkoiden's ruthless business-like
mindsets cause them to tend toward lawful dark side,
SOCIETY AND CULTURE though there are exceptions.
The kerkoiden species as a whole has fought to evolve Size. Kerkoiden typically stand 4 to 5 feet tall and
beyond their predatory ancestry and prove to the generally weigh about 120 lbs. Regardless of your
galaxy that they are sophisticated and civilized. Many position in that range, your size is Medium.
kerkoiden nobles pride themselves on superior Speed. Your base walking speed is 30 feet.
breeding and also on being refined and sophisticated Aggressive. As a bonus action, you can move up to
enough to rub elbows with the galaxy's elite on your speed toward an enemy of your choice that you
Coruscant. Of course, this also leads to elitism among can see or hear. You must end this move closer to the
the kerkoidens, which does the species no favors on enemy than you started.
the galactic scene. The kerkoiden have shifted many of Claws. As uncivilized as it may be, your claws and
their cunning predatory instincts over to the social jutting fangs are natural weapons, which you can use
arena, becoming savory politicians on a galactic scale. to make unarmed strikes. If you hit with them, you deal
Most kerkoiden are pushy if not outright aggressive. kinetic damage equal to 1d4 + your Strength modifier.
They regard everyone with suspicion, and expect Impose Order. As a bonus action, you can command
deception from their political and social rivals. each ally within 15 feet of you to move up to half that
Additionally, many kerkoiden would like to believe that ally's speed as a reaction. This movement does not
their people are more evolved and sophisticated than provoke attacks of opportunity. Once you use this trait,
their heritage suggests, leading them to be both elitist you can’t use it again until you finish a short or long
and arrogant at times. Economically, they have become rest.
very industrialized and believe strongly in capitalism, Relentless Industrialist. You have proficiency in one
which they see as an indicator of a true civilization. of the following skills: Lore, Intimidation, Insight, or
They specialize in narrow fields of work, and they Persuasion.
typically begin schooling for their specific career as Sharp Wit. Whenever you make a Charisma ability
early as ten years old. check, attack roll, or saving throw, you can choose to
add 1d4 to the result. You can choose to do this after
NAMES
the check is rolled, but before the DM determines if
Kerkoiden typically have gruff, intimidating names, with you've passed or failed the check. You cannot do so
several royal bloodlines reaching back thousands of again until you complete a short or long rest.
years.
First Names. Dram, Pheel, Rott, Var

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Surnames. Carlor, Gannos, Nared, Tallinos Lang

Basic a
KHIL their h
differe
VISUAL CHARACTERISTICS
melodi
Skin Color Dark gray to green-gray but no
Hair Color None
Eye Color Black
Distinctions Melodious voices, hullepi

PHYSICAL CHARACTERISTICS
Height 4'5" +2d12"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Belnar
Language Khilese

BIOLOGY AND APPEARANCE


KHIL TRAITS
Physically, khil are warm-blooded, hairless humanoids
with grayish skin and a wide variation in height. Their As a khil, you have the following special traits.
mouths are their most distinctive features: instead of Ability Score Increase. Your Charisma score
jaws, khil have many fleshy tendrils hanging from their increases by 2, and your Intelligence score increases by
lower face and neck. Khil breathe through these 1.
organs, called hullepi in Khilese. Khil communicate by Age. Khil reach adulthood in their late teens and live
breathing through hullepi of different lengths, thus for about a century.
producing various musical tones. This makes them Alignment. Khil's arrogant yet polite nature causes
natural musicians. Organic debris and moisture them to tend toward balanced alignments, though
absorbed through the hullepi, along with vegetable there are exceptions.
and fruit juices, makes up the khil diet. Size. Khil typically stand 4 and a half to 6 and a half
feet tall and generally weigh about 130 lbs. Regardless
SOCIETY AND CULTURE of your position in that range, your size is Medium.
In general, khil are dedicated and ambitious people, Speed. Your base walking speed is 30 feet.
with little tolerance for laziness or time-wasting. From Hullepi. Khil are able to absorb nutrition through the
infancy, they are taught to work hard and strive for tentacles on their faces, called hullepi, drawing
leadership positions. They are often slightly arrogant, nourishment from almost any environment. As a
convinced that nothing is beyond their abilities if they result, you cannot suffer exhaustion from starvation,
only apply enough effort. Though their tenacity usually unless you are in a sterile environment.
serves them well, they are sometimes prone to severe Melodious. You have proficiency in the Performance
mood swings, and even nervous breakdowns, when skill and one other Charisma skill of your choice.
faced with high stress or a lack of progress. They Saving Face. Khil are careful not to show failure in
become especially frustrated with those who would front of their allies, for fear of being looked down on
impede their progress, whether an individual or for slacking. If you miss with an attack roll or fail an
government. Their intensely driven, sometimes ability check or a saving throw, you can gain a bonus to
arrogant nature is tempered by a strong loyalty to the roll equal to the number of allies you can see
family and a usually polite and friendly demeanor. within 30 feet of you (maximum bonus of +5). Once
The khil are technologically advanced and easily you use this trait, you can’t use it again until you finish
integrate non-khil neighbors into their culture. Their a short or long rest.
cosmopolitan cities attested to their willingness to live Tech Resistance. Growing up around technology
in harmony with other peaceful species. leaves an impact on khil. You have advantage on
Dexterity and Intelligence saving throws against tech
NAMES powers.
Khil are often named after family members that are
important to them, using familiar surnames.
Male Names. Fald, Gorlven, Portor, Xeldon
Female Names. Dorel, Gelad, Morri, Varla

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Surnames. Gov, Keffane, Mullisa, Vel Lang

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

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Kiffu, Kiffex
Language Kiffar

BIOLOGY AND APPEARANCE


The kiffar are very closely related to humans, enough KIFFAR TRAITS
that they can interbreed, though kiffar typically have
As a kiffar, you have the following special traits.
darker hair. The biggest visual difference between the
Ability Score Increase. Your Dexterity score
two is that the kiffar always wear tattoos, that
increases by 1, and either your Strength and
represent their clan. Kiffar are more likely to be Force-
Constitution scores increase by 1, or your Wisdom
sensitive, which is typically manifested in psychometry,
score increases by 2.
a rare Force power that about one percent of the kiffar
Age. Kiffar reach adulthood in their late teens and
population can use. Using psychometry, kiffar can
live less than a century.
touch objects and receive visions from the Force that
Alignment. Kiffar are independent and free spirited,
show them the object’s past.
causing them to tend towards chaotic alignments,
SOCIETY AND CULTURE though there are exceptions.
Size. Kiffar vary widely in height and build, from
The kiffar reside on the planets of Kiffu and Kiffex. barely 5 feet to well over 6 feet tall. Regardless of your
Kiffar are a people who value their own independence, position in that range, your size is Medium.
staying out of galactic affairs and being ruled only by
Speed. Your base walking speed is 30 feet.
themselves. They see outsiders as dangerous and are
Force-Warrior. You have proficiency in two
generally nationalists. They are organized into clans,
vibroweapons of your choice. Additionally, you know
and clan heritage is very important to them. Their
your choice of the force technique, battle insight, or
markings, which they call qukuuf, are passed down
seethe at-will force powers. Your forcecasting ability is
through the family maternally, but kiffar with a human
Wisdom or Charisma (depending on power alignment).
mother will typically use their father’s tattoos.
Lastly, you choose one of the following specializations:
Conversely, clan membership is passed down
paternally, and those with a human father can join Kiffu Guardian. You have proficiency with light and
their mother’s clan. The traditional colors of the facial medium armor as well as the electrobaton and one
tattoos are red, yellow, and green. Various patterns blaster of your choice.
and designs are used to identify the clan. Psychometric. When you reach 3rd level, you learn and
Kiffu Guardians, also known as the Guardians of can cast the psychometry force power once per day.
Kiffu, are an important kiffar institution that acts as a
police force in their space. The Kiffu Guardians wear Instinctual Heritage. You have proficiency in one of
black armor, and they share a symbol with clan Vos, the following skills: Intimidation, Survival, Insight, or
which is a gold five-pointed star outlined by a circle. Perception.
Nimble Reflexes. Kiffar are naturally adapted to
NAMES avoiding the Force. You have advantage on Dexterity
Kiffar use names similar to those of humans, varying and Intelligence saving throws against force powers.
drastically clan by clan. Surnames are familiar.
Male Names. Kurros, Sathran, Vis, Ziflos
Female Names. Grai, Iané, Kinnas, Sonti

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First Names. Archii, Cruks, Rento, Sulc, Treet Lang

Basic a
KITONAK ridicule
VISUAL CHARACTERISTICS
Skin Color Off-white to pink
Hair Color None
Eye Color Black
Leathery skin, tiny eyes, ears, and
Distinctions
mouth, slow movement

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.

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First Names. Coestin, Fuallki, Kasj, Tiska, Shieeef Lang

Basic a
KOBOK hisses,
VISUAL CHARACTERISTICS
Yellow, orange, green, off-white, black,
Skin Color
or brown
Hair Color Light gray
Eye Color Red or orange
Distinctions Three eyes, deadly stingers

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.

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48
Surnames. Flim, Morsel, Rakrak, Tiketa, Zilch Lang

Basic a
KOWAKIAN MONKEY-LIZARD can on
VISUAL CHARACTERISTICS
Skin Color Yellow, brown, red, green, light blue
Black, brown, orange, green, purple,
Hair Color
light blue
Eye Color Yellow
Distinctions Cackling, sharp beaks, mischievous

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.

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Surnames. Craasadi, Jol, Skaasad, Vosa Lang

Basic a
KREVAAKI and de
VISUAL CHARACTERISTICS
Skin Color Red, black, or brown (rarely)
Hair Color None
Eye Color Black
Cephalaopidal tentacles, alien faces that
Distinctions
are hard to read

PHYSICAL CHARACTERISTICS
Height 5'8" +2d8"
Weight 105 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Krevas
Language Dromnyr

BIOLOGY AND APPEARANCE


Evolved from shallow-water crustaceans, krevaaki have
KREVAAKI TRAITS
a protective shell and glassy black eyes. Krevaaki lack
noses, but compensate by detecting scents with six As a krevaaki, you have the following special traits.
feelers around its mouth. Krevaaki use their eight Ability Score Increase. Your Wisdom score
segmented tentacles for increasingly specialized tasks increases by 2, and your Constitution score increases
as they grow older. A krevaaki child uses all its by 1.
tentacles, but adults stand upright on six of them, Age. Krevaaki reach adulthood in their late teens and
using the other two the way other beings use their live for more than a century.
hands. Some tentacles develop protrusions similar to Alignment. Krevaaki's spiritual nature causes them
opposable thumbs. Tentacles used as legs become to tend towards neutral light side, though there are
stronger but less able to dexterously grasp and exceptions.
manipulate smaller objects. Size. Krevaaki typically stand 6 to 7 feet tall and
generally weigh about 140 lbs. Regardless of your
SOCIETY AND CULTURE position in that range, your size is Medium.
Krevaaki are a peaceful, spiritual Species. With minimal Speed. Your base walking speed is 30 feet.
interest in acquiring wealth, power, or fame, they seek Amphibious. You can breathe air and water.
wisdom through exploration and meditation. Although Hardened Carapace. While you are unarmored or
they are an ancient spacefaring species, krevaaki are wearing light armor, your AC is 13 + your Dexterity
rarely encountered in the galaxy at large. Krevaaki modifier.
prefer not to draw attention to themselves, and they Inscrutable. Your calm demeanor and facial
are thoughtful, wise, and spiritual, refocusing their structure makes you hard to read. Wisdom (Insight)
negative emotions through meditation and seeking to checks made against you have disadvantage, and you
resolve conflicts peacefully. In response to other have advantage on any saving throw against an effect
species' xenophobia, the krevaaki cloak their tentacled that would read your thoughts.
bodies with heavy robes or similar garments, leaving Prehensile Feet. You have supreme control over
only their two dominant tentacles exposed like your lower tentacles and can use them to manipulate
humanoid arms. More than a few beings have been objects as well as your upper ones.
caught unaware by the sudden appearance of Spiritual Peace. The krevaaki are a species at one
additional tentacles from beneath the folds of a with the world around them, able to refocus negative
krevaaki's garments. emotions and end confrontations peacefully as they
progress through life. When you reach 5th level, you
NAMES learn and can cast the calm emotions force power once
Kravaaki names are exotic, some using hyphens per day, targeting yourself. Wisdom is your
between two-part names, and others with singular forcecasting ability for this power.
ones. Krevaaki use familiar surnames. Swim. You have a swimming speed of 20 feet.
First Names. Chal-Vosa, Kion-Tas, Tauj, Visto

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Surnames. Gogwe, Ittaewo, Mohau, Pendekan Lang

Basic a
LAMPROID hissing
even th
VISUAL CHARACTERISTICS
unders
Skin Color Brown, gray, gray-green, or pink
Hair Color None
Eye Color Black or pink
Serpentine appearance, venomous
Distinctions
stinger, six limbs, clawed pincers

PHYSICAL CHARACTERISTICS
Height 4'3" +2d4"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS LAMPROID TRAITS


Homeworld Florn
As a lamproid, you have the following special traits.
Ability Score Increase. Your Strength or Dexterity
Language Florna score increases by 2, and your Constitution or
Intelligence score increases by 1.
Age. Lamproids reach adulthood at 10 and live less
than a century.
Alignment. Lamproids' nature as deadly hunters
BIOLOGY AND APPEARANCE causes them to tend toward neutral dark side, though
Lamproids, also known as Florn Lamproids, descended there are exceptions.
from intestinal parasites that had evolved into Size. Lamproids typically stand 4 to 5 feet tall and
independent, intelligent predators. The countless generally weigh about 150 lbs. Regardless of your
dangers of their homeworld shaped them into position in that range, your size is Medium.
consummate predators: they have well-muscled, Speed. Your base walking speed is 35 feet.
serpentine coils that can constrict with deadly force, Cannibalize. If you spend at least 1 minute
and mouths that can deliver mortal blows from rings of devouring the corpse of a beast or humanoid, you gain
keen fangs. They employ a venomous stinger at the tip temporary hit points equal to your Constitution
of the tail and a milky venom in their saliva. The modifier. Once you’ve used this feature, you must
lamproid body is segmented and has six short limbs complete a short or long rest before you can use it
with clawed pincers. A tiny, wet sensory filament curls again.
from between their fangs to detect scent, and light Deadly Predator. Your claws, teeth, and stinger are
stalks on their heads sense a range of the spectrum natural weapons, which you can use to make unarmed
beyond that of most species. Despite being considered strikes. If you hit with them, you deal 1d6 + your
primitive, their brains are excellent at solving puzzles. Strength modifier kinetic damage. Additionally, as a
This makes them popular prey for unscrupulous bonus action, you can perform a special bite or stinger
hunters seeking a challenging hunt. attack. On a hit, the target suffers the attack’s normal
effects, and it must make a Constitution saving throw
SOCIETY AND CULTURE (DC = 8 + your proficiency bonus + your Constitution
Lamproids have no obvious culture and create no art, modifier). On a failed save, the target is poisoned until
so many beings consider them little more than simple the end of its next turn, and you can’t use this feature
animals. They thrive on jungle and forest planets, again until you complete a short or long rest.
although they are known even on desert worlds. Photosensitive. Whenever you make a Wisdom
Lamproids are aggressive, natural-born hunters, (Perception) check related to sight, you are considered
reputed to be among the most dangerous predators in to have expertise in the Perception skill.
the galaxy—their instincts are so honed for the hunt Prehensile Tail. You have supreme control over your
that the smell of blood alone is enough to make a tail and can use it to manipulate objects as well as your
lamproid's tail shake. Lamproids form mating pairs and hands.
feel genuine affection for one another and convey their Six-Armed. Lamproids have six arms which they can
compassion by intertwining their bodies. use independently of one another. You can only gain
the benefit of items held by two of your arms at any
NAMES given time, and once per round you can switch which
Lamproid names are short and simple, with very little arms you are benefiting from (no action required).
thought being put into them. Surnames are familiar,
and their names make no distinction between gender.
First Names. Galo, Hazz, Lair, Shaus

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Female Names. Finne, Janra, Kett, Lennin Lang

Basic a
LEPI like rap
squeak
VISUAL CHARACTERISTICS
Skin Color Pink or gray
Hair Color Green, dark blue, white, or gray
Eye Color Black, red, or pink
Long ears, buck teeth, strong legs,
Distinctions
lagomorph form

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

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Surnames. Babuchan, Doval, Palkenap, Quintuk Lang

Basic a
LUTRILLIAN throaty
VISUAL CHARACTERISTICS
Skin Color White, brown, tan, or pink
Hair Color Gray, black, or brown
Eye Color Brown, gray, black, or pink
Broad faces, thick skin, insulating
Distinctions
blubber

PHYSICAL CHARACTERISTICS
Height 4'6" +2d12"
Weight 120 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Lutrillia
Language Lutrillian

BIOLOGY AND APPEARANCE


Lutrillians are sentient humanoid bipeds. Thick skin
protect them from damage, and a deep layer of fat
keeps them insulated from frigid temperatures. Some
lutrillians have sharp, claw-like fingernails, while others LUTRILLIAN TRAITS
have blunt nails. Their faces are broad and wrinkled, As a lutrillian, you have the following special traits.
with big, cleft mouths, wide, flat noses, and large, wide- Ability Score Increase. Your Intelligence score
set eyes with heavy lids. increases by 2, and your Charisma score increases by
1.
SOCIETY AND CULTURE Age. Lutrillians reach adulthood in their late teens
Lutrillians are astute and clever with an inclination and live less than a century.
toward adventure and nomadism. They are natural Alignment. Lutrillians' haggling instincts cause them
risk-takers, a penchant that manifests even more to tend towards balanced alignments, though there are
strongly when personal gain—especially monetary gain exceptions.
—is at stake. This combination of greed and risk make Size. Lutrillians typically stand 5 to 6 and a half feet
them gifted entrepreneurs and hagglers. Other races tall and generally weigh about 170 lbs. Regardless of
generally find the lutrillians to be friendly and easy to your position in that range, your size is Medium.
get along with, although the lutrillians' experience Speed. Your base walking speed is 30 feet.
living in overcrowded conditions make them a bit Darkvision. You have a keen eyesight, especially in
clueless as to what other beings consider personal the dark. You can see in dim light within 60 feet of you
space. On their homeworld, Lutrillia, the lutrillians as if it were bright light, and in darkness as if it were
inhabit enormous wheeled platform-cities that barrel dim light. You can't discern color in darkness, only
across the tundra. At any one time, there are about shades of gray.
100 such contraptions roaming the planet's equatorial Mercantile. Whenever you make a Charisma
regions, half headed east and the rest west, pausing (Persuasion) check related to conducting business, you
only to gather supplies such as food, water, and raw are considered to have expertise in the Persuasion
materials from the surface. Smaller and faster skill.
transports ferry passengers and cargo between the Thick Blubber. You have a thick hide covering a layer
giants. Each city is governed by an independent city of protective blubber. When you aren’t wearing armor,
council. your AC is 13 + your Dexterity modifier. Additionally,
your thick hide is naturally adapted to cold climates, as
NAMES described in chapter 5 of the Dungeon Master’s Guide.
Lutrillians have two distinct naming conventions: Lastly, you have resistance to cold damage.
longer, more foreign sounding single names, or Well-Travelled. You have proficiency in Lore or
simpler names with familiar surnames. Survival (your choice).
Male Names. Atheloe, Hwarrthi, Pompan, Roze
Female Names. Bayda, Erathewen, Flewel, Luthinoe

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Melitto names tend to sound incomprehensible, so Lang
ronins often take human names. Melitto have hive- You ca
MELITTO based surnames, but ronins often forsake them in but you
favor of personal surnames. Melitto are responsive to Melitto
VISUAL CHARACTERISTICS
nicknames given by outsiders. by rapi
Skin Color Gray or green

Hair Color White or gray


Eye Color None
Eyeless, "see" via super-sensitive cilia,
Distinctions
expert trackers

PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 60 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Li-Toran
Language Melitto

BIOLOGY AND APPEARANCE


While humanoid, the segmented chitin visible on their
heads and hairy forearms betray the melitto's insectile
nature. Their faces are covered in four plates, the
largest being at the top, but do not feature visible eyes
or mouth. The small bristles lining their body are in fact MELITTO TRAITS
specialized, feathery cilia that can sense vibrations and As a melitto, you have the following special traits.
detect electrical fields. Additionally, these cilia give the Ability Score Increase. Your Wisdom score
melitto a keen sense of smell. Their extraordinary increases by 2, and your Dexterity score increases by 1.
scent-memories not only help them navigate, but also Age. Melitto reach adulthood in their early teens and
give them extensive identification and tracking skills. live less than a century.
When operating in atmospheres different from their Alignment. Hive-based melitto are usually focused
own, the melitto wear breathing tubes and carry on their hive, causing them to lean towards lawful
dispensers filled with sugary nutrient fluid. alignments, but ronins' fiercely independent natures
tends them towards chaotic alignments, though there
SOCIETY AND CULTURE
are exceptions.
Melitto are eusocial beings who live in hives ruled by Size. Melitto typically stand 5 to 6 feet tall and
queens and their adolescent female servants—called generally weigh under 100 lbs. Regardless of your
myrmitrices—who in turn control their own stables of position in that range, your size is Medium.
male workers—or myrmites—who gather food, build Faceless. The chitinous plates on your face make
the physical hive structure, and battle other hives as you hard to read. Wisdom (Insight) checks made
soldier-myrmites. Whenever a hive's population against you have disadvantage.
increases too much for it to operate at full efficiency, it Foreign Biology. Melitto struggle in atmospheres
becomes necessary to found a new hive. The other than those of Li-Toran. You wear a breathing
myrmitrices then start fighting each other with the help apparatus, and if your apparatus is removed while you
of their warrior followers. When a victor emerges, she are in such an environment, you lose consciousness.
gains the right to be queen of a new hive. The Keen Smell. You have advantage on Wisdom
myrmites who have the misfortune of surviving their (Perception) checks that involve smell.
myrmitrix's defeat are cast away from their hive, Sensory Sight. Melitto perceive the environment
becoming ronin. Most ronin leave their homeworld to around them through use of sensitive cilia detecting
become expert hunters and thieves. vibrations and electrical fields. You have blindsight out
to 30 feet. If another trait would grant you blindsight,
NAMES
the range is increased by half as many feet.
Tracker. Melitto's powerful scent-memories make
them skilled trackers. You are considered to have
expertise in Wisdom (Survival) checks made to track a
creature if that creature has a scent.

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Surnames. Devker, Leids, Rillion, Sacorbel Lang

Basic a
MORSEERIAN consist
VISUAL CHARACTERISTICS
Translucent; gray, white, green, purple,
Skin Color
tan, or brown
Hair Color None
Eye Color Black
Distinctions Four arms, elongated head

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

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Surnames. Dagwa, Herssek, Jasst, Waray Lang

Basic a
MRLSSI piping
others
VISUAL CHARACTERISTICS
langua
Skin Color Blue
Gray on body, brown on head (bright
Hair Color
colors developing with age)
Eye Color Yellow, orange, or black
Distinctions Flightless avians
MRLSSI TRAITS
As a mrlssi, you have the following special traits.
PHYSICAL CHARACTERISTICS Ability Score Increase. Your Intelligence, Wisdom,
Height 2'5" +2d8" and Charisma scores increase by 1.
Weight 60 lb. x1 lb. Age. Mrlssi reach adulthood at 9 and live less than a
century.
Alignment. Mrlssi's intellectual and analytical nature
SOCIOCULTURAL CHARACTERISTICS causes them to tend toward the light side, though
Homeworld Mrlsst there are exceptions.
Size. Mrlssi typically stand 2 to 4 feet tall and
Language Tsi
generally weigh about 70 lbs. Regardless of your
position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Academic. You have proficiency in one of the
following skills: Lore, Investigation, Medicine, or
BIOLOGY AND APPEARANCE Technology.
Mrlssi are flightless avian humanoids covered in gray Detail Oriented. You are practiced at scouring for
feathers, while their head is bare except for a fringe of details. You have advantage on Intelligence
feathers covering the back of their head. Their head (Investigation) checks within 5 feet.
feathers are brown in young mrlssi, but becomes more Problem Solver. Because of your upbringing, you
colorful with age. Their arms, legs, and faces are have excellent problem-solving skills. You can treat a
covered in scales. Mrlssi speak in high, piping voices. d20 roll of 9 or lower on an Intelligence check or saving
throw as a 10. You can use this trait a number of times
SOCIETY AND CULTURE equal to half your proficiency bonus (rounded up). You
Mrlssi are quick-witted and detail-oriented beings who regain all uses of this feature when you finish a long
value knowledge over physical possessions. Even the rest.
richest mrlssi live modestly, although they often have Scholarly. You have proficiency in the Insight skill.
huge libraries consisting of rare and obscure texts. Superior Memory. You can double your proficiency
Mrlssi are seldom impressed by shows of wealth or bonus for it when you make an Intelligence (Lore)
power, but they always have great respect for talented check to recall information you have learned, or to
intellectuals and scientists. Mrlssi are natural problem- recall the details of your experiences.
solvers, and they love mysteries and puzzles. This Tinker. You have proficiency with tinker’s
quality, coupled with keen analytical abilities, is what implements. You can use these and spend 1 hour and
makes their engineers so good at improving upon 100 cr worth of materials to construct a Tiny Device (AC
existing designs. They can spot a design weakness and 5, 1 hp). You can take the Use an Object action to have
work at it until they have found the key to fixing the your device cause one of the following effects: create a
limitation. mrlssi enjoy intelligent conversations and small explosion, create a repeating loud noise for 1
tinkering with gadgets, and they love nothing more minute, create smoke for 1 minute, vibrate loudly for 1
than friendly debates over the relative strengths of minute. You can maintain a number of these devices
various starships or speeders. They also delight in up to your proficiency bonus at once, and a device
jokes and wordplay, considering themselves among stops functioning after 24 hours away from you. You
the galaxy's foremost humorists. However, mrlssi can dismantle the device to reclaim the materials used
humor is often so dry or based on convoluted to create it.
premises that members of other species can have a Undersized. Your small stature makes it hard for
difficult time knowing when a mrlssi is joking. 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
Mrlssi names are melodic in nature, despite their light property, and if a martial weapon has the versatile
structure, with a majority of mrlssi names being property, you can only wield it in two hands.
dominated by double 'S's or other consonants. They
have agendered names with familiar surnames.
First Names. Crlisst, Kepor, Krssibel, Virssl

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Surnames. Kidife, N’menzorfo, Silen, T’li Lang

Basic a
NAGAI variatio
regard
VISUAL CHARACTERISTICS
Skin Color Pale white
Hair Color Black
Eye Color Gray
Pale skin, individualistic expression
Distinctions
forms

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

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Surnames. Gozorc, Irtitt, Qegmarg, Umpluurg Subs

nearby
NIKTO adapt i
for diff
VISUAL CHARACTERISTICS
followi
Skin Color Varies by subspecies
Hair Color None
Eye Color Black
Distinctions Leathery skin, subspecies

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Kintan
Language Nikto, Huttese

BIOLOGY AND APPEARANCE


Nikto are reptilian humanoids that are noted for their
leathery skin. They hold a limited range of facial
expressions because they lack the necessary
anatomical infrastructure. Their eyes are covered by a
protective membrane, being a thin transparent pellicle
that protects their eyes underwater and during
windstorms. As a result, they are noted for their
"staring" eyes and a seemingly blank expression which NIKTO TRAITS
leads to many underestimating nikto intelligence.
As a nikto, you have the following special traits.
SOCIETY AND CULTURE Ability Score Increase. Your Constitution score
Although lacking in personal charisma, nikto posses a increases by 2, and one other ability score of your
single-minded tenacity that makes them excellent choice increases by 1.
followers. Their lives made nikto cunning combatants. Age. Nikto reach adulthood in their late teens and
Most nikto are content with a life of servitude as in live less than a century.
their eyes a life in slavery was preferable to the Alignment. Nikto's self-sufficient and clever nature
hardship and toil on their homeworld. Not all nikto causes them to tend toward balanced alignments,
work for the hutts though most free members of their though there are exceptions.
kind were formerly enslaved. Whilst nikto are known to Size. Nikto typically stand 5 to 6 feet tall and
escape from their master, most tend to fall into service generally weigh about 150 lbs. Regardless of your
of another hutt who "inherited" them according to position in that range, your size is Medium.
custom should their previous employer die. However, Speed. Your base walking speed is 30 feet.
some escaped nikto did instead use some Hide. You have a thick hide. When you aren’t
opportunities to genuinely become free beings. Any wearing armor, your AC is 13 + your Dexterity modifier.
such emancipated nikto have to be constantly on Protective Membrane. You have advantage on
guard as they risked capture by hutt-employed slavers saving throws against being blinded.
who return their prey to their "rightful owners". In Radiation Resistant. The dying star nearby their
addition, they lacked charisma and preferred to follow homeworld makes nikto naturally used to radiation.
orders instead of giving them. As a result, the Nikto You have resistance to necrotic damage.
were most identified with their Hutt masters. Languages. You can speak, read, and write Galactic
Basic, Nikto, and Huttese. Nikto is spoken with sharp
NAMES syllables with a deep and rumbling cadence. Contrarily
Nikto names are very complex, hard to pronounce, and to klatooinians, nikto did not completely forfeit their
harsh sounding. Name length also differs a lot, longer own language for Huttese.
names having apostrophes or dashes. Their names are
unisex, with surnames being familiar and optional.
First Names. Jydabdaum, N'rok'ratu, Sussa, Vydgish

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KAJAIN'SA'NIKTO (RED) ESRAL'SA'NIKTO (MOUNTAIN)
The most common subspecies, the kajain'sa'nikto or Esral'sa'Nikto, or "mountain nikto", adapted to the
"red nikto", adapted to survive in the Wannschok, or variable climate of the mountains of Kintan. They have
"Endless Wastes", a desert region on Kintan. They have large facial fins which are used for heat regulation.
a series of forehead ridges and small facial horns These fins also improve the esral'sa'nikto's hearing.
surrounding their eyes and on the chin. Their noses are Their skin is blue-gray, and they have neither horns nor
covered with a movable flap of skin and a semi- breathing tubes, though they do have a covered nose
permeable membrane which allow the nikto to breathe similar to the kajain'sa'nikto.
without ingesting sand and grit. The kajain'sa'nikto also Acute Hearing. Whenever you make a Wisdom
have a pair of breathing tubes on each side of the neck (Perception) check related to hearing, you are
with openings covered by similar membranes. These considered to have expertise in the Perception skill.
membranes also trap exhaled water vapor and sent it Cold Adaptation. Your thick hide is naturally
back into their system. Their equivalent of smiling is adapted to cold climates, as described in chapter 5 of
flattening their mouth flaps. Red nikto have been the Dungeon Master’s Guide.
known to be red, orange, yellow, or brown, making
them the most diverse in terms of colors compared to GLUSS'SA'NIKTO (PALE)
other nikto. Gluss'sa'Nikto, or "pale nikto", came from the
Heat Adaptation. Your thick hide is naturally Gluss'elta Islands of Kintan, causing them to be natural
adapted to hot climates, as described in chapter 5 of sailors. They have white-gray skin, eye-horns like the
the Dungeon Master’s Guide. kadas'sa'nikto, and fins similar to those of the
Survivor You have proficiency in the Survival skill. esral'sa'nikto, but smaller. Xenobiologists believe the
first gluss'sa'nikto to have been born of a
KADAS'SA'NIKTO (GREEN) kadas'sa'nikto who mated with an esral'sa'nikto.
Kadas'sa'Nikto, or "green nikto," originated in the Hold Breath. You can hold your breath for up to 15
milder climatic regions of Kintan, such as the forests minutes at a time.
and the seacoasts. Their scaly faces have small facial Swim. You have a swimming speed of 30 feet.
horns surrounding the eyes and on the chin. Their
main distinguishing feature was the long climbing M'SHENTO'SU'NIKTO (SOUTHERN)
claws on their hands, which can also be used in M'shento'su'Nikto, or "southern nikto", have no horns,
combat. a covered nose, and several pairs of breathing tubes.
Claws. Your claws are natural weapons, which you These tubes are larger than those of the kajain'sa'nikto,
can use to make unarmed strikes. If you hit with them, and also act as primitive ultrasonic sensory organs.
you deal kinetic damage equal to 1d4 + your Strength Their skin color varies from white to yellow or orange.
modifier. Hold Breath. You can hold your breath for up to 10
Forest Dweller. You don’t treat forest terrain as minutes at a time.
difficult terrain. Ultrasonic Reactions. When you roll for initiative,
Treeclimber. You have a climbing speed of 30 feet. you can choose to gain advantage on the roll.

Alternatively, if you are surprised, you may act
normally on your first turn. Once you’ve used this trait,
you can’t use it again until you finish a short or long
rest.

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.

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First Names. Gi'kha, Ki'nakra, Ri'zat, Zak'r Lang

Basic a
NOEHON other n
use of
VISUAL CHARACTERISTICS
detect
Skin Color Mottled green
Hair Color None
Eye Color Red
Distinctions Four-armed insectoids, musk glands
NOEHON TRAITS
As a noehon, you have the following special traits.
PHYSICAL CHARACTERISTICS Ability Score Increase. Your Dexterity, Wisdom, and
Height 2'9" +2d6" Charisma scores increase by 1.
Weight 45 lb. x1 lb. Age. Noehons reach adulthood by 5 and live for less
than half a century.
Alignment. Noehons are abusive and combative,
SOCIOCULTURAL CHARACTERISTICS causing them to tend toward the dark side, though
Homeworld Noe'ha'on there are exceptions.
Size. Noehons typically stand 3 to 4 feet tall and
Language Noehonese
generally weigh about 50 lbs. Regardless of your
position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Compound Eyes. Whenever you make a Wisdom
(Perception) check related to sight, you are considered
BIOLOGY AND APPEARANCE to have expertise in the Perception skill.
Noehons have large compound eyes, with facets Darkvision. You have a keen eyesight, especially in
responsible for different aspects of vision; such as the dark. You can see in dim light within 60 feet of you
motion or fine details. They have mandibles, and a soft, as if it were bright light, and in darkness as if it were
bristly carapace. They have four arms for using tools or dim light. You can’t discern color in darkness, only
brachiating through the jungles of their homeworld. shades of gray.
Since they are used to hanging upside-down, they are Equilibrium. You have advantage on saving throws
resistant to disorientation and motion sickness, which against slow effects.
afflict others in zero-gravity. Every noehon has a pair of Four-Armed. Noehons have four arms which they
scent glands, one of each side of their mouth, which can use independently of one another. You can only
produce a strong, musky scent. Each has a unique gain the benefit of items held by two of your arms at
scent, which they use to mark possessions, territory, any given time, and once per round you can switch
and their subordinates. The scent is difficult to remove. which arms you are benefiting from (no action
Noehons are typically possessive, frequently marking required).
items and rarely discarding them when they think they Menacing. You have proficiency in the Intimidation
might be useful later. They also tend to organize their skill.
possessions, ensuring everything is in its proper place. Notorious Slavers. Whenever you make an ability
check related to the buying, selling, or controlling of
SOCIETY AND CULTURE slaves, you are considered proficient in the check. If
Noehon society is based on tightly-knit communities you would already be proficient, you instead have
called welds, containing anywhere from a few hundred expertise.
to ten thousand members. Welds are ruled by a single Organized. Your society values organization, and as
dominant "alpha" male, their "harem" of females such you are good at making good use of the space
treated as commodities, with excess females traded to provided. Your carry capacity is doubled, and if you are
other welds for technology or valuables. Adolescent in charge of packing a ship you can increase the carry
males in the weld are driven off by the alpha as soon capacity by 1/4 the base cargo capacity.
as they come of age. Elderly leaders will usually be Treeclimber. You have a climbing speed of 25 feet.
killed by younger males, who then take control of the You have advantage on Strength saving throws and
weld. Despite the rigidity of gender roles, noehons do Strength (Athletics) checks that involve climbing.
not treat female and male offworlders differently. Undersized. Your small stature makes it hard for
Regardless, they understand society in a hierarchical you to wield bigger weapons. You can’t use heavy
way: bullying subordinates while fearing and trying to shields. Additionally, you can’t use martial weapons
appease superiors. Noehons have a natural talent for with the two-handed property unless it also has the
managing others through intimidation. light property, and if a martial weapon has the versatile
property, you can only wield it in two hands.
NAMES
Noehons names are incredibly difficult to pronounce,
without using surnames.

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Surnames. Boltstep, Feelfar, Rivergaze, Whitebranch Lang

Basic a
NOSAURIAN hisses,
uses m
VISUAL CHARACTERISTICS
season
Red, orange, yellow, green, blue, brown, over lo
Skin Color
white, gray, or black mouth
Hair Color Same as scales (fall out at adolescence)
Eye Color Pink, yellow, white, brown, or gray
Distinctions Horns, luminescent mouth lining

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

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First Names. Chessc, Erdug, Mirr, Sleff Lang

Basic a
NUIWIT and gu
VISUAL CHARACTERISTICS
Skin Color Golden to dark brown or gray-green
Hair Color None
Eye Color Green, blue, or black
Distinctions Reptilian, semi-quadrupedal

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.

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Surnames. -Frek, Nivek, Oej, -Prah, -Troz Lang

Basic a
ONGREE cacoph
unsett
VISUAL CHARACTERISTICS
Skin Color Yellow or brown
Hair Color None
Eye Color Red or orange
Eyestalks, inverted looking face,
Distinctions
awkward stance

PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 120 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Skustell
Language Ongreenen

BIOLOGY AND APPEARANCE


Ongree are an amphibious sentient species
ONGREE TRAITS
characterized by yellowish or brownish skin and
elongated, tapering heads with beaked mouths. Two As an ongree, you have the following special traits.
flexible eyestalks protrude from either side of an Ability Score Increase. Your Wisdom or Charisma
ongree's head, allowing them to see an object from score increases by 2, and your Dexterity or Intelligence
many angles. score increases by 1.
Their lipless mouths are located above four nostrils Age. Ongree reach adulthood in their late teens and
and their other facial features, giving them an "upside- live less than a century.
down" facial appearance. They possess two thick Alignment. Ongree's inquisitive mindsets cause
fingers and an opposable thumb on each hand. them to tend toward balanced alignments, though
Despite the apparent lack of dexterity inherent in their there are exceptions.
makeup, ongree are nevertheless able to hold even Size. Ongree typically stand 5 to 6 feet tall and
small objects with ease. Their natural agility is belied by generally weigh about 170 lbs. Regardless of your
their humpbacked, awkward appearance. position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
SOCIETY AND CULTURE Amphibious. You can breathe air and water.
Ongree are commonly seen as a diplomatic, measured Detail Oriented. You are practiced at scouring for
species. This opinion is fostered by the arrangement of details. You have advantage on Intelligence
their eyestalks; since ongree can see an object from (Investigation) checks within 5 feet.
multiple angles, it is thought that this ability gives the Inquisitive. You have proficiency in the Insight and
species a unique mindset, allowing them to examine a Investigation skills.
situation from all possible perspectives. It is believed Unique Perspective. As an ongree, you are skilled in
that their literal and figurative outlooks are linked by a looking at things from different perspectives, giving
psychological trait. you a unique mindset. Once per long rest, when you
Due to their unique psychologies, many members of make an Intelligence (Investigation) or Charisma
the species are adept negotiators, diplomats, and (Persuasion) check, you can choose gain proficiency in
politicians, though this characteristic is also exploited that skill for the check. If you are already proficient,
for less wholesome activities, and some are known to you gain expertise for the check.
consort with crime lords and gangsters. Unsettling Visage. When a creature you can see
makes an attack roll against you, you can use your
NAMES reaction to impose disadvantage on the roll. You must
Ongree usually take a long time to settle on names for use this feature before knowing whether the attack hits
their children, usually asking close friends and family or misses. Once you use this trait, you can't use it again
for naming advice. Surnames are familiar. until you finish a short or long rest.
Male Names. Atrov, Betwen, Cortes, Kaiman, Khiroc
Female Names. Dautir, Jayman, Llij, Mutra, Yojaw

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Surnames. Elkoud, Hukudi, Okwar, Wekwa Lang

Basic a
PACITHHIP trumpe
pacithh
VISUAL CHARACTERISTICS
Basic, p
Skin Color Gray to green or blue
Hair Color Black
Eye Color Light to dark blue or green typically
Distinctions Two tusks, trunks

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

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Surnames. Ipujarero, Molidias, Tuteru, Vagana Lang

Basic a
PANTORAN that pr
feudal
VISUAL CHARACTERISTICS
difficul
Skin Color Blue many d
Hair Color Black, white, or pastel colors Galacti
a mean
Eye Color Yellow or rarely black
Blue skin, yellow eyes, resilience to the
Distinctions
cold

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

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First Names. Corbuldin, Gerachu, Jekoono, Perotkin Lang

Basic a
PARWAN like ab
VISUAL CHARACTERISTICS
Skin Color Blue, brown, gray, green, yellow, or red
Hair Color None
Eye Color Gray
Floating physiology, mushroom-shaped
Distinctions
heads, produce intense electrical fields

PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 70 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Parwa
Language Parwan

BIOLOGY AND APPEARANCE


The parwan species are tall and gangly, with arms
ending in three-fingered hands. They also have four
dangling tentacles on the lower half of their bodies.
They have three eyes and a mushroom-like head.
Parwans have a unique physiology in that their bodies
are essentially ambulatory bags of gas, which makes
them lighter than air. The species can float on wind
currents, and use their tentacles and arms to tether
themselves to the ground.
The species also produce a naturally high electrical
field, and crackle with the energy their bodies
produces. Parwan can withstand high levels of electric PARWAN TRAITS
power, and liquids, though the degree of how powerful As a parwan, you have the following special traits.
this resistance is depend on the species' two different
Ability Score Increase. Your Dexterity score
blood types.
increases by 2, and your Intelligence score increases by
SOCIETY AND CULTURE 1.
Age. Parwans reach adulthood at 12 and live less
Parwans are a species dedicated to their craft. Whether than a century.
it is bioengineering, mercenary work, or collecting Alignment. Parwans' dedicated mindsets cause
model starfighters, parwans dedicate themselves them to tend towards lawful alignments, though there
wholly to their trade. This has often led to mockery, as are exceptions.
parwans can become somewhat obsessed, collecting Size. Parwans typically stand 6 to 7 feet tall and
vast amounts of knowledge about their personal generally weigh about 70 lbs. Regardless of your
calling. Society on their homeworld of Parwa is highly position in that range, your size is Medium.
regimented, with a majority of parwan life being laid Speed. Your base walking speed is 30 feet.
out for them from birth until death. Because of this, a
Electrically Charged. Parwans can use their
large majority of parwans find themselves leaving their
powerful electric fields to shock enemies. You know the
homeworld in search of a life where they can be free to electroshock at-will tech power. Your techcasting ability
pursue their own career. is Intelligence. You do not require use of a wristpad for
NAMES this power.
Flight. You have a flying speed of 30 feet. To use this
While generally easy to pronounce, parwan names are speed, you can’t be wearing medium or heavy armor.
infamous for sounding odd to outsiders. Whenever Galvanized. You have resistance to lightning
asked, parwans exhibit confusion, as their names are damage.
considered typical in their own language. They use
agendered names without surnames.

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Female Names. Jimat, Ooles, Unun, Yoe Lang

Basic a
PATITITE patitite
lost to
VISUAL CHARACTERISTICS
Skin Color Light green, blue, or purple
Hair Color None
Eye Color Yellow or orange
Distinctions Tiny size

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

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Surnames. Haid, Nume, Xhed, Xonn Lang

Massan
POLIS MASSAN Galacti
unable
VISUAL CHARACTERISTICS
Massan
Skin Color Gray or pale purple telepat
Hair Color None Massan
species
Eye Color Black
Distinctions Commonly mute, lack of facial features

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

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Surnames. Jeers, Marbor, Pallik, Targan Lang

Basic a
RANAT
VISUAL CHARACTERISTICS
Skin Color Pink
Hair Color Blonde, brown, gray, red, or black
RANAT TRAITS
Eye Color Black
As a ranat, you have the following special traits.
Distinctions Tusk-like incisors, long tail Ability Score Increase. Your Dexterity score
increases by 2, and your Charisma score increases by
1.
PHYSICAL CHARACTERISTICS
Age. Ranats reach adulthood at 9 and live for about
Height 2'8" +2d10" half a century.
Weight 65 lb. x1 lb. Alignment. Ranats are crafty survivors, causing them
to tend towards chaotic balanced, though there are
exceptions.
SOCIOCULTURAL CHARACTERISTICS Size. Ranats typically stand 3 to 5 feet tall and
Homeworld Rydar II generally weigh about 70 lbs. Regardless of your
Language Ranat
position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Type. Your creature type is both beast and
humanoid.
Acute Senses. You have proficiency in the
BIOLOGY AND APPEARANCE Perception skill.
Darkvision. Your vision can easily cut through
Ranats are a species of small rodents. Despite sharing darkness. You can see in dim light within 60 feet of you
many features in common with other sentient species, as if it were bright light, and in darkness as if it were
nevertheless, the status of ranats as fully sentient or dim light. You can’t discern color in darkness, only
merely semi-sentient has been the subject of galactic shades of gray.
debate for centuries. Ranats have short, heavy-duty, Foragers. Whenever you make a Wisdom (Survival)
retractable claws that, while of limited use in hunting check to forage for food you are considered to have
or self-defense, allows a ranat to dig through soil and expertise in the Survival skill.
loose rock. The ranat body is tough, wiry, and partially Natural Empathy. Ranats' acute sense of smell
flattened. Exceptional flexibility allow ranats to squeeze allows them to sense the emotions in those around
through small openings that would prove impenetrable them. You have advantage on Wisdom (Insight) checks
to other beings of similar size. Their senses are acute: to determine emotions against humanoids and beasts
they can see in the dark and detect others' moods by within 10 feet of you.
scent. A ranat's bottom two incisors are sharp, pointed, Nimble Flexibility. You have advantage on Dexterity
and discolored. Because their incisors grow rapidly, (Acrobatics) checks that involve flexibility. Additionally,
ranats gnaw constantly to wear them down. moving through an opening one size smaller than you
SOCIETY AND CULTURE does not count as difficult terrain for you.
Stalker. You have proficiency in Stealth or Survival
Although they are not intelligent by most metrics, (your choice).
ranats are resourceful and crafty. They lack the higher Tech-Impaired. While ranats can figure out basic
emotions associated with other species, consumed technology, they experience difficulty using more
instead by the simple desires to eat and fight. This complex equipment like wristpads. You can not use
makes them preeminent survivors and experts at tech powers or take levels in techcasting classes.
scrounging, foraging, and getting into places that they Tooth and Nail. Your sharp teeth and claws are
do not belong. However, it makes them come off as natural weapons, which you can use to make unarmed
belligerent, temperamental, self-centered, and strikes. If you hit with them, you deal kinetic damage
stubborn to outsiders. Notions of honor and keeping equal to 1d4 + your Strength modifier. Additionally, as
one's word are only good as long as they do not a bonus action, you can perform a special bite attack.
interfere with the search for food. Ranats insist on On a hit, the target suffers the attack’s normal effects,
their superiority to other lifeforms, calling themselves you gain temporary hit points equal to your
Con Queecon ("the conquerors") in their own language Constitution modifier (minimum of 1), and you can’t
—ranat is an appellation from others that refers to use this trait again until you finish a short or long rest.
their rodent-like appearance. 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
Ranat names rely heavily on letters such as 'S' and 'E', with the two-handed property unless it also has the
using familiar surnames. light property, and if a martial weapon has the versatile
First Names. Engal, Kleef, Nestra, Veerz property, you can only wield it in two hands.

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First Names. Povvcul, Qraftyyn, Rythgub, Vuhanthla

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

BIOLOGY AND APPEARANCE


The revwiens are a sentient, plant-like species. Their
bodies are cylindrical and mounted atop several
strong, prehensile leaves, which are used both for
locomotion and manipulation of objects. A cluster of
tiny budstalks connects a round, clear seedcase to the REVWIEN TRAITS
top of the body.
As a revwien, you have the following special traits.
SOCIETY AND CULTURE Ability Score Increase. Your Wisdom score
Revwiens are peaceful beings who value honor with an increases by 2, and your Charisma score increases by
eerie ability to remain calm in the most stressful 1.
situations.. They are often unfalteringly honest, even Age. Revwiens reach adulthood at 20 and live for
when faced with situations in which bending the truth more than a century, usually around 130.
would produce tangible benefits. Revwiens try to Alignment. Rewviens' peaceful nature causes them
negotiate their way out of conflicts and take an to tend toward the light side, though there are
extremely long-term view of issues, as reflected in the exceptions.
popular revwien idiom that "In time, things will work Size. Revwiens typically stand 4 to 6 and a half feet
out as intended." Many revwiens also exhibit fatalistic tall and generally weigh about 120 lbs. Regardless of
tendencies, believing that all things happen for a your position in that range, your size is Medium.
reason. When no alternative to battle can be found, Speed. Your base walking speed is 30 feet.
revwiens fight with honor, refraining from taking unfair Type. Your creature type is both plant and
advantage of their enemies. The revwiens are humanoid.
indigenous to Revyia, a planet on the northern edge of Force Sensitive. You know your choice of the spare
the Outer Rim Territories. Their homeworld is covered the dying, force push/pull, or necrotic touch at-will
in jungle and plains, and the revwiens came to revere force powers. Your forcecasting ability is Wisdom or
the jungle belt as sacred. They developed a philosophy Charisma (depending on power alignment).
known as the Tyia, which emphasizes spiritual unity Long-Limbed. When you make a melee attack on
between individuals. Adherents of the Tyia developed your turn, your reach for it is 5 feet greater than
the ability to manipulate the Force. Revwien society is normal.
organized into small autonomous, semi-nomadic Naturalist. You have proficiency in Nature skill.
groups. Their technological innovation centered Philosophical. You have proficiency in the Insight
around plants, which they use for myriad purposes. skill.
Photosynthesis. You do not need to eat.
NAMES Languages. You can communicate, read, and write
Revwien names are difficult to pronounce, using many Revwi. You can understand spoken and written Galactic
conflicting letters in Galactic Basic, with names being Basic, but your physiology does not allow you to speak
agendered and lacking surnames all together. it. Revwiens communicate by creating vibrations
throughout their bodies to form words and phrases.

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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 RUURIAN, LARVAE TRAITS


Height 2'9" +2d4" As a ruurian, larvae, you have the following special
traits.
Weight 35 lb. x1 lb.
Ability Score Increase. Your Intelligence score
increases by 2, and two other ability scores of your
SOCIOCULTURAL CHARACTERISTICS choice increase by 1.
Age. Ruurians reach adulthood by twelve and
Homeworld Ruuria
typically live for 30 to 40 years before entering the
Language Ruurese pupa stage, with full grown Chroma-Wings living for
less than half a century on average.
Alignment. Larval ruurians are sensitive and
dependable, causing them to tend towards lawful light
side, though there are exceptions.
BIOLOGY AND APPEARANCE Size. Ruurians typically stand 3 to 4 feet tall and
Ruurians are a small caterpillar-like species known in generally weigh about 40 lbs. Regardless of your
the corporate sector for their scholarly achievements position in that range, your size is Small.
and their linguistic ability. They are born as fourteen- Speed. Your base walking speed is 25 feet.
legged larvae with each leg having four opposable Artistic. You have proficiency in artist's implements
fingers. First stage ruurians also have fine, wide or one musical instrument of your choice.
antennae on their heads, and large, multifaceted eyes. Communicative. You have proficiency with
They hatch from eggs as larvae and immediately enter Persuasion or Insight (your choice).
the workforce, caring for their elders, manufacturing Crafters. You have proficiency with with one set of
goods, and running Ruuria's government. The second artisan’s implements of your choice.
stage of ruurian life is the pupa stage. The larvae spin Eight-Armed. Ruurians have eight arms which they
cocoons around themselves, and are transformed into can use independently of one another. You can only
the third stage of the ruurian life cycle, the beautiful gain the benefit of items held by two of your arms at
Chroma-Wing Fliers, gaining bright, colorful wings. any given time, and once per round you can switch
Chroma-Wings are simple-minded creatures concerned which arms you are benefiting from (no action
only with mating, eating, and sleeping, leaving societal required).
matters to the younger generation. Quick Learner. When using downtime for learning a
new language or training with a set of tools, it takes
SOCIETY AND CULTURE half the amount of time and credits necessary to
Larval ruurians are the most commonly encountered complete.
members of their species. They are sensitive, Scholars. You have proficiency in one Intelligence or
thoughtful, and responsible beings. Due to high Wisdom skill of your choice.
intelligence and natural talent for learning languages, Sure-Footed. You have advantage on ability checks
Ruurian larvae find work throughout the galaxy as and saving throws against being knocked prone.
diplomats and instructors. Many Ruurians demonstrate Undersized. Your small stature makes it hard for
impressive artistic skills as well, becoming renowned you to wield bigger weapons. You can’t use heavy
musicians, architects, and designers. Chroma-Wings shields. Additionally, you can’t use martial weapons
lose much of their intellectual acuity, are generally shy with the two-handed property unless it also has the
or aloof, and grow increasingly lazy over time, as all of light property, and if a martial weapon has the versatile
their needs are seen to by their larval offspring. property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic
NAMES Basic, Ruurese, and two languages of your choice.
Ruurian names are elegant and sweeping, optionally Ruurese is an elegant language with sounds typical of
using a parent's name as a surname. many other languages. Written Ruurese consists of a
First Names. Bivikorn, Laalu, Reeor, Vobaa complicated swirl of lines, all drawn at varying angles.
Surnames. Daorjay, Eelunri, Phaanan, Raarbossi Ruurians are capable of a wider range of vocalizations
than most species.

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Surnames. Foo, Golle, Porre, Wroov Lang

Basic a
RYBET throat,
VISUAL CHARACTERISTICS
Skin Color Bright green, deep olive
Hair Color None
Eye Color Orange or yellow
Distinctions Sentient amphibians

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

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73
Female Names. Cecian, Emeri, Kata, Sanden, Simcar Lang
Surnames. Alliban, Cavleo, Heyros, Hinalb, Stalwri Basic a
SAKIYAN
Sakiyan
transla
VISUAL CHARACTERISTICS
Galacti
Normally black to deep violet, red, or
Skin Color green, with gray, plum, bronze, jade,
pale blue, and pale pink also possible
Hair Color None
Eye Color Gray, silver, blue, yellow, orange,or red
Distinctions Pointed ears, enhanced senses

PHYSICAL CHARACTERISTICS
Height 4'9" +2d12"
Weight 105 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Sakiya
Language Sakiyan

BIOLOGY AND APPEARANCE


Sakiyans are resistant to extremes in temperature,
able to operate comfortably at heat levels that might
injure non-sakiyans, as well as frigid depths, although
those are less appealing to them. Because their
appearance is so similar to that of the human species, SAKIYAN TRAITS
many debate whether the sakiyans are a near-human As a sakiyan, you have the following special traits.
species or completely unrelated. Those who argue for Ability Score Increase. Your Intelligence score
the latter status cite the species' vastly different brain increases by 2, and your Dexterity or Wisdom score
structure. The brain is nearly double the size of its increases by 1.
human counterpart, a result of the organ's highly Age. Sakiyans reach adulthood in their late teens
developed centers devoted to sensory input and and live less than a century.
reflexes. Indeed, the sakiyans reach nearly Alignment. Sakiyans' honorable nature causes them
supernatural levels of sensory perception, surpassing to tend toward lawful alignments, though there are
even the large-brained bith in perceptual capabilities. exceptions.
The wide variety of wavelengths they see makes full- Size. Sakiyans typically stand 5 to 7 feet tall and
spectrum light seem almost like a glare. Sakiyan skin is generally weigh about 140 lbs. Regardless of your
also highly reflective. position in that range, your size is Medium.
SOCIETY AND CULTURE Speed. Your base walking speed is 30 feet.
Climate Adaptation. Your body is naturally adapted
Sakiyan family structure separate into groups known to hot and cold climates, as described in chapter 5 of
as prides or clans. Each sakiyan recognize an individual the Dungeon Master's Guide.
known as a pride-father, and other individuals are Darkvision. You have a keen eyesight, especially in
known as pride elders. The sakiyans have highly the dark. You can see in dim light within 60 feet of you
developed concepts of honor that dictate how to as if it were bright light, and in darkness as if it were
respectfully treat others. In the case of a clan's dim light. You can't discern color in darkness, only
reputation being besmirched, the members might go shades of gray.
to great length to redeem their collective honor; Keen Senses. You have advantage on Wisdom
indeed, piquing a sakiyan's honor even causes (Perception) checks that involve hearing, smell, or
physiological response, such as a racing pulse. sight.
NAMES Tracker. You have proficiency in the Survival skill.
Additionally, you are considered to have expertise in
Sakiyan names are similar to those of humans, being Wisdom (Survival) checks made to track a creature if
easily translated into Galactic Basic. Surnames are that creature has a scent.
pride based, but not always used.
Male Names. Darjer, Jonbri, Kornat, Terphi, Zacroy

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Female Names. Keker, Masa, Naiv, Rases Lang

Basic a
SARKAN to the fi
Regard
VISUAL CHARACTERISTICS
is a com
Skin Color Green to blue well as
Hair Color None
Eye Color Black, gray, or white
Distinctions Cold-blooded, complex protocol rituals

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Sarka
Language Sarkese

BIOLOGY AND APPEARANCE SARKAN TRAITS


Sarkans are a tall species with sharp fangs, thick scaly As a sarkan, you have the following special traits.
skins, and small claws on their fingers. Sarkans' eyes Ability Score Increase. Your Strength score
give them excellent night vision. They are a cold- increases by 2, and your Wisdom score increases by 1.
blooded species, who can die quickly if exposed to Age. Sarkans reach adulthood in their late teens and
freezing temperatures. Sarkan claws are not their most live less than a century.
effective weapon — instead, trained sarkan martial Alignment. Sarkans' highly cultured causes them to
artists whip or bludgeon their opponents with their tend towards balanced alignments, though there are
thick, muscular tails. Sarkans varnishe and paint their exceptions.
claws for decorative purposes. Size. Sarkans typically stand 6 to 7 feet tall and
generally weigh about 200 lbs. Regardless of your
SOCIETY AND CULTURE position in that range, your size is Medium.
Sarkans are noted for the wealth of their society, Speed. Your base walking speed is 30 feet.
thanks to the mineral riches of their home world. Sarka Cold Sensitivity. You have disadvantage on
is the only known source of nova rubies, an exotic Constitution saving throws made to avoid exhaustion
gemstone. Sarkans often wear loose robes decorated due to extreme cold.
with gemstones. Though valued by non-sarkan Darkvision. You have a keen eyesight, especially in
"barbarians", sarkans actually consider the gems to be the dark. You can see in dim light within 120 feet of you
useless. Sarkans are also noted for their excruciatingly as if it were bright light, and in darkness as if it were
complex protocol rituals. When greeting an dim light. You can't discern color in darkness, only
ambassador, they begin with a greeting in one of the shades of gray.
five sarkan languages, including the greeter's life story, Elegant Dancers. You have proficiency in the
all of the battles the greeter has won, the value and Performance skill.
number of gems mined, and all of the mates acquired Hide. You have a thick hide. When you aren’t
in their life. Greetings can take up to eight hours. After wearing armor, your AC is 13 + your Dexterity modifier.
the greetings come ritual dances, which can Jewelers. You are proficient in jeweler's implements.
themselves take three hours. Though tailless species Naturalist. You have proficiency in the Nature skill.
are excused this duty, any breach in the protocol of the Powerful Tail. Your strong tail and teeth are natural
dance by someone with a tail will be taken as a flagrant weapons, which you can use to make unarmed strikes.
insult. Those who violate the protocols of the greetings If you hit with them, you deal kinetic damage equal to
or of the dances will be removed from an 1d6 + your Strength modifier.
ambassador's presence, sometimes violently. Wealthy. During character creation, you start with
additional credits equal to your level x your proficiency
NAMES bonus x 1,000 cr.
Sarkan names are often considered odd, and do not
use surnames, but sometimes give themselves a
second personal name to fit in with non-sarkans.
Male Names. Cosee, Kovsie, Nun, Vasov

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75
Surnames. Corren, Ithar, Runter, Shahwor Lang

Basic a
SATHARI and ra
then su
VISUAL CHARACTERISTICS
like chi
Skin Color Green, pink, white, or yellow
Hair Color Various, usually blue, purple, or white
Eye Color Red or yellow
Distinctions Large hand tipped wings

PHYSICAL CHARACTERISTICS
Height 5'1" +2d10"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Arbooine
Language Arbori

BIOLOGY AND APPEARANCE


Sathari are a humanoid species of avian ancestry
native to the planet Arbooine. Though the sathari’s
ancestors were likely once capable of true flight, this SATHARI TRAITS
ability disappeared millions of years ago. However, As a sathari, you have the following special traits.
their avian heritage is apparent in their plumage, which
Ability Score Increase. Your Dexterity score
varies in color and pattern by individual, and in their
increases by 2, and your Intelligence score increases by
rapid, precise movements. Of particular note are the
1.
facial plumes of the sathari, which grow outward from
Age. Sathari reach adulthood in their early teens and
near the beak or eye. The relatively subtle sexual
live less than a century.
variance of the sathari species leads to adult males
Alignment. Sathari's loyal nature causes them to
frequently having four such feathers and adult females
tend towards lawful alignments, though there are
frequently having two, although various genetic,
exceptions.
environmental, cultural, and individual factors mean
Size. Sathari typically stand 5 and a half to 6 and a
that plumage, sex, and gender vary across a spectrum
half feet tall and generally weigh about 120 lbs.
and can appear in any grouping. Sathari skeletons are
Regardless of your position in that range, your size is
far less dense than those of most humanoid species,
Medium.
allowing them to move more quickly and dexterously,
but leaving them more susceptible to fractures and Speed. Your base walking speed is 35 feet.
other damage. Avian Agility. Your reflexes and agility allow you to
move with a burst of speed. When you move on your
SOCIETY AND CULTURE turn in combat, you can double your speed until the
end of the tum. Once you use this trait, you can't use it
Sathari are rarely encountered away from their home again until you move 0 feet on one of your turns.
planet, for sathari culture values family above all else.
Claws. Your claws are natural weapons, which you
For sathari, to travel off-planet or even to leave their
can use to make unarmed strikes. If you hit with them,
hometown is seen as abandoning family, so few
you deal 1d4 kinetic damage. You can use your choice
depart. Sathari are fiercely loyal to their family and
of your Strength or Dexterity modifier for the attack
friends, but many sathari are known to harbor
and damage rolls. You must use the same modifier for
significant grudges against their foes.
both rolls.
NAMES Feather Fall. You have large wings that you use to
slow your fall or allow you to glide. When you fall and
Sathari names are usually melodic in tone, first names are not incapacitated, you can subtract up to 100 feet
being short and more. When sathari introduce from your fall when calculating your fall damage and
themselves, they always begin with their familiar can move horizontally 2 feet for every 1 foot you fall.
surname, as the secondary name is more important in
sathari culture.
Male Names. Dyr, Kae, Renn, Thoric
Female Names. Feyya, Kiraak, Leh, Nia

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Female Names. Chu, Driacnear, Fiircasa, Shilis

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

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Selonia
Language Mandaba

BIOLOGY AND APPEARANCE


The selonians are carnivores who are believed to have
descended from aquatic mammals. Their bodies are
covered by a sleek fur and they normally do not wear
clothing. However, when working or visiting offworld,
they wear appropriate outfits. Their long bodies are
equally comfortable walking on either two or four legs. SELONIAN TRAITS
Their long tails serve as a counterbalance for their
bodies when standing upright. These tails are equally As a selonian, you have the following special traits.
capable of being used as potent bludgeoning weapons Ability Score Increase. Your Dexterity score
in combat. At the end of their paw-like hands are increases by 2, and your Strength score increases by 1.
retractable claws which not only gives them the Age. Selonians reach adulthood in their mid teens
capacity to dig but also makes them excellent climbers. and for about 75 years.
They have long pointed faces with bristly whiskers as Alignment. Selonians are serious and den-focused,
well as long teeth. Most selonians born are infertile causing them to tend towards lawful balanced, though
females. One in every hundred are male, and one in there are exceptions.
every five hundred are fertile females. Size. Selonians typically stand 6 to 7 feet tall and
generally weigh about 180 lbs. Regardless of your
SOCIETY AND CULTURE position in that range, your size is Medium.
Despite the massive starship traffic to Corellia, many Speed. Your base walking speed is 35 feet.
visitors and even native Corellians know very little of Adept Swimmers. You have a swimming speed of 35
the selonians and their distinctive unique alien culture. feet.
In mindset, they are a thoroughly grounded and Climb. You have a climbing speed of 30 feet.
serious race who are primarily concerned with the Darkvision. You have a keen eyesight, especially in
safety of their people. This means that the protection the dark. You can see in dim light within 60 feet of you
of their family dens and their species as a whole was a as if it were bright light, and in darkness as if it were
chief concern. The basis for this line of thinking is dim light. You can’t discern color in darkness, only
because they viewed that the needs of the society shades of gray.
outweighed the needs of the individual. To those Nimble Agility. Your reflexes and agility allow you to
unaware of the deeper intricacies of the race, the move with a burst of speed. When you move on your
selonians appear as an outgoing, friendly and turn in combat, you can double your speed until the
charitable species. However, their interests rarely go end of the tum. Once you use this trait, you can’t use it
beyond securing the good of their respective den. again until you move 0 feet on one of your turns.
Powerful Tail. Your strong tail is a natural weapon,
NAMES which you can use to make unarmed strikes. If you hit
Selonian names have harsher sounding elements to with it, you deal kinetic damage equal to 1d4 + your
them, but not to the point of being hard to pronounce. Strength modifier.
Male Names. Duldayd, Gov, Krez, Qaran Languages. You can speak, read, and write Galactic
Basic and Mandaba.

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Female Names. Althe, Feryei, Ida, Naedi Lang

Basic a
SEPHI and ha
Basic m
VISUAL CHARACTERISTICS
Pale purple-blue, lavender, peach, white,
Skin Color
or pinkish
Hair Color Black, blond, gray, or white
Eye Color Black, brown, green, or blue
Distinctions Pointed ears, long lived, artistic culture

PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 105 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Thustra, Isobe
Language Sephi

BIOLOGY AND APPEARANCE


The sephi are a species of sentient humanoids.
Outwardly, they are very similar in appearance to
human stock, the key difference being their long, SEPHI TRAITS
pointed ears that can twitch, swivel and flatten in As a sephi, you have the following special traits.
accordance with their emotional state. Many sephi are Ability Score Increase. Your Intelligence score
tall and healthy-looking, with a narrow waistline and increases by 2, and your Charisma score increases by
long-fingered hands. However, smaller and overweight 1.
individuals are not unheard of. While many sephi have Age. Sephi reach adulthood in their late teens and
pale, purplish skin, some had more human-like have been known to live for more than 200 years,
skintones. Their long, straight hair ranges in color from possibly up to 400.
black through blond to gray and white. Depending on Alignment. Due to their sophisticated nature, sephi
personal status, it is common for upper-class sephi to tend towards the light side, though there are
fashion their hair into thick spirals adorned with exceptions.
gemstones and other decorations, making it a source Size. Sephi typically stand 5 and a half to 6 feet tall
of personal pride. and rarely weigh more than 140 lb. Regardless of your
position in that range, your size is Medium.
SOCIETY AND CULTURE
Speed. Your base walking speed is 30 feet.
Sephi are often driven act whenever they feel they Artistic. You are proficient in artist's implements.
must. Whether this be something as simple as helping Cultured. You have proficiency in the Lore skill.
another in need, to their choice to support a Darkvision. You have a keen eyesight, especially in
government. The sephi formed a space-level civilization the dark. You can see in dim light within 60 feet of you
led by a monarch. Due to the species' longevity, sephi as if it were bright light, and in darkness as if it were
sovereigns tend to stay in place for a long time. They dim light. You can't discern color in darkness, only
have developed a culture of elegance and shades of gray.
sophistication in art, which is even reflected in the Mechanic. You have proficiency in mechanic's kits.
delicate design of their walkers, flyers, tanks, and Additionally, once per day, you can cast the repair
architecture. Additionally, sephi have an affinity with droid tech power. Your techcasting ability is
droids and machinery, often making work as engineers Intelligence. You do not require use of a wristpad for
aboard spacecrafts or repairing malfunctioning or this power.
broken down droids when offworld. Regal Presentation. Whenever you make Charisma
check related to impressing others with your
NAMES
appearance or clothing, you are considered proficient
Sephi names are soft and melodic, forgoing surnames in the check. If you would already be proficient, you
to promote a more individualist mindset for their instead have expertise.
children.
Male Names. Ennu, Mazered, Nerrus, Thelres

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78
First Names. Bluugeras, Hippohaph, Jazstile, Punnki Lang

Basic a
SHAWDA UBB growls
VISUAL CHARACTERISTICS
Greenish-gray with yellow-green
Skin Color
underbelly
Hair Color None
Eye Color Blue
Distinctions Amphibious, paralyzing venom

PHYSICAL CHARACTERISTICS
Height 1'11" +2d8"
Weight 45 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS SHAWDA UBB TRAITS


Homeworld Manpha
As a shawda ubb, you have the following special traits.
Ability Score Increase. Your Wisdom score
Language Ubb increases by 2, and your Dexterity score increases by 1.
Age. Shawda Ubb reach adulthood in their early
teens and live less than a century.
Alignment. Shawda Ubb's isolated causes them to
tend toward the light side, though there are
BIOLOGY AND APPEARANCE exceptions.
Shawda Ubb, also known as Ubb, are diminutive, Size. Shawda Ubb typically stand 2 to 3 feet tall and
sentient amphibians with frog-like bodies. They have generally weigh about 50 lbs. Regardless of your
long, spindly limbs that end in three splayed digits position in that range, your size is Small.
each; the toes also sport yellow claws. Their skin is Speed. Your base walking speed is 20 feet.
moist and elastic and covered in warts. Shawda Ubb Amphibious. You can breathe air and water.
are adapted to their moist, swampy homeworld, and Heat Sensitivity. You have disadvantage on
feel physically weakened and emotionally withdrawn in Constitution saving throws made to avoid exhaustion
dryer environments. They defend themselves by due to extreme heat.
spitting a paralyzing venom, which is capable of Long-Limbed. When you make a melee attack on
immobilizing a human-sized mammal for up to fifteen your turn, your reach for it is 5 feet greater than
minutes. Shawda Ubb are perceptive beings with a normal.
keen aptitude for observation. On Manpha, shawda Musician. You are proficient in one musical
ubb eat uncooked swamp plants and raw fish; they instrument of your choice.
avoid cooked and processed food. Paralyzing Venom. You can use your action to expel
venom in a 10-foot cone. When you do so, each
SOCIETY AND CULTURE creature in the area of the exhalation must make a
Shawda Ubb are suspicious of strangers and are willing Constitution saving throw (DC = 8 + your proficiency
to defend themselves with their paralytic venom if the bonus + your Constitution modifier). On a failed save, a
need arises. Accordingly, they prefer to live in creature is paralyzed until the end of its next turn. This
settlements that are small enough to allow each ability has no effect on constructs. You can use this
inhabitant to recognize the other denizens. Such feature a number of times equal to your proficiency
inclinations encourage the founding and habitation of bonus. You regain all expended uses when you
hundreds of thousands of small towns and villages complete a long rest.
interspersed throughout the marshes of their Perceptive. You have proficiency in the Perception
homeworld's lone landmass. The shawda ubb skill.
economy is based on small-scale petroleum extraction Swamp Dweller. Growing up in the swamps of
and refining; community oil cooperatives pump fossil Manpha has left an impact. You don’t treat swamp
fuels from below the planetary surface and store it in terrain as difficult terrain.
barrels to be sold to national oil companies. Shawda Swim. You have a swimming speed of 20 feet.
Ubb are known for their indigenous musical Undersized. Your small stature makes it hard for
instruments. For instance, the growdi, which resembles you to wield bigger weapons. You can’t use heavy
a combination of flute and water organ. 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
Shawda Ubb have names with a tune, not using property, you can only wield it in two hands.
surnames and having agender names.

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79
Surnames. Cobsae, Eren, Homm, Kaleidus, Kampus

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

BIOLOGY AND APPEARANCE


Siniteen are humanoids native to the industralized
planet of Mileva. They have large, pupiless eyes and
soft, hairless, fleshy heads that give the appearance of
their brain being outside their skull. These heads
house large and advanced brains capable of
performing different types of complex mathematical
calculations. Their skin runs from pale to dark in SINITEEN TRAITS
orange, green, grey or brown tones.
As a siniteen, you have the following special traits.
SOCIETY AND CULTURE Ability Score Increase. Your Intelligence score
increases by 2, and your Constitution score increases
They are known for their brilliance and arrogance,
by 1.
however, their brilliance is rarely recognized by others,
Age. Siniteen reach adulthood in their late teens and
and their unseemly appearance forces many of them live less than a century.
into more physical lines of work. They are able to
Alignment. Siniteen's arrogant nature causes them
calculate a hyperspace jump without the aid of a
to tend toward neutral alignments, particularly neutral
computer because of their high levels of intelligence.
dark side, though there are exceptions.
Siniteen are arrogant, taking extreme pride in their
Size. Siniteen typically stand 5 to 6 feet tall and
heightened intelligence. While willing to work with
generally weigh about 140 lbs. Regardless of your
others in their projects, few species can stand the
position in that range, your size is Medium.
siniteen's sense of self-worth. Siniteen working as
Speed. Your base walking speed is 30 feet.
enforcers or physical laborers are more often
Hyperintelligence. You have advantage on Wisdom
disgruntled and foul-tempered.
and Intelligence saving throws. Additionally, you have
NAMES proficiency in two Wisdom or Intelligence skills of your
choice.
Siniteen names might seem simple to many, but most
Mathematical Savants. Whenever you make an
siniteen parents spend long periods of time developing
Intelligence (Technology) check involving mathematics,
a "perfect" name for their child, babies going as long as
you are considered to have expertise in the Technology
twelve months nameless while the parents brainstorm
skill.
ideas. Culturally, siniteen names tend to be short and
Navigators. You have proficiency in surveyor's
to the point, separated from the familiar surname by a
implements.
space or an apostrophe. Some siniteen have been
Languages. You can speak, read, and write Galactic
known to abandon their surnames in an arrogant show
Basic and Siniteen. Despite the complexities of their
of independence.
minds, the Siniteen language is surprisingly simple,
Male Names. Alves, Flec, Hedstron, Jek, Kil
mainly consisting of low rumbles followed by harsh
Female Names. Briyant, Lel, Minh, Ret, Volaz
vowels.

ART CREDIT | [artist name]


80
Surnames. Doskos, Mantros, Nota, Tondar, Voskarr Lang

Basic, r
SKAKOAN Skakov
machin
VISUAL CHARACTERISTICS
Skakof
Skin Color Grey, white, or green
Hair Color None
Eye Color Black
Distinctions Atmospheric pressure sensitive

PHYSICAL CHARACTERISTICS SKAKOAN TRAITS


Height 5'2" +2d8" As a skakoan, you have the following special traits.
Weight 100 lb. x(2d4) lb. Ability Score Increase. Your Intelligence score
increases by 2, and your Wisdom score increases by 1.
Age. Skakoans reach adulthood in their late teens
SOCIOCULTURAL CHARACTERISTICS and live more than a century.
Homeworld Skako Alignment. Skakoans' self-centered nature and
Language Skakoform, Skakoverbal logical mindsets cause them to tend to be lawful
balanced, though there are exceptions.
Size. Skakoans typically stand 5 to 7 feet tall and
generally weigh about 120 lbs. Regardless of your
position in that range, your size is Medium.
BIOLOGY AND APPEARANCE Speed. Your base walking speed is 25 feet.
Mathematical Savant. Whenever you make an
Native to the high-pressure atmosphere of Skako, Intelligence (Technology) check involving mathematics,
skakoans breath a methane-based air supply. you are considered to have expertise in the Technology
Skakoans have skin which hangs in folds over their skill.
skeletons, lack hair and have sunken, beady eyes. Thin Mechanically Inclined. You have proficiency in the
nasal slits allow them to detect odor, while a thin, Technology skill and your choice of the mechanic's kit,
lipless mouth allows them to speak. Because skakoan slicer's kit, biotech's implements, or astrotech's
do not ingest solid food, they lack teeth in their gaping implements.
mouths. Due to the nature of their homeworld's above-
Methodical. You can add half your proficiency
average pressure, traveling offworld means wearing a
bonus, rounded down, to any Intelligence check you
specialized protective suit which maintains internal
make that doesn't already include your proficiency
pressure and feeds methane through special piping.
bonus.
Fear of decompression or rupturing of their suits keeps Pressurized Suit. Skakoans struggle in atmospheres
most skakoans on their world; only those driven by a
other than those of Skako. When you are offworld, you
very compelling motive are ever seen far from Skako.
have to wear a bulky pressure suit to maintain
SOCIETY AND CULTURE pressure and methane in your body. Due to your
pressure suit, you are ill-suited to wearing armor. Your
Skakoans are cool and calculating beings with a strong suit provides ample protection, however; it gives you a
sense of self-preservation. Because outsiders only see base AC of 17 (your Dexterity modifier doesn’t affect
skakoans encased in their pressurized suits, many non- this number). You gain no benefit from wearing armor,
skakoans believe the race to be emotionless and but if you are using a shield, you can apply the shield’s
machine-like. In spite of the misconception, the bonus as normal. Additionally, when you die (by any
skakoans are extremely emotional, harboring strong damage outside of poison or psychic), your suit
xenophobia for all non-skakoans. Skakoans are severe ruptures and you explode in a 45 foot sphere. When
and self-centered, and focus on self-preservation this happens, each creature within range takes fire
above all else. They have a deep logic which allows damage equal to your proficiency bonus x your
them to solve nearly any problem and driving their character level. Finally, your body is disintegrated and
society towards the mathematical, scientific and you cannot be resurrected.
technological professions. A deeply spiritual people, Problem Solver. Because of your upbringing, you
the skakoans developed an advanced religion centered have excellent problem-solving skills. You can treat a
around a beast known as the Albino Cyclops. d20 roll of 9 or lower on an Intelligence check or saving
NAMES throw as a 10. You can use this trait a number of times
equal to half your proficiency bonus (rounded up). You
Skakoan names will often uniformly use the same regain all uses of this feature when you finish a long
number of syllables, but this is not a hard rule. rest.
Surnames are familiar.
Male Names. Bast, Gos, Hrent, Kolt, Rust, Vond
Female Names. Dul, Kus, Kym, Nam, Ramb, Wyt

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Skels do not use names in the traditional sense. Skels Und
are able to differentiate between each other through you to
SKEL their speech patterns and unique scent, forgoing shields
names entirely. Because of this, skels have difficulty with th
VISUAL CHARACTERISTICS
understanding the concept of individual names unless light pr
Skin Color Yellow it is specifically explained. However skels are proper
Hair Color White and brown responsive to nicknames given by outsiders. Lang

can un
Eye Color Black
your vo
Distinctions Tusks, large nose, thick fur consist

PHYSICAL CHARACTERISTICS
Height 3'1" +2d12"
Weight 60 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Hoth
Language Skel

BIOLOGY AND APPEARANCE


Skels were a bipedal species of mammals native to the
desolate ice-covered planet of Hoth. They were
naturally agile, and featured protective tusks that grew
out of their snouts. The hands of the Skels boasted SKEL TRAITS
tough, bony claws which could be used to burrow
As a skel, you have the following special traits.
under snow and ice. Their fur was dense and thick,
Ability Score Increase. Your Strength score
insulating them against extremely cold-weather
increases by 2, and your Dexterity score increases by 1.
environments, such as their homeworld. Such was the
Age. Skels reach adulthood in their early teens and
effectiveness of their fur that they could survive
live less than a century.
without shelter in conditions far colder than their
Alignment. Skels' opportunistic nature causes them
homeworld's average temperatures.
to tend toward the dark side, though there are
SOCIETY AND CULTURE exceptions.
Size. Skels typically stand about 4 feet tall and
The skels have a primitive yet well-organized culture, generally weigh about 90 lbs. Regardless of your
and are aggressive by nature. They spend their time position in that range, your size is Small.
roaming the frozen wastelands of Hoth. Skels
Speed. Your base walking speed is 25 feet.
communicate through a series of loud snarls and
Darkvision. Your vision can easily cut through
grunts, often mistaken for beastial cries. They live in
darkness. You can see in dim light within 60 feet of you
caves, located within Hoth's mountain regions, where
as if it were bright light, and in darkness as if it were
they are provided with shelter. The skels hunt in packs,
dim light. You can’t discern color in darkness, only
and are brazen in their work, due to the scarcity of
shades of gray.
food on Hoth. As such, they will attack anything
Hide. You have a tough hide covered in thick hair.
without provocation, including scouting droids. Skels
When you aren’t wearing armor, your AC is 13 + your
typically have fatalistic mindsets, seeing death as
Dexterity modifier. Additionally, your thick hide is
something to expect, rather than something to avoid.
naturally adapted to cold climates, as described in
As a result, skels do not have any death rituals, simply
chapter 5 of the Dungeon Master’s Guide. Lastly, you
allowing the corpse to remain until the snow eventually
have resistance to cold damage.
covers them. Some skels fashion clubs from severed
hands or feet of other skels. Mask of the Wild. You can attempt to hide even
when you are only lightly obscured by foliage, heavy
NAMES rain, falling snow, mist, and other natural phenomena.
Tooth and Nail. Your sharp claws and strong tusks
are natural weapons, which you can use to make
unarmed strikes. If you hit with them, you deal kinetic
damage equal to 1d6 + your Strength modifier.

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Female Names. Gairen, Kalish, Khira, Vashén

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

BIOLOGY AND APPEARANCE


The s'kytri from Skye are a species of tall, sentient
mammals. In many respects, they look similar to
humans. The most striking differences are their large, S'KYTRI TRAITS
apparently membranous wings, their decidedly non-
As a s'kytri, you have the following special traits.
human skintones and their towering height. As they
are a flying species, the s'kytri regard excessive body Ability Score Increase. Your Charisma score
weight as both impractical and dangerous, which is increases by 2, and your Strength score increases by 1.
why they are all thin and brawny. Additionally, their Age. S'kytri reach adulthood in their early teens and
skeletons are hollow, much like a bird's, which allows live less than 80 years.
them easier flight. Because of that and despite their Alignment. S'kytri's benevolent nature causes them
exotic features, they are deemed beautiful by many to tend toward the light side, though there are
other species in the galaxy. While most mammals give exceptions.
birth to live young, the s'kytri hatch from eggs. Any egg Size. S'kytri typically stand 6 and a half to 7 feet tall
that is perceived to have a female with blue skin or a and generally weigh about 130 lbs. Regardless of your
male with green, which is considered abnormal, is position in that range, your size is Medium.
perceived as an abomination, and is thus immediately Speed. Your base walking speed is 30 feet.
killed. Courageous. You have advantage on saving throws
against being frightened.
SOCIETY AND CULTURE Flight. You have a flying speed of 30 feet. To use this
The s'kytri are grouped into clans, which are speed, you can't be wearing medium or heavy armor.
themselves divided in two groups, the Lowland and the Warrior Bard. You have proficiency with the
Highland Clans. The members of each group bare vibrospear, vibroblade, and one musical instrument of
distinctive markings. These clans dwell in cities built in your choice.
the mountains and are governed by a Supreme Languages. You can speak, read, and write Galactic
Council. The position of Patriarch, leader of all the Basic and S'kytric. S'kytric was long considered a dead
s'kytri, is awarded alternately to the leader of either language, until it became the basis of a folk revival due
Councils. Once given the position, a clan's leader would to its use by musicians and artists.
hold it for a 22-year-long term, after which they are
required to hand the title to the other clan.

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

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Surnames. Enekin, Grelliet, Kefka, Vanescence Lang

Basic a
SKRILLING wheez
Basic w
VISUAL CHARACTERISTICS
which g
Skin Color Gray, green, tan, blue
Hair Color None
Eye Color Brown or black
Distinctions Breathing tubes, bony crest

PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 80 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Agriworld-2079
Language Skrilling

BIOLOGY AND APPEARANCE


Skrillings are stocky humanoids with wrinkled skin,
deep set eyes, and eight breather tubes in place of a SKRILLING TRAITS
nose. They have several rows of sharp teeth for tearing
meat, a bony ridge on their skulls running from their As a skrilling, you have the following special traits.
forehead to the nape of their neck (used by skrilling Ability Score Increase. Your Charisma score
hatchlings to break out of their eggs), and three- increases by 2, and your Wisdom score increases by 1.
fingered hands with a vice-like grip. Age. Skrilling reach adulthood in their early teens
Their eight breathing tubes are among their most and live less than a century.
versatile organs. To help digestion, skrillings used a Alignment. Skrillings' understanding nature causes
mild digestive acid produced in glands inside their them to tend toward neutral light side, though there
breathing tubes. This acid can also be sprayed from are exceptions.
their breathing tubes into the target's eyes as a Size. Skrillings typically stand 5 to 6 feet tall and
defense mechanism. To make up for poor eyesight, generally weigh about 160 lbs. Regardless of your
skrillings rely on their keen sense of smell to discover position in that range, your size is Medium.
food, by inhaling deeply through their breathing tubes. Speed. Your base walking speed is 30 feet.
This produces a high-pitched whistle which can be Acid Spray. As an action, you can violently expel acid
heard for kilometers. in a 15-foot cone. When you do so, each creature in the
area of the exhalation must make a Wisdom saving
SOCIETY AND CULTURE throw (DC = 8 + your proficiency bonus + your
They are scavengers by nature, feeding on the decayed Constitution modifier). A creature takes 2d6 acid
carcasses of grazing herd animals. Skrillings can not damage on a failed save, and half as much damage on
digest meat that has not rotted for less than a week. a successful one. The damage increases to 4d6 at 5th
Primitive skrillings quickly developed a complicated level, 6d6 at 11th level, and 8d6 at 17th level. You can
system to share carcasses with one another in order to use this feature a number of times equal to your
avoid conflicts over the best pieces. Once they made proficiency bonus. You regain all expended uses when
contact with other species, this system of ritualized you complete a long rest.
requests and appeasements translated into what Keen Smell. You have advantage on Wisdom
seemed to non-skrillings as constant begging and (Perception) checks that involve smell.
bargaining. Skrilling wanderers often arrived on a Nomadic. You have proficiency in the Survival skill.
planet soon after a battle, where they salvaged Scavenger. If you spend at least 1 minute devouring
machines and corpses. the corpse of a beast or humanoid, you gain temporary
hit points equal to your Constitution modifier. Once
NAMES you’ve used this feature, you must complete a short or
Skrilling parents usually pick names on a whim, long rest before you can use it again.
choosing to use surmanes on an individual basis.
Names are agendered.
First Names. Dorn, Phejet, Shenra, Yenroth

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Surnames. Dorne, N'sehnor, Sonax, Uslopos Lang

Basic a
SLUISSI serpen
to a sn
VISUAL CHARACTERISTICS
to lisp
Skin Color Light-brown to deep green mouth
Hair Color None
Eye Color Black or blue
Serpentine lower halves, forked
Distinctions
tongues, mechanical skill

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

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Surnames. Hatral, Sertti, Zabar, Zashuri Lang

Basic, S
SNIVVIAN Snivvia
spoken
VISUAL CHARACTERISTICS
nasally
Skin Color Light to dark brown tones
Hair Color None
Eye Color Black, brown, or light gray
Thick skin, protruding jaws, short fangs,
Distinctions
skilled artists

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

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Epithets. of Bredan, the Hardy, of Thalak, the Torn Lang

Basic a
SWOKES SWOKES grunts
loud it'
VISUAL CHARACTERISTICS
Skin Color Pale green to white
Hair Color None
Eye Color Black, red, white, or blue
Distinctions Protruding teeth, conical heads, horns

PHYSICAL CHARACTERISTICS
Height 4'6" +2d12"
Weight 170 lb. x(2d6) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Makem Te
Language Swoken

BIOLOGY AND APPEARANCE


Large, stocky creatures, they have sharp, protruding SWOKES SWOKES TRAITS
teeth, perpetually grinning mouths, a series of horns
crowning their pallid heads, one to three nostrils, and As a swokes swokes, you have the following special
no hair. Some swokes swokes have long, heavy, spiked traits.
tails. Swokes Swokes have the ability to regenerate lost Ability Score Increase. Your Constitution score
body parts, although the process leaves scars. increases by 2, and your Strength score increases by 1.
Regrowing a missing limb takes about 10 days, Age. Swokes Swokes reach adulthood in their early
provided the individual avoids exertion. Swokes teens and live less than a century.
Swokes cannot regenerate heads, so beheading kills Alignment. Swokes Swokes tend to lean towards
them instantly. Nevertheless, coupled with their chaotic alignments, especially chaotic dark side due to
naturally damage-resistant hides and resistance to their self-centered and aggressive nature, though there
pain, their regenerative properties make swokes are exceptions.
swokes fierce, relentless opponents in battle. Swokes Size. Swokes Swokes typically stand 5 to 6 and a half
Swokes biology resembles that of more primitive feet tall and generally weigh about 300 lbs. Regardless
lifeforms, such as flatworms. Their nervous system was of your position in that range, your size is Medium.
underdeveloped in comparison to other sentients, Speed. Your base walking speed is 30 feet.
lacking all but the most essential pain receptors. This Aggressive. As a bonus action, you can move up to
gives them a remarkable pain threshold but deadens your speed toward an enemy of your choice that you
their sense of touch. can see or hear. You must end this move closer to the
enemy than you started.
SOCIETY AND CULTURE Crafters. You have proficiency with with one
The swokes swokes have a reputation as merciless, artisan’s implements of your choice.
unscrupulous, overbearing ruffians who care only for Hide. You have a thick hide. When you aren’t
personal prestige. The view of the swokes swokes as wearing armor, your AC is 13 + your Dexterity modifier.
brutes is reinforced by official swokes swokes Tooth and Nail. Your claws and teeth are natural
institutions and religious doctrines. Wealth is one weapons, which you can use to make unarmed strikes.
measure of status, and expensive gifts are a sure way If you hit with them, you deal kinetic damage equal to
to gain an audience with a swokes swokes. A popular 1d4 + your Strength modifier.
status symbol is to have gemstones surgically Rapidly Regenerative. You heal quickly, both at will
embedded in the flesh near vital organs. and in response to danger. As a bonus action, you can
choose to spend one of your Hit Dice to recover hit
NAMES points. In addition, when you take damage, you can
Swokes Swokes names are simple, often followed by use your reaction and expend a Hit Die to regain hit
another element, like a region of origin or a notable points as long as the damage would not reduce your
feature. Notable individuals adopt a double name as a hit points to 0.
symbol of fame.
First Names. Hoktek, Thoola, Urduk, Zurge

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Female Names. Chanje, Seliane, Temaris, Uhayna Lang

Basic a
SYLPHE soundi
being p
VISUAL CHARACTERISTICS
senten
Skin Color Green (various shades) other s
Red, yellow, blue, green, pink, purple, pherom
Hair Color commu
orange, or brown
Eye Color Blue, green, yellow, or black typically
Distinctions Vegetal species, high psychic abilities

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

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Surnames. Cif, Fer, Rak, Ten Lang

Basic a
TALORTAI talorta
by hard
VISUAL CHARACTERISTICS
noises
Skin Color Gray or white
Hair Color Gray, brown, black, or white
Eye Color Black, green, or blue
Avian features, lack of aging,
Distinctions
regeneration, force sensitivity

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

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Surnames. Kayu-Vee, Obl-Ken, Riu-Was, Teeay-Gai Lang

Basic a
TALPINI whinin
VISUAL CHARACTERISTICS
Skin Color Light to dark brown or orange tones
Hair Color Brown, gray, orange, or white
Eye Color Black or blue
Distinctions Tiny size

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

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Teedos make no distinction between individuals, and Wate
so each member of the species is simply named Teedo. days w
TEEDO This is exasperated by their species' telepathy causing modifie
memories to bleed over. However teedo are Lang
VISUAL CHARACTERISTICS
responsive to nicknames given by outsiders. Basic a
Skin Color Green or gray
using v
Hair Color None display
Eye Color Black or gray
Small size, interspecies telepathy,
Distinctions
collective identity
TEEDO TRAITS
As a teedo, you have the following special traits.
PHYSICAL CHARACTERISTICS Ability Score Increase. Your Intelligence score
Height 2'9" +2d4" increases by 2, and your Wisdom score increases by 1.
Weight 55 lb. x1 lb. Age. Teedo reach adulthood in their late early and
live to be around 75.
Alignment. Teedo's "make do" attitude causes them
SOCIOCULTURAL CHARACTERISTICS to tend toward lawful or neutral balanced, though
Homeworld Jakku there are exceptions.
Size. Teedo typically stand 3 to 4 feet tall and
Language Teedospeak
generally weigh about 60 lbs. Regardless of your
position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. You have a keen eyesight, especially in
the dark. You can see in dim light within 60 feet of you
BIOLOGY AND APPEARANCE as if it were bright light, and in darkness as if it were
Teedo are a sentient reptilian species. Although much dim light. You can't discern color in darkness, only
of their body is covered in wrappings and a mask, they shades of gray.
have an exposed cranial dome and hands and feet with Desert Training. You are proficient with mechanic's
three digits. Due to the limited water of their kits or the electrobaton and electroprod (your choice).
homeworld, Jakku, they have a system of filters and Skilled Scavenger. You are proficient in Investigation
tubes which reclaim most of their bodies' water for or Technology (your choice).
recycling. They experience an unknown form of Survivors of the Sands. You are proficient in
telepathic communication between individuals, and Survival. Additionally, you don’t treat desert terrain as
teedo can know things that were experienced by other difficult terrain. Lastly, you are naturally adapted to hot
teedo. climates, as described in chapter 5 of the Dungeon
Master’s Guide.
SOCIETY AND CULTURE Teedo Telepathy. You can communicate with other
Fiercely territorial, teedos live as scavengers, and they teedo within 60 feet of you without speaking through
prowl the wastes of Jakku. They are secretive and the use of a specialized form of telepathy. Additionally,
suspicious of outsiders, often fighting with other you can search the memories of other teedo as if they
scavengers over machinery that can be salvaged for were your own. Force attuned individuals can detect
sale. As scavengers, they are capable mechanics and the communication but can’t understand it.
tinkerers, and are gifted in finding useful things in their Tinker. You have proficiency with tinker’s
homeworld. They are treated with respectful caution implements. You can use these and spend 1 hour and
by the residents of Jakku, due to their unpredictable 100 cr worth of materials to construct a Tiny Device (AC
nature. In order to protect themselves against Jakku's 5, 1 hp). You can take the Use an Object action to have
heat, teedos wear protective wrappings that cover your device cause one of the following effects: create a
much of their bodies. They make no distinction small explosion, create a repeating loud noise for 1
between individuals, and none have names, with each minute, create smoke for 1 minute, create bright
specific teedo being known as Teedo. They often ride electrical sparks for 1 minute. You can maintain a
luggabeasts, beasts of burden that are cybernetically number of these devices up to your proficiency bonus
enhanced for greater endurance. They live in trapdoor at once, and a device stops functioning after 24 hours
tunnel systems. They worship a goddess named R'iia, away from you. You can dismantle the device to
believing the violent storms on Jakku are her breath, or reclaim the materials used to create it.
X'us'R'iia. 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
with the two-handed property unless it also has the
light property, and if a martial weapon has the versatile
property, you can only wield it in two hands.

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Female Names. Feek, Leev, Weep, Yeed Lang

Basic a
TEEK yips an
Ewoke
VISUAL CHARACTERISTICS
used to
Skin Color Peach
Hair Color White or gray
Eye Color Black or brown
Distinctions Extremely quick, attracted to trinkets

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

SOCIOCULTURAL CHARACTERISTICS
Unknown, Forest Moon of Endor
Homeworld
(colony)
Language Teek

BIOLOGY AND APPEARANCE TEEK TRAITS


Teeks are an intelligent species of rodent with a colony As a teek, you have the following special traits.
on the forest moon of Endor. They are scruffy with Ability Score Increase. Your Dexterity score
thick fur covering their entire body; only their face and increases by 2, and your Intelligence score increases by
hands are devoid of fur. Teeks have an extremely fast 1.
metabolism, allowing them to run at speeds far faster Age. Teeks reach adulthood in their early teens and
than nearly all other species in the galaxy. At full speed, live for less than 80 years.
teeks look nothing more than a blur, and can often do Alignment. Teek are curious to a fault, causing them
tasks in mere seconds. to tend towards chaotic alignments, though there are
exceptions.
SOCIETY AND CULTURE Size. Teeks typically stand 2 and a half to 3 feet tall
Teeks are widely known as expert scavengers. They and generally weigh about 35 lbs. Regardless of your
love trinkets, and often scavenge and steal various position in that range, your size is Small.
objects from animal nests, and occasionally from ewok Speed. Your base walking speed is 35 feet.
villages as well, which they hoard together, hidden Darkvision. You have a keen eyesight, especially in
from outsiders. Teeks, however, do not feel as if they the dark. You can see in dim light within 60 feet of you
are thieves—they always leave a trinket or token as if it were bright light, and in darkness as if it were
behind that they feel is of similar or equal value to dim light. You can't discern color in darkness, only
whatever they take. The original owners of whatever shades of gray.
was taken, however, are rarely happy with the trade— Inquisitive. You have proficiency in the Investigation
teeks value certain items that others might not. Ewoks skill.
think of them as a plague, and feel that even seeing a Nimble Agility. Your reflexes and agility allow you to
teek is extremely bad luck. For these reasons, teeks are move with a burst of speed. When you move on your
generally avoided, and keep to themselves. Teeks are turn in combat, you can double your speed until the
never considered prey in the jungles, due to their end of the tum. Once you use this trait, you can’t use it
extreme speed, which they use both to escape from again until you move 0 feet on one of your turns.-
predators and to flee from the angry victims of their Thieves. You have proficiency in the Sleight of Hand
thievery. They are generally afraid of outsiders, and skill.
often hide from them; though, after some time of basic Undersized. Your small stature makes it hard for
contact with them, teeks usually manage to overcome you to wield bigger weapons. You can’t use heavy
their initial fear. 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
Teek names are very similar to each other. Their names property, you can only wield it in two hands.
are spelled with four letters, with a double 'E' between
two consonants. Teeks do not use surnames.
Male Names. Meeb, Teek, Veet, Zeeg

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Surnames. Aonig, Gilrel, Teffit, Weepyn Lang

Basic a
TERRELIAN extinct
natives
VISUAL CHARACTERISTICS
Skin Color Dark to light blue and turquoise
Hair Color Red
Eye Color Light purple to dark red
Distinctions Ability to leap vast distances

PHYSICAL CHARACTERISTICS
Height 5'7" +2d10"
Weight 80 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Terrelia
Language Erreli

BIOLOGY AND APPEARANCE TERRELIAN TRAITS


Thin turquoise humanoids, terrelians, known As a terrelian, you have the following special traits.
throughout the wider galaxy as terrelian jango Ability Score Increase. Your Dexterity score
jumpers, are identifiable by their long lanky bodies and increases by 2, and your Constitution score increases
fiery red hair. Lighter blue coloration covers most of by 1.
their faces, giving them a deathly visage. Terrelians Age. Terrelians reach adulthood in their mid teens
were gifted with impressive physical abilities that made and live for 60 to 70 years.
them natural athletes, included being capable of Alignment. Terrelians are cautious and weary,
running great distances at great speeds for long causes them to tend towards balanced alignments,
periods of time, and being able to jump vast distances, though there are exceptions.
comparable to the Force-enhanced jumps employed by Size. Terrelians typically stand 6 to 7 feet tall and
Jedi. generally weigh about 110 lbs. Regardless of your
position in that range, your size is Medium.
SOCIETY AND CULTURE Speed. Your base walking speed is 35 feet.
The athleticism of the jango jumpers is a result of their Acrobat. You have proficiency in the Acrobatics skill.
ancestors’ nomadic lifestyle, where they would wander Athlete. You have proficiency in the Athletics skill.
in search of food and chase prey on foot. Their leaping Forced March. Terrelians are able to maintain a fast
ability proved essential in traversing valleys and pace longer than other species. Terrelians have
catching prey over short distances. Although modern advantage on Constitution saving throws made to
members of the species are more civilized, they never avoid Exhaustion due to prolongued travel, as
truly felt the need to develop permanent homes. As described in Chapter 8.
such, they continue to live in large speeders or other Nimble Agility. Your reflexes and agility allow you to
portable homes, and they prefer to take their jobs with move with a burst of speed. When you move on your
them, making seasonal migrations back and forth. This turn in combat, you can double your speed until the
tendency for travel has also made them a prominent end of the tum. Once you use this trait, you can’t use it
sight in the spacelanes, and many enjoy tourism as a again until you move 0 feet on one of your turns.
hobby. However, incidents of bigotry following their Powerful Leap. If you jump at least 10 feet in a
first contact have made them wary of outsiders, and straight line before hitting with a melee weapon attack,
some disguise themselves using face paint out of fear you can attempt to trip the target prone as part of the
for such intolerance. Because of this, most Terrelians same attack. Once you use this trait, you can’t use it
have become jaded and untrusting of others. Even again until you finish a short or long rest.
those closest to a Terrelian are held at arm's length, Strong-Legged. When you make a long jump, you
making them sullenly isolationists. 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
Terrelian names sound light and feminine to outsiders Strength modifier.
of their culture.
First Names. Defee, Piolia, Maropheli, Tailarun

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Surnames. Desh, Rahakas, Shelani, Taskelor Lang

Basic a
THAKWAASH of grow
is mad
VISUAL CHARACTERISTICS
Skin Color Light to dark tones, typically dark
Hair Color Brown, tan, or gray (with age)
Eye Color Black
Large size, incredible strength, multiple
Distinctions
distinct personalities

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

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Surnames. Joolie, Masozi, Oasay, Rellik Lang

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

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

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Surnames. Eliad, Hamav, Polinus, Raelien Lang

Basic, P
THOLOTHIAN P’oloth
imprac
VISUAL CHARACTERISTICS
tholoth
Skin Color Light to dark tones (bluish areas)
Hair Color Red or white
Eye Color Blue or indigo
Distinctions Scaled cranium, fleshy tendrils

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

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Female Names. Absolute, Bulestan, Kelena, Largode Lang

Basic a
TOF langua
VISUAL CHARACTERISTICS
Skin Color Green
Hair Color Brown, gray, white, orange, or black
Eye Color Gray, blue, or green
Distinctions Green skin, large size

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

ART CREDIT | [artist name]


97
First Names. Darjia, Essec, Irion, Tathak Lang

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

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.

ART CREDIT | [artist name]


98
Surnames. Fonkin, Minamore, Wonkitz, Yaulkon Lang

Basic a
TOONG high-en
VISUAL CHARACTERISTICS
Skin Color Tan, yellow, blue, or green
Hair Color None
Eye Color Black, orange, or purple
Distinctions Bulbous bodies, easily frightened

PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Toon'L, Tung (relocated)
Language Toongese

BIOLOGY AND APPEARANCE


TOONG TRAITS
The toong have long thin legs, no neck, and bulbous
bodies. Their eyes are set high on their slightly pointed As a toong, you have the following special traits.
heads, allowing for excellent peripheral vision, and Ability Score Increase. Your Dexterity score
their jowled cheeks can expand to store food (a legacy increases by 2, and your Intelligence score increases by
from the hairless rodents from which the species 1.
evolved). Age. Toong reach adulthood at 20 and live for about
a century.
SOCIETY AND CULTURE Alignment. Despite their anxieties, toong are peace-
The toong retain a keen fight-or-flight instinct that loving and friendly, causing them to tend toward the
frequently manifests as acute social anxiety, exhibiting light side, though there are exceptions.
extreme nervousness in social situations. They Size. Toong typically stand 5 to 7 feet tall and
invariably give in whenever challenged vocally or generally weigh about 120 lbs. Regardless of your
physically, particularly when facing non-toong. A typical position in that range, your size is Medium.
toong feels safe only with his or her immediate family. Speed. Your base walking speed is 30 feet.
This has caused most other species to view the toong Darkvision. You have a keen eyesight, especially in
as cowards, but they do not fear combat and other the dark. You can see in dim light within 60 feet of you
dangerous situations. Rather, they dread face-to-face as if it were bright light, and in darkness as if it were
interaction with other beings. Offworlders are often dim light. You can't discern color in darkness, only
surprised to learn that rocket-jumping, podracing, and shades of gray.
aircar demolition debris are favorite pastimes among Fleet-Footed. As a bonus action, you can move up to
the toong. your speed away from an enemy of your choice that
When first discovered by the Galactic Republic, you can see or hear. You must end this move further
Toong'L was thrown into utter chaos due to the from the enemy than you started.
appearance of other species with advanced Flexible Cheeks. Toong have flexible cheeks in which
technology. As a result, a world war triggered. This they can store small goods. You can store up to two
came as a shock to the specialist who had observed items that weigh a combined total of no more than 2
the toong and documented them as being peace-loving lb. in your cheeks, and you have advantage on
and outgoing. It took weeks to re-establish contact with Dexterity (Sleight of Hand) checks made to conceal
the toong, and took the intervention of Jedi and them.
Coruscant specialists to stop the massive warfare that Peripheral Awareness. If you are surprised, you
was threatening to doom the species. may act normally on your first turn. Once you’ve used
this trait, you can’t use it again until you finish a short
NAMES or long rest.
Toong have odd-sounding names with many vowels. Pilot. You have proficiency in the Piloting skill.
They use familiar surnames. Skittish. You can choose to reroll Initiative checks,
Male Names. Derble, Glef, Jhon, Zoad but you must use the new roll.
Female Names. Akwa, Hyke, Tigona, Salli

ART CREDIT | [artist name]


99
Female Names. Cenndet, Shearran, Unneed, Vakkie Lang

Basic a
TRIANII and gro
VISUAL CHARACTERISTICS
Skin Color Light to dark tones
Yellow, gray, brown, orange, black,
Hair Color
green, white, and various others
Eye Color Green, white, black, or yellow
Distinctions Feline-like bodies, prehensile tails

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

ART CREDIT | [artist name]


100
Female Names. Datynask, Feyrr, Jeneyd, Nyark Lang

Basic a
T'SURR
VISUAL CHARACTERISTICS
Skin Color Blue
Hair Color None
Eye Color Red
Distinctions Blue skin, red eyes, imposing builds

PHYSICAL CHARACTERISTICS
Height 6'4" +2d10"
Weight 170 lb. x(2d6) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld T'surr
Language T'surrese

BIOLOGY AND APPEARANCE


T'surr are a sentient humanoid species of blue skinned
and blue blooded predators. Their appearance follows
that of most humanoids, with a bipedal stance, two
legs, and four arms. Two of their arms end in meaty
hands, while the second pair is far smaller and weaker
than the first and protrude from their upper torso or
their upper main arms. Males are larger and physically T'SURR TRAITS
stronger than females, being solidly built. A t'surr's As a t'surr, you have the following special traits.
head includes a mouth full of razor sharp teeth, a nose, Ability Score Increase. Your Strength score
and two sets of gleaming red pupiless eyes, with one increases by 2, and your Intelligence or Charisma score
set situated above the other or all in a row. increases by 1.
Age. T'surr reach adulthood in their late teens and
SOCIETY AND CULTURE can live for more than a century.
Their desert homeworld is cold and dark due to its Alignment. T'surr are violent and domineering,
distant star and constantly windblown, with other causing them to tend toward the dark side, though
species finding the high gravity there daunting and there are exceptions.
oppressive. These conditions created a race of Size. T'surr typically stand 7 to 8 feet tall and
survivors who have little empathy for other beings, generally weigh about 300 lbs. Regardless of your
making practices like slavery common and accepted. position in that range, your size is Medium.
Within t'surr society wealth is judged based upon how Speed. Your base walking speed is 30 feet.
many slaves an individual owns as well as their quality, Darkvision. You’ve lived most of your life without
t'surr with no slaves seen as worthless and looked direct sunlight. You can see in dim light within 60 feet
down upon by others. Male t'surr are violent and cruel of you as if it were bright light, and in darkness as if it
in nature, looking down upon weaker species and were dim light. You can’t discern color in darkness, only
treating them as livestock to be controlled. A t'surr will shades of gray.
use his strength and cunning to control other males of Menacing. You have proficiency in the Intimidation
his own species as well as any member of other skill.
species, bullying them to get his way. This was not the Notorious Slavers. Whenever you make an ability
case when it came to the treatment of females check related to the buying, selling, or controlling of
however, as the female t'surr control the species slaves, you are considered proficient in the check. If
homeworld. Males will anxiously leave the female you would already be proficient, you instead have
dominated T'surr, also allowing mothers to raise any expertise.
children. Powerful Build. Your carrying capacity and the
weight you can push, drag, or lift doubles. If it would
NAMES already double, it instead triples.
T'surr names have rolling vowels, often using 'Y'. Toughness. Your hit point maximum increases by 1,
Male Names. Dyrago, Reythan, Shyntak, Treykon and it increases by 1 every time you gain a level.

ART CREDIT | [artist name]


101
Surnames. Bluerun, Dositho, Irakles, Onet, Rokracer Lang

Basic a
TYNNAN chitter
VISUAL CHARACTERISTICS
Skin Color Light to dark tones
Hair Color Light to dark brown
Eye Color Black or brown
Distinctions Thick tails, tolerance to cold

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

ART CREDIT | [artist name]


102
Female Names. Arket, Fouresh, Kavaz, Tiat Lang

Basic a
UBESE sign lan
gesture
VISUAL CHARACTERISTICS
silently
Skin Color Variable (generally white)
Hair Color Black
Variable (generally brilliant green or
Eye Color
blue)
Distinctions Raspy, whispering voices, slight build

PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 105 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Uba IV, Ubertica
Language Ubese, Ubenial

BIOLOGY AND APPEARANCE


The ubese are near-humans who appear graceful but
frail. They tend to have fair skin and dark hair, with eye
colors of brilliant green or blue. They can not grow any UBESE TRAITS
facial hair, and their facial structure is narrow, with As a ubese, you have the following special traits.
high cheekbones and eyes that appear much too large Ability Score Increase. Your Dexterity score
for their faces when compared to baseline humans. increases by 2, and one other ability score of your
Their vocal cords cannot produce speech above a choice increases by 1.
rasping whisper sound, so they use a highly refined Age. Ubese reach adulthood in their late teens and
form of sign language with other Ubese. live to be about 70.
Alignment. Ubese's vengeful nature causes them to
SOCIETY AND CULTURE tend toward the dark side, though there are
Little is known about ubese culture. Away from their exceptions.
homeworld, wayward ubese seem to care little for Size. Ubese typically stand 5 to 6 feet tall and can
other societies' laws, customs, and morals. They are weigh up to 140 lbs. Regardless of your position in that
mysterious wanderers, nomadic warriors who hide range, your size is Medium.
their inner secrets and agendas just as they hide their Speed. Your base walking speed is 30 feet.
faces behind helmets and breath masks. They seem to Aggressive. As a bonus action, you can move up to
be loyal to one another, despite nurturing a profound your speed toward an enemy of your choice that you
hatred toward most other members of the galactic can see or hear. You must end this move closer to the
community. They generally make their livings as enemy than you started.
mercenaries, bounty hunters, slavers, or assassins— Foreign Biology. Ubese struggle in atmospheres
professions where they get to vent their hatred without other than that of their homeworld. You wear a breath
fear of retribution. Particularly vengeful "True Ubese", mask, and if your mask is removed while you are in
the survivors of their homeworld of Uba IV are known such an environment, you lose consciousness.
to hunt down yrak pootzck, a demeaning phrase Mysterious Wanderers. You have proficiency in
referring to the ubese who were rescued and relocated Stealth and Survival.
to Ubertica, as part of a millennia-old blood feud. Surprise Attack. If you surprise a creature and hit it
Above all else, however, ubese are united in their with an attack on your first turn in combat, the attack
hatred toward the Jedi. They blame the "protectors of deals an extra 2d6 damage to it. You can use this trait
the galaxy" for what happened to their culture and only once per combat.
homeworld; even ex-Jedi are not above their hatred. Weapon Training. You have proficiency with the
blaster pistol and blaster rifle.
NAMES
Ubese names are usually very sharp or guttural. They
do not use surnames.
Male Names. Eucariss, Gunnut, Reeveth, Shoubo

ART CREDIT | [artist name]


103
Surnames. Drat, Ganz, Malt, Seft, Thrak, Zand Lang

Basic, U
UTAI series
VISUAL CHARACTERISTICS
Skin Color Pale pink
Hair Color None
Eye Color Black
Long eyestalks, two toes per foot, three
Distinctions
fingers and one thumb per hand

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

ART CREDIT | [artist name]


104
Female Names. Matesh, Nuish, Skrash, Tumiesh Lang

Basic, V
VAGAARI one mo
trilling
VISUAL CHARACTERISTICS
trade l
Skin Color Tan or pink and Sy
Hair Color None
Eye Color Violet, pink, or red
Distinctions Two mouths

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.

Vagaari have simple names, ending with 'sh', and do


not use surnames.
Male Names. Balsh, Qresh, Vuulsh, Yalkesh

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Surnames. Allglad, Haghar, Lewhard, Redche Lang

Basic a
VAHLA as mos
by hars
VISUAL CHARACTERISTICS
meant
Skin Color Dusky brown to dark gray
Hair Color Black, gray, white, and rarely red
Eye Color Pale shades of blue, gray, or lavender
Distinctions Force-sensitivity, cartilaginous skeletons

PHYSICAL CHARACTERISTICS
Height 5'1" +2d6"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
Language Vahla

BIOLOGY AND APPEARANCE


Vahla are tall, slightly-built near-Humans. Their
physiology is largely similar to humans, with the
marked exception that their skeletons are mostly
composed of thick cartilage rather than bone; this
unique adaptation gives the vahla greater flexibility
than baseline humans. However, they are more VAHLA TRAITS
physically frail than similar species.
Their hair color ranges from black to gray to white, As a vahla, you have the following special traits.
with both or all three colors sometimes being present Ability Score Increase. Your Intelligence or
simultaneously. Occasionally, Vahla are born with red Charisma score increases by 2, and your Dexterity
hair; those so endowed are often regarded as having score increases by 1.
been blessed by the goddess Vahl. Age. Vahla reach adulthood in their late teens and
live less than a century.
SOCIETY AND CULTURE Alignment. Vahla's innate connection to the dark
Vahla are a shrewd people, often finding themselves side of the Force causes them to tend toward the dark
on the darker side of galactic society. They are nomads side, though there are exceptions.
who are forever in search of their lost homeworld. Size. Vahla typically stand 5 and a half to 6 and a half
They are generally regarded as naturally bright and feet tall and generally weigh about 110 lbs. Regardless
clever. Their small economy is stoked by petty theft, of your position in that range, your size is Medium.
limited-scale piracy, and bounty hunting. Speed. Your base walking speed is 30 feet.
All Vahla are Force-sensitive, and whether aware or Cartilage Skeleton. Your cartilaginous skeleton
not, have ties to the dark side of the Force. Most Vahla allows you more flexibility than the average human.
are members of the Ember of Vahl, a dark side cult that You have advantage on Dexterity (Acrobatics) checks
worships Vahl, a goddess of fire and destruction. that involve flexibility.
Though not all Vahla are members, all are expected to Eyes of Vahla. Whenever you make a Wisdom
follow the orders of a six-priest central coven believed (Perception) check related to sight, you are considered
to have been "chosen" by the goddess. To show their to have expertise in the Perception skill.
faith and devotion, those Chosen will inflict scars upon Force Sensitive. You know the denounce at-will
themselves. The Chosen consult with Vahl through use force power. When you reach 3rd level, you can cast
of Force-empowered farseeing. They also interpret the hex force power once per day. When you reach 5th
signs and portents, and make policy for the Vahla. level, you can also cast the force vision force power
once per day. Your forcecasting ability is Charisma.
NAMES Shrewd. You are proficient in the Insight and
Vahla take names similar to humans. Surnames are Deception skills.
familiar.
Male Names. Cornic, Jakaust, Maljova, Theamar
Female Names. Alisshy, Celrose, Josvane, Kariday

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Surnames. Plooru, Lycri, Tanuu, Yydek Lang

Basic a
VODRAN own an
hutts r
VISUAL CHARACTERISTICS
Skin Color Brown or olive green
Hair Color None
Eye Color Black
Distinctions Leathery skin, horns around face

PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 120 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Vodran
Language Huttese, Vodran (formally)

BIOLOGY AND APPEARANCE


Vodrans are a nimble, sturdy species of warm-blooded
reptiles with acute senses and thick fingernails. Their
bodies are covered with leathery skin that is hard
enough to offer some protection from physical VODRAN TRAITS
damage. Hard skin combined with underdeveloped
muscles to restrict the range of emotions they can As a vodran, you have the following special traits.
transmit through facial expressions. The face is ringed Ability Score Increase. Your Strength, Dexterity, and
by a ridge of horns about the temples and on the chin. Constitution scores increase by 1.
Age. Vodrans reach adulthood in their late teens and
SOCIETY AND CULTURE live less than a century.
Vodrans have little sense of self and thus show little Alignment. Vodrans' obedient nature causes them
individual personality. They instead believe in "the to tend towards lawful alignments, though there are
value of many," seeing the whole species as a group. exceptions.
The restrictions on their facial movements prompt Size. Vodrans typically stand 5 to 6 feet tall and
them to convey wishes and emotions with only body generally weigh about 150 lbs. Regardless of your
language and vocal inflection. As they think of the position in that range, your size is Medium.
collective before themselves, they have trouble with Speed. Your base walking speed is 30 feet.
advanced social conventions such as innuendo and Acute Senses. You have proficiency in the
etiquette. Although vodrans established an Perception skill.
independent culture based on settlements made up of Defiant. Vodrans are known to be stubborn and
huts with dianoga hunters and spinefish fishers, after often refuse to give up, even against the worst odds.
contact with an outside species, the hutts, the vodrans When you or a creature you can see that can see and
served the aliens as slaves for millennia with understand you makes an ability check, attack roll, or
unswerving loyalty, a devotion that make them the saving throw, you can roll a d4 and add it to their roll
most dedicated of the hutts' servant species. A (no action required). You can use this before or after
mythology was created that suggested vodrans only the roll, but before the GM determines the roll’s
existed once they began service to the hutts. While outcome. Once you’ve used this feature, you must
exceptions exist, the great majority of vodrans are complete a short or long rest before you can use it
absolutely loyal to hutt institutions, mostly represented again.
as the kajidics. Vodrans eschew manifestations of Survivor. You have proficiency in the Survival skill.
individuality in their species, and they prioritize the Tanned. You have tough, leathery skin. While you
well-being of their hutt masters, no matter how many are unarmored or wearing light armor, your AC is 13 +
have to die to protect their superiors' way of life. your Dexterity modifier. Additionally, your thick hide is
naturally adapted to hot climates, as described in
NAMES chapter 5 of the Dungeon Master’s Guide.
Vodran names are complex, using familiar surnames.
First Names. Hritho, Iodine, Odiwo, Wiz'leza

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First Names. Inchilri, Krinishen, Sha-viri, Wiliran

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

BIOLOGY AND APPEARANCE


Vors are reptilian avian with flat, pointed heads,
slender limbs, and translucent, membranous flaps of
skin extending from their wrists to their haunches, The
Vors use these wing flaps to fly, and their hollow bones
enable them to fly gracefully despite their relatively
short, 3-meters wingspan.
VOR TRAITS
SOCIETY AND CULTURE
As a vor, you have the following special traits.
Vors are creative, studious, and hard-working people Ability Score Increase. Your Intelligence score
who dislike conflict and make good use of their natural increases by 2, and your Dexterity score increases by 1.
intelligence without rejecting manual work. To Age. Vors reach adulthood in their late teens and live
outsiders they are most famous as emotionless, for about 85 years.
imperturbable beings who seem not to react to Alignment. Vors’ emotional composure causes them
important or dramatic events happening around them. to tend toward lawful alignments, though there are
As such, the species appear to be unaffected in exceptions.
moments of great tragedy, or even joy; however, this is Size. Vors typically stand 6 to 6 and a half feet tall
a wrong impression. Vors are indeed concerned and and generally weigh about 100 lbs. Regardless of your
touched by such events, like most other sentients; they position in that range, your size is Medium.
simply do not express these feelings in a way that non- Speed. Your base walking speed is 30 feet.
vors can easily interpret—except when they compose
Flight. You have a flying speed of 30 feet. To use this
music with this goal. Indeed, the calm, peaceful,
speed, you can’t be wearing medium or heavy armor.
spiritual vors try to stifle their personal emotions and Inscrutable. Your calm demeanor and control make
maintain composure when among others. Vor music
you hard to read. Wisdom (Insight) checks made
has galaxy-wide reputation, as it can elicit emotions in
against you have disadvantage, and you have
other beings, although the exact feeling depends on
advantage on any saving throw against an effect that
the listener. Aliens consider vor voices to be
would read your thoughts.
particularly beautiful when in song—and the winged
Musical. You have proficiency in Performance and
beings usually sing whenever working at something
one musical instrument of your choice.
that does not require the use of their voice. However,
Languages. You can speak, read, and write Galactic
non-vors find their speaking voices less appealing and
Basic and Vortexlex. Vortexlex, also known as Vorese,
weak. As a species, vors are much more centered
uses soft chirps, lilting squawks, and trilling whistles to
around the needs of a collective before those of any
form a melodic language to hear. Vortexlex has its own
individual, trying to grasp what they call "the bigger
alphabet, using diamond shapes and swirling lines to
picture."
represent individual letters. You can communicate with
NAMES other vors within 30 feet without speaking through use
of pheromones. Force attuned individuals can detect
Vors use melodic yet complex single names. the communication but can’t understand it.

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Personal Names. Fenxix, Rlek't, Sruung, Yek Lang

Basic a
VRATIX Vratix w
telepat
VISUAL CHARACTERISTICS
commu
Skin Color Greenish-gray
Hair Color None
Eye Color Black
Insectoid, hermaphrodites, two pairs of
Distinctions
arms

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Thyferra
Language Vratix

BIOLOGY AND APPEARANCE


Vratix are an insectoid species with large compound VRATIX TRAITS
eyes, long necks, and six limbs sprouting from a As a vratix, you have the following special traits.
thorax. The pair closest to their heads, extending from Ability Score Increase. Your Intelligence score
their "shoulders," are triple jointed with tridactyl increases by 2, and your Strength score increases by 1.
hands, and serve as "arms," but they also sport a hook- Age. Vratix reach adulthood in their early teens and
claw near the second articulation to assist in climbing. can live for more than a century.
The second, middle pair are massive, strong "legs," Alignment. Vratix's logical and inquisitive nature
allowing a vratix to perform impressive leaps. The last causes them to tend toward lawful balanced, though
pair, situated at the end of the abdomen, are vestigial. there are exceptions.
Small, thin hairs cover their bodies and change color to Size. Vratix typically stand 5 to 6 and a half feet tall
express emotion. vratix excrete denin, a chemical that and generally weigh about 160 lbs. Regardless of your
alters the color of their skin to reflect their mood. position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
SOCIETY AND CULTURE
Bacta Technician. You know the temporary boost
Vratix used bacta for thousands of years, and were not at-will tech power. When you reach 3rd level, you can
hesitant to share their secret with the galaxy at large, cast the bacta pack tech power once per day. When
with thriving business based on selling and distributing you reach 5th level, you can also cast the kolto
bacta. Vratix are a logical and straightforward species dispenser tech power once per day. Your techcasting
that has trouble grasping abstract concepts like art and ability is Intelligence. You do not require use of a
music. However, they can solve a complex problem by wristpad for this power.
examining every detail and angle. Culture is centered Climb. You have a climbing speed of 30 feet.
on the hive mentality. They generally refer to Detail Oriented. You are practiced at scouring for
themselves as the plural we rather than I, and usually details. You have advantage on Intelligence
under their hive name. They are generally a sociable (Investigation) checks within 5 feet.
species, preferring all information to be delivered Exoskeleton. You have a thick exoskeleton. While
personally. The vratix kept knytix, a smaller insectoid you are unarmored or wearing light armor, your AC is
species, as pets and for the creation of dwellings (their 12 + your Dexterity modifier.
saliva was used to make a mud-like paste that was Strong-Legged. When you make a long jump, you
then dried to make bricks). The vratix govern can cover a number of feet up to twice your Strength
themselves through a representative council that was score. When you make a high jump, you can leap a
led by two canirs, their elected leaders. number of feet up into the air equal to 3 + twice your
Strength modifier.
NAMES
Vratix have a hive-based surname followed by a
personal name, with names being non-gendered.
Surname. Huitzil, Klversh, Vekkov, Xarstun

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Surnames. Greq, Kerg, Mol, Vent Lang

Basic a
VULPTEREEN toned g
their fe
VISUAL CHARACTERISTICS
Green, yellow, blue, or gray on different
Skin Color
parts of the body
Hair Color None
Eye Color Yellowish
Distinctions Snouts with feelers, tusks, echolocation

PHYSICAL CHARACTERISTICS
Height 2'8" +2d8"
Weight 65 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Vulpter
Language Vulpterish

BIOLOGY AND APPEARANCE


Vulptereens have six tusks protruding outward from
their snouts, a feeler on their snout, and two pointed VULPTEREEN TRAITS
ears on top. Their eyes are capable of seeing in dark As a vulptereen, you have the following special traits.
conditions, yet they lack good depth perception. This Ability Score Increase. Your Constitution score
results in the use of echolocation in these conditions. increases by 2, and your Wisdom score increases by 1.
The species' two arms end in clawed hands, that if Age. Vulptereen reach adulthood in their late teens
dismembered can sometimes result in aphasia since and live for about half a century.
they lack a central brain. However, they are quite hardy Alignment. Vulptereen have an optimistic outlook
when exposed to a variety of environments and do not despite their circumstances, causing them to tend
succumb to toxic conditions. toward the light side, though there are exceptions.
Size. Vulptereen typically stand 3 to 4 feet tall and
SOCIETY AND CULTURE
generally weigh about 100 lbs. Regardless of your
Vulptereens are naturally optimistic and hopeful, traits position in that range, your size is Small.
that are slowly washed away as their homeworld's Speed. Your base walking speed is 25 feet.
exploitation is continued. The vulptereen are native to Darkvision. Your vision can easily cut through
the planet of Vulpter, a world that once contained a darkness. You can see in dim light within 60 feet of you
thriving ecosystem. The vulptereen, however, as if it were bright light, and in darkness as if it were
transformed their verdant homeworld into a wasteland dim light. You can’t discern color in darkness, only
due to their over-industrialization. They are as poor a shades of gray.
people as can be found in the galaxy. Most members of Echolocation. Vulptereens supplement the
the planet's populace work for corporations, operating perception of their environment around them through
massive underground drilling machines that carve out the use of echolocation. You have blindsight out to 30
tunnels used for waste storage. Those not directly feet. If another trait would grant you blindsight, the
under the thumb of corporations live in the crumbling range is increased by half as many feet. You can’t use
aboveground cities, producing the few airspeeders and your blindsight while deafened.
other vehicles for which the planet is known. Whether Natural Resistance. You have advantage on saving
toiling away in underground caverns or cranking out throws against poison, and you have resistance against
locally designed repulsorcraft, the people of Vulpter poison damage (explained in chapter 9).
are constantly inundated with inferior products and Undersized. Your small stature makes it hard for
cast-off merchandise. 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
Vulptereen have short and simple single syllable light property, and if a martial weapon has the versatile
names, these names not distinguishing between property, you can only wield it in two hands.
genders, and using familiar surnames.
First Names. Bar, Dun, Lod, Wok

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First Names. Mylthea, Nilzilun, Swiegal, Weelax Lang

Basic a
VUVRIAN consist
VISUAL CHARACTERISTICS
Skin Color Brown, gray, green, or tan
Hair Color None
Eye Color Black, yellow, orange, or green
Distinctions Highly sensitive skin, twelve eyes

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Vurdon Ka
Language Vuvrian

BIOLOGY AND APPEARANCE


VUVRIAN TRAITS
Vuvrians are lightly built, twelve-eyed bipedal insectoid
sentients. They have an oblong-shaped head on top of As a vuvrian, you have the following special traits.
their long, thin necks. They have twelve eyes and two Ability Score Increase. Your Wisdom score
long, thin antennae on their heads. Many other species increases by 2, and your Charisma score increases by
find the vuvrians' appearance almost comical. As a 1.
species, the vuvrians evolved a highly fine sense of Age. Vuvrians reach adulthood in their late teens and
touch, a survival mechanism developed in response to live less than a century.
the few predators that called Vurdon Ka home. A Alignment. Vuvrians' friendly nature causes them to
vuvrian's skin was so sensitive that an individual can, tend toward the light side, though there are
for example, feel the minute shifts in air temperature exceptions.
when another being walked into a room. Such Size. Vuvrians typically stand 6 to 7 feet tall and
heightened sense is often mistaken by other species generally weigh about 170 lbs. Regardless of your
for latent telepathic ability or even Force-sensitivity. As position in that range, your size is Medium.
a vuvrian ages, however, their skin becomes Speed. Your base walking speed is 30 feet.
increasingly wrinkled and less sensitive—a process that Diplomatic. You have proficiency in the Persuasion
is accelerated in harsh offworld environments. skill.
Vuvrians do not deal well with pain. Panoramic Vision. Vuvrian heads are covered in
eyes, giving them a 360-degree field of vision.
SOCIETY AND CULTURE Whenever you make a Wisdom (Perception) check
Vuvrians as a species are intelligent and inquisitive in related to sight, you are considered to have expertise
nature. A warm, sincere, friendly people, vuvrians are in the Perception skill. Additionally, if you are
very diplomatic, and are natural problem solvers. surprised, you may act normally on your first turn.
Although some species find the vuvrians' physical Once you’ve used this trait, you can’t use it again until
appearance somewhat disturbing, it is difficult to resist you finish a short or long rest.
their outgoing, charismatic personality, and their skill Problem Solver. Because of your upbringing, you
in oration and logical argument often means others have excellent problem-solving skills. You can treat a
find it all but impossible not to see a vuvrian's point of d20 roll of 9 or lower on an Intelligence check or saving
view. The species' genuine interest in learning about throw as a 10. You can use this trait a number of times
other cultures, and to help others solve problems, equal to half your proficiency bonus (rounded up). You
ingratiates many vuvrians into the wider galaxy, and regain all uses of this feature when you finish a long
makes it easy for a vuvrian to notice the quirks in other rest.
species' cultures. Sensitive Skin. Vuvrians’ skin is exceptionally
sensitive to physical details. Whenever you make an
NAMES Intelligence (Investigation) check related to touch, you
Vuvrian names are noticeably complex and difficult to are considered to have expertise in the Investigation
pronounce for offworlders, not varying by gender or skill.
using surnames.

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Surnames. Adiksin, Jur, Mararikal, Quinkk, Ton Lang

Basic, a
WHIPHID growls
of Whi
VISUAL CHARACTERISTICS
to eigh
Skin Color Pink or gray
Hair Color Brown, gold, or yellow-white
Eye Color Black or blue
Distinctions Large, tusked, cold-adapted, thick fur

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Toola
Language Whiphid

BIOLOGY AND APPEARANCE


Whiphid faces are elongated, with prominent
foreheads and long, bowed cheekbones. A whiphid's
face is furless apart from a few hairs on the lips and
chin. Two large tusks protrude from the lower jaw, and
their massive arms end with thick three-fingered
hands, the fingers ending in sharp claws. Female WHIPHID TRAITS
whiphids tend to be slightly shorter and heavier than As a whiphid, you have the following special traits.
the males. Their eyes protrude slightly from their Ability Score Increase. Your Strength score
heads. Young whiphids have shorter snouts and far increases by 2, and your Constitution score increases
less fur than adults. Since their homeworld of Toola is a by 1.
cold planet of ice and snow, the whiphid's body Age. Whiphids reach adulthood in their late teens
maintain a thick layer of blubber, which serves to and have been known to live for more than 200 years.
insulate and reduce heat loss. Their thick fur also helps Alignment. Whiphids' aggressive personalities cause
to protect them from the harsh climate and is also them to tend toward the dark side, though there are
covered with natural oil that repels water and allows exceptions.
them to swim in Toola's frigid oceans. In the warmer Size. Whiphids tower over almost all other species,
periods of the spring and summer on Toola, whiphids standing 6 and a half to 8 feet tall and can weigh up to
lose several centimeters of fur and burn off much of 600 lbs. Regardless of your position in that range, your
their fat reserves. size is Medium.
Speed. Your base walking speed is 30 feet.
SOCIETY AND CULTURE Hide. You have a thick hide. While you are
Whiphids live together in tribes of three to ten couples. unarmored or wearing light armor, your AC is 12 + your
In the winter, the tribes are nomadic and travel across Dexterity modifier. Additionally, your thick hide is
the icy plains of the planet in search of prey. They naturally adapted to cold climates, as described in
camp near hunting grounds using round hide tents. chapter 5 of the Dungeon Master’s Guide.
During summer, the tribes move to a permanent base Hunter. You have proficiency in the Survival skill.
that is constructed of stone and covered by animal Long-Limbed. When you make a melee attack on
hides and mud. A whiphid tribe is led by an elder called your turn, your reach for it is 5 feet greater than
a Spearmaster, who decides where the group should normal.
camp and what prey to hunt. Swim. You have a swim speed of 20 feet.
Tooth and Claw. Your sharp claws and strong tusks
NAMES are natural weapons, which you can use to make
Whiphid names are diverse and unique, varying by unarmed strikes. If you hit with them, you deal kinetic
tribe whether familiar surnames are used or abstained damage equal to 1d4 + your Strength modifier.
from, letters with an apostrophe instead used.
Male Names. Arap, Ch’Curtok, K’Tol, Tull, Vonkk
Female Names. D’Gel, Iar, K’Kola, Qui, Skajul

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Surnames. Akida, Didarri, Jopol, Trahan Lang

Basic a
WOOSTOID langua
local id
VISUAL CHARACTERISTICS
always
Skin Color Orange Wooste
Hair Color Dark red simplifi
Eye Color Black
Tall, wiry frames, long life spans, large
Distinctions
eyes, intelligence

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

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Surnames. Drosou, Mackas, Ethaani, Fedilak Lang

Basic a
WROONIAN up of h
VISUAL CHARACTERISTICS
Skin Color Blue
Hair Color Black, silver, dark blue, or purple
Eye Color Yellow
Distinctions Near-human, blue skin

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Wroona
Language Wroonian

BIOLOGY AND APPEARANCE


Wroonians are a blue-skinned species of near-humans
from the planet Wroona in the Inner Rim. Wroonians
are humanoid in shape, differing from humans only
through their blue skin and yellow eyes. This coloration
causes them to be confused with the similarly blue-
skinned pantorans, a misunderstanding not helped by
their representation in the senate by a pantoran WROONIAN TRAITS
senator. As a wroonian, you have the following special traits.
SOCIETY AND CULTURE Ability Score Increase. Your Charisma score
increases by 2, and your Dexterity score increases by 1.
Wroonian society is wealthy, fun-loving, and deeply Age. Wronnians reach adulthood in their late teens
spiritual; as a result, wroonians often wear ornate and live less than a century.
clothing and tattoos. Wroonians love travel both at sea Alignment. Wroonians' thrill seeking nature causes
and in space, making them a well-travelled species. them to tend toward chaotic alignments, though there
Their society is based upon the desire for personal are exceptions.
wealth and material possessions. Despite this, they are Size. Wroonians typically stand 5 to 6 feet tall and
a carefree and mellow species that enjoy taking risks generally weigh about 150 lbs. Regardless of your
and living for the moment. Wroonians distrust all types position in that range, your size is Medium.
of authority, thanks in part to their planetary Speed. Your base walking speed is 30 feet.
government's near-constant instability.
Fearless. You have advantage on saving throws
Wroonians are a boisterous people, often against being frightened.
adventuring just to brag to their fellow wroonians at it's Navigators. You have proficiency in surveyor's
conclusion, and overexaggerating their importance and
implements.
courage. While not bragging however, wroonians
Pilot. You have proficiency in the Piloting skill.
become far more charming and friendly, and are
Regal Presentation. Whenever you make Charisma
known to liven up any social party with their wit and
check related to impressing others with your
charisma.
appearance or clothing, you are considered proficient
NAMES in the check. If you would already be proficient, you
instead have expertise.
Wroonian names are diverse, often using naming the Seafaring. Wroonians are accustomed to life by the
naming traditions of other species. Wroonians with sea. You have a swimming speed of 20 feet.
these kinds of offworlder names are often considered Spiritual. You have proficiency in the Lore skill.
attractive. Surnames are familiar. As a symbol of
Wealthy. During character creation, you start with
wealth, rich wroonians will sometimes change their
additional credits equal to your level x your proficiency
name or surname to something unique and exotic.
bonus x 1,000 cr.
Male Names. Fikseth, Res, T'kara, Vashan
Female Names. Dellia, Lithish, Navi, Oozana

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Surnames. Fii, Korr, Shaan, Tyy, Uura Lang

Basic a
XAMSTER predom
VISUAL CHARACTERISTICS
Skin Color Yellow, green, dark blue, or purple
Hair Color None
Eye Color Red or green
Bat-like ears, bi-pointed beak, ridges of
Distinctions
spikes along back and belly

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

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Surnames. Cherum, Hevad, Qatabas, Riived, Serap Lang

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

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

SOCIOCULTURAL CHARACTERISTICS XEXTO TRAITS


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

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116
Surnames. Iriet'lot, Lakk'fent, Shet'that, Yenneth'mat Lang

Basic a
YAM'RII
VISUAL CHARACTERISTICS
Skin Color Gray, brown, blue, or green
Hair Color None
Eye Color Red, gray, or yellow
Distinctions Mantid bodies, shear-like arms

PHYSICAL CHARACTERISTICS
Height 5'9" +2d8"
Weight 110 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Huk
Language Huk'siin

BIOLOGY AND APPEARANCE


Yam'rii, also known as Huk, are a sentient species of
insects with mantis-like bodies, large, multifaceted
eyes, thin torsos, knobby carapaces, and pointed feet.
Their arms are shaped like giant clippers: the upper YAM'RII TRAITS
limb has a barbed, serrated cutting edge on its
underside, and the lower part of the limb narrows to a As a yam'rii, you have the following special traits.
point; together, both halves act like shears. They are Ability Score Increase. Your Dexterity score
strong, burly creatures, although they remain stealthy increases by 2, and your Constitution score increases
despite their size. Yam'rii are carnivorous, subsisting by 1.
on meat and eggs—and, according to rumor, their own Age. Yam'rii reach adulthood by 8 and live less than
kind. a century.
Alignment. Yam'rii's self-centered and aggressive
SOCIETY AND CULTURE nature causes them to tend toward the dark side,
Members of the species are known for their quick though there are exceptions.
tempers and lust for the property of others. They show Size. Yam'rii typically stand 6 to 7 feet tall and
little concern for non-yam'rii; members of the species generally weigh about 160 lbs. Regardless of your
are known to eat the eggs of sentient species, so position in that range, your size is Medium.
mothers and caretakers of such creches have to keep Speed. Your base walking speed is 30 feet.
careful watch when in a yam'rii's company. In their Cannibalize. If you spend at least 1 minute
hayday, they overran neighboring planets (such as devouring the corpse of a beast or humanoid, you gain
Abbaji and Tovarskl), ruthlessly colonizing them and temporary hit points equal to your Constitution
plundering their wealth. The insatiable yam'rii modifier. Once you’ve used this feature, you must
eventually attacked nearby Kalee, seeking to enslave complete a short or long rest before you can use it
the native kaleesh. They captured millions of kaleesh again.
and sold them into slavery. Not ones to be oppressed, Claws. Your serrated claws are natural weapons,
the kaleesh rebelled and the two races soon became which you can use to make unarmed strikes. If you hit
locked in violent combat known as the Huk War. This with them, you deal 1d6 kinetic damage. You can use
led many kaleesh to derogatorily refer to the yam'rii as your choice of your Strength or Dexterity modifier for
huks, translating as "soulless bugs". the attack and damage rolls. You must use the same
modifier for both rolls.
NAMES Hardened Carapace. When you aren’t wearing
Yam'rii surnames were often complex and armor, your AC is 13 + your Dexterity modifier.
multifaceted. While they were familiar in nature, many Sneaky. You have proficiency in the Stealth skill.
yam'rii choose to abandon their surname as a sign of Surprise Attack. If you surprise a creature and hit it
independence. with an attack on your first turn in combat, the attack
Male Names. Enetik, Hakk, Knet, Thurat deals an extra 2d6 damage to it. You can use this trait
Female Names. Firyk, Krot, Trex, Voq only once per combat.

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117
Female Names. Alatc-Heka, Fashe-Qaet, Hrecht- Lang
Golo Basic a
YARKORA
spoken
Yarkor
VISUAL CHARACTERISTICS
yarkora
Skin Color Light to dark brown
Hair Color White, brown, blonde, green, or gray
Eye Color Light to dark brown, black, or orange
Two pancreases, four kidneys, three
Distinctions
livers, two stomachs, powerful senses

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
Language Yarkora

BIOLOGY AND APPEARANCE


A bipedal mammalian species descended from hoofed
ungulates, the yarkora evolved into a tall species with a
YARKORA TRAITS
long snout with wide nostrils, smooth fur, and rough
tufts of hair. The yarkora possess two stomachs, one As a yarkora, you have the following special traits.
for digesting and the other for storing food, and Ability Score Increase. Your Charisma score
multiple redundant organs that account for their increases by 2, and your Wisdom score increases by 1.
longevity. Because of this redundancy, it is rare that a Age. Yarkora reach adulthood in their late teens and
yarkora will die of natural causes and makes internal live for longer than a century on average, sometimes
injury extremely treatable and non-life threatening. even longer.
Having incredible eyesight and hearing abilities, some Alignment. Yarkora's manipulative nature causes
scientists believe they are also able to project them to tend toward the dark side, though there are
empathetic abilities onto others, possibly identifying exceptions.
the species as highly Force-sensitive. Size. Yarkora typically stand 6 to 6 and a half feet tall
and generally weigh about 200 lbs. Regardless of your
SOCIETY AND CULTURE position in that range, your size is Medium.
Yakora are masters of manipulation. They are known Speed. Your base walking speed is 30 feet.
as crafty con artists and scoundrels. They will Acute Hearing and Sight. Whenever you make a
masterfully dissect information from others, despite Wisdom (Perception) check related to hearing or sight,
almost never talking about their own past, culture or you are considered to have expertise in the Perception
interest. In this sense, the culture of these people skill.
remains a well-kept secret for centuries. Taking place Charismatic. You have proficiency with Deception or
over several years, mating rituals between yarkora Persuasion (your choice).
includes the exchange of letters that will be dissected Empathic. Once per day, you can cast the sense
and analyzed until the topic is complete and another emotions force power. Your forcecasting ability is
can begin. They are very solitary individuals; even Wisdom or Charisma (your choice).
married yarkora tend to live apart. All women are Three Livers. Yarkora have three livers, which makes
expected to bear at least one child due to low them adept at filtering toxins. You have advantage on
population numbers and the females of the species saving throws against poison, and you have resistance
tend to raise their young. They often promote a against poison damage (explained in chapter 9).
distinguished appearance, even when dressed in the Two Stomaches. Yarkora have two stomaches, one
lowliest garb. for digestion and one for storage, allowing them to last
longer without eating. You are able to go a number of
NAMES days without food equal to 3 + twice your Constitution
Yarkora have two-part names, separated by a hyphen modifier before suffering exhaustion.
or a space. Because of this, they do not use surnames
Male Names. Daliv-Storc, Grenek-Yilach, Luif-Belal

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118
Female Names. Emterrk, Jetar, Merzok, Qayayir Lang

Basic a
YINCHORRI
VISUAL CHARACTERISTICS
Skin Color Green or brown
Hair Color None
Eye Color Yellow, orange, or red
Distinctions Turtle-like humanoids, Force resistance

PHYSICAL CHARACTERISTICS
Height 6'4" +2d10"
Weight 170 lb. x(2d6) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Yinchorr
Language Yinchorri

BIOLOGY AND APPEARANCE


Yinchorri, or yinchori, are sentient, reptilian humanoids
with sturdy constitutions. The species is turtle-like in YINCHORRI TRAITS
several respects, such as the head. The yinchorri body
is covered by thick skin, giving them greater endurance As a yinchorri, you have the following special traits.
than humans, and they are more resistant to heat Ability Score Increase. Your Constitution score
because of their cold blood. The species is divided into increases by 2, and your Intelligence or Charisma score
two breeds: The Intelligentsia, who perform governing increases by 1.
tasks, and the warrior caste, who are known to use Age. Yinchorri reach adulthood in their mid teens
violence in response to threats. No matter the breed, and live for about 80 years on average.
all the yinchorri have a natural resistance to the mind- Alignment. Yinchorri take the phrase "might makes
controlling uses of the Force, due to an adaptation of right" to heart, causing them to tend toward the dark
their Midi-chlorians which cause the symbionts to side, though there are exceptions.
generate Force-devoid bubbles around their hosts. Size. Yinchorri typically stand 7 to 8 feet tall and
generally weigh about 300 lbs. Regardless of your
SOCIETY AND CULTURE position in that range, your size is Medium.
Yinchorri are known for their strength of character and Speed. Your base walking speed is 30 feet.
utilitarianism. Covetous and domineering, they Caste Specialization. Your position in the yinchorri
consider themselves worthy of anything that comes caste system, as a member of the Intelligencia or
within their clutches—provided they can keep it from warrior caste, gives you unique talents. You have
others—using the expression, "might makes right" as proficiency with one artisan's implements or two
their motto and moral authorization. Those things that vibroweapons or blasters of your choice.
they dislike or have no need for are destroyed. Due to Closed Mind. Yinchorri brains have an unusual
a lack of neural pathways in the yinchorri forebrain, composition which made them resistant to influence
members of the species have an instinctive disposition from the Force. You have advantage on Wisdom and
towards violence that render them unruly and Charisma saving throws against force powers.
unpredictable. Yinchorri only become fiercer and more Heat Resistance. Yinchorri are cold-blooded, with
obstinate when confronted by opponents; should such incredible fortitude against extreme heat, giving you
rivals prove a threat to yinchorri or their loved ones, resistance to fire damage. Additionally, your thick hide
their demeanor can explode into physical violence— is naturally adapted to hot climates, as described in
although direct threats are not always necessary to chapter 5 of the Dungeon Master’s Guide. Lastly, you
inflame a yinchorri's temper to the point of physical have disadvantage on Constitution saving throws made
confrontation. Yinchorri live in city-states, each to avoid exhaustion due to extreme cold.
community having its own military and its own rulers. Hide. You have a thick hide. While you are
unarmored or wearing light armor, your AC is 12 + your
NAMES Dexterity modifier.
Yinchorri names are blunt, hard, and short in length. Toughness. Your hit point maximum increases by 1,
Male Names. Denrak, Fadelik, Kader, Varuk and it increases by 1 every time you gain a level.

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119
Surnames. Lolven, Momwa, Wofju, Yaikes Lang

Basic a
YUZZUM langua
langua
VISUAL CHARACTERISTICS
howev
Skin Color Tan, brown, black, or red coexist
Hair Color Brown, blue, or black people
Eye Color Black or yellow
Long skinny limbs, neckless, musical
Distinctions
language

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

ART CREDIT | [artist name]


 
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