Professional Documents
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Heretic's Guide To The Galaxy - GM Binder
Heretic's Guide To The Galaxy - GM Binder
-1
CONTENTS
Mrlssi ...................................................................................pg67
HERETIC'S GUIDE TO THE GALAXY Myneyrsh ............................................................................ pg68
Species ....................................................................................... Nagai ................................................................................... pg69
Abednedo .............................................................................pg1 Nazzar ................................................................................. pg70
Adarian .................................................................................pg2 Nimbanel ............................................................................ pg71
Askajian ................................................................................pg3 Noehon ............................................................................... pg72
Avogwi ..................................................................................pg4 Nosaurian ........................................................................... pg73
Bardottan ............................................................................. pg5 Nuiwit .................................................................................. pg74
Belugan ................................................................................ pg6
Ongree ................................................................................ pg75
Bimm ................................................................................... pg7
Bivall .................................................................................... pg8 Pacithhip .............................................................................pg76
Blarina ..................................................................................pg9 Parwan ................................................................................ pg77
Bravaisian ...........................................................................pg10 Patitite .................................................................................pg78
Calibop ...............................................................................pg11 Polis Massan .......................................................................pg79
Chalactan ............................................................................pg12 Ranat ................................................................................... pg80
Charon ............................................................................... pg13
Chev ...................................................................................pg14 Revwien ...............................................................................pg81
Chistori ...............................................................................pg15 Ruurian, Larvae ..................................................................pg82
Columi ................................................................................pg16 Rybet ................................................................................... pg83
Cosian ................................................................................ pg17 Sakiyan ................................................................................pg84
Coway .................................................................................pg18 Sanyassan ...........................................................................pg85
Cragmoloid .........................................................................pg19
Sarkan ................................................................................. pg86
Cyclorrian ........................................................................... pg20
Dantari ............................................................................... pg21 Sathari .................................................................................pg87
Devlikk ................................................................................pg22 Sephi ....................................................................................pg88
Drabatan ............................................................................ pg23 Shawda Ubb ....................................................................... pg89
Drall ................................................................................... pg24 Siniteen ............................................................................... pg90
Dressellian ..........................................................................pg25 Skakoan .............................................................................. pg91
Dulok ..................................................................................pg26
Skel ...................................................................................... pg92
Dybrinthe ........................................................................... pg27
Ebruchi ...............................................................................pg28 S'kytri ...................................................................................pg93
Elom ...................................................................................pg29 Skrilling ................................................................................pg94
Elomin ................................................................................pg30 Sluissi .................................................................................. pg95
Em'liy ..................................................................................pg31 Snivvian ...............................................................................pg96
Epicanthix ...........................................................................pg32
Swokes Swokes .................................................................. pg97
Farfallan ............................................................................. pg33
Farghul ...............................................................................pg34 Sylphe ..................................................................................pg98
Feeorin ...............................................................................pg35 Talortai ................................................................................ pg99
Firrerreo .............................................................................pg36 Talpini ............................................................................... pg100
Fosh ................................................................................... pg37 Teedo ................................................................................ pg101
Frozian ............................................................................... pg38 Teek ...................................................................................pg102
Gigoran .............................................................................. pg39
Terrelian ........................................................................... pg103
Gossam .............................................................................. pg40
Gree ...................................................................................pg41 Thakwaash ....................................................................... pg104
Hassk ................................................................................. pg42 Tholothian ........................................................................ pg105
Hiromi ................................................................................ pg43 Tof ..................................................................................... pg106
H'nemthe ............................................................................pg44 Toong ................................................................................ pg107
Holwuff ...............................................................................pg45 Trianii ................................................................................ pg108
Iakaru .................................................................................pg46
T'surr ................................................................................. pg109
Iotran ................................................................................. pg47
Ishi Tib ................................................................................pg48 Tynnan .............................................................................. pg110
Kerestian ............................................................................ pg49 Ubese ................................................................................ pg111
Kerkoiden ...........................................................................pg50 Utai .................................................................................... pg112
Keshiri ................................................................................ pg51 Vagaari .............................................................................. pg113
Kessurian ............................................................................pg52 Vahla ................................................................................. pg114
Khil .....................................................................................pg53
Kian'thar .............................................................................pg54 Vodran .............................................................................. pg115
Kitonak ...............................................................................pg55 Vor ..................................................................................... pg116
Kobok .................................................................................pg56 Vratix ................................................................................. pg117
Koorivar ..............................................................................pg57 Vulptereen ........................................................................pg118
Kowakian Monkey-Lizard .....................................................pg58 Vuvrian ..............................................................................pg119
Krevaaki ..............................................................................pg59
Whiphid ............................................................................ pg120
Krish ...................................................................................pg60
Lamproid ............................................................................pg61 Woostoid .......................................................................... pg121
Lepi ....................................................................................pg62 Wroonian ..........................................................................pg122
Lorrdian ..............................................................................pg63 Xamster ............................................................................ pg123
Lutrillian ............................................................................. pg64 Yam'rii ............................................................................... pg124
Yarkora ............................................................................. pg125
Melitto .................................................................................pg65 Yinchorri ........................................................................... pg126
Morseerian ......................................................................... pg66 Yuzzum ............................................................................. pg127
0
ABEDNEDO
VISUAL CHARACTERISTICS
Skin Color Brown, tan, or cream
Hair Color Brown, blond, or white
Eye Color Black
Distinctions Dangling mouth tendrils, sloping faces
PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Abednedo
Language Abednedish
PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Adari (adopted)
Language Adarese
ADARIAN TRAITS
As an adarian, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Wisdom score
A humanoid species of mammalians, the adarians have increases by 2, and your Intelligence score increases by
elongated skulls made distinct by the large hole which 1.
penetrates it. Lacking ears and noses, their skulls are Age. Adarians reach adulthood in their late teens
covered in fine hairs which are very sensitive to sound and live for an average of 65 years.
waves, and their skin is underlaid by glands that allow Alignment. The adarians' structured society causes
them to detect odors. Sharp, bony ridges around their them to tend towards lawful alignments, though there
mouths substitute for lips seen in other species. The are exceptions.
adarians have distendable throat pouches; elongating Size. Adarians typically stand 5 to 6 and a half feet
them to emit a loud subsonic call which helps in tall and generally weigh about 150 lbs. Regardless of
communication over long distances, reaching over 20 your position in that range, your size is Medium.
kilometers. Speed. Your base walking speed is 30 feet.
Impose Order. As a bonus action, you can command
SOCIETY AND CULTURE each ally within 15 feet of you to move up to half that
Adarian society is based around a rigid caste system ally's speed as a reaction. This movement does not
known as sceel'sara. Their governmental headquarters provoke attacks of opportunity. Once you use this trait,
is the Hall of Decisions from which the upper tier of you can’t use it again until you finish a short or long
society has absolute control over those in lower rest.
classes. Operating a corporation-like government, the Keen Hearing. You have advantage on Wisdom
adarians boast that their society has never suffered (Perception) checks that rely on hearing.
from civil strife. Adarians carefully weigh their options Sonic Scream. As an action, you can violently expel
before reaching any decision, but once the decision is air in a 15-foot cone. When you do so, each creature in
made, they are rarely moved to change their minds. the area of the exhalation must make a Wisdom saving
Adarians implicitly trust the judgment of those of throw (DC = 8 + your proficiency bonus + your
higher status, and only the most flippant and rebellious Constitution modifier). A creature takes 2d6 sonic
adarian would disregard orders or advice from a damage on a failed save, and half as much damage on
member of a higher caste. Adarians have keen minds a successful one. The damage increases to 4d6 at 5th
for business and a natural drive to succeed. They level, 6d6 at 11th level, and 8d6 at 17th level. This
devote considerable time and energy to ensure the ability has no effect on constructs. You can use this
prosperity of their businesses. Most adarians active in feature a number of times equal to your proficiency
the galaxy are scouts under the employ of mining bonus. You regain all expended uses when you
corporations or the adarian government, searching for complete a long rest.
mineral-rich planets or moons to exploit. Languages. You can speak, read, and write Galactic
Basic and Adarese. Adarese consists of a collection of
NAMES tonal inflections that are easily formed by an adarian's
Adarians use melodic sounding agendered names. naturally rigid mouth. Adarians are able to
First Names. Ador, Denka, Luur, Zuree communicate silently over long distances with each
Surnames. Beldune, Meekel, Nelru, Tenefor other by using booming, subsonic tones.
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 90 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Asakaj
Language Askajian
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 60 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
AVOGWI TRAITS
Homeworld Altor 14
As an avogwi, you have the following special traits.
Language Avogwa
Ability Score Increase. Your Strength score
increases by 2, and your Wisdom score increases by 1.
Age. Avogwi reach adulthood at 10 and live about 60
years.
BIOLOGY AND APPEARANCE Alignment. Avogwi culture breeds deadly hunters
Avogwi, often misidentified as altorians, are sentient unburdened by conventional morality, causing them to
predatory birds native to Altor 14, also home to the tend toward the dark side, typically chaotic dark side,
nuiwit. Except for their muscular, scale-covered legs, though there are exceptions.
their bodies are covered in orange feathers, which Size. Avogwi typically stand 5 to 6 and a half feet tall
camouflage them against Altor's orange skies. They and rarely weigh more than 80 lbs. Regardless of your
have three fingers at the joint of each wing, which position in that range, your size is Medium.
serve as hands when not in flight. Avogwi view the Speed. Your base walking speed is 25 feet.
nuiwit as merely another prey species, though tastier Type. Your creature type is beast.
than most. They react violently to suggestions that the Altorian Hunter. You have proficiency in the Stealth
two species evolved from a common ancestor. and Survival skills. Additionally, you have advantage on
Constitution saving throws made to avoid exhaustion
SOCIETY AND CULTURE due to extreme heat.
Due to their entirely carnivorous diet and clumsy Beak and Talons. Your sharp talons and serrated
hands, avogwi society is relatively primitive, based beak are natural weapons, which you can use to make
solely on hunting and water gathering. Avogwi are not unarmed strikes. Additionally, your unarmed strikes
social, living in mated pairs which can claim about fifty deal 1d6 kinetic damage.
square kilometers as their exclusive territory. They also Flight. You have a flying speed equal to your walking
have very little technology, and distrust that of other speed. While wearing medium or heavy armor, your
species. Despite this, they developed a complex flying speed is reduced by half.
philosophy based on the teachings of the legendary Scavenger. If you spend at least 1 minute devouring
hero Toro-toral, said to be the first avogwi to fly. The the corpse of a beast or humanoid, you gain temporary
basic tenets are that all creatures that want to live hit points equal to your Constitution modifier. Once
must kill, and that all creatures that will not kill will die you’ve used this feature, you must complete a short or
so that others can live. The sayings of Toro-toral are long rest before you can use it again.
repeated by the avogwi at their only large-scale Tech-Impaired. While avogwi can figure out basic
gatherings: ceremonial duels to the death to determine technology, they experience difficulty using more
the avogwi leader, or Avog. Avogwi refuse to trade complex equipment like wristpads. You can not use
what little they have, as they are unable to understand tech powers or take levels in techcasting classes.
why offworlders would trade them anything useful in Underdeveloped Hands. Your primitive claws make
exchange for anything the avogwi owned, unless it was it hard for you to wield bigger weapons. You can’t use
to make the avogwi weaker. heavy shields. Additionally, you can’t use martial
weapons with the two-handed property unless it also
NAMES has the light property, and if a martial weapon has the
Avogwi co-opt names from other humanoids, causing versatile property, you can only wield it in two hands.
their names sound unremarkable and common. Languages. You can speak, read, and write Galactic
First Names. Daven, Gishad, Nemat, Tolok Basic and Avogwa. The avogwi language largely
Surnames. Airtov, b'Nul, k'Der, Sasith consists of primitive screeching and cawing.
PHYSICAL CHARACTERISTICS
Height 4'1" +2d12"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Bardotta, Phu (colony)
Language Bardottan
BARDOTTAN TRAITS
As a bardottan, you have the following special traits.
Ability Score Increase. Your Wisdom score
BIOLOGY AND APPEARANCE increases by 2, and your Intelligence or Charisma score
Bardottans, also known as phuii, are a species of thin increases by 1.
reptiles. Their lower legs bend backwards and end in Age. Bardottans reach adulthood in their early teens
three-toed feet; their short forearms ended in three and live less than a century.
fingers and a thumb. Bardottans have long, curved Alignment. Typical bardottans are scholarly and
necks atop which is a pointed skull with a beak-like wise, causing them to tend toward the light side, while
snout dominating their face. While males do not followers of the savage Frangawl Cult tend towards the
possess hair, female bardottans have thick feather-like dark side, though there are exceptions.
fibers that cover their heads. Size. Bardottans typically stand 4 to 6 and a half feet
tall and generally weigh about 130 lbs. Regardless of
SOCIETY AND CULTURE your position in that range, your size is Medium.
Developing a society with a rich Force-tradition early on Speed. Your base walking speed is 30 feet.
in their history, bardottans were war-like demon Academic. You have proficiency in one of the
worshipers in their earliest years, led by the Frangawl following skills: Insight, Medicine, Investigation, or
Cult in worshiping Malmourral. When the Dagoyan Nature.
Order came to power, the Frangawl religion was Closed Mind. Bardottans have a natural attunement
banned and the Dagoyan practices of peace, for the Force, which makes them resistant to its
meditation, and contemplation became socially powers. You have advantage on Wisdom and Charisma
entrenched in the culture of Bardotta. The Dagoyan saving throws against force powers.
Order represents the religious aspects of the Force Tradition. You have proficiency in Lore.
bardottans, while the Bahk-tov Council and the Additionally, you are considered to have expertise in
Monarch of Bardotta preside over the government. All Intelligence (Lore) checks made to learn or recall
education on the world takes place in Dagoyan schools, something about the Force. Lastly, when you reach 3rd
though belief in the tradition is not mandatory. Valuing level, you can cast your choice of the heroism or sap
knowledge and spiritual devotion, bardottans are vitality force power once per day. Your forcecasting
scholarly and insular when it comes to outsiders and ability is Wisdom or Charisma (depending on power
sharing their knowledge. Cities on Bardotta are alignment).
clustered around different academic and religious Homeworld Talent. Most bardottans come from
studies, studying in their own fields and sharing with their ancestral homeworld of Bardotta, or the socialite
other cities if asked. colony of Phu, individuals from both possessing
different talents. You have proficiency with your choice
NAMES of one musical instrument or one gaming set of your
Bardottan names are short and soft, often with names choice.
inspired by offworlders. Most bardottans don't use Languages. You can speak, read, and write Galactic
surnames, but some use personal ones. Basic, Bardottan, and one language of your choice.
Male Names. Ceres, Jacob, Korvuu, Retett Bardottan is a language spoken by scholars and
Female Names. Hallat, Isabella, Mel, Vesta mystics across the galaxy, sounding soft and melodic in
Surnames. Daii, -ellet, Nowah, Van tone.
PHYSICAL CHARACTERISTICS
Height 5'1" +2d10"
Weight 125 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Quarzite
Language Quarzit
PHYSICAL CHARACTERISTICS
Height 2'10" +2d10"
Weight 75 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
BIMM TRAITS
Homeworld Bimmisaari
As a bimm, you have the following special traits.
Language Bimmini
Ability Score Increase. Your Charisma score
increases by 2, and your Intelligence score increases by
1.
Age. Both bimms reach adulthood in their late teens
BIOLOGY AND APPEARANCE and live for more than 120 years on average.
Although the bimms are biologically unrelated, they Alignment. Bimms are cheery and peaceful, causing
are each small in stature. The near-human bimm are them to tend toward the light side, though there are
likely related to humans, and are only distinguished by exceptions.
being smaller and typically having a prominent beard. Size. Bimms typically stand 3 to 5 feet tall and
The furred bimm are more unique, with a long muzzle, generally weigh about 80 lbs. Regardless of your
pointed ears, and black eyes. position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
SOCIETY AND CULTURE Business Savvy. A common trait of all bimms is their
Upon colonization, the near-human bimm assimilated shrewd business sense and their ability to haggle any
with the native species of bimm, merging their culture deal. Whenever you make a Charisma (Persuasion)
and society into one. Though the bimms have lived check involving haggling you are considered to have
together for almost all of their recorded history, certain expertise in the Persuasion skill.
aspects of their culture are more associated with one Jungle Dweller. Growing up in the forest cities of
species than with another. Both species call Bimmisaari has left an impact. You don’t treat jungle
themselves simply "bimms" and live harmoniously with terrain as difficult terrain.
each other in shared forest cities. Near-human bimms Musician. You are proficient in one musical
are fond of art, music, and storytelling; their favorite instrument of your choice.
stories involve heroic adventures, though they are Socialite. You are proficient in Performance,
usually content to hear stories rather than inspire to Persuasion, or Deception (your choice). Additionally,
take part in adventures themselves. Furred bimms are you have advantage on Charisma saving throws.
particularly good merchants, and feel the day is Storyteller. Whenever you make a Charisma
incomplete without a good round of shopping and (Performance) check to tell one or more creatures a
haggling. The art of bargaining is respected in their story, whether the story is true or not, you are
culture, and fair dealing is highly honored. However, considered to have expertise in the Performance skill.
cheating and theft are tantamount to murder in their Thriving Culture. You have proficiency in one of the
society. Bimms are also known for their yellow following skills: Lore, Insight, or Nature.
clothing. Both are noted for their mild-tempered, Undersized. Your small stature makes it hard for
peaceful tendencies, which is the reason the two you to wield bigger weapons. You can’t use heavy
species lived together in harmony. This tendency shields. Additionally, you can’t use martial weapons
extends to non-bimm visitors from offworld, who are with the two-handed property unless it also has the
treated as honored guests. light property, and if a martial weapon has the versatile
property, you can only wield it in two hands.
NAMES Languages. You can speak, read, and write Galactic
Bimm names are simple and pleasing to hear. Basic, Bimmini, and one more language of your choice.
Male Names. Daleh, Tuka, Ryten, Vasnish Bimmini was described as a harmonious singsong,
Female Names. Ajah, Drinu, Roki, Sythis sounding like a collection of ballads sung in five-part
Surnames. Kay, Morjara, Rygher, Udaake harmony.
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 95 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Protobranch
Language Bivall
PHYSICAL CHARACTERISTICS
Height 3'1" +2d12"
Weight 40 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Rina Major
Language Blarinan
PHYSICAL CHARACTERISTICS
Height 3'0" +2d8"
Weight 40 lb. x1 lb.
BRAVAISIAN TRAITS
As a bravaisian, you have the following special traits.
Ability Score Increase. Your Intelligence score
SOCIOCULTURAL CHARACTERISTICS increases by 2, and your Dexterity score increases by 1.
Homeworld Bravais Age. Bravaisians reach adulthood in their early teens
and live less than a century.
Language Bravaiese
Alignment. Bravaisians' inquisitive nature causes
them to tend towards neutral balanced, though there
are exceptions.
Size. Bravaisians typically stand 3 to 4 feet tall and
BIOLOGY AND APPEARANCE rarely weigh more than 50 lbs. Regardless of your
Bravaisians are a humanoid sentient species that stand position in that range, your size is Small.
at a diminutive height, with blue, leathery skin. They Speed. Your base walking speed is 25 feet.
have snouts that fade to pink at their end. These Careful Analysis. You have proficiency in the
snouts contain a prehensile tongue as dexterous as Investigation skill and your choice of archaeologists
their fingers. Bravaisians will alternate between using kits, scavenging kits, or jeweler's implements.
their fingers and their tongues. Bravaisians evolved Additionally, once per day, you can cast the analyze
from pack hunters, that used their tough, flexible tech power. Your techcasting ability is Intelligence. You
snouts to dig through soil and dirt in order to find their do not require use of a wristpad for this power.
prey, which were tubers and nests of insects. They Darkvision. You’ve lived most of your life without
would then suck up these with their long muscular direct sunlight. You can see in dim light within 120 feet
tongues. of you as if it were bright light, and in darkness as if it
Bravaisians are nocturnal due to the intense heat were dim light. You can’t discern color in darkness, only
and lack of life on Bravais during the day. As a result, shades of gray.
they have small eyes that can easily be overwhelmed Dexterous Tongue. You are able to use your long
by light. For this reason, most members of the species flexible tongue for various tasks. You have proficiency
are rarely seen without protective goggles while in the Sleight of Hand skill. Additionally, when you
offworld. Some even have their eyes surgically make a Dexterity (Sleight of Hand) or Intelligence
removed to combat this problem. (Technology) check to interact with creatures or
objects, your reach is 5 feet greater than normal.
SOCIETY AND CULTURE Foragers. Whenever you make a Wisdom (Survival)
Bravaisians are infamously meticulous, carefully check to forage for food you are considered to have
analyzing even the most innocent of objects, often expertise in the Survival skill.
leading bravaisians towards appraisal jobs when they Shadow People. You can attempt to hide even when
are found off of their homeworld. Because of this, you are only lightly obscured by dim light.
bravaisians are commonly seen in merchant jobs, Sunlight Sensitivity. You have disadvantage on
making them a common sight in galactic markets. Due attack rolls and on Wisdom (Perception) checks that
to them being nocturnal, bravaisians view other rely on sight when you, the target of your attack, or
species' insistence on doing business during daylight whatever you are trying to perceive is in direct sunlight.
hours with a mix of pity and contempt. As a result, on Undersized. Your small stature makes it hard for
planets that are dark a majority of time, bravaisians are you to wield bigger weapons. You can’t use heavy
much more common, as merchants or otherwise. 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
Bravaisians use three syllable names with a distinctly property, you can only wield it in two hands.
melodious tone. Their names are agendered and they Languages. You can speak, read, and write Galactic
do not use surnames. Basic and Bravaiese. Bravaiese sounds like hurried
First Names. Gongari, Kinkuto, Linteba, Vaniti squawking and rapid squeaking.
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Cali
Language Calian
CALIBOP TRAITS
As a calibop, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Charisma score
Calibops are a tall avian sentient. Mostly humanoid in increases by 2, and your Intelligence or Wisdom score
build, calibops have a bushy mane and tail, appearing increases by 1.
to be a cross between some sort of feline and bird. Age. Calibops reach adulthood in their mid 20s and
Calibops have a big beak that can be used to whinny in live less than a century.
the species' equivalent to a sigh, or to expel sounds Alignment. Calibops' kindly and pleasant nature
created in the depths of the calibop's throat. Calibops causes them to tend toward the light side, though
have a robust voice generated in the beak. Calibops there are exceptions.
have big wings that do not allow them to fly, but an Size. Calibops typically stand 6 to 7 feet tall and
individual can flutter them to increase their walking generally weigh about 120 lbs. Regardless of your
speed. The wings can be folded either in front or position in that range, your size is Medium.
behind the person, and are strong enough to be used Speed. Your base walking speed is 30 feet.
in melee combat. The tips of the wings are prehensile Avian Agility. Your reflexes and agility allow you to
like fingers. move with a burst of speed. When you move on your
turn in combat, you can double your speed until the
SOCIETY AND CULTURE end of the tum. Once you use this trait, you can’t use it
The calibops have a reputation for being particularly again until you move 0 feet on one of your turns.
rhetorical, even if it detracts their skill for other Call for Peace. As an action on your turn, you can
activities seen as more active. The calibops themselves emphatically demand that your foes cease fighting,
are familiar with their stigma, but many of them thereby distracting them. Until the end of your next
believe that words are useful at certain times, even if turn, your allies gain advantage on attack rolls against
only actions can be useful at other times. Calibops are enemies within 10 feet of you that can see you. Once
excellent diplomats, and are often skilled negotiators you use this trait, you can't use it again until you finish
and heavily involved in politics. Derision directed at a short or long rest.
calibops often calls them cowardly, as they will almost Darkvision. You have a bird’s keen senses, especially
always seek nonviolent solutions to any problems. in the dark. You can see in dim light within 60 feet of
Unlike most other nonviolent species, calibops can you as if it were bright light, and in darkness as if it
become very flustered, and have been known to have were dim light. You can’t discern color in darkness, only
outbursts of emotion when frustrated. Their manes shades of gray.
puff up and their tails lash from side to side when Diplomat. You have proficiency in the Persuasion
agitated, and though they seem to be in control of their skill.
emotions, they are as easily provoked as any other Powerful Wings. Your strong wings are natural
species. weapons, which you can use to make unarmed strikes.
Additionally, your unarmed strikes deal 1d4 kinetic
NAMES damage.
Calibop given names are short and punctual, and use Languages. You can speak, read, and write Galactic
more diverse familiar surnames. Basic and Calian. The calibop's beak allows them to
First Names. Boc, Fild, Saam, Ret speak their language using guttural croaks and bill-
Surnames. Calehen, Dristam, Nasapes, Renebo clicking as punctuation.
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Chalacta
Language Chalacta
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Vinsoth
Language Chev
CHEV TRAITS
As a chev, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Constitution score
The outward appearance of the chevs is generally increases by 2, and one other ability score of your
similar to that of humans, with pale skin, no facial hair, choice increases by 1.
and heavy brows. Their hair is often dyed in bright Age. Chevs reach adulthood in their late teens and
colors to identify them as property of a particular live less than a century.
chevin. Their lidless eyes are protected by thin Alignment. Most chevs are submissive towards their
transparent membranes. They are physiologically slavers, causing them to tend towards lawful or true
much like other humanoid species, with their twin balanced, though there are exceptions.
hearts being a notable exception. Size. Chevs typically stand 5 to 6 feet tall and
generally weigh about 140 lbs. Regardless of your
SOCIETY AND CULTURE position in that range, your size is Medium.
The chevs originally developed a civilization on Vinsoth, Speed. Your base walking speed is 30 feet.
thriving for some time before they were enslaved by Crafters. You have proficiency with with one
the chevin. Since the chevin are a nomadic people, the artisan’s implements of your choice.
chevs are forced to live that same lifestyle as well. Their Cultured. You have proficiency in the Lore skill.
temporary settlements of tents and lean-tos were Nomadic. You have proficiency in the Survival skill.
ruled by a chevin overseer, with the oldest female chev Protective Membrane. You have advantage on
acting as the leader among the slaves. Giving what saving throws against being blinded.
political power the chevs had to the oldest among Second Heart. When you are reduced to 0 hit points
them is criticized by some younger chevs, who believe but not killed outright, you can drop to 1 hit point
this simply perpetuates the system of slavery. instead. You can’t use this feature again until you finish
Generations of subjugation has left most chevs docile a long rest.
and submissive. Despite this, they will gather at night Tinker. You have proficiency with tinker’s
to try and understand the strengths and weaknesses of implements. You can use these and spend 1 hour and
their masters, in hopes that a future generation might 100 cr worth of materials to construct a Tiny Device (AC
someday have the courage and the opportunity to free 5, 1 hp). You can take the Use an Object action to have
their people. The chevs even have legends which your device cause one of the following effects: create a
foretell that someday, they will become masters of the small explosion, create a repeating loud noise for 1
galaxy. Unlike many other slave populations, such as minute, create smoke for 1 minute, create a bright
those of the hutts, the chevs are well educated and as colorful flashing light for 1 minute. You can maintain a
informed about the galaxy at large as their chevin number of these devices up to your proficiency bonus
masters, perhaps even more so. at once, and a device stops functioning after 24 hours
away from you. You can dismantle the device to
NAMES reclaim the materials used to create it.
Chevin owners give chev their names, so they follow Languages. You can speak, read, and write Galactic
the same naming conventions, not varying by gender Basic, Chev, and Chevin. While the Chev language has
and surnames being community-based. been heavily influenced by the Chevin language over
First Names. Matholas, Nepnad, Setrine, Siphiet time, it holds a distinctly more eloquent tune
Surnames. Arma, Goetia, Libo, Yonn compared to the gruff sounds of Chevin.
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.
Ability Score Increase. Your Strength score
The saurian chistori are tall and have lithe, though increases by 2, and your Charisma score increases by
muscled, builds. Like many reptilian species, they are 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
Alignment. Chistori's aggressive personalities cause
hinged jaw filled with sharp teeth, perfect for rending
them to tend towards chaotic dark side, though there
flesh.
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.
Bite. Your sharp teeth are a natural weapon, which
Fierce and warlike, they are quick to anger and tend to
you can use to make unarmed strikes. Additionally,
use excessive force to deal with even the smallest
your unarmed strikes deal 1d6 kinetic damage. Lastly,
slights. As a result, few spacefaring species have any
as a bonus action, you can perform a special bite
reason to seek them out.
attack. On a hit, the target suffers the attack’s normal
The same talents that make them excellent warriors
effects, you gain temporary hit points equal to your
shows through in the chistori's interactions with other
Constitution modifier (minimum of 1), and you can’t
species, with most encounters ending in violence.
use this trait again until you finish a short or long rest.
Chistori are an impatient species and have little use for
Cold Sensitivity. You have disadvantage on
the rigidity of order and discipline, preferring instead
Constitution saving throws made to avoid exhaustion
to go their own way and do as they please. Chistori
due to extreme cold.
have no knowledge of the Force, neither as the Jedi
Hide. You have a thick hide. While you are
know it, nor as a local religion. Thus the exceptionally
unarmored or wearing light armor, your AC is 13 + your
few Force-sensitives born to this species are feared
Dexterity modifier.
and persecuted by their fellow chistori.
Savage Attacks. When you score a critical hit with a
NAMES melee weapon attack, you can roll one of the weapon’s
damage dice one additional time and add it to the
Chistori names are smooth sounding, with sharp extra damage of the critical hit.
surnames. Some chistori do not grant their children
Languages. You can speak, read, and write Galactic
surnames as a symbol of disavowment early in life. Basic and Chistori. Chistori is made up of snarls, clicks,
First Names. Fedenn, Hylos, Kentei, Saddem and terrifying cries.
Surnames. Conn, Keet, Lex, Tarn
PHYSICAL CHARACTERISTICS
Height 2'10" +2d10"
Weight 65 lb. x1 lb.
COLUMI TRAITS
As a columi, you have the following special traits.
SOCIOCULTURAL CHARACTERISTICS Ability Score Increase. Your Intelligence score
Homeworld Columus increases by 2, and your Wisdom score increases by 1.
Age. Columi reach adulthood at around 10 and live
Language Columin
less than a century.
Alignment. Columi's intelligent, yet self-centered
nature causes them to tend toward lawful balanced or
lawful dark side, though there are exceptions.
BIOLOGY AND APPEARANCE Size. Columi typically stand 3 to 5 feet tall and
Columi are easily recognizable due to their large cranial generally weigh about 70 lbs. Regardless of your
cavities, their heads taking up a third of their height. position in that range, your size is Small.
Another notable feature is their immense black lidless Speed. Your base walking speed is 20 feet.
eyes with worm-like veins on their temples. However, Darkvision. You have a keen eyesight, especially in
their mental evolution had an impact on their physical the dark. You can see in dim light within 60 feet of you
bodies with their physiques deteriorated. As a result, as if it were bright light, and in darkness as if it were
their boneless arms and legs became appendages that dim light. You can't discern color in darkness, only
no longer are able to support their own body weight, shades of gray.
even on lower gravity worlds. Thus, their bodies Honed Mind. You have advantage on all Intelligence,
became simply repositories for their lungs, hearts, and Wisdom, and Charisma saving throws against force and
other invaluable bodily organs. This evolution also tech powers.
resulted in their vital organs being drawn up towards Hyperadvanced Vision. Columi possess incredibly
their cranial activity. Their brains contain four receptive vision. You have proficiency in the Perception
cerebrums and over one hundred lobes with each skill. Additionally, Whenever you make a Wisdom
being dedicated to an independent function. The other (Perception) check involving sight, you are considered
organ that had developed in importance amongst their to have expertise in the Perception skill.
kind is their eyes, which are the only link between their Mental Discipline. You have resistance to psychic
highly evolved brains and the world around them. damage.
These developed more than being photoreceptors as Pintsized. Your weak stature makes it hard for you
they are able to see all the wavelengths in the to wield bigger weapons. You can’t use medium or
electromagnetic spectrum. This resulted in them being heavy shields. Additionally, you can’t wield weapons
able to "hear" through their eyes by detecting and with the two-handed or versatile property, and you can
analyzing the frequency of sound or radio waves. only wield one-handed weapons in two hands unless
they have the light property.
SOCIETY AND CULTURE Psychoreceptive Technology. You have proficiency
This devotion to mental pursuits has led to a deep in the Technology skill. Additionally, you know the
disdain for physical activities with them holding the on/off at-will tech power. Your techcasting ability is
view that there is no dignity in any activity except those Intelligence. You do not require use of a wristpad for
relating to thought. As a result, they often look down at this power.
races that make use of physical forms of labor, while Puny. Columi are too weak to pack much of a punch.
columi use droids and hoverpods for such needs. You have disadvantage on Strength saving throws, and
when determining your bonus to attack and damage
NAMES rolls for weapon attacks using Strength, you can’t add
Columi names often have multiple meanings, parents more than +3.
taking extreme pride in picking the perfect name. Languages. You can speak, read, and write Galactic
Names are agendered and surnames familiar. Basic and Columin. Columin has one of the most
First Names. Bygman, Padra, Telos, Xak'silith expansive vocabularies of any language, with over
Surnames. Dreth, Jobe, Klirth, Yeth 3,000,000 words.
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Cosia
Language Cosian
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Mimban
Language Coway
COWAY TRAITS
BIOLOGY AND APPEARANCE As a coway, you have the following special traits.
Coway, known as mimbanese to offworlders, have dark Ability Score Increase. Your Strength or Dexterity
eyes covered in a thin membrane which are capable of score increases by 2, and your Constitution score
seeing into the infrared spectrum, which they use to increases by 1.
survive in the subterranean darkness. A coway's diet Age. Coway reach adulthood in their early teens and
typically consists of fruits, lichens, raw meats and live less than a century.
fungus which would be poisonous to them if not for Alignment. Coway's aggressive nature causes them
the strong amino acids of their digestive systems. to tend toward the dark side, though there are
Coway have the unsettling ability to disappear in the exceptions.
mud and murk of their homeworld. Size. Coway typically stand 5 to 6 feet tall and
generally weigh about 160 lbs. Regardless of your
SOCIETY AND CULTURE position in that range, your size is Medium.
Compared to the space-age cultures of the rest of the Speed. Your base walking speed is 30 feet.
galaxy, the coway are a primitive lot. Their main Darkvision. You have a keen eyesight, especially in
technological achievements are fire and weapons the dark. You can see in dim light within 60 feet of you
made of flowstone. They have little to no sense of as if it were bright light, and in darkness as if it were
higher learning or technology and were fond of dim light. You can't discern color in darkness, only
charms. They treat death as an inevitable, everyday shades of gray.
occurrence. Coway tribes live in large villages where Mask of the Wild. You can attempt to hide even
order is maintained by brute force. Any outsiders who when you are only lightly obscured by foliage, heavy
venture too close will be attacked. Males are dominant rain, falling snow, mist, and other natural phenomena.
in coway society and each village is ruled by a Crude Weapon Specialists. Coway are used to
triumvirate of chiefs who answer only to the will of making do with less. You can spend 1 hour, which you
Canu, a warrior god. If the chiefs encounter gridlock can do over the course of a short rest, crafting a
when they attempt to resolve an issue by themselves, weapon out of loose materials. You can craft any
they submit the problem to Canu. Because the coway simple kinetic weapon, but the weapon’s damage
believe that Canu demands strength from his suffers a -1 penalty.
followers, the greatest warriors of the conflicting Swamp Dweller. Growing up in the swamps of
parties will face each other in single combat until one Mimban has left an impact. You don’t treat swamp
quit or died. terrain as difficult terrain.
Natural Antitoxins. Coway have a strong resistance
NAMES to poisons, allowing them to eat foods that would be
Coway names are quite different between tribes, with toxic to other species. You have advantage on saving
some using tribal surnames, and some forgoing them throws against poison, and you have resistance against
all together. poison damage (explained in chapter 9).
Male Names. Iorna, Koppes, O'ben, Vendak Languages. You can speak, read, and write Galactic
Female Names. Disera, L'fen, P'kard, Rerra Basic and Coway. The Coway language is gutteral and
Surnames. Bol, Mode, Symm, Trag grating to the ears.
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
increases by 2, and your Strength score increases by 1.
BIOLOGY AND APPEARANCE Age. Cragmoloids reach adulthood in their late teens
and live for more than a century, typically around 120
Cragmoloids are a rare species of intimidating years or more.
pachydermoids with massive builds, big, flat ears, and Alignment. Cragmoloids' straightforward nature
manipulative trunks. While some cragmoloids have
causes them to tend towards lawful alignments,
only one trunk, others have two smaller, secondary
though there are exceptions.
trunks surrounding the main one. Cragmoloids also
Size. Cragmoloids tend to tower over other species,
have natural tusks under the trunk. These can be used
reaching heights over 8 feet and weighing 400 pounds.
in combat to impale an opponent or during a wrath-
Regardless of your position in that range, your size is
driven charge. Some cragmoloids have two big tusks,
Medium.
while others have four smaller ones. These tusks are
Speed. Your base walking speed is 30 feet.
extremely valuable to hunters. When crying, each of
Aggressive. As a bonus action, you can move up to
their eyes shed half a liter of water as a tear.
your speed toward an enemy of your choice that you
SOCIETY AND CULTURE can see or hear. You must end this move closer to the
enemy than you started.
Cragmoloids are proud and value a promise as a bond. Hide. You have a thick hide. While you are
They consider that losing one's tusks is a severe
unarmored or wearing light armor, your AC is 13 + your
humiliation. They also prefer to face setbacks with
Dexterity modifier.
direct answers instead of what they consider to be
Menacing. You are proficient in the Intimidation skill.
dishonorable tricks—something that does not stop
Powerful Build. Your carrying capacity and the
them from pursuing careers in organized crime.
weight you can push, drag, or lift doubles. If it would
Duplicity and deception commonly exasperates
already double, it instead triples.
cragmoloids, who are prone to violent attacks of rage
Powerful Charge. If you move at least 10 feet in a
when angered. Notwithstanding their physical
straight line before hitting with a melee weapon attack,
prowess, cragmoloids believe that unjustified violence
you can attempt to trip the target prone as part of the
is barbaric and to be avoided. Their civilization is
same attack. Once you use this trait, you can't use it
organized into clans. Cragmoloids are so close to their
again until you finish a short or long rest.
families that they suffer severe depressions if
Trunk. You have supreme control over your trunk
separated from their homes or their friends. A
cragmoloid always prefers chatting about kinship to and can use it to manipulate objects as well as your
hands.
talking about any other subject, and they commonly
Tusks. Your sharp tusks are natural weapons, which
praise their direct relatives. Aliens speaking with a
you can use to make unarmed strikes. Additionally,
cragmoloid sometimes resort to asking about their
your unarmed strikes deal 1d6 kinetic damage.
families to obtain the cragmoloid's trust—although
only after enduring many minutes of speeches. Languages. You can speak, read, and write Galactic
Basic and Cragii. Cragii sounds like loud trumpeting
NAMES and gruff snorts. Non-verbal aspects of Cragii is not a
widely-known subject: a grunt can be construed to
Cragmoloids use guttural names, without surnames.
mean either acknowledgment, amusement or digestive
Male Names. Akoom, Darak, Nauga, Urun upset.
Female Names. Dombar, Ormoj, Rotto, Vuula
PHYSICAL CHARACTERISTICS
Height 2'10" +2d4"
Weight 50 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Cyclorr 4
Language Cyclorrik
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. Additionally,
Although they are capable of using technology and your unarmed strikes deal 1d4 kinetic damage and
living in advanced societies, devlikks have a strong have the finesse property.
preference for nature and seek to preserve the Expert Navigators. You are considered to have
wetlands and bogs that they live in. The devlikk expertise in Wisdom (Survival) checks made to
homeworld of Ord Radama, once a swampy one, has navigate.
been overtaken by human immigrants, who make up Magnetic Awareness. Devlikks are able to sense
the majority of the population and hold most of the magnetic fields around them, assisting them with
wealth and power. It sits at a major hyperlane navigation and coordination. You always know which
crossroad and plays a major role in galactic trade, way is north. Additionally, you have blindsight out to 30
particularly in exporting its mineral deposits and wines. feet. If another trait would grant you blindsight, the
While the biggest cities, like Livien Major and New range is increased by half as many feet.
Raido, are very advanced, most devlikks live in slums Naturalist. You have proficiency in the Nature skill.
such as the Barrows. Their original architecture, mostly Swamp Dweller. Growing up around the old
buried underground, is a maze-like network of small swamps of Ord Radama has left an impact. You don’t
tunnels. While offworlders find the configuration off- treat swamp terrain as difficult terrain.
putting, devlikks have little trouble navigating the Undersized. Your small stature makes it hard for
passageways due to their innate magnetic sense and you to wield bigger weapons. You can’t use heavy
small size. 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
Devlikk use short, simple, pleasant sounding names, property, you can only wield it in two hands.
with no distinction between male and female naming. Languages. You can speak, read, and write Galactic
First Names. Dul, Nellida, Saiba, Ven Basic and Devlikk.
Surnames. Benmyd, Raeves, Tinlave, Wandurge
PHYSICAL CHARACTERISTICS
Height 4'7" +2d6"
Weight 90 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Pipada
DRABATAN TRAITS
Language Drabatese
As a drabatan, you have the following special traits.
Ability Score Increase. Your Charisma score
increases by 2, and your Constitution score increases
by 1.
BIOLOGY AND APPEARANCE Age. Drabatans reach adulthood by 10 and live less
Drabatans are amphibious humanoids with small dark than a century.
eyes and a massive mouth. They are excellent Alignment. Drabatan society values freedom and
swimmers (though they strongly dislike salt water) and expressiveness, causing them to tend towards chaotic
dine on a variety of insects, fish, and algae. They also alignments, though there are exceptions.
developed large lungs and strong diaphragms, which Size. Drabatans typically stand 5 to 5 and a half feet
enable them to achieve powerful vocals while singing tall and generally weigh about 160 lbs. Regardless of
or shouting. your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
SOCIETY AND CULTURE Hold Breath. Drabatans have a great lung capacity
Drabatans are a passionate species dedicated to the and can hold their breath for up to 15 minutes at a
performing arts, especially song. Critics describe their time.
music as hauntingly beautiful and insist that drabatan Musical. You have proficiency in Performance and
music requires no translation for anyone to appreciate one musical instrument of your choice.
the ethereal, melancholy tones. Performance troupes Sonic Scream. As an action, you can violently expel
throughout the galaxy count drabatans, who often play air in a 15-foot cone. When you do so, each creature in
the heel, among their number. Drabatan voices are the area of the exhalation must make a Wisdom saving
pitch-perfect, and many consider seeing a live throw (DC = 8 + your proficiency bonus + your
performance of the Pipada Symphony Chamber Constitution modifier). A creature takes 2d6 sonic
Chorus to be life changing. Song is firmly entrenched damage on a failed save, and half as much damage on
throughout everyday drabatan life, in areas ranging a successful one. The damage increases to 4d6 at 5th
from entertainment to education. Drabatan families level, 6d6 at 11th level, and 8d6 at 17th level. This
have unique songs that detail their lineage and history, ability has no effect on constructs. You can use this
often performed at gatherings by the family's best feature a number of times equal to your Constitution
vocalist and rearranged for the occasion. Drabatan modifier (a minimum of once). You regain one use of
culture values free artistic expression and opposes this feature when you finish a long rest.
censorship. It is said that the only thing a drabatan Swamp Dweller. Growing up in the swamps of
likes more than a song is a cause. Pipada has left an impact. You don’t treat swamp
terrain as difficult terrain.
NAMES Swim. You have a swimming speed of 30 feet.
Drabatans receive notoriously long non-gendered Languages. You can speak, read, and write Galactic
names that preserve a record of each individual's clan, Basic and Drabatese. Drabatese is a complex language
distinct familial branch, and chief living forebearers at that strings together discrete syllables into long,
the time of hatching. Drabatans are responsive to unwieldy words that encompass multilayered ideas. It
nicknames given by outsiders. is also spoken very loudly; context, tense and other
First Names. Klikek'Filiti'Nam Yab'Trikota'Druumot grammatical concepts being determined by volume.
Huloi'Jitinsk'Colito Uta'Wio'Kentiga'Lajit, When quieter speech is required, they switch to a
Lunda'Nintoso'Hijalla'Bak Bramt'Incosa'Ooto'Radam secondary form of communication in which they
Ghinta'Ionit'Djam Wenti'Flugoe'Hinsodot passed air through a vocal pouch.
Distinctions
Small size, furry, shrewd and inquisitive DRALL TRAITS
nature
As a drall, you have the following special traits.
Ability Score Increase. Your Intelligence score
PHYSICAL CHARACTERISTICS increases by 2, and your Constitution or Wisdom score
increases by 1.
Height 2'11" +2d4"
Age. Drall reach adulthood at 8 and live less than a
Weight 45 lb. x1 lb. century.
Alignment. Drall's shrewd and intelligent nature
causes them to tend towards balanced alignments,
SOCIOCULTURAL CHARACTERISTICS
though there are exceptions.
Homeworld Drall Size. Drall typically stand 3 to 4 feet tall and generally
Language Drallish weigh about 50 lbs. Regardless of your position in that
range, your size is Small.
Speed. Your base walking speed is 25 feet.
Claws. Your claws are natural weapons, which you
can use to make unarmed strikes. Additionally, your
BIOLOGY AND APPEARANCE unarmed strikes deal 1d4 kinetic damage.
The drall are being small bipeds with furry features Darkvision. You have a keen eyesight, especially in
who are descended from burrowing animals. Their the dark. You can see in dim light within 60 feet of you
bodies are covered with fur, and have short limbs with as if it were bright light, and in darkness as if it were
clawed hands and feet. Females are generally larger. dim light. You can’t discern color in darkness, only
shades of gray.
SOCIETY AND CULTURE Methodical. You can add half your proficiency
Drall take pride in being viewed as well mannered and bonus, rounded down, to any Intelligence check you
considerate. They are intelligent, reasonable, and make that doesn't already include your proficiency
difficult to anger. Drall are honest in their business bonus.
dealings, and if they promise to perform a task for a Shrewd Demeanor. You have proficiency in two
certain payment, they always do so to the best of their Intelligence, Wisdom, or Charisma skills of your choice.
ability. They expect others to behave in a similarly. As a Storyteller. Whenever you make a Charisma
species, they are methodical researchers, careful (Performance) check to tell one or more creatures a
observers, and considered among the best theoretical story, whether the story is true or not, you are
thinkers in the galaxy. Drall are primarily interested in considered to have expertise in the Performance skill.
abstract concepts and accumulating knowledge for the Sunlight Sensitivity. You have disadvantage on
sake of knowledge. Therefore, despite the advanced attack rolls and on Wisdom (Perception) checks that
nature of their scholarly pursuits, the planet Drall trails rely on sight when you, the target of your attack, or
behind the rest of the galaxy in technological whatever you are trying to perceive is in direct sunlight.
achievement, and the drall themselves usually Superior Memory. You can double your proficiency
implement technology developed by others. Drall bonus for it when you make an Intelligence (Lore)
society is a clan-based combination of a matriarch and check to recall information you have learned, or to
a meritocracy. No elected or direct hereditary leaders recall the details of your experiences.
exist on their homeworld. Instead, each family heeds a Talented. You have proficiency with one set of
"Duchess," a female drall who is deemed the most fit to artisan’s implements and one specialist's kit.
lead. Once appointed, the Dutchess becomes the Undersized. Your small stature makes it hard for
owner of all the family's property, and she holds the you to wield bigger weapons. You can’t use heavy
position for life or until she steps down and passes the shields. Additionally, you can’t use martial weapons
title and property along to a suitable heir. Most drall with the two-handed property unless it also has the
clans follow the overall direction set by the Dutchess of light property, and if a martial weapon has the versatile
the most prosperous and powerful of all the clans. property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic
NAMES Basic and Drallish. Drallish is a complex language of
Drall names are eloquent and specific, while still being squeaks and clicks spoken rapidly, with a comically
short usually. Surnames are not used. expansive list of different specific words, with many
Male Names. Albahan, Beggs, Mevall, Ritann who try to learn the language keeping a dictionary on
Female Names. Eiselia, Ennel, Fensa, Lanshma hand for reference.
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.
Ability Score Increase. Your Constitution score
BIOLOGY AND APPEARANCE increases by 2, and your Intelligence score increases by
Dressellians are a tall, thin, mammalian humanoid 1.
species with elongated, hairless skulls, wrinkled skin, Age. Dressellians reach adulthood in their late teens
and teal blood. Their wrinkled skin has earned them and live less than a century.
the callous nickname "Prune Face," to which all Alignment. Dressellians' uncooperative nature and
dressellians take offense. passion for freedom causes them to tend towards
chaotic alignments, though there are exceptions.
SOCIETY AND CULTURE Size. Dressellians typically stand 5 and a half to 6
Dressellians are fiercely independent loners by nature. feet tall and generally weigh about 150 lbs. Regardless
Originally dresselians were simple hunters, but by two of your position in that range, your size is Medium.
centuries later, they'd evolved into a burgeoning Speed. Your base walking speed is 30 feet.
industrial-level society with a loose coalition Defiant. Dressellians are known to be stubborn and
government, often in contact with the bothans, who often refuse to give up, even against the worst odds.
decided to leave the natives low-tech alone. Dressel's When you or a creature you can see that can see and
isolation ended after the Galactic Empire took control understand you makes an ability check, attack roll, or
of the system, the Imperials descending on the planet, saving throw, you can roll a d4 and add it to their roll
moving to set up bases and exploit Dressel's natural (no action required). You can use this before or after
resources. The dressellians, despite having only a loose the roll, but before the GM determines the roll’s
political organization and barely industrial-level outcome. Once you’ve used this feature, you must
technology, formed a resistance movement. At first, complete a short or long rest before you can use it
their resistance had limited effect, but over time, again.
dressellians became masters of guerrilla warfare, Guerilla. You have proficiency in the Stealth and
making the continued occupation of Dressel very costly Survival skills.
for the Empire. Later, the bothans supplied the Primitive Weaponry. Dressellians are highly skilled
resistance with weapons, and mercenaries to train the with crude weaponry. You have proficiency with the
dressellians. In the end, the Imperials decided the slugthrower and slugpistol.
occupation was not worth the cost, and abandoned Surprise Attack. If you surprise a creature and hit it
Dressel. The Imperials made a lasting impression, with an attack on your first turn in combat, the attack
dressellians generally wary of "outlanders", besides the deals an extra 2d6 damage to it. You can use this trait
bothans, who they hold in high regard given their only once per combat.
shared history of peace. Although self-serving and Languages. You can speak, read, and write Galactic
quick to anger, dressellians are loyal to others who Basic and Dressellese. Dressellese is a simple language
have aided them, asking for nothing in return. that took thousands of years to evolve, including its
written form, a symbol-based system. Due to the close
NAMES relations that dressellians have with the bothans,
Dressellian names are very simple by galactic Dressellese borrowed a great number of Bothese
standards, and do not surnames. terms into its lexicon. Eventually, dressellians rejected
Male Names. Barriet, Cellith, Samak, Ulrachel their own, archaic graphic system to write their
Female Names. Akijanus, Grett, Nella, Zillizera language, adopting the Bothese alphabet.
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
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.
Ability Score Increase. Your Intelligence score
BIOLOGY AND APPEARANCE increases by 2, and your Constitution score increases
Dybrinthe are a bipedal humanoid species with bright by 1.
skin, wide eyes, and a gill-like respiratory system. Due Age. Dybrinthe reach adulthood in their early teens
to their moon's poisonous and highly pressurized and live less than a century.
atmosphere, dybrinthe out of Dybrin 12 are required Alignment. Dybrinthe's focused nature and strong
to wear large breathing apparatus that supply them work ethic causes them to tend towards lawful
with processed atmosphere via hoses. They also have alignments, though there are exceptions.
to wear suits that simulate the higher pressure and Size. Dynrbinthe typically stand 5 to 6 feet tall and
temperature that they are use to. Due to spending generally weigh about 160 lbs. Regardless of your
extended periods underground, they developed position in that range, your size is Medium.
exceptional night vision, which is noticeably stronger Speed. Your base walking speed is 30 feet.
on worlds with clearer atmospheres. Darkvision. You’ve lived most of your life traveling
throughout underground tunnels. You can see in dim
SOCIETY AND CULTURE
light within 120 feet of you as if it were bright light, and
The species live in clans, with each clan controlling its in darkness as if it were dim light. You can’t discern
own territory. Fuel, bubbling up from Dybrin 12's vast color in darkness, only shades of gray.
underground oceans, is collected by mobile refinery- Dybrinthe Resistance. Dybrinthe are adapted to the
cities, which will then process the fuel. It is blisteringly poisonous atmosphere of Dybrin 12. You
commonplace for dybrinthe clans to raid and sabotage have advantage on saving throws against poison and
other clans, though this became less prevalent. disease, and you have resistance against poison
However, rival clans will still tunnel underground and damage (explained in Chapter 9). Additionally, you
attempt to divert fuel to their own clans. Within clans, have advantage on Constitution saving throws made to
dybrinthe society is ordered into castes, such as avoid exhaustion due to extreme heat.
engineering and diplomacy castes. Few dybrinthe leave Foreign Biology. Dybrinthe struggle in atmospheres
their homeworld, though most of those who do are other than those of their homeworld. You wear a filter
scientists drawn from the engineering castes, as mask and pressure suit, and if your mask or suit is
technological professions are the highest in demand removed while you are in such an environment, you
on nearby worlds. Because of this, dybrinthe of other lose consciousness.
castes tend to learn mechanical or computer skills Fuel Technician. You have proficiency in the
when traveling off world to make themselves more Technology skill. Additionally, whenever you make an
appealing to potential employers. Intelligence (Technology) check related to fuel or fuel
technologies, you are considered to have expertise in
NAMES the Technology skill.
Dybrinthe parents assign their children personal Specialist. You have proficiency in one specialist's kit
names based unique on clan algorithms, additionally of your choice.
using clan-based surnames. Languages. You can speak, read, and write Galactic
First Names. Domaust, Chayad, Roctack, Trothcor Basic and Dybrin. Dybrin consists mainly of dry
Surnames. Keats, Guuld, Thesk, Vocce coughing noises with low rumbling vocalizations.
PHYSICAL CHARACTERISTICS
Height 4'1" +2d10"
Weight 75 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
Language Ebruchese
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Elom
Language Elomin
ELOMIN TRAITS
BIOLOGY AND APPEARANCE
As an elomin, you have the following special traits.
The elomin are thought by some xenoarchaeologists to Ability Score Increase. Your Intelligence score
be descended from a lost colony of zabrak who settled increases by 2, and your Constitution score increases
Elom in the distant past. by 1.
Elomin skin features a variety of colors from bright Age. Elomin reach adulthood in their early teens and
pink to dark purple. Features of their anatomy which live less than a century.
distinguishes them from baseline humans include neck Alignment. Elomin's domineering and orderly nature
wattles, spanchons, four stomachs, generative nodes, causes them to tend toward lawful alignments, though
six-chambered hearts, nose tusks, long hairs which there are exceptions.
grew behind their ears, and horns. Size. Elomin typically stand 5 to 6 feet tall and
SOCIETY AND CULTURE generally weigh about 160 lbs. Regardless of your
position in that range, your size is Medium.
Elomin have difficulties relating to other species, which Speed. Your base walking speed is 30 feet.
they view as perpetrators of chaos. Culturally, the Authoritative. You have proficiency in Persuasion or
elomin try to discover or create order in all things. They Intimidation (your choice).
view the universe as a logical, organized puzzle, and Desert Dweller. Generations of elomin have tread
endeavor to find the pieces and bring them to their upon the desert sands of Elom. You don’t treat desert
logical places. When confronted with something that terrain as difficult terrain.
doesn't fit into the pattern they have defined, they may Impose Order. As a bonus action, you can command
try to redefine the pattern, but are just as likely to each ally within 15 feet of you to move up to half that
attempt to ignore the discordant 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 your proficiency bonus. You regain all uses of
NAMES this feature when you finish a long rest.
Tech Resistance. As an elomin, you take to new
Elomin names are long and complex, consisting of a technology quickly. You have advantage on Dexterity
unique personal name, a small middle name chosen and Intelligence saving throws against tech powers.
during their coming of age, and a longer familiar Languages. You can speak, read, and write Galactic
surname. Basic, and Elomin. Elomin has very structured
First Names. Moratikof, Ralirus, Synavilsa, Zherinefa grammatical rules to go along with its complex tones
Middle Names. C'thon, F'rak, Ve, N'vak and sounds, but the elomin more commonly use
Surnames. Ethrikalton, Indumiseg, Rullian, Snialvalra Galactic Basic.
PHYSICAL CHARACTERISTICS
Height 5'2" +2d10"
Weight 140 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Shalyvane
Language Em'liy
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Panatha
Language Epicant
EPICANTHIX TRAITS
BIOLOGY AND APPEARANCE As an epicanthix, you have the following special traits.
Physically, epicanthix are generally human in Ability Score Increase. Your Strength or Dexterity
appearance, possessing faces that are somewhat score increases by 2, and your Wisdom score increases
longer than usual, with narrow eyes, dark hair, and by 1.
lithe builds with powerful musculature that tends to be Age. Epicanthix reach adulthood in their late teens
willowy and graceful due to a cultural focus on physical and live less than a century.
training and combat readiness. Most epicanthix Alignment. Epicanthix are focused and dedicated,
possess a natural unconscious talent to shield their causing them to tend toward lawful alignments, usually
minds from Force-assisted mental tricks, influence, lawful balanced, though there are exceptions.
domination, and mind reading, with the talent being Size. Epicanthix typically stand 5 to 6 feet tall and
widespread enough that many groups sought out the generally weigh about 160 lbs. Regardless of your
epicanthix for use as spies. position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
SOCIETY AND CULTURE Artistic Culture. You have proficiency with artist's
A race of warriors known for their their combination of implements, constructor's implements, or one musical
militaristic mindsets and high regard for art and instrument of your choice. Additionally, you are
culture, the epicanthix train and hone their bodies in considered to have expertise in Intelligence (Lore)
preparation for war - with great value being placed on checks made to learn or recall something about a
an individual's combat readiness - while culture’s art.
simultaneously broadening their minds by studying art, Closed Mind. Epicanthix brains have an unusual
music, and literature. Practical yet praising aesthetic, composition which made them resistant to influence
the Epicanthix worked this duality into much of their from the Force. You have advantage on Wisdom and
way of life; their starships were beautiful yet lethal, Charisma saving throws against force powers.
their hair was tied in ceremonial styles that were not Elegant Influence. You have proficiency in Lore, and
only attractive but practical for combat, and while they one of the following skills: Acrobatics, Athletics,
trained their bodies for strength they simultaneously Technology, or Insight.
toned them for beauty. Even when conquering an Unarmed Combatant. Your unarmed strikes deal
enemy, the Epicanthix would absorb their conquered 1d4 kinetic damage and have the finesse property.
subject's culture, regarding a subjugated people's art Warrior's Discipline. Epicanthix are trained as
and culture as equally important as their material warriors from a young age, making them skilled in
wealth. various weapons. You have proficiency in two
vibroweapons or blasters of your choice.
NAMES
Languages. You can speak, read, and write Galactic
Epicanthix names are short and exotic, with surnames Basic and Epicant. Epicant sounds very similar to
being familiar. Galactic Basic upon first listening, but in fact the
Male Names. Taw, Vu, Yix, Zun language has evolved far beyond its initial roots,
Female Names. Qiy, Rev, Xa, Yav sounding like a more melodic and structured offshoot.
Surnames. Halber, Lanse, Poyn, Spera
PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Farfalla
Language Bothese
FARFALLAN TRAITS
As a farfallan, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Charisma score
There exists in the galaxy a sentient species that is increases by 2, and your Strength or Dexterity score
supposedly half-bothan, calling themselves farfallans. increases by 1.
The hybrid species is humanoid and exhibits several Age. Farfallans reach adulthood in their late teens
equine characteristics. For instance, the species is and live less than a century.
ungulate; that is, they walk on cloven hooves, with the Alignment. Farfallans are often volatile, but often
hock joint high up the leg. Their legs are thickly furred with strong moral compasses, causing them to tend
down to the knee, and a long, hair tail grew from the towards chaotic light side, though there are
posterior to almost to the ground. Farfallans prance, exceptions.
and can run sure-footed in even dim light. The species Size. Farfallans typically stand 5 to 6 and a half feet
has pointed ears, and some members of the species tall and generally weigh about 170 lbs. Regardless of
grow two twisted, pointed horns from the top of their your position in that range, your size is Medium.
craniums. Speed. Your base walking speed is 30 feet.
Careful Footing. When you use the Dash action,
SOCIETY AND CULTURE difficult terrain doesn't cost you extra movement on
The farfallan species developed a royal lineage in the that turn.
form of the Farfalla Bloodline, key figures in this Cultured. You have proficiency in the Lore skill.
hierarchy being the king and prince heir-to-be. The Darkvision. You have a keen eyesight, especially in
royal Farfalla family have distinctive colors—variations the dark. You can see in dim light within 60 feet of you
of yellow and red—and wear elaborate attire. Farfallan as if it were bright light, and in darkness as if it were
accessories include circlets, jewelled bracelets, and dim light. You can’t discern color in darkness, only
earrings. Farfallans wear their head hair long, often in shades of gray.
ponytails, and their tails are often bound in cloth Farfallan Training. You have proficiency with light
straps. In combat, farfallans wear body armor, gloves, and medium armor and with the vibroaxe, vibroblade,
and protection on the upper thighs composed of and vibropike.
curved panels hung together by chain. Weaponry of Powerful Charge. If you move at least 10 feet in a
choice includes axes, pikes and sabers. Farfallans are straight line before hitting with a melee weapon attack,
often considered temperamental or volatile, a you can attempt to trip the target prone as part of the
characteristic that is attributed by some to their equine same attack. Once you use this trait, you can't use it
heritage. When confronted with the death of a peer, it again until you finish a short or long rest.
is tradition for farfallans to fast ritually for the Sure-Footed. You have advantage on ability checks
deceased. and saving throws against being knocked prone.
Languages. You can speak, read, and write Galactic
NAMES Basic and Bothese. Xenobiologist have long theorized
Farfallan names are longer and melodic, though some about the farfallans' label as "half-bothans" and their
harsher tones do appear, with familiar surnames. true heritage. An interesting aspect of this bothan
Male Names. Andufa, Fafiel, Reynorel, Virrani connection comes from the farfallan's usage of
Female Names. Caibano, Endyme, Heldara, Jennares Bothese, implying some deeper legacy with the
Surnames. Farfalla, Gaeldres, Isinda, Shoraphon spacefaring species.
PHYSICAL CHARACTERISTICS
Height 5'2" +2d10"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Farrfin
Language Farghul
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 90 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Odryn
Language Feeorin
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 90 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Firrerre
Language Firrerreo
PHYSICAL CHARACTERISTICS
Height 3'1" +2d12"
Weight 55 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
Language Fosh
FOSH TRAITS
As a fosh, you have the following special traits.
BIOLOGY AND APPEARANCE 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 Size. Fosh stand about 4 feet tall and generally weigh
color depending on the fosh's mood: green indicates about 60 lbs. Regardless of your position in that range,
inquisitiveness, thoughtfulness or amusement; orange your size is Small.
is a sign of happiness; and gray is anger, disgust, Speed. Your base walking speed is 25 feet.
irritation or seriousness. One of the most intriguing Avian Agility. Your reflexes and agility allow you to
aspects of the species is the chemical makeup of its move with a burst of speed. When you move on your
tears. Fosh have lacrimal glands that enable them to turn in combat, you can double your speed until the
alter their tears to produce a variety of pheromonal end of the tum. Once you use this trait, you can’t use it
substances that affect mates during mating season and again until you move 0 feet on one of your turns.
can manipulate others. Deceitful. You have proficiency in the Deception and
Insight skills.
SOCIETY AND CULTURE Potent Tears. You can use your pheromones to
Fosh are very private, preferring to remain unnoticed influence individuals of both sexes. Whenever you roll
by the larger galaxy. However, they are adept at a 1 on a Charisma (Persuasion) check, you can reroll
political intrigue, and culturally, they are a manipulative 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 Strong-Legged. When you make a long jump, you
achieve either highly complex or at times very simple can cover a number of feet up to twice your Strength
goals. They speak indirectly to others, rarely revealing score. When you make a high jump, you can leap a
their true desires, and are fond of riddles and number of feet up into the air equal to 3 + twice your
analogies designed to confuse and confound. Because Strength modifier.
of this, the fosh are a highly self-serving, self-interested Undersized. Your small stature makes it hard for
species that are only generous when their actions hide you to wield bigger weapons. You can’t use heavy
an ulterior motive. 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
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. Languages. You can speak, read, and write Galactic
Male Names. Krosh, Sorzen, Thaldred, Valkor Basic and Fosh. The Fosh language sounds malicious
Female Names. Agravail, Bruten, Raynal, Zaraphiel and foreboding, despite its soft tones.
PHYSICAL CHARACTERISTICS
Height 6'4" +2d12"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Froz
Language Frozian
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 200 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Gigor
Language Gigoran
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Hasskyn
Language Hassky
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 75 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
Language Hirot
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld H'nemthe
Language H'nemthe
PHYSICAL CHARACTERISTICS
Height 6'2" +2d12"
Weight 190 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
HOLWUFF TRAITS
Homeworld Alliga
As a holwuff, you have the following special traits.
Language Alligan
Ability Score Increase. Your Strength score
increases by 2, and your Intelligence score increases by
1.
Age. Holwuffs reach adulthood in their late teens
BIOLOGY AND APPEARANCE and live less than a century.
The holwuff are large creatures believed to be distant Alignment. Holwuffs are dedicated to their craft
evolutionary cousins of the whiphids. It is hypothesized above all else, causing them to tend towards balanced
that they are yet another experiment conducted alignments, though there are exceptions.
millennia ago by arkanian mad geneticists. As such, Size. Holwuffs tend to tower over other species,
they share the whiphids' large frame, long snout, and standing between 6 and a half to 8 feet tall and
small tusks. Their skin is even thicker, and slightly less weighing 300 pounds. Regardless of your position in
hairy. that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
SOCIETY AND CULTURE Crafters. You have proficiency with with one set of
Hailing from the Outer Rim planet of Alliga, the holwuff artisan’s implements of your choice.
are best known as driven craftsmen who relish Cultured. You have proficiency in the Lore skill.
artistically expressing themselves through technology. Hide. You have a thick hide. While you are
They tend to enjoy reverse engineering existing unarmored or wearing light armor, your AC is 12 + your
technology and giving it an elegance thought Dexterity modifier.
unachievable in the mundane. They are very cultured, Powerful Build. Your carrying capacity and the
and live lives filled with art. weight you can push, drag, or lift doubles. If it would
Their people are renowned throughout the galaxy as already double, it instead triples.
being able to craft the finest luxury technology items. Technological Affinity. You have proficiency in the
Many of the rich among the upper class contract Technology skill. Additionally, you have advantage on
holwuff specialists to create personalized, functional Intelligence (Technology) checks made to understand,
works of art. These fine works range from items as utilize, or modify technology that you are unaware of
small as commlinks to as large as star cruisers. The or have never seen before.
entire planet’s economy is dependent on the niche Tinker. You have proficiency with tinker’s
market, and the holwuff people are masters at plying implements. You can use these and spend 1 hour and
their trade. The holwuff keep a careful eye on the 100 cr worth of materials to construct a Tiny Device (AC
galactic exchange, paying close mind to shift not only 5, 1 hp). You can take the Use an Object action to have
their products, but their political support to whatever your device cause one of the following effects: create a
faction seems to control the market. small explosion, create a repeating loud noise for 1
minute, create smoke for 1 minute, set off small
NAMES harmless fireworks for 1 minute. You can maintain a
Holwuffs use gruff sounding names, with family-based number of these devices up to your proficiency bonus
surnames. Holwuffs are often known to use alien at once, and a device stops functioning after 24 hours
naming traditions for their children, as to seem more away from you. You can dismantle the device to
innovative to other holwuffs. reclaim the materials used to create it.
Male Names. Borgath, Dralga, Oldair, Valwort Languages. You can speak, read, and write Galactic
Female Names. Corwud, Rhathok, Tulfor, Wyvast Basic and Alligan. Alligan is a language consisting of
Surnames. Algorah, Dalvuros, Till, Wavol growls, roars, barks and body language.
PHYSICAL CHARACTERISTICS
Height 4'3" +2d4"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Iakar
Language Iakari
IAKARU TRAITS
As an iakaru, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Dexterity score
Despite their stocky builds, iakaru are a surprisingly increases by 2, and your Strength score increases by 1.
dexterous species, able to rapidly scale trees and swing Age. Iakaru reach adulthood in their early teens and
from branch to branch in the tree canopies of Iakar. live less than a century.
Having evolved in a jungle canopy, iakaru have Alignment. Iakaru's survival mindset causes them to
exceptional spatial awareness, aided by sensitive brow tend towards neutral alignments, though there are
tufts. Swinging through the dense trees requires keen exceptions.
eyesight, accurate depth perception, and quick Size. Iakaru typically stand 4 to 5 feet tall and
reflexes, all traits the iakaru possess. All of these generally weigh more than 150 lbs. Regardless of your
adaptations, coupled with their remarkable toughness, position in that range, your size is Medium.
help the iakaru outrun the dangerous fauna that are Speed. Your base walking speed is 30 feet.
native to the jungles of Iakar. Darkvision. You have a keen eyesight, especially in
the dark. You can see in dim light within 60 feet of you
SOCIETY AND CULTURE as if it were bright light, and in darkness as if it were
For most of recorded history, iakaru have been an dim light. You can't discern color in darkness, only
uncommon sight in the galaxy, as they haven't shades of gray.
developed hyperdrive technology. Their homeworld Heightened Reflexes. Whenever you make a
Iakar has been visited by interstellar trade for nearly Dexterity ability check, attack roll, or saving throw, you
centuries however. Pharmaceutical corporations draw can choose to add 1d4 to the result. You can choose to
valuable organic compounds from the lush rain forests do this after the check is rolled, but before the DM
girdling the planet. During the Clone Wars, companies determines if you've passed or failed the check. You
set up major research installations on Iakar, which cannot do so again until you complete a short or long
drove the iakaru deeper into the jungle and strained rest.
the tentative trading relationships the natives had Jungle Dweller. Growing up in the jungles of Iakar
established with the offworlders. has left an impact. You don’t treat jungle terrain as
Iakaru live together in small, familial tribes deep in difficult terrain.
the heart of the jungle. This was not their original Keen Sight. You have advantage on Wisdom
home, as they use to be able to roam the planet freely, (Perception) checks that involve sight.
making homes on the edges of the jungles. However Treeclimber. You have a climbing speed of 30 feet.
the constant misuse of their homeworld's resources by You have advantage on Strength saving throws and
offworlders, often assisted by hostile militaries, pushed Strength (Athletics) checks that involve climbing.
them deeper and deeper into the jungle. Vine Swinger. You have proficiency in the Acrobatics
skill.
NAMES Languages. You can speak, read, and write Iakari.
Iakaru typically have simple guttural names, without You can understand spoken and written Galactic Basic,
using surnames. Ancient iakaru used to use tribal but your vocal cords do not allow you to speak it. Iakari
surnames, but the practice has long since died out. mostly consists of loud guttural whoops and screeches,
Male Names. Bazoo, Cinipar, Pistar, Raffel the intricacies of the language being difficult to pick up
Female Names. Hamor, Makin, Qroket, Suka on.
PHYSICAL CHARACTERISTICS
Height 4'8" +2d8"
Weight 140 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Iotra
Language Tranese
PHYSICAL CHARACTERISTICS
Height 5'0" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Tibrin
Language Tibranese
PHYSICAL CHARACTERISTICS
Height 6'0" +2d12" KERESTIAN TRAITS
Weight 120 lb. x(2d4) lb. As a kerestian, you have the following special traits.
Ability Score Increase. Your Constitution score
increases by 2, and your Strength or Dexterity score
SOCIOCULTURAL CHARACTERISTICS increases by 1.
Homeworld Kerest Age. Kerestians reach adulthood in their late teens
and live less than a century.
Language Kerestese
Alignment. Savage mainline kerestians tend towards
the dark side, while the cultured lost kerestians tend
more towards lawful alignments, though there are
exceptions.
BIOLOGY AND APPEARANCE Size. Kerestians typically stand 6 to 8 feet tall and
Kerestians are tall and broad-shouldered with pale weigh up to 300 lbs. Regardless of your position in that
skin, slit-pupiled eyes, and twin manes of long, thick range, your size is Medium.
hair. The breather tubes on their faces were once used Speed. Your base walking speed is 30 feet.
for long-range, high-frequency communication, but Ancestry. Kerestians come from two distinct
that ability was lost over time. heritages. The ancient kerestians were cultured and
advanced in their technology, and the few that remain
SOCIETY AND CULTURE lie in suspended animation. While the majority of
At one point, the kerestians had developed a kerestians left descended into savagery and brutality.
sophisticated civilization, complete with fusion Choose one of the following ancestries.
technology and sublight space travel. However,
Lost. You have proficiency in one of the following skills:
disaster struck when their variable sun went into an
Piloting, Technology, or Lore. Additionally, you have
inactive cycle. The sun's power was greatly reduced,
advantage on Dexterity and Intelligence saving throws
and the amount of light and heat reaching Kerest was
against tech powers.
greatly diminished. Temperatures plunged, and the
Mainline. You can see in dim light within 60 feet of you
glaciers advanced to cover all of Kerest save a thin
as if it were bright light, and in darkness as if it were
band around the equator. Their civilization descended
dim light. You can't discern color in darkness, only
into barbarism. The surviving kerestians became
shades of gray. Additionally, you have advantage on
aggressive, determined hunters, even killing one
Constitution saving throws made to avoid exhaustion
another without remorse if necessary to survive, or
due to extreme cold. Lastly, if you spend at least 1
even for sport. Over the centuries, the kerestian
minute devouring the corpse of a beast or humanoid,
species approached extinction. Perhaps because of the
you gain temporary hit points equal to your
reduction of their sun's power, kerestians developed a
Constitution modifier. Once you’ve used this feature,
mythology that upon death, the soul of an individual is
you must complete a short or long rest before you can
doomed for all eternity to wallow in the Great
use it again.
Darkness. Kerestians are unafraid of such a fate,
instead embracing it and attaching it to the ritualistic Darkstick Training. You have proficiency with
significance behind their traditional darksticks. Before darksticks, techblades, and vibroswords.
their civilization collapsed, several sublight colony ships Hunter. You have proficiency in the Survival skill.
were launched. The kerestians on board, when taken Into the Abyss. Kerestians don't fear death, knowing
out of cryogenic suspension, prove to be a highly their souls will be doomed to the Great Darkness after
civilized and disciplined people, quite different from they pass. You have advantage on saving throws
their savage cousins. against being frightened.
Savage Attacks. When you score a critical hit with a
NAMES melee weapon attack, you can roll one of the weapon’s
Kerestians use exotic sounding names, with surname damage dice one additional time and add it to the
use depending on the individual's tribe. extra damage of the critical hit.
First Names. Anzella, Meergolo, Ossune, Sallabas Languages. You can speak, read, and write Galactic
Surnames. Fefret, Keth, Thun, Vise Basic and Kerestese.
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Kerkoidia
Language Kerkoidese
KERKOIDEN TRAITS
BIOLOGY AND APPEARANCE
As a kerkoiden, you have the following special traits.
Descended from the quadruped predators of the Ability Score Increase. Your Charisma score
savannas and jungles of Kerkoidia, kerkoiden are increases by 2, and your Wisdom score increases by 1.
hunched beings with rough skin. Their bodies still show Age. Kerkoiden reach adulthood in their late teens
signs of predatory physiology, namely their long claws and live less than a century.
and jutting teeth. Kerkoiden have tall, slender heads Alignment. Kerkoiden's ruthless business-like
with long snouts and narrow eyes. mindsets cause them to tend toward lawful dark side,
SOCIETY AND CULTURE though there are exceptions.
Size. Kerkoiden typically stand 4 to 5 feet tall and
The kerkoiden species as a whole has fought to evolve generally weigh about 120 lbs. Regardless of your
beyond their predatory ancestry and prove to the position in that range, your size is Medium.
galaxy that they are sophisticated and civilized. Many Speed. Your base walking speed is 30 feet.
kerkoiden nobles pride themselves on superior Claws. As uncivilized as it may be, your claws and
breeding and also on being refined and sophisticated jutting fangs are natural weapons, which you can use
enough to rub elbows with the galaxy's elite on to make unarmed strikes. Additionally, your unarmed
Coruscant. Of course, this also leads to elitism among strikes deal 1d4 kinetic damage.
the kerkoidens, which does the species no favors on Forceful Presence. When you make a Intimidation
the galactic scene. The kerkoiden have shifted many of or Persuasion check, you can do so with advantage
their cunning predatory instincts over to the social once per long rest.
arena, becoming savory politicians on a galactic scale.
Impose Order. As a bonus action, you can command
Most kerkoiden are pushy if not outright aggressive. each ally within 15 feet of you to move up to half that
They regard everyone with suspicion, and expect ally's speed as a reaction. This movement does not
deception from their political and social rivals. provoke attacks of opportunity. Once you use this trait,
Additionally, many kerkoiden would like to believe that you can’t use it again until you finish a short or long
their people are more evolved and sophisticated than rest.
their heritage suggests, leading them to be both elitist
Relentless Industrialist. You have proficiency in one
and arrogant at times. Economically, they have become
of the following skills: Lore, Intimidation, Insight, or
very industrialized and believe strongly in capitalism,
Persuasion.
which they see as an indicator of a true civilization.
Sharp Wit. Whenever you make a Charisma ability
They specialize in narrow fields of work, and they
check, attack roll, or saving throw, you can choose to
typically begin schooling for their specific career as
add 1d4 to the result. You can choose to do this after
early as ten years old.
the check is rolled, but before the DM determines if
NAMES you've passed or failed the check. You cannot do so
again until you complete a short or long rest.
Kerkoiden typically have gruff, intimidating names, with Languages. You can speak, read, and write Galactic
several royal bloodlines reaching back thousands of Basic and Kerkoidese. Kerkoidese is spoken with long
years. sloping nouns and gruff exclamations. Kerkoiden
First Names. Dram, Pheel, Rott, Var speaking Galactic Basic do so in long, drawling voices.
Surnames. Bothren, Cashral, Despyce, Hoshar
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Kesh
Language Keshiri
PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Kessur
Language Kessurian
PHYSICAL CHARACTERISTICS
Height 4'5" +2d12"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Belnar
Language Khilese
PHYSICAL CHARACTERISTICS
Height 5'5" +2d12"
Weight 140 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Shaum Hii
Language Kian'thar
PHYSICAL CHARACTERISTICS
Height 2'11" +2d12"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Kirdo III
KITONAK TRAITS
Language Kitonese
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.
Age. Kitonaks reach adulthood in their early teens
BIOLOGY AND APPEARANCE and live less than a century.
Kitonaks have tough skin which folds to seal vulnerable Alignment. Kitonaks' easy going nature causes them
openings, a trait evolved to protect them from the to tend toward the light side, though there are
harsh environment of Kirdo III's deserts. They also have exceptions.
some double organs, including two pairs of lungs, Size. Kitonaks typically stand 3 to 5 feet tall and
which can store oxygen, allowing them to hold their generally weigh about 120 lbs. Regardless of your
breath for up to four hours. Their ears, eyes, and position in that range, your size is Small.
mouth can be sealed, and are almost too small for the Speed. Your base walking speed is 20 feet.
casual observer to see. Kitonaks move slowly, as they Hide. You have a thick hide. While you are
walk by expanding and contracting their foot muscles, unarmored or wearing light armor, your AC is 12 + your
or slither slowly in a prone position. Their feet anchor Dexterity modifier. Additionally, if you remain
them during windstorms, while they lean into the wind motionless while prone, you are indistinguishable from
with their aerodynamically shaped bodies and heads. an arid desert plant.
In worse storms, when rocks begin to fly, they burrow Hold Breath. You can hold your breath for up to 4
into the dunes. Their bodies release a vanilla-like smell. hours at a time.
Keen Smell. You have advantage on Wisdom
SOCIETY AND CULTURE (Perception) checks that involve smell.
Kitonaks live in nomadic tribes of about one hundred Metabolic Endurance. You are able to go a number
kitonaks, following migrating chooba herds. Due to of days without food equal to 3 + twice your
their nomadic lifestyle and the tendency for what Constitution modifier before suffering exhaustion.
possessions they have to blow away in windstorms, Musician. You are proficient in one musical
kitonak technology is limited to crude, temporary tools instrument of your choice.
and musical instruments. Their tribes are united in a Sure-Footed. You have advantage on ability checks
planet-wide participatory democracy, though slow and saving throws against being knocked prone.
communications and their deliberate thought Survivors of the Sands. You are proficient in
processes means that years would pass before Survival. Additionally, you don’t treat desert terrain as
decisions are made (by which time, the problem would difficult terrain. Lastly, you have advantage on
often have solved itself). The "Telling of the Story" is Constitution saving throws made to avoid exhaustion
the highlight of a kitonak tribe's day. Each night, the due to extreme heat.
members of the tribe will take turns at storytelling, Undersized. Your small stature makes it hard for
with each Kitonak adding his or her own details and you to wield bigger weapons. You can’t use heavy
plot twists. A single story can take several nights to shields. Additionally, you can’t use martial weapons
conclude. 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.
Kitonak names are short with thick tones. They do not Languages. You can speak, read, and write Galactic
use surnames, and names are not gendered. Basic and Kitonese. Kitonese is well known, and often
First Names. Archii, Cruks, Rento, Sulc, Treet ridiculed, for how slow the language must be spoken.
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.
Ability Score Increase. Your Strength, Dexterity, and
Intelligence scores increase by 1.
BIOLOGY AND APPEARANCE Age. Koboks reach adulthood their late teens and
The koboks are a species of thin insectoids. Strong and live for about 75 years, though rarely some have lived
nimble despite a skeleton-like frame, a kobok is a longer.
formidable opponent in combat due to spikes that Alignment. Koboks' violent and merciless nature
project from each limb; the natural weapons deliver a causes them to tend toward chaotic dark side, though
potent venom capable of knocking out human-sized there are exceptions.
targets for long periods. Not even koboks are immune Size. Koboks typically stand 4 to 6 feet tall and
to such effects. Each member of the species possess generally weigh about 130 lbs. Regardless of your
three eyes, two at the front of the head and one at the position in that range, your size is Medium.
back, which provides a 360-degree field of vision. Speed. Your base walking speed is 30 feet.
Although yellow koboks are most common, the Exoskeleton. You have a thick exoskeleton. While
coloration of a kobok's carapace depends on the you are unarmored or wearing light armor, your AC is
region of their homeworld from which the individual 12 + your Dexterity modifier.
comes from. The carapace features several spikes and Panoramic Vision. Koboks have two eyes on the
protrusions, and it is rigid and fairly durable. This front of their head and one on the back, giving them a
covering affords the koboks resistance to the harmful 360-degree field of vision. Whenever you make a
effects of exposure to radiation. Koboks are covered in Wisdom (Perception) check related to sight, you are
a thin fuzz, and they are able to grow the hair on their considered to have expertise in the Perception skill.
faces long, with some individuals even gathering their Additionally, if you are surprised, you may act normally
facial fuzz into a sort of ponytail beard. on your first turn. Once you’ve used this trait, you can’t
use it again until you finish a short or long rest.
SOCIETY AND CULTURE Radiation Resistant. Kobok carapaces are naturally
The koboks hail from the planet Koboth, where they able to resist radiation. You have resistance to necrotic
are governed by the united body of the Koboth Union. damage.
A history of violence and warfare, coupled with the Venomous Stingers. Your retractable stingers are
harsh and unforgiving nature of their homeworld, natural weapons, which you can use to make unarmed
make the koboks a hardy and calculating species. This strikes. Additionally, your unarmed strikes deal 1d6
temperament make them particularly suited for kinetic damage. Lastly, as a bonus action, you can
military and mercenary work. Non-koboks in the galaxy perform a special stinger attack. On a hit, the target
at large see them as crafty killing machines, a suffers the attack’s normal effects, and it must make a
perception only solidified by the koboks' proclivity for Constitution saving throw (DC = 8 + your proficiency
violent professions. bonus + your Constitution modifier). On a failed save,
the target is stunned until the end of its next turn, and
NAMES you can’t use this feature again until you complete a
Koboks are born with a single name, but as they age short or long rest.
they get additional names, based on accomplishments Languages. You can speak, read, and write Galactic
in life. They can have up to four names. Basic and Kobothi. Kobothi is composed of tonal
First Names. Coestin, Fuallki, Kasj, Tiska, Shieeef hisses, often described as intimidating to outsiders.
PHYSICAL CHARACTERISTICS
Height 5'0" +2d10"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown, Kooriva (adopted)
Language Koorivar
KOORIVAR TRAITS
As a koorivar, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Charisma score
A tall humanoid species, koorivar craniums are increases by 2, and your Intelligence score increases by
studded with several small twisting horns, all of which 1.
surrounded a central spiraling one. The spiraling horn Age. Koorivar reach adulthood in their late teens and
is a mark of status in koorivarn culture; those koorivar live less than a century.
with a genetic disposition to growing larger horns Alignment. Koorivar's underhanded nature causes
dominate the upper class of society. The horn itself them to tend toward the dark side, though there are
develops in adolescence during puberty, and continues exceptions.
to grow taller and thicker until reaching adulthood. In Size. Koorivar typically stand 5 and a half to 6 and a
addition to their cranial horn, koorivar are marked by half feet tall and generally weigh about 160 lbs.
banded ridges that stud their brows and nose. Regardless of your position in that range, your size is
Medium.
SOCIETY AND CULTURE Speed. Your base walking speed is 30 feet.
Native to a lost world, the koorivar were forced to Business Savvy. A common trait of all koorivar is
abandon their home when its life-giving star became their shrewd business sense and their ability to haggle
unstable. Traveling the galaxy, they settled on the any deal. Koorivar have been in the practice of
tropical planet Kooriva, formally leasing it from the negotiating, bargaining and haggling for untold
Republic. After centuries of living on the world, they centuries. Whenever you make a Charisma
petitioned the senate to allow them to purchase the (Persuasion) check involving haggling you are
world, only to be turned down and ousted by the considered to have expertise in the Persuasion skill.
indigenous people, forced to wander the galaxy. Colonist Versatility. You gain proficiency in one skill
Instead of being defeated, the koorivar strove to gain of your choice.
sway over members of the senate through bargaining Discerning. You have proficiency in the Insight skill.
and corporate trickery. As a society, koorivar prize Inscrutable. Your calm demeanor and control make
financial prowess so much that all schools and you hard to read. Wisdom (Insight) checks made
academies on their home planet focus on the business against you have disadvantage, and you have
arts. It is not uncommon for children as young as ten advantage on any saving throw against an effect that
years to have begun working or to have started their would read your thoughts.
own business. Most koorivar find jobs as merchants or Wealthy. During character creation, you start with
nobles, ascending to the top of corporations across the additional credits equal to your level x your proficiency
galaxy and locking in a controlling interest in many bonus x 1,000 cr.
different enterprises. Languages. You can speak, read, and write Galactic
Basic and Koorivar. The Koorivar language uses
NAMES
whispers and soft sibilants, which have to be combined
Koorivar use medium-to-long smooth-sounding with subtle hand gestures to be fully meaningful. This
agendered names, with familiar surnames. aids them in the business world when communicating
First Names. Denlace, Leosa, Menas, Shand in Galactic Basic, as they can pick up on others
Surnames. Essil, Neyrr, Sachoore, Vantare gestures more acutely.
PHYSICAL CHARACTERISTICS
Height 5'8" +2d8"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Krevas
Language Dromnyr
PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 130 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Sanza
Language Krish
PHYSICAL CHARACTERISTICS
Height 4'3" +2d4"
Weight 100 lb. x(2d4) lb.
LAMPROID TRAITS
SOCIOCULTURAL CHARACTERISTICS As a lamproid, you have the following special traits.
Ability Score Increase. Your Strength or Dexterity
Homeworld Florn score increases by 2, and your Constitution or
Language Florna 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
there are exceptions.
Lamproids, also known as Florn Lamproids, descended Size. Lamproids typically stand 4 to 5 feet tall and
from intestinal parasites that had evolved into generally weigh about 150 lbs. Regardless of your
independent, intelligent predators. The countless position in that range, your size is Medium.
dangers of their homeworld shaped them into Speed. Your base walking speed is 35 feet.
consummate predators: they have well-muscled, Cannibalize. If you spend at least 1 minute
serpentine coils that can constrict with deadly force, devouring the corpse of a beast or humanoid, you gain
and mouths that can deliver mortal blows from rings of temporary hit points equal to your Constitution
keen fangs. They employ a venomous stinger at the tip modifier. Once you’ve used this feature, you must
of the tail and a milky venom in their saliva. The complete a short or long rest before you can use it
lamproid body is segmented and has six short limbs again.
with clawed pincers. A tiny, wet sensory filament curls Deadly Predator. Your claws, teeth, and stinger are
from between their fangs to detect scent, and light natural weapons, which you can use to make unarmed
stalks on their heads sense a range of the spectrum strikes. Additionally, your unarmed strikes deal 1d6
beyond that of most species. Despite being considered kinetic damage. Lastly, as a bonus action, you can
primitive, their brains are excellent at solving puzzles. perform a special bite or stinger attack. On a hit, the
This makes them popular prey for unscrupulous target suffers the attack’s normal effects, and it must
hunters seeking a challenging hunt. make a Constitution saving throw (DC = 8 + your
proficiency bonus + your Constitution modifier). On a
SOCIETY AND CULTURE
failed save, the target is poisoned until the end of its
Lamproids have no obvious culture and create no art, next turn, and you can’t use this feature again until you
so many beings consider them little more than simple complete a short or long rest.
animals. They thrive on jungle and forest planets, Photosensitive. Whenever you make a Wisdom
although they are known even on desert worlds. (Perception) check related to sight, you are considered
Lamproids are aggressive, natural-born hunters, to have expertise in the Perception skill.
reputed to be among the most dangerous predators in Prehensile Tail. You have supreme control over your
the galaxy—their instincts are so honed for the hunt tail and can use it to manipulate objects as well as your
that the smell of blood alone is enough to make a hands.
lamproid's tail shake. Lamproids form mating pairs and Six-Armed. Lamproids have six arms which they can
feel genuine affection for one another and convey their use independently of one another. You can only gain
compassion by intertwining their bodies. the benefit of items held by two of your arms at any
given time, and once per round you can switch which
NAMES
arms you are benefiting from (no action required).
Lamproid names are short and simple, with very little Languages. You can speak, read, and write Galactic
thought being put into them. Surnames are familiar, Basic and Florna. Florna is often mistaken as bestial
and their names make no distinction between gender. hissing, while having many emotional nuances that
First Names. Galo, Hazz, Lair, Shaus even those fluent in the language have trouble
Surnames. Gogwe, Ittaewo, Mohau, Pendekan understanding.
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Coachelle Prime
LEPI TRAITS
Language Lepese
As a lepi, you have the following special traits.
Ability Score Increase. Your Dexterity score
increases by 2, and your Charisma score increases by
1.
BIOLOGY AND APPEARANCE
Age. Lepi reach adulthood at age 10 and typically live
The lepus carnivorus, more commonly known as the up to 60 or 75.
lepi, are sentient bipedal lagomorphs with large feet, Alignment. Lepi's skittish and adventurous nature
long sensitive ears, and lanky frames. The strong legs causes them to tend toward chaotic alignments,
of the lepi are capable of great speeds as well as though there are exceptions.
delivering powerful kicks, often used in fights to Size. Lepi typically stand 5 to 6 feet tall and generally
bludgeon their opponents. Lepi also have tails, weigh about 120 lbs. Regardless of your position in that
although these differ in length from stubby to quite range, your size is Medium.
long. Lepi have large eyes—likely adapted for dark Speed. Your base walking speed is 35 feet.
warrens—which gave them sharp vision. A number of Darkvision. You have a keen eyesight, especially in
long whiskers grow from their short snouts. Long the dark. You can see in dim light within 60 feet of you
incisors, occasionally referred to as "buck teeth," jut as if it were bright light, and in darkness as if it were
from their jaws, useful in their omnivorous diets. Lepi dim light. You can't discern color in darkness, only
have a very high metabolism such that they are shades of gray.
virtually always in motion, giving them an appearance Fleet-Footed. As a bonus action, you can move up to
of flightiness. That skittishness is also influenced by your speed away from an enemy of your choice that
their evolution from high-strung herbivores; their you can see or hear. You must end this move further
"fight-or-flight" instinct very much favored flight. from the enemy than you started.
Powerful Leap. If you jump at least 10 feet in a
SOCIETY AND CULTURE
straight line before hitting with a melee weapon attack,
Lepi society revolves around the vast warrens they you can attempt to shove the target prone as part of
build under the surface of their planets. Larger families the same attack. Once you use this trait, you can’t use
live in their own smaller burrows. Lepi are fiercely loyal it again until you finish a short or long rest.
and proud of their families. They are quick to anger Skittish. You can choose to reroll Initiative checks,
and prone to violence, especially in reaction to insults but you must use the new roll.
to their family or species. Their awkward appearance Strong Kicks. Your legs are natural weapons, which
subjects them to mockery. However, as a whole, lepi you can use to make unarmed strikes. Additionally,
are typically a gregarious species, quick witted with a your unarmed strikes deal 1d4 kinetic damage.
strong sense of humor. The lepi are often curious and Strong-Legged. When you make a long jump, you
impulsive, leading many to seek out adventure far from can cover a number of feet up to twice your Strength
their homeworlds, making it common among Lepi to score. When you make a high jump, you can leap a
find a determination to achieve great deeds. number of feet up into the air equal to 3 + twice your
Strength modifier.
NAMES
Languages. You can speak, read, and write Galactic
Lepi don't take much stake in names, giving themselves Basic and Lepese. Lepese, also known as Lepp, sounds
a second name sometimes instead of a surname. like rapid chittering sometimes followed by quiet
Male Names. Gazz, Rensa, Tufrat, Veff squeaks.
Female Names. Finne, Janra, Kett, Lennin
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 90 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Lorrd
Language Galactic Basic, Kinetic Communication
LORRDIAN TRAITS
As a lorrdian, you have the following special traits.
Ability Score Increase. Your Wisdom, Charisma, and
BIOLOGY AND APPEARANCE one other ability score of your choice increases by 1.
Lorrdians are a sentient bipedal near-human species Age. Lorrdians reach adulthood in their late teens
that give off a strong, distinctive natural scent. Other and live less than a century.
than that distinction, they appear identical to baseline Alignment. Lorrdians are known for their discipline
humans, although they tend to have darker skin and and composure, causing them to tend towards lawful
hair. Because of this, lorrdians are sometimes balanced, though there are exceptions.
identified as simply a unique human culture. Size. Lorrdians typically stand 5 to 6 feet tall and
generally weigh about 150 lbs. Regardless of your
SOCIETY AND CULTURE position in that range, your size is Medium.
Thousands of years in their past, the lorrdians were Speed. Your base walking speed is 30 feet.
enslaved by the argazdan Myrialites who forbade them Beguiling. Lorrdians are talented at masking their
from speaking on pain of death. As a consequence, the emotions from others. You have proficiency in Insight
lorrdians were forced to develop a system of subtle and your choice of Deception or Performance.
gestures, facial expressions, and body postures to talk Coordination. As a bonus action, you can command
to each other, which eventually became kinetic each ally within 15 feet of you to move up to half that
communication. This language allowed them to easily ally's speed as a reaction. This movement does not
coordinate resistance in a way that the argazdans provoke attacks of opportunity. Once you use this trait,
could not recognize. They also learned how to interpret you can’t use it again until you finish a short or long
the body language of others to determine their rest.
emotional state and intentions with uncanny accuracy. Insightful. Lorrdians are adept at determining
The newly liberated lorrdians continued to pass their moods thanks to their kinetic communication. You
knowledge of kinetic communication down to each have advantage on Wisdom (Insight) checks to
generation and they became famous offworld for these determine emotions.
special abilities. Thousands of years later, lorrdians Mimicry. You can mimic sounds you have heard,
also became among the galaxy's best mimics, able to including voices. A creature that hears the sounds you
imitate a wide variety of mannerisms and voices (even make can tell they are imitations with a successful
those of many non-humanoids). Due to their Wisdom (Insight) check opposed by your Charisma
experience as slaves under the argazdans, many are (Deception) check.
outspoken anti-slavery critics and activists who try to Languages. You can speak, read, and write Galactic
ensure that the galaxy's populace do not forget the Basic and one extra language of your choice. You also
lessons of lorrdian history. know Kinetic Communication, a sophisticated gestural
language "spoken" by the lorrdians through complex
NAMES body language. Beginning as a simple battle tongue
Lorrdian names are short and smooth, with hyphen used to co-ordinate guerrilla groups, this eventually
use in personal and surnames depending individually became a sophisticated language still in use millennia
on the family in question. later. You can communicate with other lorrdians within
First Names. Fena, Kellor, Shay, Zolc 30 feet without speaking through use of kinetic
Surnames. Deb, ep-Riada, Torad-Jelios, Urwele communication.
PHYSICAL CHARACTERISTICS
Height 4'6" +2d12"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Lutrillia
Language Lutrillian
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 60 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Li-Toran
Language Melitto
PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
MORSEERIAN TRAITS
Language Morseerian
As a morseerian, you have the following special traits.
Ability Score Increase. Your Dexterity score
increases by 2, and your Intelligence score increases by
1.
BIOLOGY AND APPEARANCE
Age. Moorseerians reach adulthood in their late
Morseerians are distinguished by four arms and teens and live less than a century.
methane-based respiration. These extra arms make Alignment. While generally peaceful, morseerians
them adept climbers and multi-taskers and aided them are secretive and withdrawn, tending them towards
while grappling in combat or wielding multiple neutral alignments, though there are exceptions.
weapons. Most of a morseerian's body is covered in Size. Morseerians typically stand 5 to 6 feet tall and
semitransparent skin that shows the underlying generally weigh about 140 lbs. Regardless of your
internal organs. The exception is the elongated head, position in that range, your size is Medium.
which features large eyes, a small nose, and a thin, Speed. Your base walking speed is 30 feet.
triangle-shaped mouth. When on planets with an Adept Climbers. You have a climbing speed of 30
oxygen-rich atmosphere, morseerians wear full feet.
environment suits and breath masks that provide the Flammable. The methane in your suit makes you
methane they need to survive. Such suits provide especially vulnerable to fire. You have disadvantage on
protection against airborne toxins, but made their saving throws against effects that would deal fire
wearers vulnerable to fire, which could ignite the damage.
methane supply. Foreign Biology. You cannot breathe oxygen. The
morseerians have created a special environmental suit
SOCIETY AND CULTURE
and breathing apparatus to negate the negative effects
Morseerians are introverted, laconic, and secretive. of living in an oxygen rich environment, but if your
They prefer to keep to themselves, talking to strangers mask is removed while you are in such an
only to obtain information from them. This loner environment, you lose consciousness. Additionally,
nature prompts morseerians to avoid confrontation, while wearing your mask, you have advantage on
although they are more than willing to defend saving throws against poison and disease, and you
themselves if targeted by others. The morseerian have resistance against poison damage (explained in
obsession with secrecy is perhaps most pronounced Chapter 9).
with regard to the name and location of their Four-Armed. Morseerians have four arms which
homeworld. The planet is uncharted by any but the they can use independently of one another. You can
morseerians themselves, although rumor places it in only gain the benefit of items held by two of your arms
the Outer Rim Territories. Morseerians will rather die at any given time, and once per round you can switch
than give up the location of the world. As a result, little which arms you are benefiting from (no action
is known about their native culture and customs. required).
Keen Hearing. You have advantage on Wisdom
NAMES
(Perception) checks that involve hearing.
Morseerians use one or two syllable names with Mysterious. You have proficiency in Deception and
surnames. Their reasoning for surnames is unknown. Stealth.
Male Names. Bargeth, Kantol, Nilek, Shalthan Languages. You can speak, read, and write Galactic
Female Names. Flyri, Iyell, Myor, Shiet Basic and Morseerian. Morseerian is a quiet language
Surnames. Devker, Leids, Rillion, Sacorbel consisting of quick sharp phrases.
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 140 lb. x(2d4) lb.
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Nagi
Language Nagaian
NAGAI TRAITS
As a nagai, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Charisma score
Nagai are tall and thin with angular features. increases by 2, and your Dexterity score increases by 1.
Considered attractive, yet gaunt and frail looking, they 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 Alignment. Nagai's passionate nature causes them
time is right to reveal their true skills. Possessing to tend towards chaotic alignments, though there are
lightning fast reflexes, nagai are known for their speed exceptions.
and agility in and out of combat. Nagai are noted as Size. Nagai typically stand 5 to 6 feet tall and
being especially charismatic; a quality that is by and generally weigh about 120 lbs. Regardless of your
large the product of their enhanced vocal range, position in that range, your size is Medium.
allowing them to modulate and tailor their speech. Speed. Your base walking speed is 35 feet.
Described as incredibly soothing and hypnotic, a nagai Acrobatic. You have proficiency in the Acrobatics
can use their voice to influence others, provided their skill.
voice can be heard, and their words understood. Blade Master. You are proficient with the vibroknife
and your choice of the vibroblade, vibrorapier,
SOCIETY AND CULTURE vibrosword, or techblade.
Nagai are well known for their individualistic Charismatic. You have proficiency with Deception or
expression, with clothing and hair styles varying wildly Persuasion (your choice).
from individual to individual depending on personal Fearless. You have advantage on saving throws
tastes and the image that a nagai wanted to convey. against being frightened.
Intense, focused, and highly disciplined warriors, they Heightened Reflexes. Whenever you make a
are known to kill without hesitation if it suited them, Dexterity ability check, attack roll, or saving throw, you
particularly if honor demanded it; and are known to can choose to add 1d4 to the result. You can choose to
fear nothing, aside from losing their own freedom. do this after the check is rolled, but before the DM
Honor is everything to a nagai; if a nagai's honor is determines if you've passed or failed the check. You
stripped away, whether forcefully or unknowingly, the cannot do so again until you complete a short or long
nagai had to take his own life. If the nagai failed to do rest.
so, then it is the duty of others to fulfill that honor. As Hypnotic Voice. You can tailor your soothing voice
passionate in loving as they are in killing, a nagai's to influence individuals of both sexes. Whenever you
honor tells them that devotion to one's lover is the roll a 1 on a Charisma (Persuasion) check, you can
most important devotion one can ever offer; even if reroll the die and must use the new roll. Additionally,
that devotion is unreturned. once per short or long rest, you can treat a d20 roll of 9
or lower on a Charisma check as a 10. This feature has
NAMES no effect on droids or constructs.
Nagai names vary widly, using familiar surnames. Languages. You can speak, read, and write Galactic
Male Names. Cor, Ghei, Luharkomon, Varn Basic and Nagaian. Nagaian is characterized by slight
Female Names. Harlulon, Kyn, Men, Tin variations of tone and pitch, resulting in what some
Surnames. Kidife, N’menzorfo, Silen, T’li regard as a musical, lilting quality.
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 140 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Nazzri
Language Nazzar
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.
Ability Score Increase. Your Intelligence score
The nimbanels are humanoid, warm-blooded reptilians increases by 2, and your Charisma score increases by
with pinniped-like heads and stringy beards who 1.
evolved from grazing animals on the planet Nimban. Age. Nimbanels reach adulthood in their late teens
SOCIETY AND CULTURE and live less than a century.
Alignment. Nimbanels' cooperative and intelligent
Nimbanese evolution was driven by the need to nature causes them to tend toward the light side,
develop problem-solving skills in order to get food though there are exceptions.
from the traveling plants of Nimban, such as the Size. Nimbanels typically stand 5 to 6 feet tall and
puzzleflower and the boyy'lo. As their society generally weigh about 140 lbs. Regardless of your
developed, competitive puzzle-solving skills were used position in that range, your size is Medium.
to settle clan rivalries instead of the open warfare used Speed. Your base walking speed is 30 feet.
by other primitive cultures. In competitions called Bureaucratic. You have proficiency in the
muhndees, a clan would present its rivals with a logic Persuasion skill.
puzzle or mathematical problem to be solved within a Darkvision. You have a keen eyesight, especially in
year. This interest in competitive logic led the the dark. You can see in dim light within 60 feet of you
nimbanese to develop new ways to obfuscate and as if it were bright light, and in darkness as if it were
convolute meaning. Over the centuries, this led to the dim light. You can't discern color in darkness, only
development of a highly complex bureaucracy. Rather
shades of gray.
than stockpiling weapons, rival clans will stockpile
Inquisitive. You have proficiency in the Investigation
information and challenge one another with mountains skill.
of paperwork. The nimbanels, having been tested by
Mathematical Savant. Whenever you make an
their own complex bureaucracy, easily found niches in
Intelligence (Technology) check involving mathematics,
the comparatively simple systems of the Republic.
you are considered to have expertise in the Technology
They are best known as the only species to petition
skill.
the hutts and voluntarily enter their service. Since
Problem Solver. Because of your upbringing, you
becoming associates of the hutts, nimbanels are found
have excellent problem-solving skills. You can treat a
throughout the galaxy as bureaucrats and
d20 roll of 9 or lower on an Intelligence check or saving
administrators for legitimate businesses, governments,
throw as a 10. You can use this trait a number of times
and hutt criminal interests.
equal your proficiency bonus. You regain all uses of
NAMES this feature when you finish a long rest.
Languages. You can speak, read, and write Galactic
Nimbanel names are often chosen because other Basic, Nimbanese, and Huttese. Nimbanese is spoken
families didn't choose them. Surnames are clan-based, by rapidly vibrating the blubber on nimbanels' faces,
but optional. making it difficult to speak by outsiders. Because of
Male Names. Entelev, Fekk, Fenep, Gharijh, Kal this, people trying to communicate with nimbanels
Female Names. Beshed, Inno, Ressef, Shinda, Umee usually learn Huttese instead.
Surnames. Akua, Olvarak, Shin-Torr, Teff, Yinnef
PHYSICAL CHARACTERISTICS
Height 3'10" +2d6"
Weight 65 lb. x(2d4) lb.
NUIWIT TRAITS
SOCIOCULTURAL CHARACTERISTICS As a nuiwit, you have the following special traits.
Homeworld Altor 14 Ability Score Increase. Your Dexterity score
increases by 2, and your Wisdom score increases by 1.
Language Nui
Age. Nuiwit reach adulthood in their early teens and
live less than a century.
Alignment. Nuiwit's pacifistic nature causes them to
tend toward the light side, though there are
BIOLOGY AND APPEARANCE exceptions.
Nuiwit, often misidentified as altorians, are a lizard-like Size. Nuiwit typically stand 4 to 5 feet tall and
sentient species from Altor 14. In contrast to Altor 14's generally weigh about 100 lbs. Regardless of your
other natives, the predatory avogwi, the nuiwit are position in that range, your size is Small.
strictly herbivorous. Nuiwit have evolved adaptations Speed. Your base walking speed is 25 feet.
to escape predators like the avogwi, such as bulging Type. Your creature type is both beast and
eyes which give them 360 degree vision, and a tail that humanoid.
can be detached if grasped by a predator. (A detached Darkvision. You have a keen eyesight, especially in
tail can be regrown after about four weeks.) Nuiwit are the dark. You can see in dim light within 60 feet of you
cold-blooded, limiting their activities to the morning as if it were bright light, and in darkness as if it were
and twilight hours when the temperature is moderate. dim light. You can’t discern color in darkness, only
Nuiwit are generally quadrupedal, but can raise shades of gray.
themselves on two legs by supporting themselves with Cold Sensitivity. You have disadvantage on
their tail. Constitution saving throws made to avoid exhaustion
due to extreme cold.
SOCIETY AND CULTURE Hide. You have advantage on Constitution saving
The need to escape predators also drove the throws made to avoid exhaustion due to extreme heat.
development of nuiwit society, as the need to form Nimble Escape. You can take the Disengage or Hide
close-knit communities to protect themselves from the action as a bonus action on each of its turns.
avogwi soon led to the development of agriculture and Panoramic Vision. Nuiwit have bulging eyes that
civilization. Having fully functional hands on their give them a 360-degree field of vision. Whenever you
forelimbs, unlike the avogwi, the nuiwit had developed make a Wisdom (Perception) check related to sight, you
a fairly high level of technology when their homeworld are considered to have expertise in the Perception skill.
was discovered. With more extensive contacts in the Additionally, if you are surprised, you may act normally
outside galaxy post-discovery, and relatively advanced on your first turn. Once you’ve used this trait, you can’t
technology, it would be simple for the nuiwit to use it again until you finish a short or long rest.
conquer or even exterminate the avogwi. However, the Regenerative. When you take damage, you can use
nuiwit are strictly pacifistic, horrified by any kind of your reaction and expend a Hit Die to regain hit points
violence. As a result, they are content to wait until the as long as the damage would not reduce your hit
avogwi are driven away by the ever-expanding nuiwit points to 0.
settlements and farms. This pacifism shapes every part Undersized. Your small stature makes it hard for
of their society, including their politics. Nuiwit are led you to wield bigger weapons. You can’t use heavy
by co-operating "Councils of Elders" who make shields. Additionally, you can’t use martial weapons
decisions by consensus. 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.
Nuiwit names are short and primitive, often with Languages. You can speak, read, and write Galactic
elongated sounds. They don't use surnames. Basic and Nui. Nui is low pitched and sounds like clicks
First Names. Chessc, Erdug, Mirr, Sleff and gurgling.
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Skustell
Language Ongreenen
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 110 lb. x(2d4) lb.
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 70 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Parwa
Language Parwan
PHYSICAL CHARACTERISTICS
Height 1'0" +2d6"
Weight 3 lb. x1 lb.
PHYSICAL CHARACTERISTICS
Height 2'8" +2d10"
Weight 60 lb. x1 lb.
POLIS MASSAN TRAITS
As a polis massan, you have the following special traits.
SOCIOCULTURAL CHARACTERISTICS Ability Score Increase. Your Intelligence score
Homeworld Kallidah, Polis Massa (adopted) increases by 2, and your Wisdom score increases by 1.
Age. Polis Massans reach adulthood in their late
Language Massan
teens and live less than a century.
Alignment. Polis Massans' compassionate nature
causes them to tend toward the light side, though
there are exceptions.
BIOLOGY AND APPEARANCE Size. Polis Massans typically stand 3 to 4 and a half
Kallidahin, also known as polis massans, are a race of feet tall and generally weigh about 65 lbs. Regardless
sentient cetaceans native to the world of Kallidah, of your position in that range, your size is Small.
having obtained their misleading name due to their Speed. Your base walking speed is 25 feet.
extensive century-spanning digs on their adopted Calming Presence. You have advantage on
home in Polis Massa. They have skinny bodies covered Charisma (Persuasion) checks meant to calm others.
by soft skin that, being thick, smooth, and partially Additionally, once per day, you can cast the calm
insulating, pointed to their aquatic ancestors. Their emotions force power, targeting yourself. Your
fibrous figures are also surrounded by growth rings forcecasting ability is Wisdom.
similar to trees. They have a flat, pale face, covered by Darkvision. You have a keen eyesight, especially in
an osmotic membrane that leave them featureless. the dark. You can see in dim light within 60 feet of you
Most polis massans are mute due to a natural lack of as if it were bright light, and in darkness as if it were
vocal cords. Their telepathy functions by broadcasting dim light. You can't discern color in darkness, only
thoughts and simple feelings to individuals in an area. shades of gray.
A small subset, referred to as "speakers" by their Healer. You are proficient in the Medicine skill.
people, did possess vocal cords and can physically Mild Telepathy. You can telepathically communicate
speak languages. thoughts and feelings to creatures within 30 feet of
you.
SOCIETY AND CULTURE Subterranean Explorer. Polis Massans are
Polis Massans are known for their compassion and experienced at exploring the underground caverns of
kindness, while their also characteristic discretion is Polis Massa, searching for information on the extinct
not as widely known. They greatly value freedom and Eellayin. You don’t treat rocky terrain as difficult
life in any form and have such a peaceful nature and terrain. Additionally, you have proficiency in your
respect for life that only rarely will they follow a choice of archaeologist's kits, scavenging kits, or
soldier's career. They feel an overwhelming desire to biochemist's kits.
gain data about other species, as they are analytical Undersized. Your small stature makes it hard for
and feel the research is particularly important when you to wield bigger weapons. You can’t use heavy
related to the origins of their own species. The species shields. Additionally, you can’t use martial weapons
also have galaxy-wide fame for their skill in the fields of with the two-handed property unless it also has the
archaeology and medicine. Their medics, while not as light property, and if a martial weapon has the versatile
abundant as their excavators, are known for being property, you can only wield it in two hands.
dedicated healers. Languages. You can communicate, read, and write
Massan. You can understand spoken and written
NAMES Galactic Basic, but your lack of vocal cords makes you
Polis Massans have exotic and unique names unable to speak it. Since they have no vocal cords,
compared to other species, using short familiar Massan is a sign language, which, combined with
surnames based around a family's "ancestral lineage." telepathy, allow them to communicate with each other.
First Names. Ilannit, Vok, Yunarav, Ztaraq Massan falls outside of the normal audio range of most
Surnames. Haid, Nume, Xhed, Xonn species.
PHYSICAL CHARACTERISTICS
Height 4'3" +2d12"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Revyia
Language Revwi
PHYSICAL CHARACTERISTICS
Height 3'10" +2d6"
Weight 65 lb. x(2d4) lb.
RYBET TRAITS
SOCIOCULTURAL CHARACTERISTICS As a rybet, you have the following special traits.
Homeworld Varl (possibly) Ability Score Increase. Your Dexterity score
increases by 2, and your Charisma score increases by
Language Rybese
1.
Age. Rybet reach adulthood at 5 and live for more
than half a century.
Alignment. Rybet's opportunistic nature causes
BIOLOGY AND APPEARANCE them to tend towards neutral alignments, the more
Rybets are a species of sentient amphibians with unscrupulous ones leaning towards the dark side,
rubbery skin and large eyes. Rybet females are typically though there are exceptions.
larger than the males. Size. Male rybet typically stand 4 to 5 feet tall, with
females even taller, generally weighing about 100 lbs.
SOCIETY AND CULTURE Regardless of your position in that range, your size is
They are an opportunistic species, well-suited for a Small.
nomadic lifestyle in space. Typically, they have a rather Speed. Your base walking speed is 25 feet.
questionable grasp of morals and ethics, if any. Amphibious. You can breathe air and water.
Xenobiologists estimate that fewer than a billion rybet Darkvision. Accustomed to life underwater, you
exist in the galaxy, possibly due to the pathological have superior vision in low light conditions. You can
hatred male rybet have for female rybet and vice versa. see in dim light within 60 feet of you as if it were bright
The only thing that allows them to overcome this is light, and in darkness as if it were dim light. You can’t
their overwhelming urge to mate and reproduce, which discern color in darkness, only shades of gray.
happens only once every ten years after reaching Galactic Nomads. You have proficiency in Survival
adulthood. The only time where a male and female and Piloting.
rybet live together for any length of time is in the first Keen Smell. Your flicking tongue helps you detect
years of raising their young. Females typically raise a scents and pheromones in the air. You have advantage
clutch of three to eight eggs. For the first year or two, on Wisdom (Perception) checks that rely on smell.
the parents will stay together, slaving their starships Swim. You have a swimming speed of 25 feet.
together and taking their parts in raising the young. Tongue Lash. You can use your action to lash out
This arrangement doesn't last long, however—after the your long tongue to strike at one creature of your
first one or two years, the male either leaves or else choice that you can see within 15 feet of you. The
will find himself dead or severely maimed. This target must succeed on a Strength saving throw (DC =
arrangement may sound disadvantageous to the 8 + your proficiency bonus + your Strength modifier) or
young, but rybet young mature quickly. The mother will be pulled up to 10 feet in a straight line toward you
unceremoniously toss them off the ship when mature, and then take 1d8 poison damage if it is within 5 feet
leaving them to figure things out on their own, though of you. This feature's damage increases by 1d8 when
in the case of females that kill their male mate, the you reach 5th level (2d8), 11th level (3d8), and 17th
mother will typically sell the dead male's ship and give level (4d8).
the young the resulting credits as start-up money. 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
Rybet names are short and punctual, each individual with the two-handed property unless it also has the
rybet giving themselves their own personal surname light property, and if a martial weapon has the versatile
after coming of age. property, you can only wield it in two hands.
Male Names. Feff, Garuth, Jebbit, Revver Languages. You can speak, read, and write Galactic
Female Names. Mibis, Peralt, Qill, Ridden Basic and Rybese. Rybese is spoken in the back of the
Surnames. Foo, Golle, Porre, Wroov throat, sounding akin to deep croaking.
PHYSICAL CHARACTERISTICS
Height 4'9" +2d12"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Sakiya
Language Sakiyan
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 130 lb. x(2d6) lb.
SANYASSAN TRAITS
SOCIOCULTURAL CHARACTERISTICS As a sanyassan, you have the following special traits.
Homeworld Sanyassa IV Ability Score Increase. Your Charisma score
Language Sanyassan
increases by 2, and your Strength score increases by 1.
Age. Sanyassans reach adulthood in their early teens
and live about 70 years, though some live to be over
100.
Alignment. Sanyassan culture glorifies violence and
BIOLOGY AND APPEARANCE warfare, causing most to tend toward the dark side,
Sanyassans are a sentient species with reptilian though there are exceptions.
physical traits and powerfully-built frames The Size. Sanyassans typically stand between 5 and 6
sanyassans have tougher hides than most humanoids, feet tall and weigh 150 lbs. Regardless of your position
which make them more resistant to physical or in that range, your size is Medium.
energetic damage. According to human observers, Speed. Your base walking speed is 30 feet.
sanyassans' simian faces are skull-like in appearance Aggressive. As a bonus action, you can move up to
(the skin pulled tautly over the bones). your speed toward an enemy of your choice that you
can see or hear. You must end this move closer to the
SOCIETY AND CULTURE enemy than you started.
Sanyassan society is divided into clanic structures— Crude Armor Specialists. Sanyassans have a
united groups of households tracing descent from a primitive technological culture, but are adept in
common ancestor. Sanyassans observe no law scavenging materials to make their own armor. You
prohibiting them from preying upon others. There can spend 1 hour, which you can do over the course of
exists a form of aristocracy, but social standing is a short rest, crafting a set of improvised protective
gained by force, rather than birthright. The sanyassan gear out of loose materials. While you are wearing this
upper class consists mainly of the strongest and tallest protection, you gain a +1 bonus to your unarmored AC.
individuals. Their culture is brutal, based on warfare Fisticuffs. Your unarmed strikes deal 1d4 kinetic
and exploitation of the weak. The species seem damage.
unforgiving, ruthless and calculating to outsiders. In Hide. You have a thick hide. While you are
the wider galaxy, these fierce brawlers are renowned unarmored or wearing light armor, your AC is 13 + your
for their bad tempers and low intellectual Dexterity modifier.
performance. Despite their aggressive nature, Menacing. You have proficiency in the Intimidation
sanyassans are social beings and feel uncomfortable skill.
while alone. They prefer to be in large groups, as when Raider. You have proficiency with one vibroweapon
marching out to raid. Technologically primitive by and one blaster of your choice.
galactic standards, sanyassans formed a feudal-level Savage Attacks. When you score a critical hit with a
civilization, with a crude hieroglyphic writing system. melee weapon attack, you can roll one of the weapon’s
They never developed the secrets of space travel for damage dice one additional time and add it to the
themselves, but stole it from others. They have a extra damage of the critical hit.
rather rudimentary grasp on technology, which caused Tech-Impaired. While sanyassans can figure out
more harm than good when they try to use it. basic technology, they experience difficulty using more
complex equipment like wristpads. You can not use
NAMES tech powers or take levels in techcasting classes.
Sanyassan names are generally short, between two Languages. You can speak, read, and write
and three syllables. They lack surnames or familial Sanyassan. You can speak and understand spoken
names. Galactic Basic, but your simplistic mental faculties do
Male Names. Daj'ribal, Jutleth, Thorok, Yanden not allow you to read or write it. Sanyassan features
Female Names. Cranna, Gogmig, Szinker, Torokay growls, guttural snarls, and shrieks.
PHYSICAL CHARACTERISTICS
Height 5'7" +2d10"
Weight 140 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Sarka
Language Sarkese
SARKAN TRAITS
BIOLOGY AND APPEARANCE As a sarkan, you have the following special traits.
Sarkans are a tall species with sharp fangs, thick scaly Ability Score Increase. Your Strength score
skins, and small claws on their fingers. Sarkans' eyes increases by 2, and your Wisdom score increases by 1.
give them excellent night vision. They are a cold- Age. Sarkans reach adulthood in their late teens and
blooded species, who can die quickly if exposed to live less than a century.
freezing temperatures. Sarkan claws are not their most Alignment. Sarkans' highly cultured causes them to
effective weapon — instead, trained sarkan martial tend towards balanced alignments, though there are
artists whip or bludgeon their opponents with their exceptions.
thick, muscular tails. Sarkans varnishe and paint their Size. Sarkans typically stand 6 to 7 feet tall and
claws for decorative purposes. generally weigh about 200 lbs. Regardless of your
position in that range, your size is Medium.
SOCIETY AND CULTURE Speed. Your base walking speed is 30 feet.
Sarkans are noted for the wealth of their society, Cold Sensitivity. You have disadvantage on
thanks to the mineral riches of their home world. Sarka Constitution saving throws made to avoid exhaustion
is the only known source of nova rubies, an exotic due to extreme cold.
gemstone. Sarkans often wear loose robes decorated Darkvision. You have a keen eyesight, especially in
with gemstones. Though valued by non-sarkan the dark. You can see in dim light within 120 feet of you
"barbarians", sarkans actually consider the gems to be as if it were bright light, and in darkness as if it were
useless. Sarkans are also noted for their excruciatingly dim light. You can't discern color in darkness, only
complex protocol rituals. When greeting an shades of gray.
ambassador, they begin with a greeting in one of the Elegant Dancers. You have proficiency in the
five sarkan languages, including the greeter's life story, Performance skill.
all of the battles the greeter has won, the value and Hide. You have a thick hide. When you aren’t
number of gems mined, and all of the mates acquired wearing armor, your AC is 13 + your Dexterity modifier.
in their life. Greetings can take up to eight hours. After Jewelers. You are proficient in jeweler's implements.
the greetings come ritual dances, which can Naturalist. You have proficiency in the Nature skill.
themselves take three hours. Though tailless species Powerful Tail. Your strong tail and teeth are natural
are excused this duty, any breach in the protocol of the weapons, which you can use to make unarmed strikes.
dance by someone with a tail will be taken as a flagrant Additionally, your unarmed strikes deal 1d6 kinetic
insult. Those who violate the protocols of the greetings damage.
or of the dances will be removed from an Wealthy. During character creation, you start with
ambassador's presence, sometimes violently. additional credits equal to your level x your proficiency
bonus x 1,000 cr.
NAMES Languages. You can speak, read, and write Galactic
Sarkan names are often considered odd, and do not Basic and Sarkese. Sarkese is a blanket term referring
use surnames, but sometimes give themselves a to the five distinct, but connected, languages of Sarka.
second personal name to fit in with non-sarkans. Regardless of which language is being spoken, Sarkese
Male Names. Cosee, Kovsie, Nun, Vasov is a complex language using subtle body gestures as
Female Names. Keker, Masa, Naiv, Rases well as sounds.
PHYSICAL CHARACTERISTICS
Height 5'1" +2d10"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Arbooine
Language Arbori
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Thustra, Isobe
Language Sephi
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Mileva
Language Siniteen
PHYSICAL CHARACTERISTICS
Height 3'1" +2d12"
Weight 60 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Hoth
Language Skel
SKEL TRAITS
As a skel, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Strength score
Skels were a bipedal species of mammals native to the increases by 2, and your Dexterity score increases by 1.
desolate ice-covered planet of Hoth. They were Age. Skels reach adulthood in their early teens and
naturally agile, and featured protective tusks that grew live less than a century.
out of their snouts. The hands of the Skels boasted Alignment. Skels' opportunistic nature causes them
tough, bony claws which could be used to burrow to tend toward the dark side, though there are
under snow and ice. Their fur was dense and thick, exceptions.
insulating them against extremely cold-weather Size. Skels typically stand about 4 feet tall and
environments, such as their homeworld. Such was the generally weigh about 90 lbs. Regardless of your
effectiveness of their fur that they could survive position in that range, your size is Small.
without shelter in conditions far colder than their Speed. Your base walking speed is 25 feet.
homeworld's average temperatures. Darkvision. Your vision can easily cut through
darkness. You can see in dim light within 60 feet of you
SOCIETY AND CULTURE as if it were bright light, and in darkness as if it were
The skels have a primitive yet well-organized culture, dim light. You can’t discern color in darkness, only
and are aggressive by nature. They spend their time shades of gray.
roaming the frozen wastelands of Hoth. Skels Mask of the Wild. You can attempt to hide even
communicate through a series of loud snarls and when you are only lightly obscured by foliage, heavy
grunts, often mistaken for beastial cries. They live in rain, falling snow, mist, and other natural phenomena.
caves, located within Hoth's mountain regions, where Polar Dweller. Your body is well accustomed to
they are provided with shelter. The skels hunt in packs, extreme cold, giving you resistance to cold damage.
and are brazen in their work, due to the scarcity of Tooth and Nail. Your sharp claws and strong tusks
food on Hoth. As such, they will attack anything are natural weapons, which you can use to make
without provocation, including scouting droids. Skels unarmed strikes. Additionally, your unarmed strikes
typically have fatalistic mindsets, seeing death as deal 1d6 kinetic damage.
something to expect, rather than something to avoid. Undersized. Your small stature makes it hard for
As a result, skels do not have any death rituals, simply you to wield bigger weapons. You can't use heavy
allowing the corpse to remain until the snow eventually shields. Additionally, you can't use martial weapons
covers them. Some skels fashion clubs from severed with the two-handed property unless it also has the
hands or feet of other skels. light property, and if a martial weapon has the versatile
property, you can only wield it in two hands.
NAMES Languages. You can speak Skel. You can understand
Skels do not use names in the traditional sense. Skels spoken and written Galactic Basic, but your vocal cords
are able to differentiate between each other through do not allow you to speak it. Skel consists of grunts and
their speech patterns and unique scent, forgoing and snarls. Skel has no written form.
names entirely. Because of this, skels have difficulty
understanding the concept of individual names unless
it is specifically explained. However skels are
responsive to nicknames given by outsiders.
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 60 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Skye
Language S'kytric
NAMES
S'kytri names are distinct from the names of other
species, accents emphasizing certain syllables. S'kytri
do not use surnames.
Male Names. Caliél, Erigh, Lalémera, Talris
Female Names. Gairen, Kalish, Khira, Vashén
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 80 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Agriworld-2079
Language Skrilling
PHYSICAL CHARACTERISTICS
Height 5'0" +2d6"
Weight 90 lb. x(2d4) lb.
SLUISSI TRAITS
As a sluissi, you have the following special traits.
Ability Score Increase. Your Intelligence score
SOCIOCULTURAL CHARACTERISTICS increases by 2, and your Strength score increases by 1.
Homeworld Sluis Van Age. Sluissi reach adulthood in their late teens and
live for about 75 years.
Language Sluissese
Alignment. Sluissi's calm and composed nature
causes them to tend toward lawful alignments, though
there are exceptions.
Size. Sluissi typically stand 5 and a half to 6 feet tall
BIOLOGY AND APPEARANCE and generally weigh about 130 lbs. Regardless of your
They have long, legless, and distinctly serpentine position in that range, your size is Medium.
bodies that are covered in fine scales. Their arms have Speed. Your base walking speed is 30 feet.
almost winglike extensions of skin, which aids their Mechanic. You have proficiency with mechanic's kits.
movement while they were flat on the ground. Sluissi Additionally, once per day, you can cast the repair
have round black eyes and a swooping, hoodlike fold of droid tech power. Your techcasting ability is
tough skin at the back of their heads. Like many Intelligence. You do not require use of a wristpad for
reptiles, sluissi can use their forked tongues to sense this power.
heat. Prehensile Tail. You have supreme control over your
tail and can use it to manipulate objects as well as your
SOCIETY AND CULTURE hands.
Sluissi are patient, sociable, relaxed, and easy-going Reptilian Senses. Whenever you make a Wisdom
beings, famous for remaining calm under pressure. (Perception) check related to sensing heat, you are
Their patient, calm nature—combined with their considered to have expertise in the Perception skill.
seeming inability to become genuinely upset or angry Technician. You have proficiency in the Technology
—often baffles, and sometimes even infuriates other skill.
species. Extremely industrious, sluissi love to tinker Tech Resistance. Growing up around technology
with technology and mechanical objects, even those leaves an impact on sluissi. You have advantage on
who do not pursue mechanical arts professionally Dexterity and Intelligence saving throws against tech
dabble in them regularly, and sluissi technicians are powers.
able to improve the engine efficiency, power output, Tinker. You have proficiency with tinker’s
and system response in even archaic, worn out ships. implements. You can use these and spend 1 hour and
The sluissi are extremely methodical, and work 100 cr worth of materials to construct a Tiny Device (AC
extremely slowly. To them, starship construction was 5, 1 hp). You can take the Use an Object action to have
an art form. Although jobs done by sluissi always take your device cause one of the following effects: create a
longer than expected, most clients are willing to be small explosion, create a repeating loud noise for 1
patient, because sluissi technicians can make minute, create smoke for 1 minute, fly around in a
improvements upon or salvage vessels when no other circle for 1 minute. You can maintain a number of
mechanics can. these devices up to your proficiency bonus at once,
and a device stops functioning after 24 hours away
NAMES from you. You can dismantle the device to reclaim the
Sluissi names are soft and rythmic, often being spelled materials used to create it.
out in a whisper. Their names are often mispelled in Languages. You can speak, read, and write Galactic
Galactic Basic due to the sluissi's lisp. Surnames are Basic and Sluissese. Sluissese consists of quick
familiar. serpentine syllables spoken quickly, sounding similar
Male Names. Hass, Mektiss, Secles, Sekae to a snake's hissing. When speaking Basic, sluissi tend
Female Names. Sirlahn, Ten, Usahn, Vsil to lisp and slur many words because of their snakelike
Surnames. Dorne, N'sehnor, Sonax, Uslopos mouths and viperine tongue.
PHYSICAL CHARACTERISTICS
Height 4'3" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Cadomai Prime
Language Snivvian
SNIVVIAN TRAITS
As a snivvian, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Constitution, Wisdom,
Snivvians are a mammalian humanoid species. They and Charisma scores increase by 1.
are sometimes called "snaggletooths" due to their 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 Alignment. Snivvians' insightful and curious nature
them thick skin instead of fur. Due to their oversized causes them to tend toward the light side, though
snouts, snivvians make excellent scouts and trackers. there are exceptions.
Size. Snivvians typically stand 4 and a half to 5 and a
SOCIETY AND CULTURE 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 Darkvision. You have a keen eyesight, especially in
caverns. During these long days, snivvians developed the dark. You can see in dim light within 60 feet of you
their artistic talents and sensibilities. They produced as if it were bright light, and in darkness as if it were
masterpieces in holography, painting, sculpture, music, dim light. You can't discern color in darkness, only
and the written word, as well as a unique art form: the shades of gray.
transnovel. Although technology would eventually Discerning. You have proficiency in the Insight skill.
lessen the need for this form of hibernation, snivvians Hide. You have advantage on Constitution saving
still feel the need—biologically and culturally—to throws made to avoid exhaustion due to extreme cold.
continue the tradition. Many snivvians travel Talented Artisans. Because of their prolonged
throughout the galaxy in attempt to live the lives of the periods of practice, snivvians are adept in the arts. You
subjects of their future artistic works, even when it is have proficiency in the Performance skill. Additionally,
dangerous. Snivvians have a reputation for sociopathic you have proficiency in your choice of artist's
tendencies similar to the trandoshans, and they try to implements, chef’s kits, disguise kits, forgery kits, or
control their genetics in order to curtail such tinker’s implements.
tendencies. When twin males are born, one of them Tracker. Snivvians are skilled at tracking thanks to
will invariably display traits of psychotic genius. their sensitive nostrils. You are considered to have
expertise in Wisdom (Survival) checks made to track a
NAMES creature if that creature has a scent.
Snivvian names are typically exotic, varying in length, Languages. You can speak, read, and write Galactic
and unique using consonants such as 'Z' often. Basic, Snivvian, and one more language of your choice.
Surnames are familiar, but optional. Snivvian is highly symbolic in its language, but is
Male Names. Boltan, Jhogg, Kalat, Zarichrog spoken nasally, making most snivvians speak in a
Female Names. Alateeput, Brourno, Malth, Zalviv nasally accent when speaking Galactic Basic.
Surnames. Hatral, Sertti, Zabar, Zashuri
PHYSICAL CHARACTERISTICS
Height 4'6" +2d12"
Weight 170 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Makem Te
Language Swoken
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
PHYSICAL CHARACTERISTICS
Height 5'5" +2d6"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Talor Minor TALORTAI TRAITS
Language Talor As a talortai, you have the following special traits.
Ability Score Increase. Your Wisdom score
increases by 2, and your Strength or Dexterity score
increases by 1.
BIOLOGY AND APPEARANCE Age. Talortai reach adulthood in their late teens and
have been known to live for multiple centuries, as their
The talortai are a mysterious race with both avian and
bodies do not physically age the same way most
reptilian qualities. They are scaled and bipedal with an
species do.
upper jaw similar in appearance to a beak. They are
Alignment. Talortai's honorable nature causes them
immune to the effects of aging, and demonstrate the
to tend towards lawful alignments, though there are
ability to rapidly regenerate injuries. Talortai are known
exceptions.
to be Force-sensitive, able to distinguish between the
Size. Talortai typically stand 6 to 7 feet tall and weigh
light and dark sides of the Force, in addition to the
up to 300 lbs. Regardless of your position in that range,
ability to detect its presence, and could even use their
affinity to navigate the galaxy with precision. your size is Medium.
Speed. Your base walking speed is 30 feet.
SOCIETY AND CULTURE Expert Navigators. You are considered to have
expertise in Wisdom (Survival) checks made to
Talortai hailed from Talor, an astronomical object that
navigate.
featured tropics. They are a proud race of warriors,
Force Sensitive. Talortai are naturally sensitive to
and from a young age, talortai are taught in the ways
the Force, allowing them to distinguish between the
of traditional combat and honor by special trainers on
Light and Dark sides. You can use your action to make
their homeworld. Talortai born offworld are most often
a Wisdom (Insight) check against a target’s Charisma
instructed by their parents, or sometimes trainers
(Deception). On a success you learn the alignment of
hired by the parents, to preserve that warrior tradition.
the target. On a failure, the target becomes immune to
Talortai culture is dedicated to the completion of
this feature for one day. This feature has no effect on
personal "conquests" in life, each talortai having to
droids or constructs. You can use this ability a number
overcome their own personal battle, feeling that
of times equal to your Wisdom modifier (a minimum of
special sense of accomplishment being the main goal
once). You regain all expended uses on a long rest.
of most talortai before they die. While most talortai
Additionally, once per day, you can cast the sense force
accomplish this by participating in battles and wars
force power. Your forcecasting ability is Wisdom.
that matter to them, others' "conquests" can be
Martial Training. Talortai are trained to fight from a
something as simple as protecting a loved one. The
young age. You have proficiency in two vibroweapons
talortai's sense of honor dictates most aspects of their
of your choice.
life. From keeping their word in an agreement to rules
Regenerative. When you take damage, you can use
of combat, talortai treat their personal honor seriously.
your reaction and expend a Hit Die to regain hit points
NAMES as long as the damage would not reduce your hit
points to 0.
Outsiders have a hard time deciphering the naming
Languages. You can speak, read, and write Galactic
conventions of the talortai. However, it is known that
Basic and Talori. Talori cannot be fully spoken by non-
their surnames are familiar.
talortai, sounding like a deep rumbling supplemented
Male Names. Jeroq, Ravoss, Sethet, Ureu by hard clicking created by their beaks and subsonic
Female Names. Errin, Hiza, Irsat, Zanna noises from an organ in the back of their throats.
Surnames. Cif, Fer, Rak, Ten
PHYSICAL CHARACTERISTICS
Height 2'5" +2d6"
Weight 35 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Tal Pi
Language Talpini
TALPINI TRAITS
As a talpini, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Dexterity score
Talpini are diminutive species, standing slightly smaller increases by 2, and your Constitution score increases
than ewoks. Despite this, talpini are known for their by 1.
combative and ferocious personalities. They are able to Age. Talpini reach adulthood in their early teens and
easily blend in with crowds, quickly weaving between live less than a century.
the legs of the much larger creatures in the galaxy. Alignment. Talpini are combative and headstrong,
Their size and stealthiness when in crowds has led the causing them to tend towards chaotic alignments,
majority of the galaxy to be unknowledgable about the though there are exceptions.
talpini's existence, even some xenobiologists remaining Size. Talpini typically stand 2 to 3 feet tall and
unaware of them. generally weigh about 40 lbs. Regardless of your
Talpini have fully opposable thumbs and five- position in that range, your size is Small.
fingered hands which are covered in coarse fur. They Speed. Your base walking speed is 25 feet.
have round, snub-nosed faces with large, permanently Darkvision. You have a keen eyesight, especially in
downturned mouths filled with small razor-sharp teeth. the dark. You can see in dim light within 60 feet of you
Their fur grows around the sides of their heads, but as if it were bright light, and in darkness as if it were
never on the top, leading many to give talpini the dim light. You can't discern color in darkness, only
nickname "chromedome", a name which all talpini shades of gray.
despise. Fury of the Small. When you damage a creature
with an attack or a power and the creature’s size is
SOCIETY AND CULTURE larger than yours, you can cause the attack or power to
Not much is known about the talpini and their deal extra damage to the creature. The extra damage
homeworld of Tal Pi because of their lack of interaction equals your level. Once you use this trait, you can’t use
with the rest of the universe, preferring solitude and it again until you finish a short or long rest.
the company of their own. Despite this lack of Naturally Stealthy. You can attempt to hide even
knowledge, the talpini that do travel offworld speak when you are obscured only by a creature that is at
fondly about their home and culture, one that least one size larger than you.
encourages courage, bravery, and making their own Nimbleness. You can move through the space of any
way. As a result of this, talpini in the galaxy are often creature that is of a size larger than yours.
seen working for criminal enterprises and combative Specialist. You have proficiency in one specialist’s kit
factions. of your choice.
Undersized. Your small stature makes it hard for
NAMES you to wield bigger weapons. You can’t use heavy
Talpini names are simple in nature, often including shields. Additionally, you can’t use martial weapons
repetitive syllables. Talpini surnames are two part, the with the two-handed property unless it also has the
first part being the surname of the parent who light property, and if a martial weapon has the versatile
proposed first, followed by a dash and the surname of property, you can only wield it in two hands.
the other parent. Talpini names are agendered. Languages. You can speak, read, and write Galactic
First Names. Aaklaat, Hiiziin, Quujuu, Voonoof Basic and Talpini. Talpini is spoken in high-pitched
Surnames. Kayu-Vee, Obl-Ken, Riu-Was, Teeay-Gai whining bursts, sounding obnoxious to other species.
PHYSICAL CHARACTERISTICS
Height 2'1" +2d4"
Weight 35 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Unknown, Forest Moon of Endor
Homeworld
(colony)
Language Teek
TEEK TRAITS
As a teek, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Dexterity score
Teeks are an intelligent species of rodent with a colony increases by 2, and your Intelligence score increases by
on the forest moon of Endor. They are scruffy with 1.
thick fur covering their entire body; only their face and Age. Teeks reach adulthood in their early teens and
hands are devoid of fur. Teeks have an extremely fast live for less than 80 years.
metabolism, allowing them to run at speeds far faster Alignment. Teeks are curious to a fault, causing
than nearly all other species in the galaxy. At full speed, them to tend towards chaotic alignments, though there
teeks look nothing more than a blur, and can often do are exceptions.
tasks in mere seconds. Size. Teeks typically stand 2 and a half to 3 feet tall
and generally weigh about 35 lbs. Regardless of your
SOCIETY AND CULTURE position in that range, your size is Small.
Teeks are widely known as expert scavengers. They Speed. Your base walking speed is 40 feet.
love trinkets, and often scavenge and steal various Fleet-Footed. As a bonus action, you can move up to
objects from animal nests, and occasionally from ewok your speed away from an enemy of your choice that
villages as well, which they hoard together, hidden you can see or hear. You must end this move further
from outsiders. Teeks, however, do not feel as if they from the enemy than you started.
are thieves—they always leave a trinket or token Inquisitive. You have proficiency in the Investigation
behind that they feel is of similar or equal value to skill.
whatever they take. The original owners of whatever Nimble Agility. Your reflexes and agility allow you to
was taken, however, are rarely happy with the trade— move with a burst of speed. When you move on your
teeks value certain items that others might not. Ewoks turn in combat, you can double your speed until the
think of them as a plague, and feel that even seeing a end of the tum. Once you use this trait, you can’t use it
teek is extremely bad luck. For these reasons, teeks are again until you move 0 feet on one of your turns.-
generally avoided, and keep to themselves. Teeks are Thieves. You have proficiency in the Sleight of Hand
never considered prey in the jungles, due to their skill.
extreme speed, which they use both to escape from Undersized. Your small stature makes it hard for
predators and to flee from the angry victims of their you to wield bigger weapons. You can’t use heavy
thievery. They are generally afraid of outsiders, and shields. Additionally, you can’t use martial weapons
often hide from them; though, after some time of basic with the two-handed property unless it also has the
contact with them, teeks usually manage to overcome light property, and if a martial weapon has the versatile
their initial fear. property, you can only wield it in two hands.
Languages. You can speak, read, and write Teek.
NAMES
You can understand spoken and written Galactic Basic,
Teek names are very similar to each other. Their names but your vocal cords do not allow you to speak it. Teek
are spelled with four letters, with a double 'E' between is a primitive language spoken in yips and chirps, with
two consonants. Teeks do not use surnames. many similarities to the native Ewokese. Teeks also
Male Names. Meeb, Teek, Veet, Zeeg know a complex sign language used to communicate
Female Names. Feek, Leev, Weep, Yeed with other teeks silently.
PHYSICAL CHARACTERISTICS
Height 5'7" +2d10"
Weight 80 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Terrelia
Language Erreli
TERRELIAN TRAITS
BIOLOGY AND APPEARANCE As a terrelian, you have the following special traits.
Thin turquoise humanoids, terrelians, known Ability Score Increase. Your Dexterity score
throughout the wider galaxy as terrelian jango increases by 2, and your Constitution score increases
jumpers, are identifiable by their long lanky bodies and by 1.
fiery red hair. Lighter blue coloration covers most of Age. Terrelians reach adulthood in their mid teens
their faces, giving them a deathly visage. Terrelians and live for 60 to 70 years.
were gifted with impressive physical abilities that made Alignment. Terrelians are cautious and weary,
them natural athletes, included being capable of causes them to tend towards balanced alignments,
running great distances at great speeds for long though there are exceptions.
periods of time, and being able to jump vast distances, Size. Terrelians typically stand 6 to 7 feet tall and
comparable to the Force-enhanced jumps employed by generally weigh about 110 lbs. Regardless of your
Jedi. position in that range, your size is Medium.
Speed. Your base walking speed is 35 feet.
SOCIETY AND CULTURE Acrobat. You have proficiency in the Acrobatics skill.
The athleticism of the jango jumpers is a result of their Athletic. You have proficiency in the Athletics skill.
ancestors’ nomadic lifestyle, where they would wander Forced March. Terrelians are able to maintain a fast
in search of food and chase prey on foot. Their leaping pace longer than other species. Terrelians have
ability proved essential in traversing valleys and advantage on Constitution saving throws made to
catching prey over short distances. Although modern avoid Exhaustion due to prolongued travel, as
members of the species are more civilized, they never described in Chapter 8.
truly felt the need to develop permanent homes. As Nimble Agility. Your reflexes and agility allow you to
such, they continue to live in large speeders or other move with a burst of speed. When you move on your
portable homes, and they prefer to take their jobs with turn in combat, you can double your speed until the
them, making seasonal migrations back and forth. This end of the tum. Once you use this trait, you can’t use it
tendency for travel has also made them a prominent again until you move 0 feet on one of your turns.
sight in the spacelanes, and many enjoy tourism as a Powerful Leap. If you jump at least 10 feet in a
hobby. However, incidents of bigotry following their straight line before hitting with a melee weapon attack,
first contact have made them wary of outsiders, and you can attempt to trip the target prone as part of the
some disguise themselves using face paint out of fear same attack. Once you use this trait, you can’t use it
for such intolerance. Because of this, most Terrelians again until you finish a short or long rest.
have become jaded and untrusting of others. Even Strong-Legged. When you make a long jump, you
those closest to a Terrelian are held at arm's length, can cover a number of feet up to twice your Strength
making them sullenly isolationists. 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.
Terrelian names sound light and feminine to outsiders Languages. You can speak, read, and write Galactic
of their culture. Basic and speak Erreli. Terrelian is an ancient, nigh
First Names. Defee, Piolia, Maropheli, Tailarun extinct, tongue used almost exclusively by Terrelia's
Surnames. Aonig, Gilrel, Teffit, Weepyn natives. Erreli has no written form.
PHYSICAL CHARACTERISTICS
Height 6'3" +2d12"
Weight 190 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Thakwaa
THAKWAASH TRAITS
Language Thakwaese
As a thakwaash, you have the following special traits.
Ability Score Increase. Your Strength score
increases by 2, and one other ability score of your
choice increases by 1.
BIOLOGY AND APPEARANCE
Age. Thakwaash reach adulthood in their late teens
Possessed of great strength, these large bipeds are and live less than a century.
best known for their uniquely non-human mindset. A Alignment. The most defining aspect of thakwaash
single thakwaash mind contains several distinct are their numerous personalities, as diverse and
personalities. Some thakwaash manifest dozens of vibrant as any individual. Because of this, thakwaash
different personalities and refer to themselves in the tend toward no particular alignment, lawful light side
plural. This habit frequently leaves members of other and chaotic dark side able to reside in the same body.
species uncomfortable, because they are never certain The best and worst are found among them.
of who they are speaking with, especially since Size. Thakwaash tend to tower over other species,
thakwaash are likely to change personalities in the reaching heights over 8 feet and weighing 300 pounds.
middle of conversations. Unlike most beings who Regardless of your position in that range, your size is
exhibit a multiple-personality disorder, each individual Medium.
thakwaash personality retains a basic knowledge of Speed. Your base walking speed is 30 feet.
events and facts that the other personalities Divergent Persona. You gain proficiency with one
experience, although this rarely includes exact details. tool of your choice. Define a unique identity associated
Conversations come to a halt when a thakwaash with that proficiency; establish the name, gender,
pauses and asks a new acquaintance's name as if they personality, and other details. While you are in that
had not been introduced already. They also possess, persona, the related proficiency bonus is doubled for
on average, three times the strength of an average any ability check you make that uses that proficiency.
human male. Expert Forgery. You can duplicate other creatures'
handwriting and craftwork. You have advantage on all
SOCIETY AND CULTURE
checks made to produce forgeries or duplicates of
Thakwaa is a temperate planet dominated by grassy existing objects.
plains. An isolated species, the thakwaash don't receive Multiple Minds. Thakwaash have dozens of
travel from a majority of the galaxy. While a personalities, switching between them in rapid
strategically beneficial location for certain military succession. Because of this brain composition, you are
campaigns, most armies give up trying to conquer difficult to manipulate. You have advantage on saving
Thakwaa. Because of their unpredictable nature, size, throws against being charmed.
and immense strength, the thakwaash make powerful Powerful Build. Your carrying capacity and the
foes. weight you can push, drag, or lift doubles. If it would
already double, it instead triples.
NAMES
Skill Diversity. Thankwaash are incredibly skilled,
To the surprise of outsiders, thakwaash use a singular thanks to their multiple personalities. You gain
name throughout their life, despite their various proficiency in two skills of your choice.
unique personalities. They use familiar surnames. Languages. You can speak, read, and write Galactic
Male Names. Aythar, Ethoss, Narok, Wec Basic and Thakwaese. Thakwaese consists of a variety
Female Names. Bashlo, Jiva, Lomatt, Shakwa of growls, snorts, and whinnies, while the written form
Surnames. Desh, Rahakas, Shelani, Taskelor is made up of intricate symbols.
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Tholoth
Language P’olothin
THOLOTHIAN TRAITS
As a tholothian, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Wisdom score
Tholothians are a species of seemingly ageless increases by 2, and your Charisma score increases by
humanoids native to the planet Tholoth. They can be 1.
distinguished from typical humans by their partial Age. Tholothians reach adulthood in their late teens
bluish skin pigmentation, their scaled craniums and and have been known to live for countless centuries,
fleshy white or red tendrils that sprout from their seemingly ageless.
skullcaps. Most many traditional tholothians cover Alignment. Tholothians are cultured and adaptive,
their hair in a traditional tholoth headdress, made up causing them to tend towards balanced alignments,
of a fabric band with delicate chains. The species is though there are exceptions.
rare, but those that do exist are often Force-sensitive. Size. Tholothians typically stand 5 to 6 feet tall and
generally weigh about 150 lbs. Regardless of your
SOCIETY AND CULTURE position in that range, your size is Medium.
Few can boast a legacy like the tholothians. As one of Speed. Your base walking speed is 30 feet.
the oldest, if most elusive, civilizations of the Republic, Attuned. You know your choice of the battle insight,
the people of Tholoth had fully integrated into the spare the dying, or resistance at-will force powers.
galaxy until the Republic fell. Under the rule of the Wisdom is your forcecasting ability for this power.
Empire, the planet and culture of Tholoth was Cultural Assimilation. You have proficiency in Lore.
drastically altered. Once teeming with life from across Additionally, you are considered to have expertise in
the galaxy, Imperial censors diligently removed all non- Intelligence (Lore) checks made to learn or recall
tholothians from the planet and worked to remove something about a culture’s laws or customs.
anything considered foreign from the culture. Given Defiant. Tholothians are known to be stubborn and
the tholothians' early acceptance and integration of often refuse to give up, even against the worst odds.
other societies, this greatly destabilized their people When you or a creature you can see that can see and
and culture. Tholothians' long relationship with the understand you makes an ability check, attack roll, or
Republic means continual contact with Jedi and the Jedi saving throw, you can roll a d4 and add it to their roll
Order. Most obvious Jedi temples were razed, but (no action required). You can use this before or after
smaller, more isolated refuges went unnoticed, the roll, but before the GM determines the roll’s
blending into the overgrowth as if Tholoth itself had outcome. Once you’ve used this feature, you must
gone feral. A small cave system or single-story building complete a short or long rest before you can use it
once used by the Jedi might now house tholothians again.
communing with the Force or organizing in opposition Natural Roots. Your innate processes boost your
to the Empire and its censors. natural healing. When you roll a 1 or 2 on any Hit Die
you spend at the end of a short rest, you can reroll the
NAMES die and must use the new roll.
Tholothian names are short and elegant-sounding, Languages. You can speak, read, and write Galactic
with familiar surnames. Basic, P’olothin, and one more language of your choice.
Male Names. Adesas, Fen, Nomm, Potani P’olothin is considered somewhat archaic and
Female Names. Eva, Deless, Shall, Vadi impractical, so it is mostly used in formal situations in
Surnames. Eliad, Hamav, Polinus, Raelien tholothian culture.
PHYSICAL CHARACTERISTICS
Height 6'3" +2d12"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Tof
Language Tof TOF TRAITS
As a tof, you have the following special traits.
Ability Score Increase. Your Strength score
increases by 2, and your Constitution score increases
BIOLOGY AND APPEARANCE by 1.
Tofs are largely human in appearance, although their Age. Tofs reach adulthood in their late teens and live
skin bears a sickly green sheen and they tend to have for more than a century.
massive physiques, either powerfully overmuscled or Alignment. Tofs' raider lifestyle and indifference to
grossly rotund. This is evident in their slow movements the culture's of non-tofs causes them to tend towards
though tofs are capable of flattening an opponent with chaotic dark side, though there are exceptions.
one slap of their large palms. Size. Tofs tend to tower over other species, reaching
heights over 8 feet and up to 300 lbs. Regardless of
SOCIETY AND CULTURE your position in that range, your size is Medium.
Tofs often act as if devoid of any compassion or Speed. Your base walking speed is 30 feet.
morals, with the majority of their thoughts dwelling on Courageous. You have advantage on saving throws
the lust for battle. Typically, they are crude and enjoy against being frightened.
rough humor, as well as pleasure in both food and Hide. You have a thick hide. When you aren’t
drink. In tof society, the males dominate their culture, wearing armor, your AC is 12 + your Dexterity modifier.
with females seldom seen and normally kept on- Powerful Build. Your carrying capacity and the
planet. They are typically visited only when a tof ship weight you can push, drag, or lift doubles. If it would
returns to port. Among the royalty, clothing tends to be already double, it instead triples.
tailored greatcoats with powdered wigs whilst soldiers Unarmed Combatant. Your unarmed strikes deal
carry cutlasses and cudgels, and prominently display 1d6 kinetic damage. Additionally, as a bonus action,
their battle scars. As a tof climbs the military hierarchy, you can perform a special shove attack. On a hit, the
they begin to wear more ornate clothing. Simple low- target suffers the attack’s normal effects, and if the
ranking deckhands wear cloth shirts, leather vests and creature is Large or smaller, it must make a Strength
head-scarves while ship captains are given heavy saving throw (DC = 8 + your proficiency bonus + your
buccaneer boots, sparkling rings on most fingers, and a Strength modifier). On a failed save, the target is
waist sash which holds both their blaster pistol or a knocked prone, and you can’t use this feature again
carved club. Since tofs do not bathe, they tend to cover until you complete a short or long rest.
their odor by way of heavy perfumes, sprayed upon Vengeful Assault. When you take damage from a
their tunics and boots. Tof starships tend to resemble creature in range of a weapon you are wielding, you
traditional sailing vessels with curved hulls and energy can use your reaction to make an attack with the
radiating sails. Since they are so immersed in their own weapon against that creature. You cannot use the
culture, they see no need to understand the ways of burst or rapid properties of weapons with this trait.
other species. Once you use this trait, you can't do so again until you
finish a short or long rest.
NAMES Weapon Training. The tof are adept warriors. You
Tofs use melodic yet primitive sounding names, with are proficient with vibroblades and your choice of
some parents using words that represent "winning" in vibromaces or slugthrowers.
some way to name their children. Languages. You can speak, read, and write Galactic
Male Names. Cheif, Dalsenor, Final, Sargothad Basic and Tof. Tof is a gruff and loudly spoken
Female Names. Absolute, Bulestan, Kelena, Largode language.
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Toon'L, Tund (relocated)
Language Toongese
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Trian
Language Trianii
TRIANII TRAITS
As a trianii, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Dexterity score
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
SOCIETY AND CULTURE skill.
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. Additionally, your
beliefs, with dance, art, music, literature, and even
unarmed strikes deal 1d4 kinetic damage and have the
industry and commerce all revolving around
finesse property.
spirituality. At one time, the trianii had many different
Darkvision. Your vision can easily cut through
religions, but the leaders of these different faiths all
darkness. You can see in dim light within 60 feet of you
agreed upon a specific moral code of conduct and
as if it were bright light, and in darkness as if it were
brought together a religious coalition that has lasted
dim light. You can’t discern color in darkness, only
for thousands of years. Most trianii are still active in
shades of gray.
the traditional faith of their families, though, and all
religious figures are held in great regard. Prehensile Tail. You have supreme control over your
tail and can use it to manipulate objects as well as your
The trianii usually wear no clothing, except when it is
hands.
needed for utility or protection. The one common
Strong-Legged. When you make a long jump, you
garment of the species is a belt, used to carry tools,
can cover a number of feet up to twice your Strength
weapons, or other items. Ceremonial garb is usually
limited to jewelry, ribbons, and other such score. When you make a high jump, you can leap a
adornments. number of feet up into the air equal to 3 + twice your
Strength modifier.
NAMES Sure-Footed. You have advantage on ability checks
and saving throws against being knocked prone.
Trianii names are melodic, often using double letters in
Languages. You can speak, read, and write Galactic
their names, and use no surnames.
Basic and Trianii. Trianii language is formed of purrs
Male Names. Duarrid, Hehkeen, Kreetak, Reakhas
and growls, rolling its vocalizations.
Female Names. Cenndet, Shearran, Unneed, Vakkie
PHYSICAL CHARACTERISTICS
Height 6'4" +2d10"
Weight 170 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld T'surr
Language T'surrese
PHYSICAL CHARACTERISTICS
Height 2'8" +2d8"
Weight 65 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Tynna TYNNAN TRAITS
Language Tynnan 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.
Age. Tynnans reach adulthood at 6 and live less than
BIOLOGY AND APPEARANCE a century.
Having evolved from water mammals, tynnans are Alignment. Tynnans' intelligent nature causes them
covered in fur and a thick layer of insulating blubber, to tend towards neutral alignments, though there are
which allow them to swim comfortably in the cold exceptions.
oceans of their homeworld. This gives tynnans a Size. Tynnans typically stand 3 to 4 feet tall and
rounded appearance, which, combined with their short generally weigh about 70 lbs. Regardless of your
stature, make them appear cute and pudgy to many position in that range, your size is Small.
species. They have dark noses, poor eyesight Speed. Your base walking speed is 25 feet.
(compensated by excellent hearing and smell), and Academic. You have proficiency in one of the
pointed ears. Their muzzles sport two buckteeth. These following skills: Lore, Investigation, Medicine, or
incisors are an evolutionary holdover from ancestors Technology.
who gnawed wood to build river dams; the species Bite. As uncivilized as it may be, your buck teeth are
have long ceased this behavior, so each succeeding natural weapons, which you can use to make unarmed
generation grow shorter teeth. strikes. Additionally, your unarmed strikes deal 1d4
kinetic damage.
SOCIETY AND CULTURE
Detail Oriented. You are practiced at scouring for
Tynnans are a pragmatic race. They shy away from details. You have advantage on Intelligence
religion and mythology, which they believe often leads (Investigation) checks within 5 feet.
to conflict. They are meticulous planners who give Hide. You have advantage on Constitution saving
attention to the smallest detail; these plans are then throws made to avoid exhaustion due to extreme cold.
carried out with great enthusiasm and dynamism. For Hold Breath. You can hold your breath for up to 1
thousands of years, the tynnans selected their hour at a time.
government representatives based on a planet-wide Keen Hearing and Smell. You have advantage on
lottery. Their leaders then serve for one year, after Wisdom (Perception) checks that involve hearing or
which they are ineligible for reselection for the next six smell.
years. Tynnan society operates a state-run economy, Swim. You have a swimming speed of 25 feet.
and the government feed all industrial profits back into Undersized. Your small stature makes it hard for
society. This funding provides all tynnans with you to wield bigger weapons. You can’t use heavy
complementary housing, education, food, and shields. Additionally, you can’t use martial weapons
entertainment. However, many choose to boost their with the two-handed property unless it also has the
living standards by devoting themselves to the arts and light property, and if a martial weapon has the versatile
sciences, or sometimes hunting. property, you can only wield it in two hands.
Wealthy. During character creation, you start with
NAMES
additional credits equal to your level x your proficiency
Tynnan either have traditionally simple names, or bonus x 1,000 cr.
descriptive ones named after natural phenomena, all Languages. You can speak, read, and write Galactic
agendered. Tynnan are given surnames if elected. Basic and Tynnan. Tynnan is sounds like rapid
First Names. Adumet, Foremist, Gos, Klarm, Pondsip chittering, made using the tynnans' buck teeth.
Surnames. Bluerun, Dositho, Irakles, Onet, Rokracer
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Uba IV, Ubertica
Language Ubese, Ubenial
UBESE TRAITS
BIOLOGY AND APPEARANCE As a ubese, you have the following special traits.
The ubese are near-humans who appear graceful but Ability Score Increase. Your Dexterity score
frail. They tend to have fair skin and dark hair, with eye increases by 2, and one other ability score of your
colors of brilliant green or blue. They can not grow any choice increases by 1.
facial hair, and their facial structure is narrow, with Age. Ubese reach adulthood in their late teens and
high cheekbones and eyes that appear much too large live to be about 70.
for their faces when compared to baseline humans. Alignment. Ubese's vengeful nature causes them to
Their vocal cords cannot produce speech above a tend toward the dark side, though there are
rasping whisper sound, so they use a highly refined exceptions.
form of sign language with other Ubese. Size. Ubese typically stand 5 to 6 feet tall and can
weigh up to 140 lbs. Regardless of your position in that
SOCIETY AND CULTURE range, your size is Medium.
Little is known about ubese culture. Away from their Speed. Your base walking speed is 30 feet.
homeworld, wayward ubese seem to care little for Foreign Biology. Ubese struggle in atmospheres
other societies' laws, customs, and morals. They are other than that of their homeworld. You wear a breath
mysterious wanderers, nomadic warriors who hide mask, and if your mask is removed while you are in
their inner secrets and agendas just as they hide their such an environment, you lose consciousness.
faces behind helmets and breath masks. They seem to Mysterious Wanderers. You have proficiency in
be loyal to one another, despite nurturing a profound Stealth and Survival.
hatred toward most other members of the galactic Surprise Attack. If you surprise a creature and hit it
community. They generally make their livings as with an attack on your first turn in combat, the attack
mercenaries, bounty hunters, slavers, or assassins— deals an extra 2d6 damage to it. You can use this trait
professions where they get to vent their hatred without only once per combat.
fear of retribution. Particularly vengeful "True Ubese", Vengeful Assault. When you take damage from a
the survivors of their homeworld of Uba IV are known creature in range of a weapon you are wielding, you
to hunt down yrak pootzck, a demeaning phrase can use your reaction to make an attack with the
referring to the ubese who were rescued and relocated weapon against that creature. You cannot use the
to Ubertica, as part of a millennia-old blood feud. burst or rapid properties of weapons with this trait.
Above all else, however, ubese are united in their Once you use this trait, you can't do so again until you
hatred toward the Jedi. They blame the "protectors of finish a short or long rest.
the galaxy" for what happened to their culture and Weapon Training. You have proficiency with the
homeworld; even ex-Jedi are not above their hatred. blaster rifle and marksman blaster.
Languages. You can speak, read, and write Galactic
NAMES
Basic and Ubese. Ubese also know Ubeninal, which is a
Ubese names are usually very sharp or guttural. They sign language which consists of hand signals and
do not use surnames. gestures used to communicate with other ubese
Male Names. Eucariss, Gunnut, Reeveth, Shoubo silently.
Female Names. Arket, Fouresh, Kavaz, Tiat
PHYSICAL CHARACTERISTICS
Height 2'9" +2d4"
Weight 75 lb. x(2d4) lb.
UTAI TRAITS
As an utai, 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 Utapau Age. Utai reach adulthood at 10 and live about half a
century.
Language Utai
Alignment. Utai's subservient and understanding
nature causes them to tend toward lawful balanced,
though there are exceptions.
Size. Utai typically stand around 4 feet tall and
BIOLOGY AND APPEARANCE generally weigh about 110 lbs. Regardless of your
Generally short and chubby, the utai are pale-skinned position in that range, your size is Small.
and hairless, possessing large, oblong heads which Speed. Your base walking speed is 25 feet.
slope backwards. Two glassy black eyes protrude on Animal Handler. You have a proficiency in the
thick stalks from the utai's face, which is otherwise Animal Handling skill.
unremarkable, aside from a small, puckered mouth. A Beast Master. You have the ability to communicate
short-lived race in comparison to their neighboring in a limited manner with beasts. They can understand
species, the pau'an, the utai prefer to work with their the meaning of your words, though you have no
hands and eventually evolved sharp night vision. special ability to understand them in return. You have
Omnivores by nature, the utai prefer cooked meat to advantage on all Charisma checks you make to
raw food, and seek food in the caverns that crisscross influence them. Additionally, whenever you roll a 1 on
the sinkholes. a Wisdom (Animal Handling) check, you can reroll the
die and must use the new roll. Lastly, once per short or
SOCIETY AND CULTURE long rest, you can treat a d20 roll of 9 or lower on a
An ancient race of diminutive humanoids, the utai skill check towards a beast as a 10.
made their homes in tunnels and caves amid the Coorperative Labor. You are proficient in the
sinkholes that pockmarked their homeworld, Athletics skill and constructor's implements.
colonizing them long before the surface dwelling Additionally, when you take the Help action to give an
pau'ans were forced to take refuge in the sinkholes ally advantage on an Athletics or constructor's
after hyperwinds made life on the surface unbearable. implements check, they gain a bonus to the roll equal
Working together, the utai allowed the pau'ans to take to your proficiency bonus.
the lead in all societal matters, although the utai make Darkvision. You have a keen eyesight, especially in
up more then seventy percent of the population on the dark. You can see in dim light within 120 feet of you
Utapau. Introducing the utai to wind power, the as if it were bright light, and in darkness as if it were
pau'ans took over governmental work in the sinkholes dim light. You can't discern color in darkness, only
and relegated the utai to a labor class. Despite their shades of gray.
role as laborers in Utapaun society, the utai are not Powerful Build. Your carrying capacity and the
mistreated and prefer their worker status. Many utai weight you can push, drag, or lift doubles. If it would
work as varactyl wranglers and dactillion tamers, as already double, it instead triples.
they possess an innate ability to commune with Undersized. Your small stature makes it hard for
animals. 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
Utai names are very simple, surnames being gained light property, and if a martial weapon has the versatile
later in life from deeds. Male and female names are property, you can only wield it in two hands.
not distinct. Languages. You can speak, read, and write Galactic
First Names. Elit, Gala, Matar, Shalis, Uraf, Velat Basic, Utai, and Utapese. Utai is characterized as a
Surnames. Drat, Ganz, Malt, Seft, Thrak, Zand series of burbling glottal hoots.
VAGAARI TRAITS
PHYSICAL CHARACTERISTICS
As a vagaari, you have the following special traits.
Height 4'8" +2d10" Ability Score Increase. Your Charisma score
Weight 105 lb. x(2d4) lb. increases by 2, and your Strength or Wisdom score
increases by 1.
Age. Vagaari reach adulthood in their early teens
SOCIOCULTURAL CHARACTERISTICS and live for more than a century, around 130 years.
Homeworld Vagar Praxut Alignment. Vagaari's merciless and fearsome nature
causes them to tend toward the dark side, though
Language Vagaari
there are exceptions.
Size. Vagaari typically stand 4 to 6 feet tall and
generally weigh about 140 lbs. Regardless of your
position in that range, your size is Medium.
BIOLOGY AND APPEARANCE Speed. Your base walking speed is 30 feet.
Vagaari have a large head dominated by wide eyes and Darkvision. You have a keen eyesight, especially in
small ears that lie flat against the skull. With their the dark. You can see in dim light within 60 feet of you
stubby limbs, vagaari are not capable of great speed, as if it were bright light, and in darkness as if it were
but they are far stronger than they look. The most dim light. You can't discern color in darkness, only
distinctive vagaari feature is a jaw with two mouths, shades of gray.
each studded with pebbly teeth. Vagaari have separate Menacing. You have proficiency in the Intimidation
digestive and respiratory tracts. The upper mouth is skill.
used for breathing and speaking, and the lower mouth Notorious Slavers. Whenever you make an ability
is used for eating. Thus, choking is virtually impossible, check related to the buying, selling, or controlling of
and many vagaari chew on stimulant-laced leather slaves, you are considered proficient in the check. If
strips known as pureweed while conversing. you would already be proficient, you instead have
expertise.
SOCIETY AND CULTURE Unsettling Visage. When a creature you can see
The Vagaari Empire thrives on cruelty and terror. It is makes an attack roll against you, you can use your
so effective at spreading fear that even other Unknown reaction to impose disadvantage on the roll. You must
Regions Threats, such as the ebruchi and the rakata, use this feature before knowing whether the attack hits
flee from its forces. Arrogant speciesists, vagaari or misses. Once you use this trait, you can't use it again
believe that all non-vagaari are idiotic cowards who until you finish a short or long rest.
exist only as resources to be farmed. Vagaari fashion is Vagaari Beast Training. Vagaari often hide beasts
designed for maximum intimidation. They wear on their body in order to use them against their
oversized fright masks that bear painted expressions opponents. You have proficiency in the Animal
of fury, horror, and agony. Off the battlefield, they Handling skill. Additionally, you can hide a Tiny willing
dress in voluminous robes, with roomy folds to conceal beast on your person in stasis. You can hold a number
hidden weapons and poisons. Vagaari soldiers wear of beasts on your person like this equal to half your
body armor and decorate their full-face helmets with proficiency bonus (rounded up). When you reach 5rd
death's-heads and demon mouths. Males and females level, you can forgo holding several Tiny beasts to hide
have separate but equally important roles within the one Small willing beast on your person. As a bonus
empire. Males dominate soldiering, piloting, and action, you can release any number of these beasts,
political classes, and females make up castes allowing them to make one attack against any
responsible for invasion strategy, slave acquisition, and opponent within range with advantage. Once you use
torture. Food preparation, sanitation, maintenance, this feature, you can't use it again until you finish a
and similar drudge work is performed by slaves. long rest.
Languages. You can speak, read, and write Galactic
NAMES Basic, Vagaari, your choice of Minnisiat or Sy Bisti, and
Vagaari have simple names, ending with 'sh', and do one more language of your choice. Vagaari is a musical
not use surnames. trilling language, but vagaari are also fluent in various
Male Names. Balsh, Qresh, Vuulsh, Yalkesh trade languages and lingua franca, such as Minnisiat
Female Names. Matesh, Nuish, Skrash, Tumiesh and Sy Bisti, both used in the Unknown Regions.
PHYSICAL CHARACTERISTICS
Height 5'1" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
Language Vahla
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Vodran
Language Huttese, Vodran (formally)
PHYSICAL CHARACTERISTICS
Height 5'2" +2d10"
Weight 65 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Vortex
Language Vortexlex
PHYSICAL CHARACTERISTICS
Height 4'9" +2d10"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Thyferra
Language Vratix
PHYSICAL CHARACTERISTICS
Height 2'8" +2d8"
Weight 65 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Vulpter
Language Vulpterish
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Vurdon Ka
Language Vuvrian
PHYSICAL CHARACTERISTICS
Height 6'2" +2d12"
Weight 450 lb. x(2d8) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Toola
Language Whiphid
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Woostri
Language Woostese
WOOSTOID TRAITS
As a woostoid, you have the following special traits.
Ability Score Increase. Your Intelligence score
BIOLOGY AND APPEARANCE increases by 2, and your Wisdom score increases by 1.
Woostoids are slender humanoids with dark orange Age. Woostoids reach adulthood at 20 and are
skin and thick red hair. They have large, bulbous black known to live for more than a century, possibly several.
eyes that rarely blink. Their logical minds give them a Alignment. Woostoids are logically-minded to a fault,
natural affinity for computer technology and database causing them to tend towards lawful alignments,
management. though there are exceptions.
Size. Woostoids typically stand 5 to 6 feet tall and
SOCIETY AND CULTURE generally weigh about 140 lbs. Regardless of your
Woostoids are peaceful and are known as intelligent, position in that range, your size is Medium.
logical thinkers who disdained abbreviations and Speed. Your base walking speed is 30 feet.
shorthand in their communications with others. They Analytical. You have proficiency in one of the
find even the concept of warfare frightening. Their following skills: Insight, Technology, or Investigation.
minds work in such a way that they always think of Call for Peace. As an action on your turn, you can
situations in an orderly manner, trying to create logical emphatically demand that your foes cease fighting,
ties between events. When presented with chaotic thereby distracting them. Until the end of your next
situations or facts that have no logical pattern, they turn, your allies gain advantage on attack rolls against
become confused and disorientated. In the days of The enemies within 10 feet of you that can see you. Once
Old Republic, woostoids were often found at the head you use this trait, you can't use it again until you finish
of bureaucracies devoted to the collection and a short or long rest.
analyzing of data, and Woostri was the single largest Impose Order. As a bonus action, you can command
repository of Old Republic databases apart from each ally within 15 feet of you to move up to half that
Coruscant itself. Since the woostoids are so adept at ally's speed as a reaction. This movement does not
computer technology, a large portion of Woostri's provoke attacks of opportunity. Once you use this trait,
manufacturing and other production sectors are you can’t use it again until you finish a short or long
computer controlled and automated. This leaves them rest.
with a substantial amount of free time, so large Programmer. Whenever you make an Intelligence
portions of their economy are devoted to recreation. (Technology) check related to computers, you are
The world's white sand beaches, its many music and considered proficient in the Technology skill and add
holo-theater complexes, and its vast amusement parks double your proficiency bonus to the check, instead of
are always teeming with representatives of every your normal proficiency bonus.
spacefaring species. The woostoids welcome them all Languages. You can speak, read, and write Galactic
with open arms, delighting in the diversity it brings to Basic and Woostese. Woostese is a very precise
their world. language with a great amount of dialects, each with its
local idioms. Abbreviations and contractions were
NAMES
always rejected in Woostese. Woostoids consider that
Woostoid names are simple and strange sounding. Woostese is a perfect language, needing no
First Names. Bzan, Nizu, Shome, Wan simplifications.
Surnames. Akida, Didarri, Jopol, Trahan
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 90 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Wroona
Language Wroonian
PHYSICAL CHARACTERISTICS
Height 5'9" +2d8"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Huk
Language Huk'siin
PHYSICAL CHARACTERISTICS
Height 5'2" +2d10"
Weight 145 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
Language Yarkora
PHYSICAL CHARACTERISTICS
Height 6'4" +2d10"
Weight 170 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Yinchorr
Language Yinchorri
PHYSICAL CHARACTERISTICS
Height 6'0" +2d12"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Forest Moon of Endor
Language Yuzzum
YUZZUM TRAITS
As a yuzzum, you have the following special traits.
Ability Score Increase. Your Charisma score
increases by 2, and your Dexterity score increases by 1.
BIOLOGY AND APPEARANCE
Age. Yuzzums reach adulthood in their late teens
Members of the species are generally humanoid, with and live less than a century.
round bodies covered in thick fur and long, spindly Alignment. Yuzzums are resourceful, prioritizing
limbs. Nevertheless, the species show a great deal of survival over any morals, causing them to tend towards
genetic diversity. Some have wide, toothy mouths, balanced alignments, though there are exceptions.
while others have fangs. Yuzzum feet are also variable, Size. Yuzzums typically stand 6 to 8 feet tall and
with some groups having hooves, some having pawlike generally weigh about 140 lbs. Regardless of your
feet, and others claws. Some yuzzums have long, position in that range, your size is Medium.
pointed ears, while others have no ears to speak of. Speed. Your base walking speed is 35 feet.
Most yuzzums are quite tall, although shorter Brewer. You have proficiency with brewer's kits.
individuals are born occasionally. These dwarf yuzzums Cannibalize. If you spend at least 1 minute
are often social outcasts. devouring the corpse of a beast or humanoid, you gain
temporary hit points equal to your Constitution
SOCIETY AND CULTURE
modifier. Once you’ve used this feature, you must
Yuzzums live in small groups that travel the plains of complete a short or long rest before you can use it
Endor's moon. They spend much of their day hunting again.
rodents, such as ruggers, that live in the tall grasses. Crude Weapon Specialists. Yuzzums are used to
Some yuzzums have learned to domesticate the making do with less. You can spend 1 hour, which you
arachnoid rakazzak beasts as mounts to aid them in can do over the course of a short rest, crafting a
the hunt. Although a few yuzzums have no technology weapon out of loose materials. You can craft any
at all, other groups fashion primitive spears and forked simple kinetic weapon, but the weapon’s damage
lances for use in hunting and self-defense. Yuzzums suffers a -1 penalty.
are sometimes exported as pets, despite the fact that Darkvision. You have a keen eyesight, especially in
they are sentient. Their musical language make them the dark. You can see in dim light within 60 feet of you
naturals to find work as singers. Yuzzums sometimes as if it were bright light, and in darkness as if it were
encounter the ewoks (as well as the other species of dim light. You can't discern color in darkness, only
Endor's moon), and many ewoks can understand the shades of gray.
yuzzum language, allowing for communication. Hunter. You have proficiency in Survival or Animal
Nevertheless, yuzzums are not averse to eating Handling (your choice).
woklings. Musical. You have proficiency in the Performance
skill.
NAMES
Languages. You can speak, read, and write Galactic
Yuzzum names are simple in nature, but typically Basic and Yuzzum. Yuzzum is a musical sounding
sound oddly musical, catching others off guard. They language. Many linguists consider that Yuzzum
use familiar surnames. language was the protolanguage for Ewokese;
Male Names. Aal, Moh, Swav, Tob however, Yuzzum language did not evolve itself, so it
Female Names. Feb, Gid, Smarn, Vem coexists with its own descendant, spoken by a different
Surnames. Lolven, Momwa, Wofju, Yaikes people.