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HERETIC'S GUIDE to the GALAXY

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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

BIOLOGY AND APPEARANCE


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

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1
ADARIAN
VISUAL CHARACTERISTICS
Skin Color Blue, gray, brown, or yellow
Hair Color Clear
Eye Color Black or gold
Large cranium, acute senses of smell
Distinctions
and hearing

PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 110 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Adari (adopted)
Language Adarese

ADARIAN TRAITS
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.

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2
ASKAJIAN
VISUAL CHARACTERISTICS
Skin Color Light to dark tones
Hair Color Black, blond, brown, gray or white
Eye Color Blue, brown, gray, green, or hazel
Distinctions Six breasts, two hearts, water storage

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Asakaj
Language Askajian

BIOLOGY AND APPEARANCE


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

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3
AVOGWI
VISUAL CHARACTERISTICS
Skin Color White or gray
Orange with black, white, or brown
Hair Color
undertones
Eye Color Yellow, green, red-orange, or brown
Distinctions Large raptors, bright orange feathers

PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 60 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
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.

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4
BARDOTTAN
VISUAL CHARACTERISTICS
Skin Color Green, yellow, gray, red, or purple
Hair Color Red or orange (female)
Eye Color Red, orange, or green
Long, curving neck, pointed snouts,
Distinctions
crested heads

PHYSICAL CHARACTERISTICS
Height 4'1" +2d12"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Bardotta, Phu (colony)
Language Bardottan
BARDOTTAN TRAITS
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.

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5
BELUGAN
VISUAL CHARACTERISTICS
Skin Color Brown-gray
Hair Color None
Eye Color White
Distinctions Four-sectioned mouths, fleshy sideburns

PHYSICAL CHARACTERISTICS
Height 5'1" +2d10"
Weight 125 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Quarzite
Language Quarzit

BIOLOGY AND APPEARANCE


Belugans are an aquatic species that hail from the
planet Quarzite. Humanoid in stature, belugans are
most identifiable by their bald heads and four-
sectioned jaws. Belugan faces are adorned with
colorful "sideburns" which are actually fleshy
extensions of their cheeks. Belugans have white eyes
with black, vaguely star-shaped irises. Their unique,
four-sectioned jaws, which have orange tips, hid BELUGAN TRAITS
baleen-like teeth and a prehensile tongue.
As a belugan, you have the following special traits.
SOCIETY AND CULTURE Ability Score Increase. Your Intelligence score
increases by 2, and your Charisma score increases by
The belugans are a technologically advanced species
1.
that share their world with the human-like kage
Age. Belugans reach adulthood in their early teens
species. Both species live under Quarzite's surface, as
and live less than a century.
the planet is wracked with highly pressurized
Alignment. Belugans have a tendency to respect
environmental storms that do not provide a livable
atmosphere. However, a space station was constructed strong authorities without question, causing them to
at some point by the belugans. The space station, built tend towards lawful dark side, though there are
far outside the planet's atmosphere, descended under exceptions.
Size. Belugans typically stand 5 and a half to 6 and a
Quarzite's surface with a series of massive turbolifts.
half feet tall and generally weigh about 180 lbs.
This allowed the belugans to travel between their
Regardless of your position in that range, your size is
world and the space station, and in theory, leave the
system. In addition, the belugans also maintain a Medium.
network of subtrams that weave through Quarzite's Speed. Your base walking speed is 30 feet.
massive cave system. Quarzite and its inhabitants are Amphibious. You can breathe air and water.
ruled by the belugan dictator, who leads an elite Darkvision. You’ve lived most of your life without
military force from a fortified compound. The dictator's direct sunlight. You can see in dim light within 120 feet
forces are tangled in a conflict with the Kage Warriors, of you as if it were bright light, and in darkness as if it
a group of vigilante kage who oppos the dictatorship were dim light. You can’t discern color in darkness, only
over Quarzite. Despite the ruler's troops best efforts, shades of gray.
the belugan soldiers are ineffective against the Kage Technician. You have proficiency in the Technology
Warriors. skill.
Unarmed Combatant. Your unarmed strikes deal
NAMES 1d4 kinetic damage and have the finesse property.
Belugans use rounded regal-sounding names, with Swim. You have a swimming speed of 30 feet.
familiar surnames. Languages. You can speak, read, and write Galactic
First Names. Dinetta, Forreres, Otega, Ujeti Basic and Quarzit. The Quarzit language sounds akin to
Surnames. Foid, Geb, Nun, Vait revolting gurgling in various tones.

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6
BIMM
VISUAL CHARACTERISTICS
Skin Color Light to dark tones (both)
Hair Color Tan, brown, black, or gray (both)
Eye Color Brown, amber, or black (only for furred)
Small stature (near-human), floppy ears
Distinctions
(furred)

PHYSICAL CHARACTERISTICS
Height 2'10" +2d10"
Weight 75 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS
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.

ART CREDIT | [artist name]


7
BIVALL
VISUAL CHARACTERISTICS
Skin Color Green, red, or white
Hair Color None
Eye Color Gold or green
Crested heads, eye stalks, skinny bodies,
Distinctions
amphibious

PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 95 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Protobranch
Language Bivall

BIOLOGY AND APPEARANCE


A thin species of aquatic ancestry, the Bivall have long
limbs but are relatively weak. They have skin in shades
of pink and light green, and they lack hair. Not unlike
the Rakata, Bivall have a thin head with eyes
protruding from its sides. They have a crest atop their
head, and their somewhat beak-like mouth is covered
by a thin strand of flesh drooping over it. They were BIVALL TRAITS
native to Protobranch, a planet located in the Core
Worlds. The species' lives revolved around water, but As a bivall, you have the following special traits.
they did not need it to thrive and could settle far from Ability Score Increase. Your Intelligence score
it. increases by 2, and your Wisdom score increases by 1.
Age. Bivall reach adulthood in their late teens and
SOCIETY AND CULTURE for about a century.
Bivall are soft-spoke intellects, with a penchant for Alignment. Bivall are well known as intelligent,
research and study. A Bivall might find themselves creative, and abstract thinkers, causing them to tend
immersed in a number of different fields, and in their toward the light side, though there are exceptions.
lifetime might earn degrees in most of those. Known Size. Bivall typically stand 5 to 6 feet tall and
mostly as academics, Bivall value knowledge above all generally weigh about 140 lbs. Regardless of your
else and tend to focus on understanding problems position in that range, your size is Medium.
rather than solving them, so it is rare to see them Speed. Your base walking speed is 30 feet.
doing work that isn’t highly theoretical. Although their Amphibious. You can breathe air and water.
abstract way of thinking makes them excel as Crafters. You have proficiency with with one set of
theoretical physicists or mathematicians, many of artisan’s implements of your choice.
them enjoy the arts. However, their tastes are so Problem Solver. Because of your upbringing, you
incredibly abstract that their arts and literature are have excellent problem-solving skills. You can treat a
incomprehensible and bafflingly random to almost all d20 roll of 9 or lower on an Intelligence check or saving
other species. Bivall are intellects at their core, and throw as a 10. You can use this trait a number of times
most that travel offworld usually due to to expand on equal your proficiency bonus. You regain all uses of
their studies. this feature when you finish a long rest.
Researchers. You are proficient in Lore and one of
NAMES the following skills: Investigation, Medicine, Nature, or
Bivall names are medium in length and typically have a Technology.
melodic tinge to their, using surnames based on their Swim. You have a swimming speed of 30 feet.
birth-pod, biological familiarity meaning little. Languages. You can speak, read, and write Galactic
Male Names. Akoden, Ivotta, Scavei, Yus Basic and Bivall. The Bivall language is short-worded
Female Names. Coves, Kyrap, Ovancis, Vioser and quickly spoken.
Surnames. Dal, Gein, Payd, Ressi

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8
BLARINA
VISUAL CHARACTERISTICS
Skin Color Pink
Hair Color None
Eye Color Gold
Distinctions Tough skin, weak and pudgy appearance

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Rina Major
Language Blarinan

BIOLOGY AND APPEARANCE BLARINA TRAITS


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

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9
BRAVAISIAN
VISUAL CHARACTERISTICS
Skin Color Light to dark blue
Hair Color None
Eye Color Black
Dexterous tongue, long snouts, sensitive
Distinctions
eyes

PHYSICAL CHARACTERISTICS
Height 3'0" +2d8"
Weight 40 lb. x1 lb.
BRAVAISIAN TRAITS
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.

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10
CALIBOP
VISUAL CHARACTERISTICS
Skin Color Pale yellow
Hair Color Brown, white, blonde, or gold
Eye Color Blue or yellow
Distinctions Avian, mane, prehensile wing tips

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.

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11
CHALACTAN
VISUAL CHARACTERISTICS
Skin Color Light to dark tones
Hair Color Black, brown, or gray (usually with age)
Amber, blue, brown, gray, green, or
Eye Color
hazel
Distinctions Near-human, religious piercings

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Chalacta
Language Chalacta

BIOLOGY AND APPEARANCE


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

SOCIETY AND CULTURE


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

ART CREDIT | [artist name]


12
CHARON
VISUAL CHARACTERISTICS
Skin Color Dark grays, browns, and greens
Hair Color Translucent
Eye Color Yellow
Distinctions Arachnoid, eight limbs, large eyes CHARON TRAITS
As a charon, you have the following special traits.
PHYSICAL CHARACTERISTICS Ability Score Increase. Your Strength score
increases by 2, and your Constitution or Intelligence
Height 6'3" +2d12" score increases by 1.
Weight 190 lb. x(2d6) lb. Age. Charon reach adulthood by 6 and live for less
than half a century, usually up to 60.
Alignment. Charon are devoted to destroying all life,
SOCIOCULTURAL CHARACTERISTICS causing them to tend towards lawful dark side, though
Homeworld Unknown (in otherspace) there are exceptions, such as the defectors who tend
towards lawful light side.
Language Charon
Size. Charon tend to tower over other species,
standing 6 and a half to 8 feet tall and generally
weighing around 300 lbs. Regardless of your position in
that range, your size is Medium.
BIOLOGY AND APPEARANCE Speed. Your base walking speed is 30 feet.
Charon resemble a cross between humanoids and Type. Your creature type is both aberration and
arachnids, encased by a thick mottled carapace, with humanoid.
distinctly arachnoid features, such as spinnerets in the Claws. Your claws are natural weapons, which you
abdomen. They have four arms with triple-clawed can use to make unarmed strikes. Additionally, your
hands, and four insectoid legs, with clawed feet. Their unarmed strikes deal 1d6 kinetic damage.
uppermost pair of arms is slightly larger than the other Exoskeleton. You have a thick exoskeleton. While
pair. Their multiple limbs have several advantages; you are unarmored or wearing light armor, your AC is
charon are exceptional climbers, are extremely stable 12 + your Dexterity modifier.
on their feet, and their claws make deadly weapons. Four-Armed. Charon have four arms which they can
Extremely powerful, they are also able to lift objects use independently of one another. You can only gain
which are far too heavy for most other species. Charon the benefit of items held by two of your arms at any
have mandibular chelicerae at the sides of their small given time, and once per round you can switch which
mouths and bulging eyes. Charon have a large trailing arms you are benefiting from (no action required).
abdomen, capable of spinning strands of sticky Powerful Build. Your carrying capacity and the
webbing several times a day. weight you can push, drag, or lift doubles. If it would
already double, it instead triples.
SOCIETY AND CULTURE Spider Climb. You have a climbing speed of 30 feet.
Most charon are dangerous, bent on killing every other You have advantage on Strength saving throws and
being they encounter. They come from a dimension Strength (Athletics) checks that involve climbing, and
known as otherspace, a region beyond the confines of while climbing you always have two hands free.
the known galaxy, but the name of their homeworld Sure-Footed. You have advantage on ability checks
and its location are mysteries yet to be solved by and saving throws against being knocked prone.
others who have encountered them. The proximity of Web. As an action, you can shoot webbing at a Large
their home to a black hole gave birth to a ruling death or smaller creature within 30 feet. When you do so, the
cult that believes the mission of the charon should be target must make a Strength saving throw (DC = 8 +
to destroy all life. The cult seeks to cast every living your proficiency bonus + your Constitution modifier).
thing "Into the Void of Death." A figure known as the On a failed save, the creature is restrained until it is
Prophet of the Void governs charon society. Just prior freed. A creature can use its action to repeat the saving
to the Battle of Endor, a splinter group calling throw, freeing itself or another creature within its
themselves the Cult of Light secretly constructed the reach on a success. The webbing has an AC of 10, 5 hit
charon's first ever hyperdrive. Many disillusioned with points, vulnerability to fire damage, and resistance to
the savage ways of the cult left to find a new life. all other damage. Destroying the webbing frees the
creature without harming it and immediately ends the
NAMES webbing's effect. You can use this feature a number of
Traditional charon do not have personal names. times equal to your proficiency bonus. You regain all
Charon defectors sometimes adopt names, usually expended uses when you complete a long rest.
after meeting other species in the known galaxy. Languages. You can speak, read, and write Galactic
First Names. Fa'chak, H'zish, Ry'shyrr, Sya'kalia Basic and Charon.

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13
CHEV
VISUAL CHARACTERISTICS
Skin Color Pale white, sandy brown, slate gray
Hair Color Blond or white
Eye Color Black to violet
Distinctions Lidless eyes, two hearts

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Vinsoth
Language Chev

CHEV TRAITS
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.

ART CREDIT | [artist name]


14
CHISTORI
VISUAL CHARACTERISTICS
Blue and purple on the back, brown and
Skin Color
tan on the abdomen (typically)
Hair Color None
Eye Color Purple, yellow, blue, orange, or red
Distinctions Reptilian, powerful jaws

PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 115 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
Language Chistori

CHISTORI TRAITS
BIOLOGY AND APPEARANCE As a chistori, you have the following special traits.
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

ART CREDIT | [artist name]


15
COLUMI
VISUAL CHARACTERISTICS
Skin Color Gray or sandy brown
Hair Color None
Eye Color Black or red
Distinctions Very large cranium, atrophied limbs

PHYSICAL CHARACTERISTICS
Height 2'10" +2d10"
Weight 65 lb. x1 lb.
COLUMI TRAITS
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.

ART CREDIT | [artist name]


16
COSIAN
VISUAL CHARACTERISTICS
Skin Color Mottled green
Hair Color White to blue
Eye Color Orange or yellow
Beaked mouths, Long tails ended with
Distinctions
tuft of hair

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Cosia
Language Cosian

BIOLOGY AND APPEARANCE


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

ART CREDIT | [artist name]


17
COWAY
VISUAL CHARACTERISTICS
Skin Color Red
Hair Color None
Eye Color Gray or blue
Tribal, warrior culture, skilled at hiding in
Distinctions
nature

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Mimban
Language Coway

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.

ART CREDIT | [artist name]


18
CRAGMOLOID
VISUAL CHARACTERISTICS
Skin Color Gray, brown, or green
Hair Color Brown or gray
Eye Color Red
Distinctions Trunks, tusks

PHYSICAL CHARACTERISTICS
Height 6'5" +2d12"
Weight 200 lb. x(2d6) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Ankus
Language Cragii CRAGMOLOID TRAITS
As a cragmoloid, you have the following special traits.
Ability Score Increase. Your Constitution score
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

ART CREDIT | [artist name]


19
CYCLORRIAN
VISUAL CHARACTERISTICS
Skin Color Light to dark gray
Hair Color None
Eye Color Iridescent
Distinctions Antenna, compound eyes

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Cyclorr 4
Language Cyclorrik

BIOLOGY AND APPEARANCE


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

ART CREDIT | [artist name]


20
DANTARI
VISUAL CHARACTERISTICS
Skin Color Light to dark tones (tanned)
Hair Color Black
Eye Color Brown, gray, amber, hazel, or black
Distinctions Heavy muscle structure, large faces

PHYSICAL CHARACTERISTICS DANTARI TRAITS


Height 5'1" +2d10" As a dantari, you have the following special traits.
Weight 110 lb. x(2d4) lb. Ability Score Increase. Your Strength score
increases by 2, and your Wisdom score increases by 1.
Age. Dantari reach adulthood at 12 and typically live
SOCIOCULTURAL CHARACTERISTICS live up to 70.
Homeworld Dantooine Alignment. Dantari's overwhelming will to survive
cause them to tend toward neutral balanced, though
Language Dantarian
there are exceptions.
Size. Dantari typically stand 5 and a half to 6 and a
half feet tall and generally weigh less than 200 lbs.
Regardless of your position in that range, your size is
BIOLOGY AND APPEARANCE Medium.
The dantari are Dantooine's native intelligent lifeform. Speed. Your base walking speed is 30 feet.
A near-human species, they look very much like Crude Weapon Specialists. Dantari are used to
baseline humans, except that they are much more making do with less. You can spend 1 hour, which you
muscular and well-built. All dantari sport large, flat can do over the course of a short rest, crafting a
faces, dark hair, and tan, leathery skin. weapon out of loose materials. You can craft any
simple kinetic weapon, but the weapon’s damage
SOCIETY AND CULTURE suffers a -1 penalty.
As a whole, the dantari are a stone level, Defiant. Dantari are known to be stubborn and often
technologically ignorant civilization. Even during refuse to give up, even against the worst odds. When
multiple Galactic Civil Wars, they still were completely you or a creature you can see that can see and
unaware that starships traveled in space over understand you makes an ability check, attack roll, or
Dantooine. They have not developed agriculture as a saving throw, you can roll a d4 and add it to their roll
means of subsistence, nor have they discovered the (no action required). You can use this before or after
secret of metallurgy. The dantari spend their lives the roll, but before the GM determines the roll’s
wandering across the plains searching for food, using outcome. Once you’ve used this feature, you must
simple weapons such as stone axes and spears to hunt complete a short or long rest before you can use it
animals. Usually, they will establish a temporary village again.
at the end of each day and subsequently fold up their Forced March. Dantari are able to maintain a fast
tents every morning before continuing their endless pace longer than other species. Dantari have
journey. Those villages are made of simple, animal-skin advantage on Constitution saving throws made to
shelters, with multiple campfires in front of them. avoid Exhaustion due to prolongued travel, as
Although they do not have a king or a chief, one described in Chapter 8.
particular individual is regarded as an authority of Natural Survivalist. You have proficiency in the
special importance by their peers: the garoo. A highly Nature and Survival skills, and with the bioanalysis kit.
respected member of the tribe, the garoo is a cross Powerful Build. Your carrying capacity and the
between a priest and a sorcerer. He is thought to be weight you can push, drag, or lift doubles. If it would
capable of commanding the animal spirits, and the already double, it instead triples.
dantari say that a garoo never lies. The dantari have an Tanned. You have tough, leathery skin. While you
extensive knowledge of the medicinal properties of the are unarmored or wearing light armor, your AC is 12 +
local flora and fauna. They also participate in an your Dexterity modifier.
elaborate form of gift exchange as a way of Tech-Impaired. While dantari can figure out basic
establishing ties between individuals and tribes. technology, they experience difficulty using more
complex equipment like wristpads. You can not use
NAMES tech powers or take levels in techcasting classes.
Dantari use primitive single-syllable names, typically Languages. You can speak, read, and write Galactic
named after words for nature in Dantarian. Basic and Dantarian. Dantarian only uses a limited set
Male Names. Dayan, Jendar, Norr, Tuber of spoken words, which they supplement with facial
Female Names. Esada, Norra, Sembod, Uladi expressions and hand gestures.

ART CREDIT | [artist name]


21
DEVLIKK
VISUAL CHARACTERISTICS
Skin Color Tan, yellow, or green
Hair Color Lime green
Eye Color Red
Green feathers, short lifespan, long
Distinctions
claws, short stature

PHYSICAL CHARACTERISTICS
Height 2'10" +2d10"
Weight 50 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Ord Radama
Language Devlikk

DEVLIKK TRAITS
As a devlikk, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Wisdom score
Devlikks are a shorter avian species with unique increases by 2, and your Dexterity score increases by 1.
proportions, including a small tail, a long neck, and Age. Devlikks have incredibly short lifespans,
stubby legs. Their bodies are accented with prominent reaching adulthood at 2 and living up to 10 years on
lime-colored feathers, and their faces feature red eyes average.
and a long beak. Their digits end in a dark claw for Alignment. Devlikks are a calm and amicable people,
traction, as they often run on all fours to make up for causing them to tend toward the light side, though
their short legs. Their most unique ability is a sensitivity there are exceptions.
to magnetic fields, which they use for navigation, as Size. Devlikks typically stand 3 to 5 feet tall and
they always know which way is north. They have a very generally weigh about 55 lbs. Regardless of your
short lifespan, maturing to adulthood in two years and position in that range, your size is Small.
typically dying before the age of ten. Speed. Your base walking speed is 25 feet.
Claws. Your sharp talons are natural weapons, which
SOCIETY AND CULTURE you can use to make unarmed strikes. 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

ART CREDIT | [artist name]


22
DRABATAN
VISUAL CHARACTERISTICS
Skin Color Green-gray
Hair Color None
Eye Color Black
Distinctions Amphibious, large mouths

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.

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23
DRALL
VISUAL CHARACTERISTICS
Skin Color Pink
Hair Color Brown, black, or reddish-gray
Eye Color Black

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.

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24
DRESSELLIAN
VISUAL CHARACTERISTICS
Skin Color Light to dark brown
Hair Color None
Eye Color Yellow or orange
Distinctions Elongated skulls, teal-colored blood

PHYSICAL CHARACTERISTICS
Height 5'3" +2d6"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Dressel
Language Dressellese
DRESSELLIAN TRAITS
As a dressellian, you have the following special traits.
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.

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25
DULOK
VISUAL CHARACTERISTICS
Skin Color Light to dark pink or gray
Hair Color Green, blue-gray, brown, or gray
Eye Color White, yellow, orange, pink, or red
Distinctions Hairy, unkempt

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

SOCIOCULTURAL CHARACTERISTICS DULOK TRAITS


Homeworld Forest Moon of Endor As a dulok, you have the following special traits.
Language Ewokese
Ability Score Increase. Your Strength or Dexterity
score increases by 2, and your Wisdom score increases
by 1.
Age. Duloks reach adulthood in their late teens and
live for around a century or more, some up to 150
BIOLOGY AND APPEARANCE years, despite their unkempt nature.
Duloks are a sentient species native to the swamps of Alignment. Duloks' raider culture causes them to
the Forest Moon of Endor. They are gangly with sharp tend towards chaotic dark side, though there are
claws and thin, expressive, tufted tails. They are exceptions.
excellent climbers. Members of the species are Size. Duloks typically stand 4 to 5 feet tall and
covered in dull-looking fur. Most of a dulok's fur is generally weigh about 120 lbs. Regardless of your
relatively uniform in length except for a longer shock position in that range, your size is Medium.
atop the head. The features of a dulok's broad face are Speed. Your base walking speed is 30 feet.
screwed up into a constant scowl. A full set of teeth Aggressive. As a bonus action, you can move up to
filled the mouth, and the two sharp canines jut from your speed toward an enemy of your choice that you
their lower jaw. Dulok eyes are sensitive to bright light, can see or hear. You must end this move closer to the
but in low-light conditions, their pupils narrow to enemy than you started.
vertical slits. While they groom themselves using the Crude Weapon Specialists. Duloks are used to
materials available to them, such as stolen ewok soap, making do with less. You can spend 1 hour, which you
euloks have a hard time keeping clean. As a result, can do over the course of a short rest, crafting a
their fur often becomes mangy, unkempt, foul weapon out of loose materials. You can craft any
smelling, and infested with parasitic insects. simple kinetic weapon, but the weapon’s damage
suffers a -1 penalty.
SOCIETY AND CULTURE Darkvision. You have a keen eyesight, especially in
Although ewoks and duloks speak mutually intelligible the dark. You can see in dim light within 120 feet of you
dialects and acknowledge a common heritage, their as if it were bright light, and in darkness as if it were
interactions are seldom cordial. The duloks hate and dim light. You can't discern color in darkness, only
envy the ewoks for enjoying what the duloks see as the shades of gray.
better lifestyle in the bountiful forests. Most eke out a Stealthy Hunter. You have proficiency in the Survival
living in marshlands, based in villages of caves, logs, and Stealth skills.
and stumps. While they rarely show the pluck and flair Sunlight Sensitivity. You have disadvantage on
so often attributed to their forest cousins, duloks excel attack rolls and on Wisdom (Perception) checks that
at fighting, raiding, and stealing. The dearth of rely on sight when you, the target of your attack, or
resources in their swamp habitat give them little whatever you are trying to perceive is in direct sunlight.
choice, and a preference for idleness and their might- Swamp Dweller. Growing up in the swamps of the
makes-right culture both add to the appeal of such Forest Moon of Endor has left an impact. You don’t
behavior. Some dulok bands range several days from treat swamp terrain as difficult terrain.
their home, basing themselves in camps while away. Treeclimber. You have a climbing speed of 30 feet.
You have advantage on Strength saving throws and
NAMES Strength (Athletics) checks that involve climbing.
Duloks typically have short, guttural, one-word names Languages. You can speak, read, and write Galactic
without surnames, tribal or otherwise. Basic and Ewokese. The dulok's dialect of Ewokese is
Male Names. Bumphuk, Durgat, Krugbu, Trugeegh intelligible to their distant relatives, if somewhat
Female Names. Arob, Bulak, Rogmesh, Sharamph gruffer.

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26
DYBRINTHE
VISUAL CHARACTERISTICS
Skin Color White (bright)
Hair Color None
Eye Color Blue, black, white, purple, or indigo
Bright skin, gill-like respiratory system,
Distinctions
wide eyes

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Dybrin 12
Language Dybrin
DYBRINTHE TRAITS
As a dybrinthe, you have the following special traits.
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.

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27
EBRUCHI
VISUAL CHARACTERISTICS
Skin Color Creamy white, gray, or greenish white
Hair Color None
Eye Color Black
Distinctions Mouths surrounded by tentacles

PHYSICAL CHARACTERISTICS
Height 4'1" +2d10"
Weight 75 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
Language Ebruchese

BIOLOGY AND APPEARANCE EBRUCHI TRAITS


The ebruchi have a roughly humanoid configuration, As an ebruchi, you have the following special traits.
with a squat, lumpy build similar to that of gands. Their Ability Score Increase. Your Strength or
heads house two wide-set eyes that never blink and a Constitution score increases by 2, and your Charisma
hidden mouth ringed by writhing, fleshy feelers. These score increases by 1.
tentacles are always in motion as they sample airborne Age. Ebruchi reach adulthood in their early teens
scents and can grasp chunks of food to force them and live for about 65 years.
down the ebruchi's narrow gullet. This process is Alignment. Ebruchi's cruel, brutal, and self-serving
messy and, to most species, revolting. The ebruchi are nature causes them to tend towards chaotic dark side,
omnivorous. They can survive on rotting garbage if though there are exceptions.
necessary, but their appetites lean toward the sadistic. Size. Ebruchi typically stand 4 to 5 and a half feet tall
They love nothing more than swallowing the wet flesh and generally weigh about 100 lbs. Regardless of your
of freshly killed prisoners. A typical outfit consists of position in that range, your size is Medium.
animal skins topped with medallions, rings, or crowns. Speed. Your base walking speed is 30 feet.
Cannibalize. If you spend at least 1 minute
SOCIETY AND CULTURE devouring the corpse of a beast or humanoid, you gain
They are ruthless pirates whose homeworld is not temporary hit points equal to your Constitution
known and whose history is devoted to conquest. modifier. Once you’ve used this feature, you must
While they are seen as war-like, the ebruchi themselves complete a short or long rest before you can use it
tend to use small starships for travel rather than large again.
fleets of bigger ships. Many believe that the race are Galactic Scourge. You are proficient in Intimidation
barbaric nomads who have traveled in space for so and Piloting.
long that they have forgotten, as well as forsaken, their Iron Guts. Ebruchi are able to eat any organic
planetary heritage. To some, the ebruchi are a terror. material, from raw flesh to rotting garbage. As a result,
To militarily superior forces, such as the chiss and the you cannot suffer exhaustion from starvation, unless
vagaari, the ebruchi are a perpetual annoyance. The you are in an environment completely lacking organic
ebruchi are driven by the basest of emotions: greed material.
and fear. Unwilling to give an edge to any other being- Toughness. Your hit point maximum increases by 1,
including members of their own species-they and it increases by 1 every time you gain a level.
overcompensate to the point of overkill. Still, the Unsettling Visage. When a creature you can see
ebruchi are not foolish, and they take such drastic makes an attack roll against you, you can use your
actions only if they believe themselves to be safe from reaction to impose disadvantage on the roll. You must
retaliation. This tendency, of course, makes them use this feature before knowing whether the attack hits
bullies of the worst stripe. The ebruchi show no or misses. Once you use this trait, you can't use it again
kindness unless they gain something in the process. until you finish a short or long rest.
Languages. You can speak, read, and write Galactic
NAMES Basic, Ebruchese, and your choice of Minnisiat or Sy
Ebruchi use dulcet sounding single-names. Bisti. Ebruchi converse among themselves using an
First Names. Corke, Firnees, Reydes, Sommon idiosyncratic jargon incomprehensible to outsiders.

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28
ELOM
VISUAL CHARACTERISTICS
Skin Color Tan or pink
Dark gray, light green, sandy brown,
Hair Color
dark brown
ELOM TRAITS
Eye Color Black
As an elom, you have the following special traits.
Distinctions Tough claws, excellent nightvision
Ability Score Increase. Your Constitution score
increases by 2, and your Wisdom score increases by 1.
PHYSICAL CHARACTERISTICS Age. Eloms reach adulthood in their late teens and
live less than a century.
Height 4'8" +2d10"
Alignment. Eloms' kind and pacifistic nature causes
Weight 110 lb. x(2d4) lb. them to tend toward the light side, though there are
exceptions.
Size. Eloms typically stand 4 to 6 feet tall and
SOCIOCULTURAL CHARACTERISTICS
generally weigh less than 200 lbs. Regardless of your
Homeworld Elom position in that range, your size is Medium.
Language Elom Speed. Your base walking speed is 30 feet.
Darkvision. Your vision can easily cut through
darkness. You can see in dim light within 120 feet of
you as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness, only
BIOLOGY AND APPEARANCE shades of gray.
Eloms are short, stocky mammalian bipeds with tough Desert Hide. You have a thick hide. When you aren’t
skin under a thick, oily pelt of dark and stringy fur. They wearing armor, your AC is 12 + your Dexterity modifier.
have several layers of fat, evolved to capture moisture, Additionally, you have advantage on Constitution
making them equipped for life in the harsh, desert saving throws made to avoid exhaustion due to
environment of their home. Eloms' hands and feet extreme heat. Lastly, you are able to go a number of
each have hard, hooked claws, perfect for digging, and days without water equal to 3 + twice your Constitution
prehensile toes on each foot, which can be used as grip modifier before suffering exhaustion.
tools. Their hands and feet are also covered with thick Flexible Cheeks. Elom have flexible cheeks in which
calluses resulting from the rigorous lives they live. they can store small goods. You can store up to two
Because of their subterranean existence, eloms have items that weigh a combined total of no more than 2
exceptional night vision. However, their small eyes are lb. in your cheeks, and you have advantage on
easily overpowered by bright light. They also have two Dexterity (Sleight of Hand) checks made to conceal
hard, sharp tusks protruding from their mouths, with them.
thick, pouchy jowls in which they are able to store food. Nimble Agility. Your reflexes and agility allow you to
Eloms evolved in a dry environment, and their move with a burst of speed. When you move on your
biological systems are adapted for desert survival. turn in combat, you can double your speed until the
Eloms have the ability to move quickly, even when end of the tum. Once you use this trait, you can’t use it
laden down with a heavy load. Some eloms also have again until you move 0 feet on one of your turns.
long, white tails which almost reached their feet. Powerful Build. Your carrying capacity and the
weight you can push, drag, or lift doubles. If it would
SOCIETY AND CULTURE already double, it instead triples.
Eloms are an extremely peaceful and unsophisticated Prehensile Feet. You have supreme control over
species who live deep beneath the surface of their your feet and can use them to manipulate objects as
homeworld. Strict herbivores, the eloms are content to well as your hands.
live in their underground homes, raising their young. Sunlight Sensitivity. You have disadvantage on
Although they are highly intelligent and ambitious, attack rolls and on Wisdom (Perception) checks that
eloms often underestimate the capacity for rely on sight when you, the target of your attack, or
wrongdoing exhibited by other species and therefore whatever you are trying to perceive is in direct sunlight.
are often able to be manipulated by others to do their Tooth and Nail. Your claws and tusks are natural
bidding. Eloms are generally easygoing, kind, forgiving weapons, which you can use to make unarmed strikes.
and eager to learn. Additionally, your unarmed strikes deal 1d4 kinetic
damage.
NAMES Languages. You can speak, read, and write Elom.
Elom names come from instinctual feelings, being You can understand spoken and written Galactic Basic,
sharp and to the point, with surnames being familiar. but your vocal cords do not allow you to speak it. Elom
First Names. Arik, Greth, Nulus, San, Tef sounds like unsophisticated bestial clicking, but is very
Surnames. Aijest, Brenap, Elitz, Franzep, Louid intricate in reality.

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29
ELOMIN
VISUAL CHARACTERISTICS
Skin Color Orange, red, brown, purple, black
Hair Color Brown or black
Eye Color Black, red, blue, or white
Distinctions Crown of horns, tusks on cheekbones

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Elom
Language Elomin

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.

ART CREDIT | [artist name]


30
EM'LIY
VISUAL CHARACTERISTICS
Skin Color Blue, green, orange, or tan
Hair Color Dark tones
Eye Color Black or white
Distinctions Dark eyes, muscled bodies

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Shalyvane
Language Em'liy

BIOLOGY AND APPEARANCE


Em'liy are fairly tall and robust by human standards.
Their faces have no visible noses and small, dark eyes.
They have no body hair, though they do grow dark hair EM'LIY TRAITS
on their heads. This hair is styled in one to three As an em'liy, you have the following special traits.
topknots, depending on caste. Ability Score Increase. Your Constitution score
increases by 2, and your Strength or Wisdom score
SOCIETY AND CULTURE increases by 1.
The em'liy once had a relatively sophisticated society, Age. Em'liy reach adulthood in their late teens and
though they were apparently not starfarers. This live for an average of 65 years.
changed after the Galactic Empire's forces attacked Alignment. Em'liy are ferocious and independent,
Shalyvane. The attack left their capital city, Chinshassa, causing them to tend towards chaotic balanced,
in ruins. After this attack, the region around the capital though there are exceptions.
was ruled by nomadic tribes, armed with a mixture of Size. Em'liy typically stand 6 feet tall and generally
primitive weapons and blasters. Em'liy are born weigh about 200 lbs. Regardless of your position in that
survivors, raised to hunt for every morsel of food and range, your size is Medium.
fight for every drop of water. They take nothing for Speed. Your base walking speed is 30 feet.
granted and tend to possess a fatalistic approach Heat Adaptation. You have advantage on
toward life. They expect no favors and express only Constitution saving throws made to avoid exhaustion
contempt for the lazy, spoiled, or domineering. due to extreme heat.
Angered Em'liy are dangerous foes and loyal friends. Protective Membrane. You have advantage on
Entire wars have ended because one em'liy general saving throws against being blinded.
sufficiently impressed another in the course of battle. Savage Attacks. When you score a critical hit with a
Since their fail from grace, however, much of their melee weapon attack, you can roll one of the weapon’s
arrogance has left them, replaced with feeling of loss damage dice one additional time and add it to the
and restlessness. Em'liy are deadly warriors, with a extra damage of the critical hit.
ferocity in battle unmatched by many warrior species. Spirit of Battle. Once per day, you can enter an
Observes have labeled this ferocity "berserker" extreme state of focus as an action. For 1 minute, or
behavior, though this is not entirely accurate. Warring until you lose your concentration (as if you were
em'liy give themselves over completely to a fight, concentrating on a power), you are immune to being
letting the course of battle define their actions and frightened and gain temporary hit points equal to your
thoughts. They control their own actions, but their so- Constitution modifier (minimum of 1) at the start of
called "spirit of battle" helps refine that control. each of your turns. When this state ends, you lose any
remaining temporary hit points from this feature.
NAMES Wastelanders. You are proficient in Survival and one
Em'liy use relatively complex names, with archaic of the following skills: Intimidation, Investigation, or
surnames that span back hundreds of generations. Stealth.
First Names. Cir'belt, Evir'zan, Ji'kata, Shanzar Languages. You can speak, read, and write Galactic
Surnames. Belochog, Jelevos, Neth, Tez'ra Basic and Em'liy.

ART CREDIT | [artist name]


31
EPICANTHIX
VISUAL CHARACTERISTICS
Skin Color Light to dark tones
Hair Color Brown to black
Eye Color Brown or green
Narrow eyes, dark hair, mental shielding
Distinctions
against the Force

PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 110 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Panatha
Language Epicant

EPICANTHIX TRAITS
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

ART CREDIT | [artist name]


32
FARFALLAN
VISUAL CHARACTERISTICS
Skin Color Light to dark tones
Hair Color Brown, white, grey, black, or blonde
Eye Color Red
Distinctions Unguligrade legs, pointed ears

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.

ART CREDIT | [artist name]


33
FARGHUL
VISUAL CHARACTERISTICS
Skin Color Light to dark brown
Hair Color Tawny
Eye Color Yellow or green
Distinctions Prehensile tails, natural con artists

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Farrfin
Language Farghul

BIOLOGY AND APPEARANCE


Farghul are felinoid sentients native to Farrfin. They
have claws, incredible strength and speed, and are
covered with tawny fur and possess prehensile tails.
Their hands feature stubby fingers with retractable,
sharp claws.
FARGHUL TRAITS
SOCIETY AND CULTURE As a farghul, you have the following special traits.
The species has a reputation for being both fearsome Ability Score Increase. Your Dexterity score
fighters as well as cunning thieves. Despite this, farghul increases by 2, and your Strength or Charisma score
prefer to rely on cunning and trickery rather than increases by 1.
direct confrontation and force. Something has gone Age. Farghul reach adulthood at 11 and live less than
wrong somewhere along the way if a farghul ends up in a century.
a fight, and it takes a lot of provocation to cause one to Alignment. Farghul's disposition as good natured
lose his or her good humor. A farghul tries talk and pranksters causes them to tend towards chaotic light
bribery before resorting to violence. The farghul are side, though there are exceptions.
also generally distrustful of politicians and are Size. Farghul typically stand 5 and a half to 6 and a
considered slightly xenophobic. The farghul in general half feet tall and generally weigh about 140 lbs.
have playful and mischievous personalities. They Regardless of your position in that range, your size is
delight in puns, plays-on-words, sleight-of-hand tricks, Medium.
and intellectual puzzles. They are good-natured, Speed. Your base walking speed is 35 feet.
boisterous, and always ready with a wide smile and a Claws. Your claws are natural weapons, which you
terrible joke. Rigged games of chance are favorite can use to make unarmed strikes. Additionally, your
pastimes among the farghul, and if someone ever sees unarmed strikes deal 1d4 kinetic damage and have the
through such a con, they willingly return any money finesse property.
gained and cheerfully explain how they fixed the game. Con Artist. You have proficiency in the Deception
As such, they have a reputation as a species of skill and one gaming set of your choice.
unrepentant con-artists and thieves- and as far as Darkvision. You have a cat’s keen senses, especially
adventuring farghul are concerned, this is not far from in the dark. You can see in dim light within 60 feet of
the truth. Farghul are very conscious of their you as if it were bright light, and in darkness as if it
appearance and they are never seen in public without were dim light. You can’t discern color in darkness, only
the highest quality of clothing they can afford, not to shades of gray.
mention the latest fashions. Prehensile Tail. You have supreme control over your
tail and can use it to manipulate objects as well as your
NAMES hands.
Farghul names are light and flowing, and typically have Thieving. You have proficiency in the Sleight of Hand
a pleasing ring to them, forgoing surnames. skill and the security kit.
Male Names. Crelfax, Pashira, Rish, Terath Languages. You can speak, read, and write Galactic
Female Names. Delfas, Lyrrin, Shanifer, Terasa Basic and Farghul.

ART CREDIT | [artist name]


34
FEEORIN
VISUAL CHARACTERISTICS
Blue, green, or yellow, rarely black or
Skin Color
white
Hair Color None
Eye Color Yellow
Head and face tendrils, volatile
Distinctions
temperament

PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 90 lb. x(2d6) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Odryn
Language Feeorin

BIOLOGY AND APPEARANCE


The average feeorin has thick tendrils hanging from the FEEORIN TRAITS
backs of their heads and much smaller and thinner As a feeorin, you have the following special traits.
ones hanging from their face. The feeorin can live for Ability Score Increase. Your Strength score
up to four hundred years, and due to a unique increases by 2, and your Constitution score increases
metabolism, they grow stronger with age rather than by 1.
weaker, until they die, dropping dead suddenly of old Age. Feeorins reach adulthood in their late teens and
age. Curiously, some feeorins had noses while others are known to live for more than 400 years.
lacked any nasal openings. Feeorin are reputed to be Alignment. Feeorins’ aggressive personalities cause
brutal and dangerous. While this is not entirely the them to tend toward the dark side, though there are
case, they are quick to anger and highly impersonal. exceptions.
They typically place their own affairs above others, Size. Feeorins typically stand 6 to 7 feet tall and
causing other species to regard them as selfish. generally weigh about 275 lbs. Regardless of your
position in that range, your size is Medium.
SOCIETY AND CULTURE
Speed. Your base walking speed is 30 feet.
Feeorin are known to come from the planet Odryn, a Aggressive. As a bonus action, you can move up to
planet of severe climatic extremes. They believe that your speed toward an enemy of your choice that you
the spirits of their fallen Elders reside at the Sanctum can see or hear. You must end this move closer to the
of the Exalted, where they forge Odryn's seasons. Little enemy than you started.
else is known about the world, given the closed nature Inborn Resilience. You can focus yourself to
of feeorin society. Few feeorin venture from their occasionally shrug off injury. When you take damage,
homeworld, and those few outsiders who have you can use your reaction to roll a d12. Add your
survived a visit there tell of a world well suited for the Constitution modifier to the number rolled, and reduce
feeorin, but nobody else. the damage by that total. After you use this trait, you
Feeorin who travel offworld typically select careers can’t use it again until you finish a short or long rest.
compatible with their self-serving and aggressive Savage Attacks. When you score a critical hit with a
nature. Feeorin encountered on their homeworld melee weapon attack, you can roll one of the weapon’s
display a greater range of personality and motivation. damage dice one additional time and add it to the
In either case, feeorin do not seek out acquaintance extra damage of the critical hit.
with members of other species. Languages. You can speak, read, and write Galactic
Basic and Feeorin. The Feeorin language is gruff and
NAMES dry sounding and has many different words for forms
Feeorin often name their children after famous Elders of combat, these phrases being borrowed by other
of their species, having simple names composed of no species often.
more than 4 or 5 letters. Surnames are not used.
Male Names. Bral, Dod, Kren, Nym, Zun
Female Names. Crayl, Deyla, Fein, Nor, Pryn

ART CREDIT | [artist name]


35
FIRRERREO
VISUAL CHARACTERISTICS
Skin Color Gold, silver when angry or scarred
Hair Color Black, blond, brown, or gray
Eye Color Blue, brown, gray, green, or hazel
Near-humans, two-tone hair, nictitating
Distinctions
eyelids, gold-colored skin

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Firrerre
Language Firrerreo

BIOLOGY AND APPEARANCE


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

ART CREDIT | [artist name]


36
FOSH
VISUAL CHARACTERISTICS
Skin Color White or pink
Hair Color Red and purple, but changes with mood
Eye Color Red
Distinctions Avian, antennae, color-shifting feathers

PHYSICAL CHARACTERISTICS
Height 3'1" +2d12"
Weight 55 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
Language Fosh

FOSH TRAITS
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.

ART CREDIT | [artist name]


37
FROZIAN
VISUAL CHARACTERISTICS
Skin Color White or tan
Hair Color Light to dark brown or tan
Eye Color Brown
Distinctions Extra joint in each limb, fur, whiskers

PHYSICAL CHARACTERISTICS
Height 6'4" +2d12"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Froz
Language Frozian

BIOLOGY AND APPEARANCE


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

ART CREDIT | [artist name]


38
GIGORAN
VISUAL CHARACTERISTICS
Skin Color Black
Hair Color White, brown, cream, gray, or black
Eye Color Black, brown, red, or yellow
Tall, physically strong, thick pelt,
Distinctions
commonly enslaved

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Gigor
Language Gigoran

BIOLOGY AND APPEARANCE


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

ART CREDIT | [artist name]


39
GOSSAM
VISUAL CHARACTERISTICS
Skin Color Pale blue or green
Hair Color Brown, gray, blue, or none
Eye Color Yellow or black
Wrinkled skin, elongated necks, small
Distinctions
shriveled heads

PHYSICAL CHARACTERISTICS GOSSAM TRAITS


Height 3'8" +2d6" As a gossam, you have the following special traits.
Weight 50 lb. x(2d4) lb. Ability Score Increase. Your Charisma score
increases by 2, and your Intelligence score increases by
1.
SOCIOCULTURAL CHARACTERISTICS Age. Gossam reach adulthood at 10 and live to be
Homeworld Castell around 70.
Alignment. Gossam's cunning and self-serving
Language Gossam
nature causes them to tend toward the dark side,
though there are exceptions.
Size. Gossam typically stand 4 to 4 and a half feet tall
and generally weigh about 90 lbs. Regardless of your
BIOLOGY AND APPEARANCE position in that range, your size is Small.
Gossam are diminutive reptilian humanoids known for Speed. Your base walking speed is 25 feet.
their shrewd and cunning nature. They have pebbly Business Savvy. A common trait of all Gossams is
green or blue skin, elongated necks, wide eyes and a their shrewd business sense and their ability to haggle
tapered head that sloped back on an incline. Gossam any deal. Whenever you make a Charisma (Persuasion)
balanced their thin bodies on two three-toed feet, and check involving haggling you are considered to have
had long, graceful three fingered hands. expertise in the Persuasion skill.
Crafter. You have proficiency with with one artisan’s
SOCIETY AND CULTURE implements of your choice.
Gossam hold their appearances as extremely Darkvision. You have a keen eyesight, especially in
important, and dress in elaborate clothing in an the dark. You can see in dim light within 60 feet of you
attempt to impress other sentients. Females use oil- as if it were bright light, and in darkness as if it were
based creams to mold their hair into a wave that dim light. You can't discern color in darkness, only
traditionally sweeps up from the back of their heads. shades of gray.
Wealthy gossam aristocrats and trade negotiators Shady. You are proficient in disguise kits or forgery
often wear elevated footwear to appear taller when kits (your choice).
dealing with other species, in addition to the exotic Sharp Wit. Whenever you make a Charisma ability
robes and finery favored by most gossam. check, attack roll, or saving throw, you can choose to
Most gossam are selfish, scheming beings skilled at add 1d4 to the result. You can choose to do this after
the art of business. Most gossam traveling the galaxy the check is rolled, but before the DM determines if
are either legitimate merchants or shady smugglers. you've passed or failed the check. You cannot do so
Though most gossam are intelligent and independently again until you complete a short or long rest.
minded, many spend much of their lives working for Shrewd. You have proficiency in Insight and your
the Commerce Guild, who offers them food, housing choice of Deception or Persuasion.
and a decent income for a ten year exclusive contract. Undersized. Your small stature makes it hard for
Gossam goods are generally cheap to manufacture, you to wield bigger weapons. You can’t use heavy
and overpriced. Always looking for an angle they can shields. Additionally, you can’t use martial weapons
play to come out on top, gossam are considered with the two-handed property unless it also has the
untrustworthy by other beings. A gossam's word light property, and if a martial weapon has the versatile
means precious little in most other species' opinions. 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
Gossam names are rarely more than 4 letters, strictly bonus x 1,000 cr.
named before hatching, with familial surnames being Languages. You can speak, read, and write Galactic
separated by an apostrophe or space. Basic and Gossam. Spoken Gossam includes croaks,
Male Names. Fen, Man, Sate, Xim lispy vocalizations, and trills, while the Gossam
Female Names. Lei, Net, Pess, Siri alphabet is jagged and combines into short words and
Surnames. Chi, Fi, Mae, Zen long sentences, unlike spoken Gossam.

ART CREDIT | [artist name]


40
GREE
VISUAL CHARACTERISTICS
Skin Color Gray, blue, green, or yellow
Hair Color None
GREE TRAITS
Eye Color Black or gold
As a gree, you have the following special traits.
Six-armed cephalopods, caste system,
Distinctions Ability Score Increase. Your Intelligence score
technological prowess
increases by 2, and your Strength or Wisdom score
increases by 1.
PHYSICAL CHARACTERISTICS Age. Gree reach adulthood at 20 and live for more
than a century, around 130 years.
Height 2'11" +2d4"
Alignment. The gree's nature has become apathetic
Weight 65 lb. x1 lb. over time, causing them to tend towards neutral
balanced, though there are exceptions.
Size. Gree typically stand 3 to 4 feet tall and
SOCIOCULTURAL CHARACTERISTICS
generally weigh about 70 lbs. Regardless of your
Homeworld Gree position in that range, your size is Small.
Language Gree Speed. Your base walking speed is 25 feet.
Foreign Biology. Gree struggle in atmospheres other
than those of the planet Gree. You wear a filter mask,
and if your mask is removed while you are in such an
environment, you lose consciousness.
BIOLOGY AND APPEARANCE Four-Armed. Gree have four arms which they can
The gree are a six-tentacled race of cephalopod use independently of one another. You can only gain
creatures that have an unusual anatomy with large the benefit of items held by two of your arms at any
sad-looking eyes along with tall foreheads. These given time, and once per round you can switch which
features support an immense brain sac which flops arms you are benefiting from (no action required).
oddly behind their heads. There is no visible mouth Gree Intellect. You have proficiency in the
present on their faces though it is thought that Technology skill and one other Intelligence skill of your
multiple fleshy folds beneath the eyes served vocal oral choice.
communication needs. Their evolution on their Honed Mind. You have advantage on all Intelligence,
homeworld means that they are comfortable in Type II Wisdom, and Charisma saving throws against force and
atmospheres with Type I being unpleasant to them. As tech powers.
such, when traveling through such an environment, Tech Dabbler. You know your choice of the reboot,
they wear odd spongy communication devices to cover mending, or short circuit at-will tech powers. Your
their communication folds. Gree possess multiple techcasting ability is Intelligence. You do not require
tentacles with each holding a particular function. The use of a wristpad for this power.
first pair serves as fine manipulators, another as heavy Tinker. You have proficiency with tinker’s
grippers, and the third as ambulators. implements. You can use these and spend 1 hour and
100 cr worth of materials to construct a Tiny Device (AC
SOCIETY AND CULTURE 5, 1 hp). You can take the Use an Object action to have
Gree mark their foreheads with hieroglyphic tattoos to your device cause one of the following effects: create a
denote caste and rank. Crafters produce devices, small explosion, create a repeating loud noise for 1
Researchers create new technologies, Operators know minute, create smoke for 1 minute, create a distortion
how to "Play" the devices, and Administrators function of light for 1 minute. You can maintain a number of
as the Gree government. The gree lacked any form of a these devices up to your proficiency bonus at once,
warrior caste and instead had used droids in the past and a device stops functioning after 24 hours away
for such a role. As gree engineering reached its zenith, from you. You can dismantle the device to reclaim the
the Operators came to dominate the other castes. materials used to create it.
Eventually, the Researchers and Crafters disappeared Undersized. Your small stature makes it hard for
entirely. Their society became apathetic, with the you to wield bigger weapons. You can’t use heavy
Operators and Administrators concerned only with shields. Additionally, you can’t use martial weapons
maintaining their cultural purity and keeping what with the two-handed property unless it also has the
devices they can still understand in operation. 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
Gree names are agendered and do not use surnames, Basic and Gree. Gree makes broad use of metaphors
but all gree names end with an apostrophe followed by based on geometry and colors. To outsiders, it would
the letter 'K' to denote their connection to gree-kind. look as if they used the very same words to mean
First Names. Alot'k, Felat'k, Kratak'k, Tira'k entirely different things.

ART CREDIT | [artist name]


41
HASSK
VISUAL CHARACTERISTICS
Skin Color Blue or gray
Hair Color Cream, black, or brown
Eye Color Orange
Sensitive ears, keen night vision, flesh-
Distinctions
tearing fangs

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Hasskyn
Language Hassky

BIOLOGY AND APPEARANCE


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

ART CREDIT | [artist name]


42
HIROMI
VISUAL CHARACTERISTICS
Skin Color Brown, olive, or green
Hair Color None
Eye Color Yellow
Distinctions Two antennae

PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 75 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
Language Hirot

BIOLOGY AND APPEARANCE


Hiromi are a bipedal, sentient, insectoid species. They
have yellow eyes, two long antennae on their heads,
and unlike many insectoid species, tongues.

SOCIETY AND CULTURE


The most prominent trait of the hiromi is their instinct
for self-preservation. One of their favorite activities is,
HIROMI TRAITS
in their words, "not getting beaten up". Hiromi become
very fearful when the possibility of being in danger As a hiromi, you have the following special traits.
came up, and are quick to suggest alternatives to Ability Score Increase. Your Intelligence score
fighting—including bringing in reinforcements to fight increases by 2, and your Dexterity score increases by 1.
in their stead, hiding, and going home. Nonetheless, Age. Hiromi reach adulthood by 10 and live for half a
when they are truly needed, the hiromi charge century on average.
headlong into whatever task is required of them, Alignment. Hiromi are self-centered to a fault,
though they are no less afraid as they do so. The wrapped up in their own delusions of grandeur,
hiromi have a grandiose image of themselves, claiming causing them to tend towards neutral dark side,
to be "glorious conquerors," though their short though there are exceptions.
attention spans mean that their grand long-term plans, Size. Hiromi typically stand 5 feet tall and generally
such as galactic control, are frequently derailed by weigh about 100 lbs. Regardless of your position in that
thoughts of food or play. Other words they use to range, your size is Medium.
describe themselves included "glorious", "ruthless", Speed. Your base walking speed is 30 feet.
and "supreme". Hiromi secretly dream of galactic Coercive. You have proficiency with Persuasion or
conquest, and have been waiting for the opportunity to Intimidation (your choice).
take control of the entire galaxy, but when they do so, Nimble Escape. You can take the Disengage or Hide
their attempts will be abysmal. Hiromi consider action as a bonus action on each of its turns.
themselves to be ruthless masters of interrogation, Skittish. You can choose to reroll Initiative checks,
and back this claim up by making subjects crack in a but you must use the new roll.
short time by relentlessly bombarding them with Unscrupulous. You have proficiency in one
shouts of "Talk!". Another activity the hiromi enjoy specialist's kit or the light pistol and blaster pistol.
greatly is cheering. Whenever they achieve any kind of Victory Lap. Your drive to survive helps boost your
victory, they will praise themselves and let out a cheer. natural healing. When you roll a 1 or 2 on any Hit Die
This is a very important part of any activity. Finally, the you spend at the end of a short rest, you can reroll the
hiromi have a great passion for food. die and must use the new roll.
Languages. You can speak, read, and write Galactic
NAMES Basic and Hirot.
Hiromi names are blunt and grating to outsiders,
forgoing surnames for a unified species-wide "family."
First Names. Gedrol, Hecuba, Phoodog, Tukkyr

ART CREDIT | [artist name]


43
H'NEMTHE
VISUAL CHARACTERISTICS
Skin Color Bluish-gray to pink
Hair Color None
Eye Color Green or yellow
Distinctions Long curved noses, four horns

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld H'nemthe
Language H'nemthe

BIOLOGY AND APPEARANCE


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

ART CREDIT | [artist name]


44
HOLWUFF
VISUAL CHARACTERISTICS
Skin Color Brown or gray
Hair Color Gray, black, or brown
Eye Color Black
Large bodies, tusks, adept craftsmen
Distinctions
and artists

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.

ART CREDIT | [artist name]


45
IAKARU
VISUAL CHARACTERISTICS
Skin Color Light to dark tones
Hair Color Black, brown, white, or gray
Eye Color Orange or brown
Distinctions Long facial whiskers, spacial awareness

PHYSICAL CHARACTERISTICS
Height 4'3" +2d4"
Weight 110 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Iakar
Language Iakari

IAKARU TRAITS
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.

ART CREDIT | [artist name]


46
IOTRAN
VISUAL CHARACTERISTICS
Skin Color Dark brown to black
Hair Color None
Eye Color Yellow
Distinctions Strength, protruding spikes, militaristic

PHYSICAL CHARACTERISTICS
Height 4'8" +2d8"
Weight 140 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Iotra
Language Tranese

BIOLOGY AND APPEARANCE


Iotrans have smooth skin with a broad, flat nose, no
discernible ears, and two-toed feet. They have
distinctive spots on their bald heads, knobby
protrusions at their temples, and short, stubby spikes
protecting their shoulders, elbows, and hands.

SOCIETY AND CULTURE


IOTRAN TRAITS
Iotrans firmly believe in a strong, stable culture, and
see that as only achievable through a strong military As an iotran, you have the following special traits.
tradition. Even before their planet was unified, their Ability Score Increase. Your Strength, Dexterity, and
nations possessed strong militaries, until these Constitution scores increase by 1.
militaries were merged into the Iotran Police Force Age. Iotrans reach adulthood in their late teens and
(IPF), which enforces law and provides emergency live less than a century.
services on Iotra and throughout the Iotran Expanse. Alignment. Iotrans believe in strength and structure,
From an early age, iotrans are trained for military causing them to tend towards lawful balanced, though
service, and in their fourteenth season, (approximately there are exceptions.
18 standard years of age) they are inducted into the IPF Size. Iotrans typically stand 5 to 6 and a half feet tall
for approximately six standard years. At any given and generally weigh about 190 lbs. Regardless of your
time, nearly half of the population is part of the IPF in position in that range, your size is Medium.
one form or another. Especially talented enlistees in Speed. Your base walking speed is 30 feet.
the IPF often become Iotran Bracemen, which track Athletic. You have proficiency in the Athletics skill.
down fugitives outside of the Iotran Expanse, often Enforcer. You are proficient in the Intimidation skill.
without regard for local laws or for what other species When you take the Help action to give an ally
call "jurisdiction"; this often results in diplomatic advantage on an Intimidation check, they gain a bonus
incidents. Iotran technology is primitive by galactic to the roll equal to your proficiency bonus.
standards, typified by slugthrowers, surface vehicles, Fearless. You have advantage on saving throws
and simplistic computer and droid technology. against being frightened.
However, they adopted galactic standard technology Military Training. You have proficiency with light and
for much of their defense industry, and most iotrans medium armor as well as the slugpistol and
are quite at home with modern tech. Iotrans, though slugthrower.
not generally respectful toward other cultures, do Languages. You can speak, read, and write Galactic
respect stability and might. Basic and Tranese. Tranese is a rich language, showing
simplicity and accuracy in both its words and its
NAMES construction. Iotrans consider Galactic Basic a
Iotran names are simple yet punctual, using surnames convoluted and rude language; however, they
based on the military division they were trained by. understand the advantages of learning it.
First Names. Anvon, Pirim, Rova, Terika
Surnames. Etan, Gat, Trig, Zad

ART CREDIT | [artist name]


47
ISHI TIB
VISUAL CHARACTERISTICS
Skin Color Green
Hair Color None
Eye Color Orange or yellow
Distinctions Eyestalks, salt water dependancy

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Tibrin
Language Tibranese

BIOLOGY AND APPEARANCE


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

ART CREDIT | [artist name]


48
KERESTIAN
VISUAL CHARACTERISTICS
Skin Color Yellow to tan
Hair Color Black or brown
Eye Color Green, yellow, or orange
Distinctions Breather tubes on face, darkstick use

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.

ART CREDIT | [artist name]


49
KERKOIDEN
VISUAL CHARACTERISTICS
Skin Color Green to dark blue
Hair Color None
Eye Color Red or orange
Distinctions Snout, long claws, jutting teeth

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Kerkoidia
Language Kerkoidese

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

ART CREDIT | [artist name]


50
KESHIRI
VISUAL CHARACTERISTICS
Skin Color Burgundy, pale purple, mauve
Hair Color Brown, silver, white, or white
Eye Color Black, red, or violet
Distinctions Powerfully built, purple skin

PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 120 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Kesh
Language Keshiri

BIOLOGY AND APPEARANCE


Keshiri are a near-human species native to the planet
Kesh. Powerfully built, they have purple skin and are
typically found to be very attractive by human
standard, although the two species are different
enough to be biologically incapable of reproduction. KESHIRI TRAITS
Separate populations of keshiri exhibit slight As a keshiri, you have the following special traits.
phenotypic differences. For instance, the keshiri of the Ability Score Increase. Your Charisma score
continent Keshtah have lower foreheads, narrower increases by 2, and your Strength score increases by 1.
faces, and smaller and more narrowly set eyes in Age. Keshiri reach adulthood in their late teens and
comparison to the keshiri of the Alanciar landmass. live less than a century.
Alignment. Since their unification under the sith, the
SOCIETY AND CULTURE keshiri have become focused on coorperation and
Keshiri have long traditions of crafting and the arts, unity, causing them to tend toward the light side,
with glassblowing being a particular specialty and though there are exceptions.
pantomime a favorite art form. They are a very Size. Keshiri typically stand 5 to 6 feet tall and
religious species, worshiping gods known as the generally weigh about 170 lbs. Regardless of your
Skyborn. A group of sith crashed onto the continent of position in that range, your size is Medium.
Keshtah in their starship after being knocked off- Speed. Your base walking speed is 30 feet.
course during a hyperspace jump. The keshiri there Alluring. You have proficiency with Deception or
believed the newcomers to be the Skyborn and gave Performance (your choice).
themselves over to lives of service to the sith. Keshiri Martial Proficiency. You have proficiency with light
civilization developed independently on at least two of armor as well as the vibroblade and vibropike.
Kesh's landmasses, Keshtah and Alanciar. Those from Powerful Build. Your carrying capacity and the
Keshtah were once deeply religious, but their religion weight you can push, drag, or lift doubles. If it would
eventually evolved to worship their sith overlords, and already double, it instead triples.
in more recent millenia, it has disappeared entirely. Seafaring. Keshiri are accustomed to life by the sea.
The Alanciari were once very militarized in order to You have a swimming speed of 20 feet.
protect themselves from a sith invasion, but once the Sith Artisanry. You have proficiency in your choice of
sith encountered them, war was averted, they were archaeologist kits, artist's implements, constructor's
manipulated into disarming themselves, and the sith implements, jeweler's implements, or surveyor's
ended up ruling both as a single society. implements.
Spiritual. You have proficiency in Lore. Additionally,
NAMES you are considered to have expertise in Intelligence
Keshiri use diverse names dominated by vowels, with (Lore) checks made to learn or recall something about
open sounds being common. Surnames are familiar. a culture’s religion.
Male Names. Cayen, Rodu, Segh, Takete Languages. You can speak, read, and write Galactic
Female Names. Ehvi, Idara, Kiba, Veede Basic, Keshiri, and Sith. The Keshiri language is often
Surnames. Ceelom, Faas, Yehln, Zaed described as melodic and beautiful to listen to.

ART CREDIT | [artist name]


51
KESSURIAN
VISUAL CHARACTERISTICS
Skin Color Red
Hair Color Brown or gray
Eye Color Brown
Distinctions Elongated ears, montrals

PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 115 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Kessur
Language Kessurian

BIOLOGY AND APPEARANCE


Kessurians are a humanoid sentient species. They have
typically red skin, elongated and pointed ears, and
hornlike montrals above their ears. They also have
rounded nubs above their eyes and below their KESSURIAN TRAITS
montrals. The skin on their ears, montrals, cheeks and As a kessurian, you have the following special traits.
foreheads is mottled with lighter spots than the rest of Ability Score Increase. Your Wisdom or Charisma
their skin. Kessurian montrals serve to increase their score increases by 2, and your Dexterity score
senses. This ability make them adept in space- increases by 1.
perception. Age. Kessurians reach adulthood in their late teens
and live less than a century.
SOCIETY AND CULTURE Alignment. Despite their rigid caste system,
The kessurians are known for an inherent sense of kessurians are a free spirited and brave people,
wanderlust and bravery. Their homeworld of Kessur causing them to tend towards chaotic alignments
still uses a caste system of royalties and nobility, rather than lawful, though there are exceptions.
spread out among countless city-states and countries. Size. Kessurians typically stand 5 to 6 feet tall and
Those seeking societal advancement can do so with generally weigh about 150 lbs. Regardless of your
personal accomplishments and feats of bravery, position in that range, your size is Medium.
though such adventurous kessurians often just leave Speed. Your base walking speed is 30 feet.
Kessur to ply their skills in the greater galaxy. A Keen Hearing. You have advantage on Wisdom
kessurian's sharp wit and mind allow them to excel in (Perception) checks that rely on hearing.
the greater galaxy, especially within the Old and New Montral Reception. You have tremorsense out to 30
Republics. The social environment on Kessur translates feet. You can detect and pinpoint the origin of
well to the halls of the senate, and kessurian senators vibrations within a specific radius, provided that you
are well-established during those times. On Kessur, and the source of the vibrations are in contact with the
reared in a traditional caste system, kessurians same ground or substance. Tremorsense can’t be used
become calm and collected individuals. A great number to detect flying or incorporeal creatures.
of kessurians, those with a wanderlust for the greater Spacial Awareness. You have proficiency in
galaxy, break free of such a rigid system, and often use Perception or Piloting (your choice).
their wits and intelligence to make a living on the Languages. You can speak, read, and write Galactic
outskirts of the galaxy. Basic and Kessurian. Kessurian has a simplistic and
practical structure.
NAMES
Kessurian names are smooth sounding and pleasant to
hear. An air of mystique and wonder is often
associated with kessurian names.
Male Names. Geevair, Lacher, Rimbos, Sawil
Female Names. Alvyst, Raigina, Stephyles, Talestra
Surnames. Cece, Lest, Sheltest, Zuiyo

ART CREDIT | [artist name]


52
KHIL
VISUAL CHARACTERISTICS
Skin Color Dark gray to green-gray
Hair Color None
Eye Color Black
Distinctions Melodious voices, hullepi

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Belnar
Language Khilese

BIOLOGY AND APPEARANCE KHIL TRAITS


Physically, khil are warm-blooded, hairless humanoids As a khil, you have the following special traits.
with grayish skin and a wide variation in height. Their Ability Score Increase. Your Charisma score
mouths are their most distinctive features: instead of increases by 2, and your Intelligence score increases by
jaws, khil have many fleshy tendrils hanging from their 1.
lower face and neck. Khil breathe through these Age. Khil reach adulthood in their late teens and live
organs, called hullepi in Khilese. Khil communicate by for about a century.
breathing through hullepi of different lengths, thus Alignment. Khil's arrogant yet polite nature causes
producing various musical tones. This makes them them to tend toward balanced alignments, though
natural musicians. Organic debris and moisture there are exceptions.
absorbed through the hullepi, along with vegetable Size. Khil typically stand 4 and a half to 6 and a half
and fruit juices, makes up the khil diet. feet tall and generally weigh about 130 lbs. Regardless
of your position in that range, your size is Medium.
SOCIETY AND CULTURE Speed. Your base walking speed is 30 feet.
In general, khil are dedicated and ambitious people, Hullepi. Khil are able to absorb nutrition through the
with little tolerance for laziness or time-wasting. From tentacles on their faces, called hullepi, drawing
infancy, they are taught to work hard and strive for nourishment from almost any environment. As a
leadership positions. They are often slightly arrogant, result, you cannot suffer exhaustion from starvation,
convinced that nothing is beyond their abilities if they unless you are in a sterile environment.
only apply enough effort. Though their tenacity usually Melodious. You have proficiency in the Performance
serves them well, they are sometimes prone to severe skill and one other Charisma skill of your choice.
mood swings, and even nervous breakdowns, when Saving Face. Khil are careful not to show failure in
faced with high stress or a lack of progress. They front of their allies, for fear of being looked down on
become especially frustrated with those who would for slacking. If you miss with an attack roll or fail an
impede their progress, whether an individual or ability check or a saving throw, you can gain a bonus to
government. Their intensely driven, sometimes the roll equal to the number of allies you can see
arrogant nature is tempered by a strong loyalty to within 30 feet of you (maximum bonus of +5). Once
family and a usually polite and friendly demeanor. you use this trait, you can’t use it again until you finish
The khil are technologically advanced and easily a short or long rest.
integrate non-khil neighbors into their culture. Their Tech Resistance. Growing up around technology
cosmopolitan cities attested to their willingness to live leaves an impact on khil. You have advantage on
in harmony with other peaceful species. Dexterity and Intelligence saving throws against tech
powers.
NAMES Languages. You can speak, read, and write Galactic
Khil are often named after family members that are Basic and Khilese. Khil produced their language using
important to them, using familiar surnames. their hullepi, drawing air around and through hullepi of
Male Names. Fald, Gorlven, Portor, Xeldon different thickness or length. The result was a
Female Names. Dorel, Gelad, Morri, Varla melodious language that other species find calming,
Surnames. Carlor, Gannos, Nared, Tallinos but none can fully reproduce.

ART CREDIT | [artist name]


53
KIAN'THAR
VISUAL CHARACTERISTICS
Skin Color Purplish-pink
Hair Color None
Eye Color Yellow, black, orange, or white
Keratin plates, empathic abilities, scaly
Distinctions
bodies

PHYSICAL CHARACTERISTICS
Height 5'5" +2d12"
Weight 140 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Shaum Hii
Language Kian'thar

BIOLOGY AND APPEARANCE


The kian'thar are reptilian humanoids who evolved in
the dark swamps of Shaum Hii. At some point in their
evolution, they moved out of the swamps and onto the
shores. They have shifting keratin plates protecting KIAN'THAR TRAITS
their necks and large, deep-set glassy eyes. One of As a kian'thar, you have the following special traits.
their most distinctive features is the two dangling, Ability Score Increase. Your Constitution, Wisdom,
tentacle-like olfactory organs on their faces. The and Charisma scores increase by 1.
kian'thar emotion sense is their most notable feature.
Age. Kian'thar reach adulthood in their late teens
They use this ability to avoid conflicts with others,
and live less than a century.
though unscrupulous kian'thar use it to manipulate Alignment. Kian'thar are peaceful with a penchant
people and start conflicts. Though this puts kian'thar in for wanderlust, causing them to tend towards chaotic
demand on other planets, others are wary of the
light side, though there are exceptions.
kian'thar's empathic ability.
Size. Kian'thar typically stand 6 to 7 feet tall and
SOCIETY AND CULTURE generally weigh about 200 lbs. Regardless of your
position in that range, your size is Medium.
Kian'thar are natural empaths who are prone to Speed. Your base walking speed is 30 feet.
wanderlust and flights of fancy—the same qualities Animal Handler. You are proficient in Animal
that spurred their ancestors to leave the marshes and Handling.
assume a more nomadic lifestyle. Kian'thar are also
Hide. You have a thick hide. While you are
hard workers, accustomed to few technological unarmored or wearing light armor, your AC is 13 + your
advances. Although they have mood swings, most Dexterity modifier.
kian'thar prefer to resolve disputes peacefully rather
Natural Empathy. Kian'thar's powerful olfactory
than settle them through violence. Kian'thar usually
senses allow them to sense the emotions in those
lived in small villages near marshes and shorelines.
around them. You have advantage on Wisdom (Insight)
Their main economic activity is the ranching of derlacs,
checks to determine emotions against humanoids and
large grazing beasts that roamed Shaum Hii's oceans.
beasts within 10 feet of you.
These herds roamed freely, with each kian'thar family
Survivor. You have proficiency in the Survival skill.
branding the derlacs of their individual herd to avoid
Swim. You have a swimming speed of 30 feet.
confusion when it comes time to take them to market.
Languages. You can speak, read, and write Galactic
Derlac herders travel on bentails, large flying beasts.
Basic and Kian'thar. Kian'thar is a language of croaks,
Kian'thar ranchers frequently develop close bonds with
honks, and water bubbling sounds. Written Kian'thar
their mounts.
uses a simple alphabet and short phrases.
NAMES
Kian'thar use simplistic single names, separated with
an apostrophe. Kian'thar do not use surnames.
First Names. Eret'Nah, Liuva'Gen, Rhen'Vil, Tteeg'Kaz

ART CREDIT | [artist name]


54
KITONAK
VISUAL CHARACTERISTICS
Skin Color Off-white to pink
Hair Color None
Eye Color Black
Leathery skin, tiny eyes, ears, and
Distinctions
mouth, slow movement

PHYSICAL CHARACTERISTICS
Height 2'11" +2d12"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Kirdo III
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.

ART CREDIT | [artist name]


55
KOBOK
VISUAL CHARACTERISTICS
Yellow, orange, green, off-white, black,
Skin Color
or brown
Hair Color Light gray
Eye Color Red or orange
Distinctions Three eyes, deadly stingers

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Koboth
Language Kobothi KOBOK TRAITS
As a kobok, you have the following special traits.
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.

ART CREDIT | [artist name]


56
KOORIVAR
VISUAL CHARACTERISTICS
Black, blue, green (male), magenta, or
Skin Color
mauve (female)
Hair Color None
Eye Color Green or yellow
Distinctions Cranial horns, scaly reptilian skin

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.

ART CREDIT | [artist name]


57
KOWAKIAN MONKEY-LIZARD
VISUAL CHARACTERISTICS
Skin Color Yellow, brown, red, green, light blue
Black, brown, orange, green, purple, light
Hair Color
blue
KOWAKIAN MONKEY-LIZARD TRAITS
Eye Color Yellow
As a monkey-lizard, you have the following special
Distinctions Cackling, sharp beaks, mischievous
traits.
Ability Score Increase. Your Dexterity score
PHYSICAL CHARACTERISTICS increases by 2, and your Charisma score increases by
1.
Height 1'10" +2d4"
Age. Monkey-lizards reach adulthood in their early
Weight 20 lb. x1 lb. teens and live for less than half a century.
Alignment. Monkey-lizards are cruel and
mischievous, causing them to tend toward chaotic
SOCIOCULTURAL CHARACTERISTICS
balanced, though there are exceptions.
Homeworld Kowak Size. Monkey-lizards typically stand around 2 feet tall
Language None
and generally weigh about 20 lbs. Regardless of your
position in that range, your size is Small.
Speed. Your base walking speed is 30 feet.
Type. Your creature type is beast.
Bite. Your sharp beak is a natural weapon, which you
BIOLOGY AND APPEARANCE can use to make unarmed strikes. Additionally, your
Kowakian monkey-lizards are reptilian bipeds, with unarmed strikes deal 1d4 kinetic damage.
thin, almost twig-like limbs, and a small, triangular Cannibalize. If you spend at least 1 minute
head atop slender shoulders. They have two large, devouring the corpse of a beast or humanoid, you gain
highly sensitive, floppy ears, which curve backwards temporary hit points equal to your Constitution
and narrow into a thin, hairy point, and often have modifier. Once you’ve used this feature, you must
several small holes in them, though not always. Some complete a short or long rest before you can use it
monkey-lizards wear piercings in those ears. In place of again.
a nose, monkey-lizards have a wide, hooked, dark- Devious. Without squeezing, you can move through
colored beak, like that of a reptile, which can be and stop in a space large enough for a Tiny creature.
opened to reveal a large, toothless mouth. Mimicry. You can mimic sounds you have heard,
including voices. A creature that hears the sounds you
SOCIETY AND CULTURE make can tell they are imitations with a successful
Kowakians are greedy, nefarious beings that revel in Wisdom (Insight) check opposed by your Charisma
others suffering. They often use their ceaseless, loud (Deception) check.
laughter to scare off any potential attackers. They Naturally Stealthy. You can attempt to hide even
travel in groups, making as much noise as possible in when you are obscured only by a creature that is at
an attempt to intimidate other creatures in the jungles. least one size larger than you.
After finding a corpse, monkey-lizards spend time Tech-Impaired. While monkey-lizards can somewhat
fighting over the food instead of sharing it. Kowakians manage basic technology, they experience difficulty
are known to be extremely cruel and mean-spirited to using more complex equipment like wristpads. You can
both other monkey-lizards and to members of other not use tech powers or take levels in techcasting
species. They have a clear sense of mischief and classes.
humor, and are known to mock others, laugh at them, Treeclimber. You have a climbing speed of 30 feet.
and even fling objects towards them simply because You have advantage on Strength saving throws and
they find it amusing. They are able to perfectly mimic Strength (Athletics) checks that involve climbing.
almost any language, and according to certain studies, Vicious Mockery. You know the feedback at-will
communicate in those languages if they wish. Monkey- force power. Charisma is your forcecasting ability for
lizards are also known to laugh at appropriate times this power.
during conversations, and can often repeat back what Undersized. Your small stature makes it hard for
they hear fairly accurately. 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
Kowakians don't put much stock in names, being given light property, and if a martial weapon has the versatile
entertaining nicknames by others typically. property, you can only wield it in two hands.
First Names. Bibidi, Fikoot, Glutch, Kneve, Lecherous Languages. You can speak, read, and write Galactic
Middle Names. D., R., C., S., B. Basic and one more language of your choice, but you
Surnames. Flim, Morsel, Rakrak, Tiketa, Zilch can only speak using your Mimicry trait.

ART CREDIT | [artist name]


58
KREVAAKI
VISUAL CHARACTERISTICS
Skin Color Red, black, or brown (rarely)
Hair Color None
Eye Color Black
Cephalaopidal tentacles, alien faces that
Distinctions
are hard to read

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Krevas
Language Dromnyr

BIOLOGY AND APPEARANCE


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

ART CREDIT | [artist name]


59
KRISH
VISUAL CHARACTERISTICS
Skin Color Sandy, white, purple, grey, or brown
Hair Color Black, brown, orange, or red
Eye Color Grey, red, green, or brown
Bony facial ridge, pointed teeth,
Distinctions
proclivity towards games

PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 130 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Sanza
Language Krish

BIOLOGY AND APPEARANCE


The krish are smooth-skinned humanoids with large, KRISH TRAITS
wide heads and muscular bodies. Their faces are As a krish, you have the following special traits.
dominated by bony ridges above the eyes and along Ability Score Increase. Your Strength score
the nose, and their mouths are filled with rows of tiny, increases by 2, and your Intelligence or Charisma score
pointed teeth. Krish grin widely even when only mildly increases by 1.
amused. They also have short, wiry hair. Age. Krish reach adulthood in their late teens and
live less than a century.
SOCIETY AND CULTURE Alignment. Krish are always looking for a new
Krish love games; games of any sort, as they provide a challenge, causing them to tend towards chaotic
way to focus their aggressive psychology. They are alignments, though there are exceptions.
incredibly competitive, and they responde well in the Size. Krish typically stand 5 to 6 and a half feet tall
face of difficult puzzles or extreme adversity. However, and generally weigh about 190 lbs. Regardless of your
when faced with easier tasks, they will often position in that range, your size is Medium.
intentionally make it harder for themselves. Their love Speed. Your base walking speed is 30 feet.
of games also has a distracting effect, so they are Aggressive. As a bonus action, you can move up to
highly unreliable when it comes to business matters or your speed toward an enemy of your choice that you
other jobs they consider unexciting. Their economy can see or hear. You must end this move closer to the
and culture are based on gaming, and gambling, and enemy than you started.
rigorous sports. The higher the stakes, the more Athletic. You have proficiency in the Athletics skill.
intriguing the game. Krish unabashedly scour the Gambler. Krish are competitive, and love games of
galaxy in search of danger, excitement, and new all kinds. You have proficiency in one gaming set of
distractions. They like to incite conflict, take risks, and your choice. Additionally, you have proficiency in one
gamble with the lives of other. Such pursuits have led of the following skills: Deception, Insight, or Sleight of
many krish to become pirates, gamblers, mercenaries, Hand.
and bounty hunters. Although they enjoy being part of Problem Solver. Because of your upbringing, you
the galactic community, the species has contributed have excellent problem-solving skills. You can treat a
precious little to its advancement. The krish allow their d20 roll of 9 or lower on an Intelligence check or saving
preoccupation with various cultural pastimes to throw as a 10. You can use this trait a number of times
interfere with their work, and they allow self-interest to equal your proficiency bonus. You regain all uses of
rule their lives. Krish officials are often corrupt, treating this feature when you finish a long rest.
politics as any other game and a means to gain Languages. You can speak, read, and write Galactic
personal prestige and power. Basic and Krish. Krish is formed of grunts, bellows and
crude vocalizations. The written form of this language
NAMES includes a different alphabet with confusingly mixed in
Krish use simplistic names with a lavish ring to them. words that have the minimum available amount of
First Names. Endelor, Demralon, Lamfad, Ziegg syllables.
Surnames. Betros, Darvat, Gaigoc, Virex

ART CREDIT | [artist name]


60
LAMPROID
VISUAL CHARACTERISTICS
Skin Color Brown, gray, gray-green, or pink
Hair Color None
Eye Color Black or pink
Serpentine appearance, venomous
Distinctions
stinger, six limbs, clawed pincers

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

ART CREDIT | [artist name]


61
LEPI
VISUAL CHARACTERISTICS
Skin Color Pink or gray
Hair Color Green, dark blue, white, or gray
Eye Color Black, red, or pink
Long ears, buck teeth, strong legs,
Distinctions
lagomorph form

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Coachelle Prime
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

ART CREDIT | [artist name]


62
LORRDIAN
VISUAL CHARACTERISTICS
Skin Color Light to dark tones
Hair Color Black, brown, or gray (usually with age)
Eye Color Black, blue, brown, gray, green, or hazel
Strong scent, expressive body language,
Distinctions
skilled mimics

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.

ART CREDIT | [artist name]


63
LUTRILLIAN
VISUAL CHARACTERISTICS
Skin Color White, brown, tan, or pink
Hair Color Gray, black, or brown
Eye Color Brown, gray, black, or pink
Broad faces, thick skin, insulating
Distinctions
blubber

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Lutrillia
Language Lutrillian

BIOLOGY AND APPEARANCE


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

ART CREDIT | [artist name]


64
MELITTO
VISUAL CHARACTERISTICS
Skin Color Gray or green
Hair Color White or gray
Eye Color None
Eyeless, "see" via super-sensitive cilia,
Distinctions
expert trackers

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Li-Toran
Language Melitto

BIOLOGY AND APPEARANCE MELITTO TRAITS


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

ART CREDIT | [artist name]


65
MORSEERIAN
VISUAL CHARACTERISTICS
Translucent; gray, white, green, purple,
Skin Color
tan, or brown
Hair Color None
Eye Color Black
Distinctions Four arms, elongated head

PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 105 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
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.

ART CREDIT | [artist name]


66
MRLSSI
VISUAL CHARACTERISTICS
Skin Color Blue
Gray on body, brown on head (bright
Hair Color
colors developing with age)
Eye Color Yellow, orange, or black
MRLSSI TRAITS
Distinctions Flightless avians
As a mrlssi, you have the following special traits.
Ability Score Increase. Your Intelligence, Wisdom,
PHYSICAL CHARACTERISTICS and Charisma scores increase by 1.
Height 2'5" +2d8" Age. Mrlssi reach adulthood at 9 and live less than a
century.
Weight 60 lb. x1 lb.
Alignment. Mrlssi's intellectual and analytical nature
causes them to tend toward the light side, though
SOCIOCULTURAL CHARACTERISTICS there are exceptions.
Size. Mrlssi typically stand 2 to 4 feet tall and
Homeworld Mrlsst generally weigh about 70 lbs. Regardless of your
Language Tsi position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Academic. You have proficiency in one of the
following skills: Lore, Investigation, Medicine, Nature,
BIOLOGY AND APPEARANCE or Technology.
Detail Oriented. You are practiced at scouring for
Mrlssi are flightless avian humanoids covered in gray details. You have advantage on Intelligence
feathers, while their head is bare except for a fringe of (Investigation) checks within 5 feet.
feathers covering the back of their head. Their head Problem Solver. Because of your upbringing, you
feathers are brown in young mrlssi, but becomes more have excellent problem-solving skills. You can treat a
colorful with age. Their arms, legs, and faces are d20 roll of 9 or lower on an Intelligence check or saving
covered in scales. Mrlssi speak in high, piping voices. throw as a 10. You can use this trait a number of times
SOCIETY AND CULTURE equal your proficiency bonus. You regain all uses of
this feature when you finish a long rest.
Mrlssi are quick-witted and detail-oriented beings who Scholarly. You have proficiency in the Insight skill.
value knowledge over physical possessions. Even the Superior Memory. You can double your proficiency
richest mrlssi live modestly, although they often have bonus for it when you make an Intelligence (Lore)
huge libraries consisting of rare and obscure texts. check to recall information you have learned, or to
Mrlssi are seldom impressed by shows of wealth or recall the details of your experiences.
power, but they always have great respect for talented Tinker. You have proficiency with tinker’s
intellectuals and scientists. Mrlssi are natural problem- implements. You can use these and spend 1 hour and
solvers, and they love mysteries and puzzles. This 100 cr worth of materials to construct a Tiny Device (AC
quality, coupled with keen analytical abilities, is what 5, 1 hp). You can take the Use an Object action to have
makes their engineers so good at improving upon your device cause one of the following effects: create a
existing designs. They can spot a design weakness and small explosion, create a repeating loud noise for 1
work at it until they have found the key to fixing the minute, create smoke for 1 minute, vibrate loudly for 1
limitation. mrlssi enjoy intelligent conversations and minute. You can maintain a number of these devices
tinkering with gadgets, and they love nothing more up to your proficiency bonus at once, and a device
than friendly debates over the relative strengths of stops functioning after 24 hours away from you. You
various starships or speeders. They also delight in can dismantle the device to reclaim the materials used
jokes and wordplay, considering themselves among to create it.
the galaxy's foremost humorists. However, mrlssi Undersized. Your small stature makes it hard for
humor is often so dry or based on convoluted you to wield bigger weapons. You can’t use heavy
premises that members of other species can have a shields. Additionally, you can’t use martial weapons
difficult time knowing when a mrlssi is joking. with the two-handed property unless it also has the
NAMES light property, and if a martial weapon has the versatile
property, you can only wield it in two hands.
Mrlssi names are melodic in nature, despite their Languages. You can speak, read, and write Galactic
structure, with a majority of mrlssi names being Basic and Tsi. Tsi, also known as Mrlsstese, has high
dominated by double 'S's or other consonants. They piping sounds that some species find delightful and
have agendered names with familiar surnames. others exasperating. It is considered a difficult
First Names. Crlisst, Kepor, Krssibel, Virssl language to learn.
Surnames. Dagwa, Herssek, Jasst, Waray

ART CREDIT | [artist name]


67
MYNEYRSH
VISUAL CHARACTERISTICS
Skin Color Blue
Hair Color Brown, green, or purple
Eye Color White
Distinctions Four arms, natural glass armor

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

SOCIOCULTURAL CHARACTERISTICS MYNEYRSH TRAITS


Homeworld Wayland As a myneyrsh, you have the following special traits.
Ability Score Increase. Your Wisdom score
Language Myneyrsh
increases by 2, and your Strength or Dexterity score
increases by 1.
Age. Myneyrshi reach adulthood in their late teens
and live less than a century.
BIOLOGY AND APPEARANCE Alignment. Myneyrshi's dogmatic nature causes
Myneyrshi are tall, thin, sentient, bipedal humanoids. them to tend towards balanced alignments, though
They have two upper torsos, positioned in such a way there are exceptions.
that one is on top of the other. Each torso has a pair of Size. Myneyrshi typically stand 6 to 7 feet tall and
long, muscular arms, giving a myneyrsh four arms that generally weigh about 200 lbs. Regardless of your
aids their ability to climb. Myneyrshi have upward- position in that range, your size is Medium.
pointing ears, which they often pierce and hang things Speed. Your base walking speed is 30 feet.
from. Instead of a nose, myneyrshi have a short, Crude Weapon Specialists. Myneyrshi are used to
downward-pointing snout. Myneyrshi are covered in a making do with less. You can spend 1 hour, which you
layer of smooth, crystalline flesh, which make them can do over the course of a short rest, crafting a
look as if they were made of a type of glass. The weapon out of loose materials. You can craft any
crystalline skin acts as a sort of armor to basic simple kinetic weapon, but the weapon’s damage
weapons similar to their own—arrows, spears, and suffers a -1 penalty.
knives. Republic scientists theorize that this layer exists Crystalline. Myneyrshi are covered in a layer of
as a result of a chemical reaction to the moisture and biological crystals, functioning as natural armor. While
oxygen in the air. you are unarmored or wearing light armor, your AC is
12 + your Dexterity modifier.
SOCIETY AND CULTURE Forest Dweller. You don’t treat forest terrain as
Myneyrshi are obstinate beings, especially when difficult terrain.
dealing with humans and other offworlders. Their Four-Armed. Myneyrshi have four arms which they
experience with Wayland being occupied and their can use independently of one another. You can only
enslavement has soured them toward humans and gain the benefit of items held by two of your arms at
technology. Myneyrshi consider anything technological any given time, and once per round you can switch
in nature an "Item of Shame" and avoid even being which arms you are benefiting from (no action
near it when possible. A primitive, warlike species, they required).
are constantly at war with another of Wayland's Hunter. You have proficiency in the Survival skill.
sentient species—the psadans. A myneyrsh lives an Mask of the Wild. You can attempt to hide even
extremely ritualistic life, with rituals for everyday when you are only lightly obscured by foliage, heavy
actions such as walking, eating, and sleeping. rain, falling snow, mist, and other natural phenomena.
Myneyrshi are excellent hunters and trackers, and can Perceptive. You have proficiency in the Perception
move through forested areas without making a sound. skill.
Their awareness of their environment is so responsive Treeclimber. You have a climbing speed of 30 feet.
that Jedi liken their perception skills to those of a You have advantage on Strength saving throws and
Force-sensitive. Strength (Athletics) checks that involve climbing.
Languages. You can speak, read, and write Galactic
NAMES Basic and speak Myneyrsh. Myneyrsh is a primitive
Myrneyrshi use simplistic tribal names, often named language of rough vocalizations, snorts and honks.
after ancestral heroes of the past. There is no written Myneyrsh, as the myneyrshi prefer
First Names. Chani, Ory, Pay'an, Resh to pass on knowledge orally.

ART CREDIT | [artist name]


68
NAGAI
VISUAL CHARACTERISTICS
Skin Color Pale white
Hair Color Black
Eye Color Gray
Pale skin, individualistic expression
Distinctions
forms

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Nagi
Language Nagaian

NAGAI TRAITS
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.

ART CREDIT | [artist name]


69
NAZZAR
VISUAL CHARACTERISTICS
Skin Color Black or brown
Hair Color Orange, grey, black, brown, or blonde
Eye Color White
Distinctions Long ears, strength and speed

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Nazzri
Language Nazzar

BIOLOGY AND APPEARANCE


Nazzar are bipedal, sentient humanoids, with distinctly NAZZAR TRAITS
elongated equine heads, and are known to be a As a nazzar, you have the following special traits.
physically powerful and agile species with a thin coat of Ability Score Increase. Your Strength score
fur. The species is distinguished by long ears that lay increases by 2, and your Dexterity score increases by 1.
limp at the sides of their heads, and strong hands. A Age. Nazzar reach adulthood in their late teens and
common piece of a nazzar regalia is a harness-like set can typically live for up to 125 years.
of straps worn around the muzzle. Alignment. The nazzar are a spiritual but intolerant
species, causing them to tend towards lawful balanced
SOCIETY AND CULTURE and dark side, though there are exceptions.
Nazzar are deeply spiritual and distant, and extremely Size. Nazzar typically stand 6 to 7 feet tall and
intolerant of other forms of religion and belief, generally weigh about 200 lbs. Regardless of your
especially those dissimilar to their own. The offworld position in that range, your size is Medium.
nazzar who eventually overcome their xenophobia and Speed. Your base walking speed is 30 feet.
natural prejudice form friendships with many other Athletic. You have proficiency in the Athletics skill.
species in the galaxy, and are said to make trusted and Child of Nazzri. Nazzar found off their homeworld
loyal companions. Nazzar follow a state religion, which are sharp-tongued, typically preachers or inquisitors of
is known as Ulizra, and the nazzar government expects their Ulizra religion or exiles who went against the
strict adherence to the tenets of the fourteen sects, praefect institutions. You have proficiency in one of the
each ruled by a praefect of the religion. These tenets following skills: Insight, Investigation, Persuasion, or
include the concepts that outsiders will contaminate Lore.
and taint nazzar society and culture; that nazzar Darkvision. You have a keen eyesight, especially in
individuals should remain in seclusion from the rest of the dark. You can see in dim light within 60 feet of you
the galaxy; that all philosophical systems are in as if it were bright light, and in darkness as if it were
disagreement with Ulizra; and that the group is always dim light. You can’t discern color in darkness, only
more important than the individual. Because of these shades of gray.
beliefs, it is very difficult for other species to set up Powerful Build. Your carrying capacity and the
trade relations with the nazzar, or even for nazzar to weight you can push, drag, or lift doubles. If it would
befriend those of another species. Although legally already double, it instead triples.
allowed, outsiders who stay on Nazzri usually receive a Single-Minded. Nazzar are bull-headed and
less than warm welcome. obstinate, trusting in their own causes and beliefs
above all else, making them hard to manipulate.
NAMES Charisma (Persuasion) checks made against you have
The Nazzar language is dominated by 'R's and other disadvantage, and you have advantage on any saving
hard consonants, bleeding into their naming throw against an effect that would force you to take an
conventions. Surnames are based on a familiar lineage action against your will.
within a specific sect. Languages. You can speak, read, and write Galactic
First Names. Brryg, Drrn, Kohn, Roqar, Vot Basic and Nazzar. The Nazzar language consists of high
Surnames. Kanas, Tallak, Srrn tones and grunts.

ART CREDIT | [artist name]


70
NIMBANEL
VISUAL CHARACTERISTICS
Skin Color Brown, pink, red, or white
Hair Color Brown, green, or white
Eye Color Black or purple
Distinctions Walrus-like heads, stringy beards

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Nimban
Language Nimbanese, Huttese

NIMBANEL TRAITS
BIOLOGY AND APPEARANCE As a nimbanel, you have the following special traits.
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

ART CREDIT | [artist name]


71
NOEHON
VISUAL CHARACTERISTICS
Skin Color Mottled green
Hair Color None
Eye Color Red
NOEHON TRAITS
Distinctions Four-armed insectoids, musk glands
As a noehon, you have the following special traits.
Ability Score Increase. Your Dexterity, Wisdom, and
PHYSICAL CHARACTERISTICS Charisma scores increase by 1.
Age. Noehons reach adulthood by 5 and live for less
Height 2'9" +2d6"
than half a century.
Weight 45 lb. x1 lb. Alignment. Noehons are abusive and combative,
causing them to tend toward the dark side, though
there are exceptions.
SOCIOCULTURAL CHARACTERISTICS Size. Noehons typically stand 3 to 4 feet tall and
Homeworld Noe'ha'on generally weigh about 50 lbs. Regardless of your
position in that range, your size is Small.
Language Noehonese
Speed. Your base walking speed is 25 feet.
Compound Eyes. Whenever you make a Wisdom
(Perception) check related to sight, you are considered
to have expertise in the Perception skill.
BIOLOGY AND APPEARANCE Darkvision. You have a keen eyesight, especially in
Noehons have large compound eyes, with facets the dark. You can see in dim light within 60 feet of you
responsible for different aspects of vision; such as as if it were bright light, and in darkness as if it were
motion or fine details. They have mandibles, and a soft, dim light. You can’t discern color in darkness, only
bristly carapace. They have four arms for using tools or shades of gray.
brachiating through the jungles of their homeworld. Equilibrium. You have advantage on saving throws
Since they are used to hanging upside-down, they are against slow effects.
resistant to disorientation and motion sickness, which Four-Armed. Noehons have four arms which they
afflict others in zero-gravity. Every noehon has a pair of can use independently of one another. You can only
scent glands, one of each side of their mouth, which gain the benefit of items held by two of your arms at
produce a strong, musky scent. Each has a unique any given time, and once per round you can switch
scent, which they use to mark possessions, territory, which arms you are benefiting from (no action
and their subordinates. The scent is difficult to remove. required).
Noehons are typically possessive, frequently marking Menacing. You have proficiency in the Intimidation
items and rarely discarding them when they think they skill.
might be useful later. They also tend to organize their Notorious Slavers. Whenever you make an ability
possessions, ensuring everything is in its proper place. check related to the buying, selling, or controlling of
slaves, you are considered proficient in the check. If
SOCIETY AND CULTURE you would already be proficient, you instead have
Noehon society is based on tightly-knit communities expertise.
called welds, containing anywhere from a few hundred Organized. Your society values organization, and as
to ten thousand members. Welds are ruled by a single such you are good at making good use of the space
dominant "alpha" male, their "harem" of females provided. Your carry capacity is doubled, and if you are
treated as commodities, with excess females traded to in charge of packing a ship you can increase the carry
other welds for technology or valuables. Adolescent capacity by 1/4 the base cargo capacity.
males in the weld are driven off by the alpha as soon Treeclimber. You have a climbing speed of 25 feet.
as they come of age. Elderly leaders will usually be You have advantage on Strength saving throws and
killed by younger males, who then take control of the Strength (Athletics) checks that involve climbing.
weld. Despite the rigidity of gender roles, noehons do Undersized. Your small stature makes it hard for
not treat female and male offworlders differently. you to wield bigger weapons. You can’t use heavy
Regardless, they understand society in a hierarchical shields. Additionally, you can’t use martial weapons
way: bullying subordinates while fearing and trying to with the two-handed property unless it also has the
appease superiors. Noehons have a natural talent for light property, and if a martial weapon has the versatile
managing others through intimidation. property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic
NAMES Basic and Noehonese. You can communicate with
Noehons names are incredibly difficult to pronounce, other noehons within 30 feet without speaking through
without using surnames. use of pheromones. Force attuned individuals can
First Names. Gi'kha, Ki'nakra, Ri'zat, Zak'r detect the communication but can’t understand it.

ART CREDIT | [artist name]


72
NOSAURIAN
VISUAL CHARACTERISTICS
Red, orange, yellow, green, blue, brown,
Skin Color
white, gray, or black
Hair Color Same as scales (fall out at adolescence)
Eye Color Pink, yellow, white, brown, or gray
Distinctions Horns, luminescent mouth lining

PHYSICAL CHARACTERISTICS NOSAURIAN TRAITS


Height 4'9" +2d6" As a nosaurian, you have the following special traits.
Weight 80 lb. x(2d4) lb. Ability Score Increase. Your Strength, Constitution,
and Wisdom scores increase by 1.
Age. Nosaurians reach adulthood in their late teens
SOCIOCULTURAL CHARACTERISTICS and live for about a century.
Homeworld New Plympto Alignment. Nosaurians' tribal nature causes them to
tend towards neutral alignments, though there are
Language Nosaurian
exceptions.
Size. Nosaurians typically stand 4 to 5 feet tall and
generally weigh about 160 lbs. Regardless of your
position in that range, your size is Medium.
BIOLOGY AND APPEARANCE Speed. Your base walking speed is 30 feet.
Nosaurians are sentient bipedal reptiles who stand Adept Harvester. You have proficiency in the
slightly shorter than the average human. Each digit on Survival skill. Additionally, you have advantage on
their fingers and toes sport sharp claws. Their hides Wisdom (Survival) checks to harvest from plants or
are tough and covered in scales. Nosaurians are dead creatures.
nimble acrobats with acute combat reflexes. One trait Blinding Flash. You can use your action to create a
that distinguishes nosaurians from other reptilians is a blinding flash of light from your mouth in a 10-foot
crest of horns that grow atop their heads. Most display cone. When you do so, each creature in the area of the
six bony spikes of varying lengths, although children flash must make a Constitution saving throw (DC = 8 +
can have fewer, and some adults have many more, your proficiency bonus + your Constitution modifier).
often growing on the back of the skull as well. These On a failed save, a creature is blinded until the end of
horns are quite strong, nosaurians using their spikes as its next turn. This ability has no effect on constructs.
defensive impaling weapons. They see only in black You can use this feature a number of times equal to
and white, although they typically learn to distinguish your proficiency bonus. You regain all expended uses
the subtle differences of what other species perceived when you complete a long rest.
as color, at least much of the time. Nosaurians have Claws and Spikes. Your body is covered in
the ability to light up the lining of their mouths at will. dangerous implements, whether its your horns, your
The resulting flash is bright enough to briefly illuminate teeth, or the claws on your hands and feet. These are
a room and even blind someone, but it cannot be natural weapons, which you can use to make unarmed
sustained for long. strikes. Additionally, your unarmed strikes deal 1d6
kinetic damage.
SOCIETY AND CULTURE Crafters. You have proficiency with with one
Nosaurians are divided into clans. Some of these live in artisan’s implements of your choice.
isolated villages, while others band together to create Hide. You have a thick hide. When you aren’t
city-states, the highest form of government on the wearing armor, your AC is 12 + your Dexterity modifier.
world. Nosaurians rely on outside traders for much of Jungle Dweller. Growing up in the jungles of New
their food, communications gear, high technology, and Plympto has left an impact. You don’t treat jungle
weapons. In exchange, they offer simple products and terrain as difficult terrain.
their world's major export, the eggs of a native Treeclimber. You have a climbing speed of 30 feet.
crustacean. A few nosaurians are clanless, thus You have advantage on Strength saving throws and
outcasts to society. Strength (Athletics) checks that involve climbing.
Languages. You can speak, read, and write Galactic
NAMES Basic and Nosaurian. Nosaurian's phonemes consist of
Nosaurians use short and guttural names with clan hisses, barks, and warbles, and its syntax commonly
surnames. Clanless ones create their own surnames. uses metaphors related to weather, nature, and the
Male Names. Gegan, Lorab, Onor, Zuff seasons. Nosaurians are able to communicate silently
Female Names. Cici, Ghul, Kleff, Xenk over long distances with each other by using short
Surnames. Boltstep, Feelfar, Rivergaze, Whitebranch mouth flashes.

ART CREDIT | [artist name]


73
NUIWIT
VISUAL CHARACTERISTICS
Skin Color Golden to dark brown or gray-green
Hair Color None
Eye Color Green, blue, or black
Distinctions Reptilian, semi-quadrupedal

PHYSICAL CHARACTERISTICS
Height 3'10" +2d6"
Weight 65 lb. x(2d4) lb.

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.

ART CREDIT | [artist name]


74
ONGREE
VISUAL CHARACTERISTICS
Skin Color Yellow or brown
Hair Color None
Eye Color Red or orange
Eyestalks, inverted looking face,
Distinctions
awkward stance

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Skustell
Language Ongreenen

BIOLOGY AND APPEARANCE


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

ART CREDIT | [artist name]


75
PACITHHIP
VISUAL CHARACTERISTICS
Skin Color Gray to green or blue
Hair Color Black
Eye Color Light to dark blue or green typically
Distinctions Two tusks, trunks

PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 110 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS PACITHHIP TRAITS


Homeworld Shimia As a pacithhip, you have the following special traits.
Ability Score Increase. Your Strength score
Language Shimiese
increases by 2, and your Intelligence or Charisma score
increases by 1.
Age. Pacithhip reach adulthood in their late teens
and live less than a century.
BIOLOGY AND APPEARANCE Alignment. Pacithhip's dictated lives cause them to
Pacithhip are pachydermoids with stubby legs and a tend towards lawful alignments, though there are
long tail, which gives them a low center of gravity and exceptions.
makes them surefooted and stable. Nevertheless, Size. Pacithhip typically stand 4 to 5 feet tall
these short limbs make them slower than most species naturally, reaching heights over 6 feet using their
and prevents them from operating standard machinery mechanical stilts, and weigh less than 200 lbs.
and vehicles. Many pacithhip wear robotic stilts that Regardless of your position in that range, your size is
raise their height and give them the proportions of an Medium.
average humanoid. Their skin is thick and tough, which Speed. Your base walking speed is 25 feet.
affords them some resistance to damage, and adjusts Caste Specialization. Your position in the pacithhip
easily to environmental extremes. A thick ridge of bone caste system as a scholar, warrior, or farmer gives you
at the back of the skull protects the pacithhip head. unique talents. You have proficiency in one of the
Above this and high on the sides of the head are two following skills: Insight, Lore, or Athletics.
large eyes that give the pacithhip a full 360-degree field Hide. You have a thick hide. When you aren’t
of vision. A long proboscis juts from the front of the wearing armor, your AC is 13 + your Dexterity modifier.
face and a pair of elaborate tusks grow from the base Additionally, you have advantage on Constitution
of the skull ridge and stick out to either side of the saving throws made to avoid exhaustion due to
nose—although at least some pacithhips have no tusks extreme heat or cold.
at all. Panoramic Vision. Pacithhip have large eyes that
give them a 360-degree field of vision. Whenever you
SOCIETY AND CULTURE make a Wisdom (Perception) check related to sight, you
Pacithhip are divided into three castes: scholars act as are considered to have expertise in the Perception skill.
legal experts, judges, administrators, and teachers; Additionally, if you are surprised, you may act normally
warriors uphold the mandates of the scholars and on your first turn. Once you’ve used this trait, you can’t
provide pacithhip communities with defense; and while use it again until you finish a short or long rest.
farmers originally were responsible for food Sure-Footed. You have advantage on ability checks
production and textile work, in later years they have and saving throws against being knocked prone.
taken on manufacturing tasks on a greater scale. Trunk. You have supreme control over your trunk
Membership in a particular caste is determined by the and can use it to manipulate objects as well as your
shape of a pacithhip's tusks. This can be determined hands.
early in a pacithhip's life through genetic testing, but Tusks. Your elegant tusks are natural weapons,
the tusks of a few pacithhip failed to differentiate, which you can use to make unarmed strikes.
making their place in society liminal. Additionally, your unarmed strikes deal 1d4 kinetic
damage.
NAMES Languages. You can speak, read, and write Galactic
Pacithhip names are punctual and strong, using Basic and Shimiese. Shimiese is a language of snorts,
agendered names and optional familiar surnames. trumpets and intricate vocalizations, adequate to a
First Names. Aruka, Gepto, Ossom, Runkara pacithhip's vocal structure. When speaking Galactic
Surnames. Elkoud, Hukudi, Okwar, Wekwa Basic, pacithhip have deep, gravely voices.

ART CREDIT | [artist name]


76
PARWAN
VISUAL CHARACTERISTICS
Skin Color Blue, brown, gray, green, yellow, or red
Hair Color None
Eye Color Gray
Floating physiology, mushroom-shaped
Distinctions
heads, produce intense electrical fields

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Parwa
Language Parwan

BIOLOGY AND APPEARANCE


The parwan species are tall and gangly, with arms
ending in three-fingered hands. They also have four
dangling tentacles on the lower half of their bodies.
They have three eyes and a mushroom-like head.
Parwans have a unique physiology in that their bodies
are essentially ambulatory bags of gas, which makes
them lighter than air. The species can float on wind
currents, and use their tentacles and arms to tether
themselves to the ground.
The species also produce a naturally high electrical
field, and crackle with the energy their bodies PARWAN TRAITS
produces. Parwan can withstand high levels of electric As a parwan, you have the following special traits.
power, and liquids, though the degree of how powerful Ability Score Increase. Your Dexterity score
this resistance is depend on the species' two different increases by 2, and your Intelligence score increases by
blood types. 1.
Age. Parwans reach adulthood at 12 and live less
SOCIETY AND CULTURE than a century.
Parwans place value in emotion and expression, Alignment. Parwans' dedicated mindsets cause
viewing it important to have and share their feelings. them to tend towards lawful alignments, though there
For this reason, they live in a tightly-knit family that are exceptions.
sticks together for life. Since sharing negative feelings Size. Parwans typically stand 6 to 7 feet tall and
can have negative effects for everyone, they tend to generally weigh about 70 lbs. Regardless of your
lean on the optimistic side. They tend to work well in position in that range, your size is Medium.
teams or groups and interact with people closely, often Speed. Your base walking speed is 30 feet.
sharing their feelings but expecting the same from Electrically Charged. Parwans can use their
others. This nature makes many of them find interest powerful electric fields to shock enemies. You know the
in art, music, or literature. Their natural weapons and electroshock at-will tech power. Your techcasting ability
unique movement makes many parwans naturally fit is Intelligence. You do not require use of a wristpad for
for the profession of bounty hunting. this power.
Flight. You have a flying speed equal to your walking
NAMES speed. While wearing medium or heavy armor, your
While generally easy to pronounce, parwan names are flying speed is reduced by half.
infamous for sounding odd to outsiders. Whenever Galvanized. You have resistance to lightning
asked, parwans exhibit confusion, as their names are damage.
considered typical in their own language. They use Languages. You can speak, read, and write Galactic
agendered names without surnames. Basic and Parwan. To non-speakers, Parwan sounds
First Names. Corbuldin, Gerachu, Jekoono, Perotkin like absolute gibberish.

ART CREDIT | [artist name]


77
PATITITE
VISUAL CHARACTERISTICS
Skin Color Light green, blue, or purple
Hair Color None
Eye Color Yellow or orange
Distinctions Tiny size

PHYSICAL CHARACTERISTICS
Height 1'0" +2d6"
Weight 3 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS PATITITE TRAITS


Homeworld Patitite Pattuna As a patitite, you have the following special traits.
Ability Score Increase. Your Dexterity score
Language Galactic Basic
increases by 2, and two other ability scores of your
choice increase by 1.
Age. Patitites reach adulthood at 10 and live for less
than 40 years.
BIOLOGY AND APPEARANCE Alignment. Patitites' volatile nature causes them to
Patitites are diminutive, colorful humanoids with high- tend towards chaotic alignments, though there are
pitched voices. Their skin tones can range from light exceptions.
tones of blue or green, to darker shades of purple. Size. Patitites typically stand 1 foot tall and generally
They dress in elaborate headdresses, with protrusions weigh about 10 lbs. Regardless of your position in that
extending from the sides. Males dress in green and range, your size is Tiny.
gray clothing, while females wear more colorful outfits, Speed. Your base walking speed is 20 feet.
often matching their own complexions. Despite their Darkvision. You have a keen eyesight, especially in
diminutive stature, they pack enough punch to take the dark. You can see in dim light within 60 feet of you
down an average droid. Though technologically as if it were bright light, and in darkness as if it were
primitive, they are bright-minded and do have a grasp dim light. You can’t discern color in darkness, only
on machinery. shades of gray.
Fury of the Small. When you damage a creature
SOCIETY AND CULTURE with an attack or a power and the creature’s size is
The patitites are socially primitive, living in a tyrannical larger than yours, you can cause the attack or power to
dictatorship where all patitites are subservient to their deal extra damage to the creature. The extra damage
absolute ruler for most of their recorded history. After equals your level. Once you use this trait, you can’t use
the dictator was accidentally murdered by a pair of it again until you finish a short or long rest.
wandering droids, a simple democracy was installed on Hunter Training. You have proficiency in your choice
Patitite Pattuna. With the introduction of democracy, of Investigation, Survival, or Stealth. Additionally, you
the patitites fell into civil war, with multiple patitites are proficient with the electrobaton and electroprod.
claiming leadership. This left a generation of patitites Pintsized. Your tiny stature makes it hard for you to
leaderless, and the subsequent civil war creating wield bigger weapons. You can’t use medium or heavy
multiple splinter groups to form their own shields. Additionally, you can’t wield weapons with the
governments. Patitites are inquisitive and quick- two-handed or versatile property, and you can only
tempered, with an intelligence that belies their low wield one-handed weapons in two hands unless they
technological level. Patitites are skilled hunters, hiding have the light property.
in the underbrush of their homeworld with their Puny. Patitites are too small to pack much of a
traditional electric spears. punch. You have disadvantage on Strength saving
throws, and when determining your bonus to attack
NAMES and damage rolls for weapon attacks using Strength,
Patitites are often named after their ancestors, not you can’t add more than +3.
using surnames. Patitite leaders are given the suffix of Small and Nimble. You are too small and fast to
"-zu" to represent their right to rule. Patitites are often effectively target. You have a +1 bonus to AC, and you
given nicknames as prefixes to their own names as a have advantage on Dexterity saving throws.
way of showing off their skills or special traits. Languages. You can speak, read, and write Galactic
Nicknames. Loud, Nimble, Quiet, Strong Basic and one more language of your choice. If the
Male Names. Bai, Felook, Gimjo, Routt patitites ever had a language of their own, it has been
Female Names. Jimat, Ooles, Unun, Yoe lost to history.

ART CREDIT | [artist name]


78
POLIS MASSAN
VISUAL CHARACTERISTICS
Skin Color Gray or pale purple
Hair Color None
Eye Color Black
Distinctions Commonly mute, lack of facial features

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.

ART CREDIT | [artist name]


79
RANAT
VISUAL CHARACTERISTICS
Skin Color Pink RANAT TRAITS
Hair Color Blonde, brown, gray, red, or black As a ranat, you have the following special traits.
Eye Color Black Ability Score Increase. Your Dexterity score
increases by 2, and your Charisma score increases by
Distinctions Tusk-like incisors, long tail
1.
Age. Ranats reach adulthood at 9 and live for about
PHYSICAL CHARACTERISTICS half a century.
Alignment. Ranats are crafty survivors, causing them
Height 2'8" +2d10"
to tend towards chaotic balanced, though there are
Weight 65 lb. x1 lb. exceptions.
Size. Ranats typically stand 3 to 5 feet tall and
generally weigh about 70 lbs. Regardless of your
SOCIOCULTURAL CHARACTERISTICS position in that range, your size is Small.
Homeworld Rydar II Speed. Your base walking speed is 25 feet.
Language Ranat
Type. Your creature type is both beast and
humanoid.
Acute Senses. You have proficiency in the
Perception skill.
Agile Flexibility. You have advantage on Dexterity
BIOLOGY AND APPEARANCE (Acrobatics) checks that involve flexibility. In addition,
Ranats are a species of small rodents. Despite sharing without squeezing, you can move through and stop in
many features in common with other sentient species, a space large enough for a Tiny creature.
nevertheless, the status of ranats as fully sentient or Darkvision. Your vision can easily cut through
merely semi-sentient has been the subject of galactic darkness. You can see in dim light within 60 feet of you
debate for centuries. Ranats have short, heavy-duty, as if it were bright light, and in darkness as if it were
retractable claws that, while of limited use in hunting dim light. You can’t discern color in darkness, only
or self-defense, allows a ranat to dig through soil and shades of gray.
loose rock. The ranat body is tough, wiry, and partially Foragers. Whenever you make a Wisdom (Survival)
flattened. Exceptional flexibility allow ranats to squeeze check to forage for food you are considered to have
through small openings that would prove impenetrable expertise in the Survival skill.
to other beings of similar size. Their senses are acute: Natural Empathy. Ranats' acute sense of smell
they can see in the dark and detect others' moods by allows them to sense the emotions in those around
scent. A ranat's bottom two incisors are sharp, pointed, them. You have advantage on Wisdom (Insight) checks
and discolored. Because their incisors grow rapidly, to determine emotions against humanoids and beasts
ranats gnaw constantly to wear them down. within 10 feet of you.
Stalker. You have proficiency in Stealth or Survival
SOCIETY AND CULTURE (your choice).
Although they are not intelligent by most metrics, Tech-Impaired. While ranats can figure out basic
ranats are resourceful and crafty. They lack the higher technology, they experience difficulty using more
emotions associated with other species, consumed complex equipment like wristpads. You can not use
instead by the simple desires to eat and fight. This tech powers or take levels in techcasting classes.
makes them preeminent survivors and experts at Tooth and Nail. Your sharp teeth and claws are
scrounging, foraging, and getting into places that they natural weapons, which you can use to make unarmed
do not belong. However, it makes them come off as strikes. Additionally, your unarmed strikes deal 1d4
belligerent, temperamental, self-centered, and kinetic damage. Lastly, as a bonus action, you can
stubborn to outsiders. Notions of honor and keeping perform a special bite attack. On a hit, the target
one's word are only good as long as they do not suffers the attack’s normal effects, you gain temporary
interfere with the search for food. Ranats insist on hit points equal to your Constitution modifier
their superiority to other lifeforms, calling themselves (minimum of 1), and you can’t use this trait again until
Con Queecon ("the conquerors") in their own language you finish a short or long rest.
—ranat is an appellation from others that refers to Undersized. Your small stature makes it hard for
their rodent-like appearance. 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
Ranat names rely heavily on letters such as 'S' and 'E', light property, and if a martial weapon has the versatile
using familiar surnames. property, you can only wield it in two hands.
First Names. Engal, Kleef, Nestra, Veerz Languages. You can speak, read, and write Galactic
Surnames. Jeers, Marbor, Pallik, Targan Basic and Ranat.

ART CREDIT | [artist name]


80
REVWIEN
VISUAL CHARACTERISTICS
Blue, green, orange, purple, red, or
Skin Color
yellow
Hair Color Dark green to purpalish black and red
Eye Color Yellow, blue, green, or white
Distinctions Mobile plant-like species

PHYSICAL CHARACTERISTICS
Height 4'3" +2d12"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Revyia
Language Revwi

BIOLOGY AND APPEARANCE


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

ART CREDIT | [artist name]


81
RUURIAN, LARVAE
VISUAL CHARACTERISTICS
Skin Color Tan, blue, white, green, or gray
Brown, red, blue, orange, yellow, purple,
Hair Color
or green
Eye Color Red or green
Feathered antennae, fourteen legs, long
Distinctions
bodies, language skill, metamorphosis
RUURIAN, LARVAE TRAITS
PHYSICAL CHARACTERISTICS As a ruurian, larvae, you have the following special
traits.
Height 2'9" +2d4"
Ability Score Increase. Your Intelligence score
Weight 35 lb. x1 lb. increases by 2, and two other ability scores of your
choice increase by 1.
Age. Ruurians reach adulthood by twelve and
SOCIOCULTURAL CHARACTERISTICS
typically live for 30 to 40 years before entering the
Homeworld Ruuria pupa stage, with full grown Chroma-Wings living for
Language Ruurese
less than half a century on average.
Alignment. Larval ruurians are sensitive and
dependable, causing them to tend towards lawful light
side, though there are exceptions.
Size. Ruurians typically stand 3 to 4 feet tall and
BIOLOGY AND APPEARANCE generally weigh about 40 lbs. Regardless of your
Ruurians are a small caterpillar-like species known for position in that range, your size is Small.
their scholarly achievements and their linguistic ability. Speed. Your base walking speed is 25 feet.
They are born as fourteen-legged larvae with each leg Artistic. You have proficiency in artist's implements,
having four opposable fingers. First stage ruurians also constructor's implements, or one musical instrument
have fine, wide antennae on their heads, and large, of your choice.
multifaceted eyes. They hatch from eggs as larvae and Communicative. You have proficiency with
immediately enter the workforce, caring for their Persuasion or Insight (your choice).
elders, manufacturing goods, and running Ruuria's Crafters. You have proficiency with with one set of
government. Their second stage of life is the pupa artisan’s implements of your choice.
stage. The larvae spin cocoons around themselves, and Eight-Armed. Ruurians have eight arms which they
are transformed into the third stage, the beautiful can use independently of one another. You can only
Chroma-Wing Fliers, gaining bright, colorful wings. gain the benefit of items held by two of your arms at
Chroma-Wings are simple-minded creatures concerned any given time, and once per round you can switch
only with mating, eating, and sleeping, leaving societal which arms you are benefiting from (no action
matters to the younger generation. required).
Quick Learner. When using downtime for learning a
SOCIETY AND CULTURE new language or training with a set of tools, it takes
Larval ruurians are the most commonly encountered half the amount of time and credits necessary to
members of their species. They are sensitive, complete.
thoughtful, and responsible beings. Due to high Scholars. You have proficiency in one Intelligence or
intelligence and natural talent for learning languages, Wisdom skill of your choice.
Ruurian larvae find work throughout the galaxy as Sure-Footed. You have advantage on ability checks
diplomats and instructors. Many Ruurians demonstrate and saving throws against being knocked prone.
impressive artistic skills as well, becoming renowned Undersized. Your small stature makes it hard for
musicians, architects, and designers. Chroma-Wings you to wield bigger weapons. You can’t use heavy
lose much of their intellectual acuity, are generally shy shields. Additionally, you can’t use martial weapons
or aloof, and grow increasingly lazy over time, as all of with the two-handed property unless it also has the
their needs are seen to by their larval offspring. Those light property, and if a martial weapon has the versatile
frightened larvae can get special treatments allowing property, you can only wield it in two hands.
them not to enter the final stage of their biology. Languages. You can speak, read, and write Galactic
Basic, Ruurese, and two languages of your choice.
NAMES Ruurese is an elegant language with sounds typical of
Ruurian names are elegant and sweeping, optionally many other languages. Written Ruurese consists of a
using a parent's name as a surname. complicated swirl of lines, all drawn at varying angles.
First Names. Bivikorn, Laalu, Reeor, Vobaa Ruurians are capable of a wider range of vocalizations
Surnames. Daorjay, Eelunri, Phaanan, Raarbossi than most species.

ART CREDIT | [artist name]


82
RYBET
VISUAL CHARACTERISTICS
Skin Color Bright green, deep olive
Hair Color None
Eye Color Orange or yellow
Distinctions Sentient amphibians

PHYSICAL CHARACTERISTICS
Height 3'10" +2d6"
Weight 65 lb. x(2d4) lb.

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.

ART CREDIT | [artist name]


83
SAKIYAN
VISUAL CHARACTERISTICS
Normally black to deep violet, red, or
Skin Color green, with gray, plum, bronze, jade,
pale blue, and pale pink also possible
Hair Color None
Eye Color Gray, silver, blue, yellow, orange,or red
Distinctions Pointed ears, enhanced senses

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Sakiya
Language Sakiyan

BIOLOGY AND APPEARANCE


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

ART CREDIT | [artist name]


84
SANYASSAN
VISUAL CHARACTERISTICS
Skin Color Gray, green, pink, or purple
Hair Color Black or white
Eye Color Yellow, blue, or gray
Distinctions Simian faces, four-fingered hands

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.

ART CREDIT | [artist name]


85
SARKAN
VISUAL CHARACTERISTICS
Skin Color Green to blue
Hair Color None
Eye Color Black, gray, or white
Distinctions Cold-blooded, complex protocol rituals

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Sarka
Language Sarkese

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.

ART CREDIT | [artist name]


86
SATHARI
VISUAL CHARACTERISTICS
Skin Color Green, pink, white, or yellow
Hair Color Various, usually blue, purple, or white
Eye Color Red or yellow
Distinctions Large hand tipped wings

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Arbooine
Language Arbori

BIOLOGY AND APPEARANCE


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

ART CREDIT | [artist name]


87
SEPHI
VISUAL CHARACTERISTICS
Pale purple-blue, lavender, peach, white,
Skin Color
or pinkish
Hair Color Black, blond, gray, or white
Eye Color Black, brown, green, or blue
Distinctions Pointed ears, long lived, artistic culture

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Thustra, Isobe
Language Sephi

BIOLOGY AND APPEARANCE SEPHI TRAITS


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

ART CREDIT | [artist name]


88
SHAWDA UBB
VISUAL CHARACTERISTICS
Greenish-gray with yellow-green
Skin Color
underbelly
Hair Color None
Eye Color Blue
Distinctions Amphibious, paralyzing venom

SHAWDA UBB TRAITS


PHYSICAL CHARACTERISTICS As a shawda ubb, you have the following special traits.
Height 1'11" +2d8" Ability Score Increase. Your Wisdom score
Weight 45 lb. x1 lb. increases by 2, and your Dexterity score increases by 1.
Age. Shawda Ubb reach adulthood in their early
teens and live less than a century.
SOCIOCULTURAL CHARACTERISTICS Alignment. Shawda Ubb's isolated causes them to
Homeworld Manpha
tend toward the light side, though there are
exceptions.
Language Ubb Size. Shawda Ubb typically stand 2 to 3 feet tall and
generally weigh about 50 lbs. Regardless of your
position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
BIOLOGY AND APPEARANCE Amphibious. You can breathe air and water.
Shawda Ubb, also known as Ubb, are diminutive, Community Industry. You have proficiency with
sentient amphibians with frog-like bodies. They have your choice of audiotech's implements, bioanalysis kits,
long, spindly limbs that end in three splayed digits chef's kits, or scavenging kits.
each; the toes also sport yellow claws. Their skin is Heat Sensitivity. You have disadvantage on
moist and elastic and covered in warts. Shawda Ubb Constitution saving throws made to avoid exhaustion
are adapted to their moist, swampy homeworld, and due to extreme heat.
feel physically weakened and emotionally withdrawn in Musician. You are proficient in one musical
dryer environments. They defend themselves by instrument of your choice.
spitting a paralyzing venom, which is capable of Natural Resistance. You have advantage on saving
immobilizing a human-sized mammal for up to fifteen throws against poison and disease, and you have
minutes. Shawda Ubb are perceptive beings with a resistance against poison damage (explained in
keen aptitude for observation. On Manpha, shawda Chapter 9).
ubb eat uncooked swamp plants and raw fish; they Paralyzing Venom. You can use your action to expel
avoid cooked and processed food. venom in a 10-foot cone. When you do so, each
creature in the area of the exhalation must make a
SOCIETY AND CULTURE Constitution saving throw (DC = 8 + your proficiency
Shawda Ubb are suspicious of strangers and are willing bonus + your Constitution modifier). On a failed save, a
to defend themselves with their paralytic venom if the creature is paralyzed until the end of its next turn. This
need arises. Accordingly, they prefer to live in ability has no effect on constructs. You can use this
settlements that are small enough to allow each feature a number of times equal to your proficiency
inhabitant to recognize the other denizens. Such bonus. You regain all expended uses when you
inclinations encourage the founding and habitation of complete a long rest.
hundreds of thousands of small towns and villages Perceptive. You have proficiency in the Perception
interspersed throughout the marshes of their skill.
homeworld's lone landmass. The shawda ubb Swamp Dweller. Growing up in the swamps of
economy is based on small-scale petroleum extraction Manpha has left an impact. You don’t treat swamp
and refining; community oil cooperatives pump fossil terrain as difficult terrain.
fuels from below the planetary surface and store it in Swim. You have a swimming speed of 25 feet.
barrels to be sold to national oil companies. Shawda Undersized. Your small stature makes it hard for
Ubb are known for their indigenous musical you to wield bigger weapons. You can’t use heavy
instruments. For instance, the growdi, which resembles shields. Additionally, you can’t use martial weapons
a combination of flute and water organ. 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.
Shawda Ubb have names with a tune, not using Languages. You can speak, read, and write Galactic
surnames and having agender names. Basic and Ubb. Ubb, despite being made up of low
First Names. Bluugeras, Hippohaph, Jazstile, Punnki growls, often sounds musical to outsiders.

ART CREDIT | [artist name]


89
SINITEEN
VISUAL CHARACTERISTICS
Pale or dark orange, green, grey, or
Skin Color
brown
Hair Color None
Eye Color Yellow
Large brain-like heads, pupilless eyes,
Distinctions
extreme intelligence

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Mileva
Language Siniteen

BIOLOGY AND APPEARANCE


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

ART CREDIT | [artist name]


90
SKAKOAN
VISUAL CHARACTERISTICS
Skin Color Grey, white, or green
Hair Color None
Eye Color Black
Distinctions Atmospheric pressure sensitive
SKAKOAN TRAITS
PHYSICAL CHARACTERISTICS As a skakoan, you have the following special traits.
Height 5'2" +2d8"
Ability Score Increase. Your Intelligence score
increases by 2, and your Wisdom score increases by 1.
Weight 100 lb. x(2d4) lb. Age. Skakoans reach adulthood in their late teens
and live more than a century.
SOCIOCULTURAL CHARACTERISTICS Alignment. Skakoans' self-centered nature and
logical mindsets cause them to tend to be lawful
Homeworld Skako balanced, though there are exceptions.
Language Skakoform, Skakoverbal Size. Skakoans typically stand 5 to 7 feet tall and
generally weigh about 120 lbs. Regardless of your
position in that range, your size is Medium.
Speed. Your base walking speed is 25 feet.
Mechanically Inclined. You have proficiency in the
BIOLOGY AND APPEARANCE
Technology skill and your choice of armormech's
Native to the high-pressure atmosphere of Skako, implements, astrotech's implements, biotech's
skakoans breath a methane-based air supply. implements, mechanic's kits, or slicer's kits.
Skakoans have skin which hangs in folds over their Methodical. You can add half your proficiency
skeletons, lack hair and have sunken, beady eyes. Thin bonus, rounded down, to any Intelligence check you
nasal slits allow them to detect odor, while a thin, make that doesn't already include your proficiency
lipless mouth allows them to speak. Because skakoan bonus.
do not ingest solid food, they lack teeth in their gaping Pressurized Suit. Skakoans struggle in atmospheres
mouths. Due to the nature of their homeworld's above- other than those of Skako. When you are offworld, you
average pressure, traveling offworld means wearing a have to wear a bulky pressure suit to maintain
specialized protective suit which maintains internal pressure and methane in your body. Due to your
pressure and feeds methane through special piping. pressure suit, you can not wear armor, but you can
Fear of decompression or rupturing of their suits keeps have the armor professionally integrated into your
most skakoans on their world; only those driven by a pressure suit over the course of a long rest. This work
very compelling motive are ever seen far from Skako. must be done by someone proficient with armortech's
implements. You must be proficient in armor in order
SOCIETY AND CULTURE to have it integrated. Additionally, while wearing your
Skakoans are cool and calculating beings with a strong pressure suit, you have advantage on saving throws
sense of self-preservation. Because outsiders only see against poison and disease, you have resistance
skakoans encased in their pressurized suits, many non- against poison damage (explained in Chapter 9), and
skakoans believe the race to be emotionless and are protected from the hazards associated with high
machine-like. In spite of the misconception, the pressure environments. Lastly, when you die (by any
skakoans are extremely emotional, harboring strong damage outside of poison or psychic), your suit
xenophobia for all non-skakoans. Skakoans are severe ruptures and you explode in a 30 foot sphere. When
and self-centered, and focus on self-preservation this happens, each creature within range takes fire
above all else. They have a deep logic which allows damage equal to your proficiency bonus x your
them to solve nearly any problem and driving their character level. Finally, your body is disintegrated and
society towards the mathematical, scientific and you cannot be resurrected.
technological professions. A deeply spiritual people, Problem Solver. Because of your upbringing, you
the skakoans developed an advanced religion centered have excellent problem-solving skills. You can treat a
around a beast known as the Albino Cyclops. d20 roll of 9 or lower on an Intelligence check or saving
throw as a 10. You can use this trait a number of times
NAMES equal your proficiency bonus. You regain all uses of
Skakoan names will often uniformly use the same this feature when you finish a long rest.
number of syllables, but this is not a hard rule. Languages. You can speak, read, and write Galactic
Surnames are familiar. Basic, read and write Skakoform, and speak
Male Names. Bast, Gos, Hrent, Kolt, Rust, Vond Skakoverbal. Skakoverbal is a complex form of
Female Names. Dul, Kus, Kym, Nam, Ramb, Wyt machine code closely resembling Binary, with
Surnames. Doskos, Mantros, Nota, Tondar, Voskarr Skakoform resembling technical schematics.

ART CREDIT | [artist name]


91
SKEL
VISUAL CHARACTERISTICS
Skin Color Yellow
Hair Color White and brown
Eye Color Black
Distinctions Tusks, large nose, thick fur

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.

ART CREDIT | [artist name]


92
S'KYTRI
VISUAL CHARACTERISTICS
Skin Color Blue (male) or green (female)
Violet, yellow, white, maroon, various
Hair Color
others
Eye Color Blue to silver
Flight-capable wings, stunning beauty,
Distinctions
colored skin

PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 60 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Skye
Language S'kytric

BIOLOGY AND APPEARANCE


The s'kytri from Skye are a species of tall, sentient
mammals. In many respects, they look similar to S'KYTRI TRAITS
humans. The most striking differences are their large,
apparently membranous wings, their decidedly non- As a s'kytri, you have the following special traits.
human skintones and their towering height. As they Ability Score Increase. Your Charisma score
are a flying species, the s'kytri regard excessive body increases by 2, and your Strength score increases by 1.
weight as both impractical and dangerous, which is Age. S'kytri reach adulthood in their early teens and
why they are all thin and brawny. Additionally, their live less than 80 years.
skeletons are hollow, much like a bird's, which allows Alignment. S'kytri's benevolent nature causes them
them easier flight. Because of that and despite their to tend toward the light side, though there are
exotic features, they are deemed beautiful by many exceptions.
other species in the galaxy. While most mammals give Size. S'kytri typically stand 6 and a half to 7 feet tall
birth to live young, the s'kytri hatch from eggs. Any egg and generally weigh about 130 lbs. Regardless of your
that is perceived to have a female with blue skin or a position in that range, your size is Medium.
male with green, which is considered abnormal, is Speed. Your base walking speed is 30 feet.
perceived as an abomination, and is thus immediately Courageous. You have advantage on saving throws
killed. against being frightened.
Flight. You have a flying speed equal to your walking
SOCIETY AND CULTURE speed. While wearing medium or heavy armor, your
The s'kytri are grouped into clans, which are flying speed is reduced by half.
themselves divided in two groups, the Lowland and the Warrior Bard. You have proficiency with the
Highland Clans. The members of each group bare vibrospear, vibroblade, and one musical instrument of
distinctive markings. These clans dwell in cities built in your choice.
the mountains and are governed by a Supreme Languages. You can speak, read, and write Galactic
Council. The position of Patriarch, leader of all the Basic and S'kytric. S'kytric was long considered a dead
s'kytri, is awarded alternately to the leader of either language, until it became the basis of a folk revival due
Councils. Once given the position, a clan's leader would to its use by musicians and artists.
hold it for a 22-year-long term, after which they are
required to hand the title to the other clan.

NAMES
S'kytri names are distinct from the names of other
species, accents emphasizing certain syllables. S'kytri
do not use surnames.
Male Names. Caliél, Erigh, Lalémera, Talris
Female Names. Gairen, Kalish, Khira, Vashén

ART CREDIT | [artist name]


93
SKRILLING
VISUAL CHARACTERISTICS
Skin Color Gray, green, tan, blue
Hair Color None
Eye Color Brown or black
Distinctions Breathing tubes, bony crest

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Agriworld-2079
Language Skrilling

BIOLOGY AND APPEARANCE


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

ART CREDIT | [artist name]


94
SLUISSI
VISUAL CHARACTERISTICS
Skin Color Light-brown to deep green
Hair Color None
Eye Color Black or blue
Serpentine lower halves, forked tongues,
Distinctions
mechanical skill

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.

ART CREDIT | [artist name]


95
SNIVVIAN
VISUAL CHARACTERISTICS
Skin Color Light to dark brown tones
Hair Color None
Eye Color Black, brown, or light gray
Thick skin, protruding jaws, short fangs,
Distinctions
skilled artists

PHYSICAL CHARACTERISTICS
Height 4'3" +2d6"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Cadomai Prime
Language Snivvian

SNIVVIAN TRAITS
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

ART CREDIT | [artist name]


96
SWOKES SWOKES
VISUAL CHARACTERISTICS
Skin Color Pale green to white
Hair Color None
Eye Color Black, red, white, or blue
Distinctions Protruding teeth, conical heads, horns

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Makem Te
Language Swoken

SWOKES SWOKES TRAITS


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

ART CREDIT | [artist name]


97
SYLPHE
VISUAL CHARACTERISTICS
Skin Color Green (various shades)
Red, yellow, blue, green, pink, purple,
Hair Color
orange, or brown
Eye Color Blue, green, yellow, or black typically
Distinctions Vegetal species, high psychic abilities

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

SOCIOCULTURAL CHARACTERISTICS SYLPHE TRAITS


Homeworld Sylvia IV As a sylphe, you have the following special traits.
Language Sylphen Ability Score Increase. Your Charisma score
increases by 2, and your Wisdom score increases by 1.
Age. Sylphes reach adulthood in their early teens
and live for more than a century, usually living to about
150.
BIOLOGY AND APPEARANCE
Alignment. Sylphes' dedicated care for their family
Sylphes are a botanical, humanoid species. Their skin is causes them to tend toward the light side, though
green, and long flowers and other various plants grow there are exceptions.
atop their heads. These flowers change with their Size. Sylphes typically stand 5 to 6 feet tall and
emotions, wilting with a bad mood. Their metabolism generally weigh about 120 lbs. Regardless of your
requires high quantities of water, and an extended position in that range, your size is Medium.
exposition to an arid climate can even be lethal. In Speed. Your base walking speed is 30 feet.
addition to traditional language, sylphes communicate Type. Your creature type is both plant and
through pheromones. These pheromones are used to humanoid.
influence other species' during negotiations. They also Cultured. You have proficiency in the Lore skill.
display a form of powerful telepathy, noted to be Enthralling Pheromones. You can use your
similar to some Jedi abilities. Though botanical, sylphes pheromones to influence individuals of both sexes.
are able to interbreed with humans, despite having a Whenever you roll a 1 on a Charisma (Persuasion)
internal structure closer to vegetation than check, you can reroll the die and must use the new roll.
mammalian. A human/sylphe hybrid can be detected Additionally, once per short or long rest, you can treat
by an abnormal blood composition, and a extended a d20 roll of 9 or lower on a Charisma check as a 10.
lifespan more in line with their sylphe heritage. This feature has no effect on droids or constructs.
SOCIETY AND CULTURE Heat Sensitivity. You have disadvantage on
Constitution saving throws made to avoid exhaustion
Living in homes made from vegetation, sylphes are a due to extreme heat.
sophisticated and instructed species. They cultivate Naturalist. You have proficiency in the Nature skill.
refined arts; their martial arts being no exception. They Telepathy. You can communicate telepathically with
developed a lethal "war dance" called Sholân Kha. They creatures within 30 feet of you. You must share a
favor the mental over the technological, and their language with the target in order to communicate in
technological development is quite low. Sylphes are this way.
organized into large clans of hundreds or more Unarmed Combatant. Your unarmed strikes deal
individuals, with solidarity being extremely rare, 1d4 kinetic damage. You can use your choice of your
sometimes even being looked down upon or mocked Strength or Dexterity modifier for the attack and
by more community-focused sylphes. Many sylphe damage rolls. You must use the same modifier for both
clans are pacifists and refuse to kill anyone if a better rolls.
solution can be found. Languages. You can speak, read, and write Galactic
NAMES Basic and Sylphen. Sylphen is often described as
sounding "crystalline" by other species, sharp words
Sylphe names are smooth and melodic, not using being punctuated multiple times within the same
surnames, for all traditional sylphes consider sentence to show intensity.
themselves a giant family.
Male Names. Aliashose, Pholere, Thouyine, Yahaina
Female Names. Chanje, Seliane, Temaris, Uhayna

ART CREDIT | [artist name]


98
TALORTAI
VISUAL CHARACTERISTICS
Skin Color Gray or white
Hair Color Gray, brown, black, or white
Eye Color Black, green, or blue
Avian features, lack of aging,
Distinctions
regeneration, force sensitivity

PHYSICAL CHARACTERISTICS
Height 5'5" +2d6"
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

ART CREDIT | [artist name]


99
TALPINI
VISUAL CHARACTERISTICS
Skin Color Light to dark brown or orange tones
Hair Color Brown, gray, orange, or white
Eye Color Black or blue
Distinctions Tiny size

PHYSICAL CHARACTERISTICS
Height 2'5" +2d6"
Weight 35 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Tal Pi
Language Talpini

TALPINI TRAITS
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.

ART CREDIT | [artist name]


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

ART CREDIT | [artist name]


101
TEEK
VISUAL CHARACTERISTICS
Skin Color Peach
Hair Color White or gray
Eye Color Black or brown
Distinctions Extremely quick, attracted to trinkets

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

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

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.

ART CREDIT | [artist name]


102
TERRELIAN
VISUAL CHARACTERISTICS
Skin Color Dark to light blue and turquoise
Hair Color Red
Eye Color Light purple to dark red
Distinctions Ability to leap vast distances

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Terrelia
Language Erreli

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.

ART CREDIT | [artist name]


103
THAKWAASH
VISUAL CHARACTERISTICS
Skin Color Light to dark tones, typically dark
Hair Color Brown, tan, or gray (with age)
Eye Color Black
Large size, incredible strength, multiple
Distinctions
distinct personalities

PHYSICAL CHARACTERISTICS
Height 6'3" +2d12"
Weight 190 lb. x(2d6) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Thakwaa
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.

ART CREDIT | [artist name]


104
THOLOTHIAN
VISUAL CHARACTERISTICS
Skin Color Light to dark tones (bluish areas)
Hair Color Red or white
Eye Color Blue or indigo
Distinctions Scaled cranium, fleshy tendrils

PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 110 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Tholoth
Language P’olothin

THOLOTHIAN TRAITS
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.

ART CREDIT | [artist name]


105
TOF
VISUAL CHARACTERISTICS
Skin Color Green
Hair Color Brown, gray, white, orange, or black
Eye Color Gray, blue, or green
Distinctions Green skin, large size

PHYSICAL CHARACTERISTICS
Height 6'3" +2d12"
Weight 120 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Tof
Language Tof TOF TRAITS
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.

ART CREDIT | [artist name]


106
TOONG
VISUAL CHARACTERISTICS
Skin Color Tan, yellow, blue, or green
Hair Color None
Eye Color Black, orange, or purple
Distinctions Bulbous bodies, easily frightened

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

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

BIOLOGY AND APPEARANCE TOONG TRAITS


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

ART CREDIT | [artist name]


107
TRIANII
VISUAL CHARACTERISTICS
Skin Color Light to dark tones
Yellow, gray, brown, orange, black,
Hair Color
green, white, and various others
Eye Color Green, white, black, or yellow
Distinctions Feline-like bodies, prehensile tails

PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 110 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Trian
Language Trianii

TRIANII TRAITS
As a trianii, you have the following special traits.
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

ART CREDIT | [artist name]


108
T'SURR
VISUAL CHARACTERISTICS
Skin Color Blue
Hair Color None
Eye Color Red
Distinctions Blue skin, red eyes, imposing builds

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld T'surr
Language T'surrese

BIOLOGY AND APPEARANCE


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

ART CREDIT | [artist name]


109
TYNNAN
VISUAL CHARACTERISTICS
Skin Color Light to dark tones
Hair Color Light to dark brown
Eye Color Black or brown
Distinctions Thick tails, tolerance to cold

PHYSICAL CHARACTERISTICS
Height 2'8" +2d8"
Weight 65 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Tynna 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

ART CREDIT | [artist name]


110
UBESE
VISUAL CHARACTERISTICS
Skin Color Variable (generally white)
Hair Color Black
Variable (generally brilliant green or
Eye Color
blue)
Distinctions Raspy, whispering voices, slight build

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Uba IV, Ubertica
Language Ubese, Ubenial

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

ART CREDIT | [artist name]


111
UTAI
VISUAL CHARACTERISTICS
Skin Color Pale pink
Hair Color None
Eye Color Black
Long eyestalks, two toes per foot, three
Distinctions
fingers and one thumb per hand

PHYSICAL CHARACTERISTICS
Height 2'9" +2d4"
Weight 75 lb. x(2d4) lb.
UTAI TRAITS
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.

ART CREDIT | [artist name]


112
VAGAARI
VISUAL CHARACTERISTICS
Skin Color Tan or pink
Hair Color None
Eye Color Violet, pink, or red
Distinctions Two mouths

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.

ART CREDIT | [artist name]


113
VAHLA
VISUAL CHARACTERISTICS
Skin Color Dusky brown to dark gray
Hair Color Black, gray, white, and rarely red
Eye Color Pale shades of blue, gray, or lavender
Distinctions Force-sensitivity, cartilaginous skeletons

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
Language Vahla

BIOLOGY AND APPEARANCE


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

ART CREDIT | [artist name]


114
VODRAN
VISUAL CHARACTERISTICS
Skin Color Brown or olive green
Hair Color None
Eye Color Black
Distinctions Leathery skin, horns around face

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Vodran
Language Huttese, Vodran (formally)

BIOLOGY AND APPEARANCE


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

ART CREDIT | [artist name]


115
VOR
VISUAL CHARACTERISTICS
Skin Color Green with white or gray spots
Hair Color None
Eye Color Black
Distinctions Winged, musical, reptilian

PHYSICAL CHARACTERISTICS
Height 5'2" +2d10"
Weight 65 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Vortex
Language Vortexlex

BIOLOGY AND APPEARANCE


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

ART CREDIT | [artist name]


116
VRATIX
VISUAL CHARACTERISTICS
Skin Color Greenish-gray
Hair Color None
Eye Color Black
Insectoid, hermaphrodites, two pairs of
Distinctions
arms

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Thyferra
Language Vratix

BIOLOGY AND APPEARANCE VRATIX TRAITS


Vratix are an insectoid species with large compound As a vratix, you have the following special traits.
eyes, long necks, and six limbs sprouting from a Ability Score Increase. Your Intelligence score
thorax. The pair closest to their heads, extending from increases by 2, and your Strength score increases by 1.
their "shoulders," are triple jointed with tridactyl
Age. Vratix reach adulthood in their early teens and
hands, and serve as "arms," but they also sport a hook-
can live for more than a century.
claw near the second articulation to assist in climbing.
Alignment. Vratix's logical and inquisitive nature
The second, middle pair are massive, strong "legs,"
causes them to tend toward lawful balanced, though
allowing a vratix to perform impressive leaps. The last
there are exceptions.
pair, situated at the end of the abdomen, are vestigial.
Size. Vratix typically stand 5 to 6 and a half feet tall
Small, thin hairs cover their bodies and change color to
and generally weigh about 160 lbs. Regardless of your
express emotion. vratix excrete denin, a chemical that
position in that range, your size is Medium.
alters the color of their skin to reflect their mood.
Speed. Your base walking speed is 30 feet.
SOCIETY AND CULTURE Bacta Technician. You know the temporary boost
at-will tech power. When you reach 3rd level, you can
Vratix used bacta for thousands of years, and were not
cast the bacta pack tech power once per day. When
hesitant to share their secret with the galaxy at large,
you reach 5th level, you can also cast the kolto
with thriving business based on selling and distributing
dispenser tech power once per day. Your techcasting
bacta. Vratix are a logical and straightforward species
ability is Intelligence. You do not require use of a
that has trouble grasping abstract concepts like art and
wristpad for this power.
music. However, they can solve a complex problem by
Climb. You have a climbing speed of 30 feet.
examining every detail and angle. Culture is centered
Detail Oriented. You are practiced at scouring for
on the hive mentality. They generally refer to
details. You have advantage on Intelligence
themselves as the plural we rather than I, and usually
(Investigation) checks within 5 feet.
under their hive name. They are generally a sociable
Exoskeleton. You have a thick exoskeleton. While
species, preferring all information to be delivered
you are unarmored or wearing light armor, your AC is
personally. The vratix kept knytix, a smaller insectoid
12 + your Dexterity modifier.
species, as pets and for the creation of dwellings (their
saliva was used to make a mud-like paste that was Strong-Legged. When you make a long jump, you
can cover a number of feet up to twice your Strength
then dried to make bricks). The vratix govern
score. When you make a high jump, you can leap a
themselves through a representative council that was
number of feet up into the air equal to 3 + twice your
led by two canirs, their elected leaders.
Strength modifier.
NAMES Languages. You can speak, read, and write Galactic
Basic and Vratix. You can communicate with other
Vratix have a hive-based surname followed by a
Vratix within 30 feet without speaking through use of
personal name, with names being non-gendered.
telepathy. Force attuned individuals can detect the
Surname. Huitzil, Klversh, Vekkov, Xarstun communication but can’t understand it.
Personal Names. Fenxix, Rlek't, Sruung, Yek

ART CREDIT | [artist name]


117
VULPTEREEN
VISUAL CHARACTERISTICS
Green, yellow, blue, or gray on different
Skin Color
parts of the body
Hair Color None
Eye Color Yellowish
Distinctions Snouts with feelers, tusks, echolocation

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Vulpter
Language Vulpterish

BIOLOGY AND APPEARANCE


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

ART CREDIT | [artist name]


118
VUVRIAN
VISUAL CHARACTERISTICS
Skin Color Brown, gray, green, or tan
Hair Color None
Eye Color Black, yellow, orange, or green
Distinctions Highly sensitive skin, twelve eyes

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Vurdon Ka
Language Vuvrian

BIOLOGY AND APPEARANCE VUVRIAN TRAITS


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

ART CREDIT | [artist name]


119
WHIPHID
VISUAL CHARACTERISTICS
Skin Color Pink or gray
Hair Color Brown, gold, or yellow-white
Eye Color Black or blue
Distinctions Large, tusked, cold-adapted, thick fur

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Toola
Language Whiphid

BIOLOGY AND APPEARANCE


Whiphid faces are elongated, with prominent
foreheads and long, bowed cheekbones. A whiphid's
face is furless apart from a few hairs on the lips and
chin. Two large tusks protrude from the lower jaw, and
their massive arms end with thick three-fingered WHIPHID TRAITS
hands, the fingers ending in sharp claws. Female As a whiphid, you have the following special traits.
whiphids tend to be slightly shorter and heavier than Ability Score Increase. Your Strength score
the males. Their eyes protrude slightly from their increases by 2, and your Constitution score increases
heads. Young whiphids have shorter snouts and far by 1.
less fur than adults. Since their homeworld of Toola is a Age. Whiphids reach adulthood in their late teens
cold planet of ice and snow, the whiphid's body and have been known to live for more than 200 years.
maintain a thick layer of blubber, which serves to Alignment. Whiphids' aggressive personalities cause
insulate and reduce heat loss. Their thick fur also helps them to tend toward the dark side, though there are
to protect them from the harsh climate and is also exceptions.
covered with natural oil that repels water and allows Size. Whiphids tower over almost all other species,
them to swim in Toola's frigid oceans. In the warmer standing 6 and a half to 8 feet tall and can weigh up to
periods of the spring and summer on Toola, whiphids 600 lbs. Regardless of your position in that range, your
lose several centimeters of fur and burn off much of size is Medium.
their fat reserves. Speed. Your base walking speed is 30 feet.
Hide. You have a thick hide. While you are
SOCIETY AND CULTURE unarmored or wearing light armor, your AC is 12 + your
Whiphids live together in tribes of three to ten couples. Dexterity modifier. Additionally, you have advantage on
In the winter, the tribes are nomadic and travel across Constitution saving throws made to avoid exhaustion
the icy plains of the planet in search of prey. They due to extreme cold.
camp near hunting grounds using round hide tents. Hunter. You have proficiency in the Survival skill.
During summer, the tribes move to a permanent base Long-Limbed. When you make a melee attack on
that is constructed of stone and covered by animal your turn, your reach for it is 5 feet greater than
hides and mud. A whiphid tribe is led by an elder called normal.
a Spearmaster, who decides where the group should Swim. You have a swim speed of 20 feet.
camp and what prey to hunt. Tooth and Claw. Your sharp claws and strong tusks
are natural weapons, which you can use to make
NAMES unarmed strikes. Additionally, your unarmed strikes
Whiphid names are diverse and unique, varying by deal 1d4 kinetic damage.
tribe whether familiar surnames are used or abstained Languages. You can speak, read, and write Galactic
from, letters with an apostrophe instead used. Basic, and speak Whiphid. Whiphid is formed of snorts,
Male Names. Arap, Ch’Curtok, K’Tol, Tull, Vonkk growls, and bellowing barks. The language's working
Female Names. D’Gel, Iar, K’Kola, Qui, Skajul vocabulary limited to eight thousand words. Whiphid
Surnames. Adiksin, Jur, Mararikal, Quinkk, Ton has no written form.

ART CREDIT | [artist name]


120
WOOSTOID
VISUAL CHARACTERISTICS
Skin Color Orange
Hair Color Dark red
Eye Color Black
Tall, wiry frames, long life spans, large
Distinctions
eyes, intelligence

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Woostri
Language Woostese
WOOSTOID TRAITS
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

ART CREDIT | [artist name]


121
WROONIAN
VISUAL CHARACTERISTICS
Skin Color Blue
Hair Color Black, silver, dark blue, or purple
Eye Color Yellow
Distinctions Near-human, blue skin

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Wroona
Language Wroonian

BIOLOGY AND APPEARANCE


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

ART CREDIT | [artist name]


122
XAMSTER
VISUAL CHARACTERISTICS
Skin Color Yellow, green, dark blue, or purple
Hair Color None
Eye Color Red or green
Bat-like ears, bi-pointed beak, ridges of
Distinctions
spikes along back and belly

PHYSICAL CHARACTERISTICS XAMSTER TRAITS


Height 3'2" +2d6" As a xamster, you have the following special traits.
Weight 45 lb. x1 lb. Ability Score Increase. Your Wisdom score
increases by 2, and your Intelligence score increases by
1.
SOCIOCULTURAL CHARACTERISTICS Age. Xamsters reach adulthood in their early teens
Homeworld Xagobah and live less than a century.
Alignment. Xamsters' harmonious nature causes
Language Xamster
them to tend toward the light side, though there are
exceptions.
Size. Xamsters typically stand 3 to 4 feet tall and
generally weigh about 50 lbs. Regardless of your
BIOLOGY AND APPEARANCE position in that range, your size is Small.
Xamsters are a species of sentient reptiles Speed. Your base walking speed is 25 feet.
characterized by their large ears and bicuspid beaks. Darkvision. Your vision can easily cut through
They have scaly skin, which sport several spiky crests. darkness. You can see in dim light within 60 feet of you
They have formidable claws and fangs, and their brains as if it were bright light, and in darkness as if it were
are capable of quickly and efficiently processing dim light. You can’t discern color in darkness, only
sensory input. shades of gray.
Mask of the Wild. You can attempt to hide even
SOCIETY AND CULTURE when you are only lightly obscured by foliage, heavy
Xamsters live in communities deep within the fungal rain, falling snow, mist, and other natural phenomena.
forests of their homeworld. They coexist symbiotically Naturalist. You have proficiency in the Nature skill.
with the fungi: a family of xamsters bind themselves to Plant Communion. You have the ability to
a particular type of fungus known as a malvil-tree and communicate in a limited manner with plants. They can
treat it like a beloved pet or even a member of the understand the meaning of your words, though you
family. The reptiles give their own malvil-tree a name have no special ability to understand them in return.
and tend to its growth and feeding. In return, the tree You have advantage on all Charisma checks you make
permits the xamsters to take up residence inside it and to influence them. You also have proficiency in
obey simple commands, like raising or lowering its bioanalysis kits.
branches to afford the caretaker a better look at the Snap Senses. Thanks to your accelerated sensory
surrounding terrain. Most importantly, the family is input, you can sense incoming danger and react
able to harvest the tree's spores. They can use these accordingly. When you roll for initiative, you can
fungal products for diverse tasks. For example, certain choose to gain advantage on the roll. Alternatively, if
spores can be used to coat someone's eyes, granting you are surprised, you may act normally on your first
the ability to peer through the fog of spores that turn. Once you’ve used this trait, you can’t use it again
shrouds the surface of Xagobah. These spores also until you finish a short or long rest.
grant safe passage through the forest to those who Tooth and Nail. Your fangs and claws are natural
coat themselves in it; otherwise, other hungry trees weapons, which you can use to make unarmed strikes.
might mistake the traveler for a meal. Xamsters know Additionally, your unarmed strikes deal 1d4 kinetic
of many useful fungi, including Xabar, which can be damage.
used to make a potent form of spice with the power to Undersized. Your small stature makes it hard for
paralyze the user. Offworlders use it to simulate death you to wield bigger weapons. You can’t use heavy
and maybe gain a glimpse of the afterlife, but xamsters shields. Additionally, you can’t use martial weapons
use its properties to fake death to escape enemies. 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.
Xamster use melodic names with familiar surnames. Languages. You can speak, read, and write Galactic
First Names. Naveen, Poxak, Relass, Xenet, Xineen Basic and Xamster. Xamster's sounds are
Surnames. Fii, Korr, Shaan, Tyy, Uura predominately sharp clicks and guttural growls.

ART CREDIT | [artist name]


123
YAM'RII
VISUAL CHARACTERISTICS
Skin Color Gray, brown, blue, or green
Hair Color None
Eye Color Red, gray, or yellow
Distinctions Mantid bodies, shear-like arms

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Huk
Language Huk'siin

BIOLOGY AND APPEARANCE


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

ART CREDIT | [artist name]


124
YARKORA
VISUAL CHARACTERISTICS
Skin Color Light to dark brown
Hair Color White, brown, blonde, green, or gray
Eye Color Light to dark brown, black, or orange
Two pancreases, four kidneys, three
Distinctions
livers, two stomachs, powerful senses

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
Language Yarkora

BIOLOGY AND APPEARANCE


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

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125
YINCHORRI
VISUAL CHARACTERISTICS
Skin Color Green or brown
Hair Color None
Eye Color Yellow, orange, or red
Distinctions Turtle-like humanoids, Force resistance

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Yinchorr
Language Yinchorri

BIOLOGY AND APPEARANCE


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

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126
YUZZUM
VISUAL CHARACTERISTICS
Skin Color Tan, brown, black, or red
Hair Color Brown, blue, or black
Eye Color Black or yellow
Long skinny limbs, neckless, musical
Distinctions
language

PHYSICAL CHARACTERISTICS
Height 6'0" +2d12"
Weight 105 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Forest Moon of Endor
Language Yuzzum
YUZZUM TRAITS
As a yuzzum, you have the following special traits.
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.

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