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SPECIES

TABLE OF CONTENTS
Abyssin Gand Ortolan
Aing-Tii Geonosian Pa'lowick
Aleena Givin Patrolian
Anzellan Gotal Pau'an
Aqualish Gran Pyke
Arcona Half-Human Quarren
Ardennian Harch Rakata
Arkanian Herglic Rattataki
Balosar Hutt Rishii
Barabel Iktotchi Ryn
Besalisk Kage Selkath
Chadra-Fan Kaleesh Shistavanen
Chagrian Kaminoan Squib
Chevin Karkarodon Ssi-Ruu
Chironian Killik Sullustan
Clawdite Klatooinian Talz
Codru-Ji Kubaz Tarasin
Colicoid Kushiban Thisspiasian
Dashade Kyuzo Togorian
Defel Lannik Toydarian
Draethos Lasat Ugnaught
Dug Lurmen Umbaran
Echani Miraluka Verpine
Esh-Kha Mirialan Voss
Falleen Mustafarian Vurk
Felucian Muun Yevetha
Flesh Raider Neimoidian Zeltron
Noghri Zygerrian

EXPANDED CONTENT | SPECIES | TABLE OF CONTENTS


ABYSSIN
VISUAL CHARACTERISTICS
Skin Color Green, tan
Hair Color Black, turning white with age
Eye Color Yellow, white
Distinctions Single eye, regenerative abilities

PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 150 lbs. x2d4 lbs.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Byss
Language Abyssin

BIOLOGY AND APPEARANCE ABYSSIN TRAITS


The hulking abyssin have long limbs and a single large As an abyssin, you have the following special traits.
eye that dominates their foreheads. Typically well- Ability Score Increase. Your Constitution score
muscled, the abyssin's stooping gait results in a slightly increases by 2, and your Strength score increases by 1.
hunched appearance. Age. Abyssin reach adulthood at age 30 and can live
A distinctive trait of the abyssin is their ability to heal up to 300 years thanks to their regenerative abilities.
quickly; their fast regeneration is believed to have been Alignment. Abyssin's violent and anarchic
an adaptation to prevent uid loss via bleeding on their upbringing cause them to tend toward the dark side,
desert homeworld. All cells in the abyssin body are though there are exceptions.
replaced every 80 hours, and organs which typically Size. Abyssin stand around 6 feet tall and weigh
were paired in other species appear singularly. between 200 and 400 lbs. Regardless of your position
in that range, your size is Medium.
SOCIETY AND CULTURE Speed. Your base walking speed is 30 feet.
A primitive tribal society, the abyssin of Byss are known Rapidly Regenerative. You heal quickly, both at will
as violent and brutish, and their planet is avoided by and in response to danger. As a bonus action, you can
most beings in the civilized galaxy. Unstable resources choose to spend one of your Hit Dice to recover hit
on Byss do not allow for mass population growth or for points. Additionally, when you take damage, you can
the stabilization of a central government, economy or use your reaction and expend a Hit Die to regain hit
trade system. points as long as the damage would not reduce your
Existing simply in nomadic tribes, abyssin groups can hit points to 0.
interact peacefully with one another, though only if Rugged Survivalist. You are pro cient in the Survival
both groups have plentiful water and food supplies. skill. Additionally, you are naturally adapted to hot
Otherwise, they began a 'Blooding', a brawl that ends climates, as described in chapter 5 of the Dungeon
only when one tribe's warriors are all killed, captured, Master’s Guide.
or incapacitated. Warriors who survive a Blooding are Tech-Impaired. While abyssin can gure out basic
usually allowed to join the winning tribe once they technology, they experience di culty using more
nish their regeneration. This tradition led to some complex equipment like wristpads. You can not use
violent incidents when spacers tried to make rst tech powers or take levels in techcasting classes.
contact and trade with Abyssin tribes with scarce water Savage Attacks. When you score a critical hit with a
resources, especially since the abyssin assumed the melee weapon attack, you can roll one of the weapon's
alien traders could regenerate as quickly as they did. damage dice one additional time and add it to the
extra damage of the critical hit.
NAMES Languages. You can speak, read, and write Galactic
There does not appear to be any distinction between Basic and Abyssin. Abyssin uses mainly growls and
male and female names for abyssin. Abyssin don't use grunts that many species consider primitive. The
surnames. written form of language uses only a small number of
Names. Anami, Easym, Myo, Qawohl, Seh-run, Sidie simple hieroglyphs.

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AING-TII
VISUAL CHARACTERISTICS
Skin Color White
Hair Color None
Eye Color Black
Force-sensitivity, unique technology, six
Distinctions
green tongues

PHYSICAL CHARACTERISTICS
Height 5'7" +2d10"
Weight 145 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Aing-Tii homeworld in the Kathol Rift
Non-verbal communication via taste,
Language
smell, and touch

BIOLOGY AND APPEARANCE


The aing-tii are a species of sentient, toothless
mammals who stand on two clawed feet with two
spindly arms, each with three large digits. Their bodies
are covered in jointed white, bony plates covered in
unique painted motifs. The aing-tii head is small and AING-TII TRAITS
juts out perpendicularly from their chest, featuring two As an aing-tii, you have the following special traits.
large eyes and six long, thin, green tongues extending Ability Score Increase. Your Wisdom score
from their mouths. They have a long, prehensile tail. increases by 2, and your Constitution score increases
The species is incapable of producing sound and by 1.
conveys information via tasting, smelling and touching Age. Aing-tii reach adulthood in their late teens and
each other with their tongues. live more than a century.
Alignment. Aing-tii's foreign nature causes them to
SOCIETY AND CULTURE be hard to understand. Most aing-tii tend toward
The aing-tii are native to a planet whose location in the neutral light side, though there are exceptions.
Kathol Rift is a closely guarded secret. Although in a Size. Aing-tii typically stand 6 to 7 feet tall and
dangerous area of space, the majority of Aing-Tii never generally weigh about 200 lbs. Regardless of your
leave their homeworld nor have any contact with the position in that range, your size is Medium.
outside world. Those who do—commonly called aing-tii Speed. Your base walking speed is 30 feet.
warrior monks—are often xenophobic and reclusive. Armored Plates. You have thick armored plates.
The monks spend their entire lives performing errands While you are unarmored or wearing light armor, your
for their gods, in the hope that they will receive "an AC is 13 + your Dexterity modi er.
answer" from them. The aing-tii hate slavery, and often Closed Mind. Aing-tii have a natural attunement for
attack slavers who roam the Kathol Outback. the Force, which makes them resistant to its powers.
While the aing-tii are Force-sensitive, they avoid You have advantage on Wisdom and Charisma saving
wielding the Force, which they see as sacred. The aing- throws against force powers.
tii believe that everything is somehow guided by the Force-Sensitive. You know the force push/pull at-will
Force. They do not believe in the light or dark sides of force power. Wisdom or Charisma (your choice) is your
the Force. Instead, they hold that there are many forcecasting ability for this power.
di erent aspects to the Force. Prehensile Tail. You have supreme control over your
tail and can use it to manipulate objects as well as your
NAMES hands.
Aing-tii names are, in reality, non-verbal and only truly Wisdom of the Elders. You are pro cient in the Lore
understandable via taste, smell, and touch. The few skill.
aing-tii who have been known to the outside world Languages. You can understand, read, and write
have used translators to convey an auditory identi er. Galactic Basic, and the non-verbal communication of
Male Names. Ben'Sur, Looshen'Fel, Tadar'Ro the aing-tii. However, you cannot speak or make noise
Female Names. Kulan'Pa, Laman'So, Te'Nuriel verbally.

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ALEENA
VISUAL CHARACTERISTICS
Skin Color Blue, gray, purple, tan
Hair Color None
Eye Color Blue
Distinctions Short stature, scaly skin, crested head

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Aleen
ALEENA TRAITS
Language Aleena
As an aleena, you have the following special traits.
Ability Score Increase. Your Dexterity score
increases by 2, and your Charisma score increases by
1.
Age. Aleena reach adulthood in their late teens and
BIOLOGY AND APPEARANCE live to be about 80.
Aleena are short, reptilian bipeds with large eyes and Alignment. Aleena's benevolent yet curious nature
wide mouths full of small, sharp teeth. Aleena's bodies causes them to tend toward chaotic light side, though
are long compared to their short arms and stubby legs. there are exceptions.
Warm-blooded reptiles, they possess exceptional Size. Aleena typically stand 2 and a half to 3 feet tall
re exes as well as a fast metabolism which allow them and generally weigh about 35 lbs. Regardless of your
to convert food into energy very rapidly in order to position in that range, your size is Small.
escape predators on their harsh home planet. Speed. Your base walking speed is 25 feet.
Bite. Your sharp teeth are a natural weapon, which
SOCIETY AND CULTURE you can use to make unarmed strikes. If you hit with it,
Aleena are social and tend to thrive best in with close- you deal kinetic damage equal to 1d4 + your Strength
knit teams if not with their own kind. They develop modi er. Additionally, as a bonus action, you can
strong loyalties to friends and protect those they care perform a special bite attack. On a hit, the target
about ercely. Due to their inborn curiosity, the aleena su ers the attack's normal e ects, you gain temporary
are stereotypically galactic travelers, tourists in every hit points equal to your Constitution modi er
sense. This, combined with their strong dedication to (minimum of 1), and you can't use this trait again until
their relatives, results in aleena families traveling even you nish a short or long rest.
to most unusual and dangerous locations just to see its Cosmopolitan. You have pro ciency in Lore.
sights. The appearance of aleena family walking Nimble Escape. You can take the Disengage or Hide
through an intergalactic metropolis is a common sight action as a bonus action on each of its turns.
on many planets. The aleena's love of sports and Nimbleness. You can move through the space of any
particularly, adventure and thrill sports, draw many creature that is of a size larger than yours.
into the galactic community. Most who enter Racer's Reflexes. Whenever you make a Dexterity
professional classes are experts or diplomats. ability check, attack roll, or saving throw, you can
Aleena settlements were small, and most individuals choose to add 1d4 to the result. You can choose to do
were part of a single lineage, or tahiko. The leader of this after the check is rolled, but before the DM
each tahiko led the community, and represented their determines if you've passed or failed the check. You
wishes to the planetary advisory body. The advisory cannot do so again until you complete a short or long
body elected a king to govern the planet, and was rest.
generally revered as a religious gure as they led Undersized. Your small stature makes it hard for
religious ceremonies. 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
Aleena names are generally short and guttural, with light property, and if a martial weapon has the versatile
longer names being saved for royalty. Surnames are property, you can only wield it in two hands.
based on their tahiko, or tribal lineage. Languages. You can speak, read, and write Galactic
Male Names. Batts, Gratz, Wakka, Zakan, Zetts Basic and Aleena. Aleena is characterized by its use of
Female Names. Arkei, Harza, Sutci, Tsuon, Yenn, short syllables and energetic movements to convey
Surnames. Anares, Kylar, Ors, Practes, Targae urgency and emotion.

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ANZELLAN
VISUAL CHARACTERISTICS
Skin Color Brown, green, or tan
Hair Color Black, gray, or white
Eye Color Black
Distinctions Diminutive size, wispy eyebrows
ANZELLAN TRAITS
As an anzellan, you have the following special traits.
PHYSICAL CHARACTERISTICS
Ability Score Increase. Your Intelligence score
Height 1'0" +2d6" increases by 2, and two other ability scores of your
Weight 3 lb. x1 lb. choice increase by 1.
Age. Anzellans are considered adults at ten years
old. They are a short-lived species, however, that rarely
SOCIOCULTURAL CHARACTERISTICS lives longer than 60 years.
Homeworld Anzella Alignment. Anzellans are a friendly and respectful
Language Anzellan
people, which causes them to tend toward lawful light
side, though there are exceptions.
Size. Anzellans stand between 1 and 2 feet tall and
weigh around 10 lbs. Regardless of your position in
that range, your size is Tiny.
Speed. Your base walking speed is 20 feet.
Crafters. You have pro ciency in one tool of your
choice.
Detail Oriented. You are practiced at scouring for
details. You have advantage on Intelligence
(Investigation) checks that rely on sight within 5 feet.
BIOLOGY AND APPEARANCE
Pintsized. Your tiny stature makes it hard for you to
The anzellans are a diminutive species hailing from the wield bigger weapons. You can't use medium or heavy
secluded planet Anzella. Their eyes have oating shields. Additionally, you can't wield weapons with the
corneal micro-lenses that allow them to see two-handed or versatile property, and you can only
microscopic details. Anzellans are a bubbly and wield one-handed weapons in two hands unless they
receptive people. They are a jovial and trusting people have the light property.
that tend to welcome strangers with open arms. Puny. Anzellans are too small to pack much of a
Due to their volcanic homeworld, anzellans are also punch. You have disadvantage on Strength saving
adapted towards heat. This, coupled with their small throws, and when determining your bonus to attack
size, make them well-suited to working in compact and damage rolls for weapon attacks using Strength,
places. you can't add more than +3.
Small and Nimble. You are too small and fast to
SOCIETY AND CULTURE e ectively target. You have a +1 bonus to AC, and you
Anzella is a tropical planet covered in thousands of have advantage on Dexterity saving throws.
small volcanic islands. Many of these islands are Tanned. You are naturally adapted to hot climates,
developed as small villages, with the largest islands as described in chapter 5 of the Dungeon Master’s
designed to accommodate larger species. Anzellan Guide.
culture is generally based around tourism and crafting; Technician. You are pro cient in the Technology
in fact, anzellans are renowned craftsmen due to their skill.
discerning eyesight and ability to t into small spaces. Tinker. You have pro ciency with tinker’s
Anzellan government is generally casual. Each village implements. You can use these and spend 1 hour and
has its own governing council of rotating members; 100 cr worth of materials to construct a Tiny Device (AC
these villages act independently from one another 5, 1 hp). You can take the Use an Object action to have
unless their decisions would a ect more than a single your device cause one of the following e ects: create a
island. In that case, all of the councils work together to small explosion, create a repeating loud noise for 1
come to a planet-wide decision. minute, create smoke for 1 minute, create a soothing
melody for 1 minute. You can maintain a number of
NAMES these devices up to your pro ciency bonus at once,
Anzellan names are rarely longer than two syllables, and a device stops functioning after 24 hours away
with a bouncy intonation to them. Their surnames are from you. You can dismantle the device to reclaim the
familial. materials used to create it.
Male Names. Babu, Gridel, Moru, Rano, Yodel Languages. You can speak, read, and write Galactic
Female Names. Dibi, Fing, Nooni, Teena, Zazi Basic and Anzellan. Anzellan is characterized by its
Surnames. E'ayoo, Frik, Meer, Tanni, Vrut bouncy sound and emphasis on alternating syllables.

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AQUALISH
VISUAL CHARACTERISTICS
Skin Color Black, blue, green, or red
Hair Color Black, brown, or gray
Eye Color Black, blue, red, or brown
Tusks, belligerent personalities, brawny
Distinctions
stature

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Ando
Language Aqualish

BIOLOGY AND APPEARANCE


An amphibious species native to the planet Ando, the
Aqualish people have two facial tusks which curve
down over their mouths; a trait which added to their
appearance as arachnids. These facial tusks are highly AQUALISH TRAITS
sensitive to heat and cold and are used for cracking As an Aqualish, you have the following special traits.
open the hard shells of shell sh or burrowing through Ability Score Increase. Your Strength score
the swampy loam of their homeworld. Having nned increases by 2, and your Charisma score increases by
hands and two bulbous black eyes, Aqualish are unable 1.
to manipulate most machinery or equipment Age. Aqualish reach adulthood in their late teens and
developed by the galaxy's many species which live less than a century.
designed these tools for beings with digits. As a result, Alignment. Aqualish' aggressive personalities cause
Aqualish tend to remain on their homeworld. Aqualish them to tend toward the dark side, though there are
are well known for their hair-trigger tempers that are exceptions.
without reason. Size. Aqualish stand between 6 and 7 feet tall and
While Force-sensitive Aqualish are rare, members of weigh around 190 lbs. Regardless of your position in
the species have trained as both Sith and Jedi, though that range, your size is Medium.
they typically gravitate toward the former. Speed. Your base walking speed is 30 feet.
Arms Dealers. Whenever you make a Charisma
SOCIETY AND CULTURE (Persuasion) check related to buying or selling
The Aqualish hate the image they have in the galaxy as weapons, you are considered to have expertise in the
thugs, regardless of its veracity, and blame it on any- Persuasion skill.
and everyone else. Because of this, the species are Aggressive. As a bonus action, you can move up to
considered pariahs on Ando, which has a lower your speed toward an enemy of your choice that you
population of Aqualish than the galaxy itself. All can see or hear. You must end this move closer to the
Aqualish speak mutually intelligible dialects of the enemy than you started.
same language. Quarrelsome and thug-like, the Darkvision. You have a keen eyesight, especially in
Aqualish culture revolved around aggression and the dark. You can see in dim light within 60 feet of you
toughness, with diplomacy being one of their weakest as if it were bright light, and in darkness as if it were
attributes. dim light. You can't discern color in darkness, only
shades of gray.
NAMES Menacing. You have pro ciency in the Intimidation
Aqualish names are intended to sound strong. skill.
Surnames are not familial, but are chosen by each Swim. You have a swimming speed of 30 feet.
individual Aqualish. Languages. You can speak, read, and write Galactic
Male Names. Bung, Gu, Opege, Soni, Tubop Basic and Aqualish. Aqualish is a harsh, guttural
Female Names. Cestirki, Duni, Iftu, Sifre, Umi language. It's rare that other species bother to learn it
Surnames. Dogomurra, Julo, Kronem, Nidoal, Utix unless they regularly interact with Aqualish.

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ARCONA
VISUAL CHARACTERISTICS
Skin Color Ebony to mahogany
Hair Color None
Eye Color Green, blue, pink, gold when addicted
Distinctions Flat heads, easily addicted

PHYSICAL CHARACTERISTICS
Height 5'0" +2d10"
Weight 95 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Cona
ARCONA TRAITS
Language Arconese
As an arcona, you have the following special traits.
Ability Score Increase. Your Charisma score
increases by 2, and your Constitution score increases
by 1.
Age. Arcona reach adulthood in their late teens and
BIOLOGY AND APPEARANCE live for more than a century.
Arcona have anvil-shaped heads, claws, marble-like Alignment. Arcona tend toward no particular
eyes, and protective skin. Cona is always hot, and has alignment. They can vary from the chaotic thrillseekers
very little water, but the atmosphere is lled with to the orderly lawkeepers. The best and worst are
ammonia vapor. Arcona adapted to this environment found among them.
by eating the ammonia-converting roots of ora as a Size. Arcona typically stand 5 and a half to 6 and a
source of water. Arcona depended on the ammonia to half feet tall and generally weigh about 140 lbs.
live and, as a result, arcona living o world have to take Regardless of your position in that range, your size is
ammonia supplements. Despite their large eyes, Medium.
arcona have very poor eyesight. Their eyes, made up of Speed. Your base walking speed is 30 feet.
thousands of photoreceptors, can not detect ne Claws. Your sharp talons are natural weapons, which
shapes, only seeing blurry objects. To aid this, they you can use to make unarmed strikes. If you hit with
have a small sensory organ between their eyes. Often them, you deal kinetic damage equal to 1d4 + your
mistaken for their nose, this organ detects heat Strength modi er.
patterns from living beings. Thus, arcona can recognize Clever. You have pro ciency in one Intelligence skill
things by its heat pattern. of your choice.
Arcona are highly susceptible to addiction to spice Easily Addicted. Arcona are susceptible to spice
and common salt, which serves as a hallucinogen with addiction, and as a result you are taught to identify it
e ects resembling that of intoxication. Their eyes shift from an early age. Additionally, consuming salt can
to gold after prolonged addiction. cause them to hallucinate, potentially replicating the
e ects of spice. Whenever you make an ability check
SOCIETY AND CULTURE related to identifying salt or spice or seeing whether
Arcona normally think of themselves not as individuals something contains salt or spice, you have advantage.
but as a collective whole. Largely forsaking Hide. You have a thick hide. When you aren't
individuality, they often refer to themselves as "we" wearing armor, your AC is 13 + your Dexterity modi er.
even when alone. The arcona live in loose, family- Additionally, your thick hide is naturally adapted to hot
based communities called nests, which are ruled by a climates, as described in chapter 5 of the Dungeon
Grand Nest. Because arcona are born in nests Master's Guide.
underground, they obtain a close sense of family living Keen Smell. You have advantage on Wisdom
in close quarters with siblings. Males raise the young, (Perception) checks that involve smell.
since females are typically impulsive thrill-seekers. Reptilian Senses. Whenever you make a Wisdom
(Perception) check related to sensing heat, you are
NAMES considered to have expertise in the Perception skill.
Arcona names are quite diverse, named by their Languages. You can speak, read, and write Galactic
fathers in the nest. Surnames are either familial or Basic and Arconese. Arconese is spoken through
nest-based. complex, guttural squeaks from the back of the throat.
Male Names. Bijrik, El, Jat, Kazat, Onalol, Shle However, arcona born and raised in colonies outside of
Female Names. Ak, Cimam, Cuten, He, Madan, Omik Cona often did not learn Arconese, but the local
Surnames. Cheen, -drell, -faxel, Shran, Takonak, -voll language instead.

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ARDENNIAN
VISUAL CHARACTERISTICS
Skin Color Brown or black
Hair Color Brown to gray
Eye Color Brown or black
Distinctions Four arms, fur-covered, prehensile feet

PHYSICAL CHARACTERISTICS
Height 3'2" +2d8"
Weight 50 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Ardennia ARDENNIAN TRAITS
Language Adrennian As an Ardennian, you have the following special traits.
Ability Score Increase. Your Dexterity score
increases by 2, and your Charisma score increases by
1.
Age. Ardennians reach adulthood in their late teens
and live less than a century.
Alignment. Ardennians' peaceful nature causes
BIOLOGY AND APPEARANCE them to tend toward the light side, though there are
Ardennians are sentient humanoid simians hailing exceptions.
from the tropical paradise of Ardennia. They are Size. Ardennians typically stand 4 to 4 and a half feet
covered in fur from head to their wrists and ankles, tall and weigh around 60 lbs. Regardless of your
with brown and grey being the most common fur position in that range, your size is Medium.
colors. Ardennians sport four arms and prehensile Speed. Your base walking speed is 30 feet.
feet. All six of their limbs are equally dexterous. Darkvision. You have a keen eyesight, especially in
the dark. You can see in dim light within 60 feet of you
SOCIETY AND CULTURE as if it were bright light, and in darkness as if it were
The Ardennian people themselves are a friendly dim light. You can't discern color in darkness, only
communal species that are well known for welcoming shades of gray.
visitors and inviting newcomers to traditional feasts Four-Armed. Ardennians have four arms which they
and dances on the sandy beaches of Ardennia. Rural can use independently of one another. You can only
Ardiennan's live in modern tree-villages in the thick, gain the bene t of items held by two of your arms at
dim jungle canopy on the majority of the islands. any given time, and once per round you can switch
Ground level accommodations are available for o which arms you are bene ting from (no action
world visitors even in the smaller villages. Most o - required).
worlders stay in the large modern resort complexes Jungle Dweller. Growing up in the tree-villages of
which boast having miles of private beaches or in the Ardennia has left an impact. You don't treat jungle
modern cities. Several large cities exist, scattered terrain as di cult terrain.
around the world, which typically encompass an entire Mask of the Wild. You can attempt to hide even
island or a series of smaller islands joined together. when you are only lightly obscured by foliage, heavy
Ardennia's distance from the main hyperlanes makes rain, falling snow, mist, and other natural phenomena.
it one of the lesser-known vacation destinations, but Prehensile Feet. You have supreme control over
it's a popular one for those who don't mind the extra your feet and can use them to manipulate objects as
travel time. Some a uent visitors prefer the solitude well as your hands.
that Ardennia o ers, and occasionally end up Strong-Legged. When you make a long jump, you
purchasing one of the smaller islands to build their can cover a number of feet up to twice your Strength
own home. Ardennia is notable for having the most score. When you make a high jump, you can leap a
beach per square meter in the galaxy. number of feet up into the air equal to 3 + twice your
Strength modi er.
NAMES Treeclimber. You have a climbing speed of 25 feet.
Ardennian's names are typically concise and rarely You have advantage on Strength saving throws and
more than two syllables, with a familal surname. Strength (Athletics) checks that involve climbing.
Male Names. Rio, Jakar, Hul, Lup, Quil, Jerno Languages. You can speak, read, and write Galactic
Female Names. Rac, Bras, Nuc, Kua, Karta, Sanya Basic and Ardennian. Ardennian has a bubbly,
Surnames. Betal, Durant, Jabut, Karon, Rambuan energizing tone to it.

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ARKANIAN
VISUAL CHARACTERISTICS
Skin Color Tan
Hair Color White
Eye Color White
Four clawed digits, extreme intelligence,
Distinctions
infrared vision

PHYSICAL CHARACTERISTICS
Height 5'0" +2d8"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Arkania
Language Arkanian

ARKANIAN TRAITS
As an arkanian, 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.
Arkanians are a robust near-human species with solid Age. Arkanians reach adulthood in their late teens
white eyes and clawed, four- ngered hands. and live about 100 years.
Arkanians are capable of seeing into the infrared Alignment. Due to their arrogance and
spectrum, and their eyes are sensitive to sources of unscrupulous experimentation, arkanians tend
extreme heat. This proved helpful on their dark and towards lawful dark side, though there are exceptions.
frigid homeworld, but when traveling o world, many Size. Arkanians typically stand 5 to 6 feet tall and
must wear blinders on planets with hotter, younger generally weigh about 140 lbs. Regardless of your
suns. It is not unheard of for arkanians to undergo position in that range, your size is Medium.
genetic or cybernetic manipulation of their own bodies, Speed. Your base walking speed is 30 feet.
enhancing themselves so as to be better than "lesser" Arkanian Brilliance. Whenever you make an
species. Intelligence ability check, attack roll, or saving throw,
you can choose to add 1d4 to the result. You can
SOCIETY AND CULTURE choose to do this after the check is rolled, but before
Arkanians are notoriously arrogant, a trait which came the DM determines if you've passed or failed the check.
from generations of producing some of the galaxy's You cannot do so again until you complete a short or
greatest advancements in genetics and technology. long rest.
Their homeworld, Arkania, has vast quantities of Darkvision. You have a keen eyesight, especially in
precious gems; thus, the arkanians have never wanted the dark. You can see in dim light within 60 feet of you
for much in trade. This wealth went into funding their as if it were bright light, and in darkness as if it were
ambitious scienti c projects, the most elaborate of dim light. You can't discern color in darkness, only
which take generations to be completed. shades of gray.
Many arkanians have come to see their species as Honed Mind. You have advantage on Intelligence,
the pinnacle of evolution, and amongst the most—if Wisdom, and Charisma saving throws.
not the most—intelligent beings in the galaxy. Those Infrared Sight. Whenever you make a Wisdom
species that are not already put o by their aloof (Perception) check related to sight, you are considered
nature often fear them, as tales of "mad scientists" and to have expertise in the Perception skill.
horri c experiments tend to surround them. Sunlight Sensitivity. You have disadvantage on
attack rolls and on Wisdom (Perception) checks that
NAMES rely on sight when you, the target of your attack, or
Arkanian names are simultaneously digni ed and whatever you are trying to perceive is in direct sunlight.
succinct. Surnames are familial. Languages. You can speak, read, and write Galactic
Male Names. Arkoh, Hyrim, Zeta, Suprin Basic and Arkanian. Arkanian, when spoken, has an
Female Names. Shenna, Elizie, Cratala, Hanna airy tone, and is regarded as one of the most di cult
Surnames. Focela, Barzane, Nasdra, Athacorr written languages to learn.

EXPANDED CONTENT | SPECIES


BALOSAR
VISUAL CHARACTERISTICS
Skin Color Pale
Hair Color Black, blond, orange, brown, white
Eye Color Varies
Distinctions Antennapalps, resistance to toxins

PHYSICAL CHARACTERISTICS
Height 4'8" +2d8"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Balosar
Language Balosur

BIOLOGY AND APPEARANCE


Physically similar to humans, balosars appear to be
sickly and gaunt when compared with the galaxy's
most common species due to the heavy pollution of
their homeworld. The most striking di erence between BALOSAR TRAITS
balosars and humanity is a pair of antennapalps which As a balosar, you have the following special traits.
sprouts from underneath the thick, coarse hair on their Ability Score Increase. Your Dexterity score
skulls. Retractable, these atennapalps allow them to increases by 2, and your Charisma score increases by
listen into the subsonic range and give the species 1.
physical intuition and preternatural re exes, which Age. Balosars reach adulthood in their late teens and
members of the Jedi Order sometimes mistook for live about 70 years naturally, though death stick
Force-sensitivity. Balosars also possess an acute addiction has lead to a general decline in their lifespan.
tolerance for poisonous substances, a byproduct of life Alignment. Balosars are notoriously cynical, sel sh,
on their toxic homeworld. and pragmatic, causing most to be neutral dark side.
SOCIETY AND CULTURE However, there are exceptions.
Size. Balosar stand at an average height of about 5
Early in its history, the balosar homeworld was overrun feet, and weigh about 115 lbs. Regardless of your
by galactic megacorporations eager to exploit the position in that range, your size is Medium.
world's lax ecological protection laws. The planet was Speed. Your base walking speed is 30 feet.
home to the balo mushroom, a key ingredient in death Keen Hearing. Your antennapalps give you
sticks, one of the galaxy's most infamous narcotics. advantage on Wisdom (Perception) checks based on
After its discovery, Balosar was wrought with hearing.
corruption, addiction, and pollution from the Snap Senses. Through your antennapalps, you can
production and usage of death sticks. sense incoming danger and react accordingly. When
Since there is little opportunity to ourish on their you roll for initiative, you can choose to gain advantage
homeworld, balosars often leave in search of fortune on the roll. Alternatively, if you are surprised, you may
elsewhere. Their natural resistance to the lethal—but act normally on your rst turn. Once you've used this
not the addictive—e ects of the drug encourages trait, you can't use it again until you nish a short or
some to enter the death stick business. long rest.
NAMES Spicer. You are pro cient in spicer's kit.
Toxin Resistance. You have advantage on saving
Balosar names have a slight exotic tinge to them— throws against poison, and you have resistance against
often because Balosar parents name their children poison damage (explained in chapter 9).
while on a death stick high. Their surnames are Languages. You can speak, read, and write Galactic
familial. Basic and Balosur. Balosur is known by its throaty
Male Names. Barin, Elan, Fantes, Zerba rasps and deep vocalizations, and is considered crude
Female Names. Delaana, Ferrika, Reki, Vetyl as a written language.
Surnames. Cher'dak, Mer'darro, Sel'Sabagno

EXPANDED CONTENT | SPECIES


BARABEL
VISUAL CHARACTERISTICS
Skin Color Black, green, grey, or red
Hair Color None
Eye Color Black or red
Distinctions Four- ngered hands, two inch long teeth

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Barab I
Language Barabel

BIOLOGY AND APPEARANCE BARABEL TRAITS


Barabel are a bipedal species of reptilians who are As a barabel, you have the following special traits.
covered in very tough dark colored scales. Evolved Ability Score Increase. Your Constitution score
from nocturnal lizards, the Barabel adapted a thick increases by 2, and your Dexterity score increases by 1.
layer of fat which allowed them to remain active and Age. Barabel reach adulthood in their late teens and
not sluggish when temperatures dropped. A blaster set live less than a century.
on stun would not damage them at all or slow them Alignment. Barabel aggression causes them to tend
down, as it would merely bounce o their scales. toward the dark side, though there are exceptions.
Barabel are able to shed their tails if necessary, an Size. Barabel typically stand between 6 and 7 feet tall
ability that proved the undoing of many startled foes. and weigh about 200 lbs. Regardless of your position in
They also possess heavy retractable claws along with that range, your size is Medium.
needle sharp teeth which can grow to be 2 inches in Speed. Your base walking speed is 30 feet.
length. A carnivorous species, Barabel possess two Darkvision. You have a keen eyesight, especially in
stomachs in order to process the massive amount of the dark. You can see in dim light within 60 feet of you
food they required to survive. as if it were bright light, and in darkness as if it were
dim light. You can't discern color in darkness, only
SOCIETY AND CULTURE shades of gray.
Living in low tech communities ranging from a few Hide. You have a thick hide. While you are
dozen individuals to no more than ten thousand, the unarmored or wearing light armor, your AC is 13 + your
Barabel community is built around a warren where the Dexterity modi er. Additionally, your thick hide is
group thrives and hunted from. The Barabel species is naturally adapted to cold climates, as described in
noted for its hunting and tracking prowess; many of chapter 5 of the Dungeon Master's Guide.
their actions are fueled by their hunting instincts, Hunter. You are pro cient in Survival.
leading to the general feeling that Barabel are always Prehensile Tail. You have supreme control over your
angry. They are well known for their aggression but are tail and can use it to manipulate objects as well as your
also extremely loyal. They also have a great deal of hands.
respect for the Jedi because of their rst experiences Tooth and Nail. Your sharp teeth and claws are
with a Jedi Master who settled a dangerous clan natural weapons, which you can use to make unarmed
dispute. Apologies, whether for a misdeed or in strikes. If you hit with them, you deal kinetic damage
sympathy, are an unknown concept to Barabel and are equal to 1d4 + your Strength modi er. Additionally, as
considered insulting. a bonus action, you can perform a special bite attack.
On a hit, the target su ers the attack's normal e ects,
NAMES you gain temporary hit points equal to your
Barabel names are harsh and gutteral. Female names Constitution modi er (minimum of 1), and you can't
are often softer. Surnames are warren-based. use this trait again until you nish a short or long rest.
Male Names. Anidroks, Bridiz, Trurzuk, Vilzinok Languages. You can speak, read, and write Galactic
Female Names. Alge, Bulzo, Ekthamo, Inako, Nolku Basic and Barabel. The Barabel language is
Surnames. Akken, Dutarca, Khigta, Srabulgid, Zhomo characterized by its barks and hisses.

EXPANDED CONTENT | SPECIES


BESALISK
VISUAL CHARACTERISTICS
Skin Color Brown or green
Hair Color None
Eye Color Yellow
Bony headcrest, four arms, in atable
Distinctions
wattle

PHYSICAL CHARACTERISTICS
Height 6'0" +2d12"
Weight 175 lb. x(2d6) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Ojom
Language Besalisk

BIOLOGY AND APPEARANCE


Male Besalisks' heads sported prominent crests and
four arms hung at their sides; females of the species
could have as many as eight arms, but like Humans
had a primary hand and a limited range of functionality
with the others. The addition of the extra appendages
required a hearty metabolism, and these bulky beings
were able to store food and water for many days, and
if the need arose, they could survive for long periods
without either. Scru y sensory whiskers lined the area BESALISK TRAITS
below their noses, just above the robust wattle most As a Besalisk, you have the following special traits.
adult Besalisks possessed. Ability Score Increase. Your Strength score
increases by 2, and your Wisdom score increases by 1.
SOCIETY AND CULTURE Age. Besalisks reach adulthood in their early teens
Because of Ojom's harsh environment, large cities and generally live to be about 70.
were never developed on the world; instead small Alignment. Besalisks tend toward no particular
communes of about a thousand families claim alignment. The best and worst are found among them.
territories around the world and are each led by an Size. Besalisks tower over almost all other species,
elected leader. The communes have a strict policy of with the smallest standing at 6 feet tall and weighing
keeping the size of their groupings equal to avoid 200 lbs., and the largest approaching 8 feet tall and 400
con ict. When too many families grow in one area, the lbs. Regardless of your position in that range, your size
leader would ask certain families to break away and is Medium.
start a new community on another glacier. Speed. Your base walking speed is 30 feet.
While not involved in galactic politics and because Four-Armed. Besalisks have four arms which they
they do not produce any of their own technology, the can use independently of one another. You can only
Besalisks established large orbital space stations where gain the bene t of items held by two of your arms at
o worlders could come to do business. Trading and any given time, and once per round you can switch
making deals, any violence on these stations is which arms you are bene ting from (no action
committed by o worlders as Besalisks avoid required).
confrontation. Long-Limbed. When you make a melee attack on
your turn, your reach for it is 5 feet greater than
NAMES normal.
Besalisk name's are generally words that embody Powerful Build. Your carrying capacity and the
them, with a surname attached to their commune. weight you can push, drag, or lift doubles. If it would
Male Names. Darius, Dexter, Plun, Pong already double, it instead triples.
Female Names. Delia, Mora, Ren, Teen Languages. You can speak, read, and write Galactic
Surnames. Jettster, Kil, Krell, Ugg Basic and Besalisk.

EXPANDED CONTENT | SPECIES


CHADRA-FAN
VISUAL CHARACTERISTICS
Skin Color Black, brown, or grey
Hair Color Black, brown, or grey
Eye Color Dark
Distinctions Large ears, at noses with four nostrils

PHYSICAL CHARACTERISTICS
Height 2'8" +2d8"
Weight 35 lb. x1 lb.

CHADRA-FAN TRAITS
SOCIOCULTURAL CHARACTERISTICS As a chadra-fan, you have the following special traits.
Homeworld Chad Ability Score Increase. Your Intelligence score
Language Chadra-Fan
increases by 2, and your Charisma score increases by
1.
Age. Chadra-Fan reach adulthood by 15 and live an
average of 40 years.
Alignment. Chadra-Fan's open, clan-based culture
cause them to tend toward the light side, though there
are exceptions.
BIOLOGY AND APPEARANCE Size. Chadra-Fan stand 3-4 feet tall and weigh about
Chadra-Fan are covered from head to foot in fur. Their 45 lbs. Regardless of your position in that range, your
species evolved from small, arboreal rodents. The two size is Small.
di erent sexes of Chadra-Fan are indistinguishable to Speed. Your base walking speed is 25 feet.
other species, though the Chadra-Fan could readily tell Climb. You have a climbing speed of 25 feet.
the di erence using their powerful sense of smell. Keen Hearing and Smell. You have advantage on
Chadra-Fan also have involuntary pheromones that Wisdom (Perception) checks that involve hearing or
conveyed information about their family line and smell.
created an aura of attractiveness. Other voluntary Second Heart. When you are reduced to 0 hit points
pheromones often conveyed a Chadra-Fan's state of but not killed outright, you can drop to 1 hit point
emotion-anger, fear, or joy. Chadra-Fan even create instead. You can't use this feature again until you nish
more complex messages using their pheromones, a long rest.
though the pheromones when mixed sometimes Tinker. You have pro ciency with tinker's
caused confusion. They are unique in the fact that they implements. You can use these and spend 1 hour and
had clear blood. 100 cr worth of materials to construct a Tiny Device (AC
5, 1 hp). You can take the Use an Object action to have
SOCIETY AND CULTURE your device cause one of the following e ects: create a
The society of Chadra-Fan is divided into a clan small explosion, create a repeating loud noise for 1
structure in which every member is responsible for minute, create smoke for 1 minute, emit an onerous
parenting the clan's children; a fact of life is that every smell for 1 minute. You can maintain a number of
household is open at any time. Leadership within the these devices up to your pro ciency bonus at once,
clan is a temporary role that is passed from one and a device stops functioning after 24 hours away
individual to another as the situation calls for a from you. You can dismantle the device to reclaim the
particular expertise. Children are the centerpiece of a materials used to create it.
Chadra-Fan community, and only leave when wed. Trance. You only need 3 hours of sleep during a long
However the new Chadra-Fan couple remain with the rest to gain its bene ts, instead of 6. Additionally, if
smaller clan so it was possible that a Chadra-Fan never your long rest would be interrupted, you only need to
leaves his or her home. complete the long rest instead of restarting it to gain
Chadra-Fan left by themselves su er depression, so its bene ts.
they regularly seek the company of others; thus, Undersized. Your small stature makes it hard for
Chadra-Fan are not very picky when it came to friends you to wield bigger weapons. You can't use heavy
and prefer complete strangers to loneliness 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
Chadra-Fan names do not vary signi cantly based on property, you can only wield it in two hands.
sex. Surnames are clan based. Languages. You can speak, read, and write Galactic
First Names. Dubi, Kattar, Naska, T'yabah, O'yasha Basic and Chadra-Fan. The Chadra-Fan language is
Surnames. Abalomm, Fandy, Nemm, Nuz, Yedit characterized as being nasally and squeaky.

EXPANDED CONTENT | SPECIES


CHAGRIAN
VISUAL CHARACTERISTICS
Skin Color Light to dark blue
Hair Color None
Eye Color Black
Horns (male), lethorns, black forked
Distinctions
tongues

PHYSICAL CHARACTERISTICS
Height 5'5" +2d8"
Weight 120 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Champala
Language Chagri

BIOLOGY AND APPEARANCE


Chagrians are born as tadpoles in clutches of three or
more and raised in tubs of water in a family's private
home. During this time, their arms, legs, and air-
breathing lungs develop. Adult Chagrians are truly
amphibious, retaining their ability to breathe
underwater while also able to function without
di culty in air. They also possess acute low-light vision.
The average Chagrian stands taller than a Human.
They are distinguished by two eshy growths
protruding from the sides of their heads, which they
call lethorns. As they age, the lethorns thicken. Males
also sport two horns growing from the top of their CHAGRIAN TRAITS
skulls. These were once used in underwater duels to As a Chagrian, you have the following special traits.
attract a mate, and are seen as a sign of the males' Ability Score Increase. Your Dexterity score
strength and virility. Females lack the superior cranial increases by 2, and your Wisdom score increases by 1.
horns, but had more pronounced and longer posterior Age. Chagrians reach adulthood in their late teens
head plates; these can reach halfway down their back. and live an average of 75 years.
Chagrians also have very long black forked tongues. Alignment. Chagrians' peace-loving nature causes
them to tend toward the light side, though there are
SOCIETY AND CULTURE exceptions.
As a species, Chagrians are generally peaceful and law- Size. Chagrians typically stand between 5 and 6 feet
abiding to the point of becoming stoic and obstinate. tall and weigh 150 lbs. Regardless of your position in
Many Chagrians are motivated only by basic desires that range, your size is Medium.
such as sustenance, shelter, and healthcare. Chagrian Speed. Your base walking speed is 30 feet.
government ensures that every citizen is cared and Amphibious. You can breathe air and water.
provided for, so the standard of living for the poorest Darkvision. You have a keen eyesight, especially in
Chagrian is high compared to the members of other the dark. You can see in dim light within 60 feet of you
species. Chagrians who expect violence often wear red. 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.
Chagrian names have a very melodic tone. Male names Natural Resistance. You have advantage on saving
are typically shorter than female names. Surnames are throws against poison, and you have resistance against
familial. poison damage (explained in chapter 9).
Male Names. Bom, Chen, Fiet, Nedd, Touk Swim. You have a swimming speed of 30 feet.
Female Names. Chavik, Dabai, Fisil, Oolya, Tinto Languages. You can speak, read, and write Galactic
Surnames. Kassin, Molya, Nigna, Onirali, Treen Basic and Chagri.

EXPANDED CONTENT | SPECIES


CHEVIN
VISUAL CHARACTERISTICS
Skin Color Grey
Black, brown, blond, grey, or white
Hair Color
(usually with age)
Eye Color Black
Stocky build, large heads, long snouts,
Distinctions long arms, three- ngered hands, four-
toed feet

PHYSICAL CHARACTERISTICS
Height 5'9" +2d12"
Weight 170 lb. x(2d6) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Vinsoth
Language Chevin

BIOLOGY AND APPEARANCE


Chevin have long snouts which hang down nearly to
their ankles. Combined with their intellect, this makes
them skilled hunters of animals such as backshin,
because they can smell out their prey or feed while
keeping their eyes on the horizon. It is also their
hunting prowess which allowed them to dominate their CHEVIN TRAITS
homeworld and conquer the Chevs. Chevin have thick As a Chevin, you have the following special traits.
legs, massive wide bodies, thin rope-like tails, and arms Ability Score Increase. Your Constitution score
so long their three- ngered hands often brushed the increases by 2, and your Wisdom score increases by 1.
ground. Age. Chevin reach adulthood in their thirties and live
up to 200 years.
SOCIETY AND CULTURE Alignment. Chevin warmongering and slavetrading
Chevin live in small, mobile communities, with homes cause them to tend toward the dark side, though there
mounted on great wheeled carts. Even after they are exceptions.
gained access to galactic technology, they continued to Size. Chevin stand between 6 and 8 feet tall and
live as nomads (though more a uent Chevin mounted weigh up to 300 lbs. Regardless of your position in that
their lodges on large repulsorlift vehicles instead.) range, your size is Medium.
Their Chev slaves are usually forced to follow on foot. Speed. Your base walking speed is 30 feet.
Nomadic groups of Chevin keep in touch via comlinks, Hide. You have a thick hide. While you are
and often converge on a single location to deal with unarmored or wearing light armor, your AC is 13 + your
danger. Dexterity modi er. Additionally, your thick hide is
The only Chevin settlements that stay in place for naturally adapted to both hot and cold climates, as
more than one standard month are the Government described in chapter 5 of the Dungeon Master's Guide.
Villages, where Chevin dictators live with their hand- Keen Hearing. You have advantage on Wisdom
picked advisors. Even these settlements are movable (Perception) checks that rely on hearing.
when necessary. Each of the roughly two dozen Nomadic. You are pro cient in Survival.
Government Villages rules a Chevin nation. Thick Skull. Your skull is a natural weapon, which
you can use to make unarmed strikes. If you hit with it,
NAMES you deal 1d6 + your Strength modi er kinetic damage.
Chevin names do not vary signi cantly based on Languages. You can speak, read, and write Galactic
gender. Surnames are based on community. Basic and Chevin. The Chevin language is characterized
First Names. Buula, Ephant, Perre, Phylus, Reseros by grunts and low-pitched rumblings. Chevin typically
Surnames. Meh, Mon, Nen, Needmo, Phrusaani have deep voices, even when speaking Basic.

EXPANDED CONTENT | SPECIES


CHIRONIAN
VISUAL CHARACTERISTICS
Skin Color Brown, gold, or red
Hair Color Black, brown, gold, or red
Eye Color Red to gold
Distinctions Two transparent horns, centauriform

PHYSICAL CHARACTERISTICS
Height 6'0" +2d12"
Weight 450 lb. x(2d8) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Chiron
Language Chironan

BIOLOGY AND APPEARANCE


The chironian lower body has four legs, similar to that CHIRONIAN TRAITS
of a horse, and each ends in a dainty, cloven hoof. A As a chironian, you have the following special traits.
chironian can sit down by folding his or her horse-like Ability Score Increase. Your Strength score
legs underneath the body. Chironians can also kick increases by 2, and your Wisdom score increases by 1.
backward with both hind legs; this strong kick is Age. Chironians reach adulthood in their late teens
su cient to knock over other beings. A chironian's and live less than a century.
pace can vary between a walk, a canter, and a gallop. Alignment. Chironians tend toward no particular
Each year, chironian heads grows two horns above alignment. The best and worst are found among them.
the temples. These horns start as small knobs covered Size. Chironians typically stand 6 to 8 feet tall and
by red-furred velvet: a vascular tissue. Once the knobs generally weigh about 600 lbs. Regardless of your
have grown su ciently, they break through the velvet position in that range, your size is Medium.
naturally, emerging as transparent horns, as bright as Speed. Your base walking speed is 40 feet.
diamond, cool to the touch and with smooth ridges. Cultured. You have pro ciency in the Lore skill.
However, if the velvet is cut arti cially, chironians can Equine Build. You count as one size larger when
die from the injury. Over time, the horns grow long and determining your carrying capacity and the weight you
sharp enough that adolescent chironians can use them can push or drag. Additionally, any climb that requires
to gore opponents. hands and feet is especially di cult for you because of
your hooves. When you make such a climb, each foot
SOCIETY AND CULTURE of movement costs you 4 extra feet, instead of the
Chironians express emotions through the mannerisms normal 1 extra foot. Finally, a Medium or smaller
of their hooves: when impatient, they stamp them; creature can ride on your equine back if you allow it. In
when excited, they tap them in a quick dance, or canter such a situation, you continue to act independently,
in a spot. The centauriforms frequently shake their not as a controlled mount.
heads and manes, and when angry, their faces ush a Hooves and Horns. Your hooves (and depending on
deeper shade. Young chironians, when frightened, are your age, horns) are natural weapons, which you can
known to rub or press their velvet-covered horns use to make unarmed strikes. If you hit with them, you
against the foreheads of other beings to whom they deal kinetic damage equal to 1d6 + your Strength
are emotionally close. modi er.
Powerful Charge. If you move at least 10 feet in a
NAMES straight line before hitting with a melee weapon attack,
Chironian names are soft and melodic, despite the you can attempt to trip the target prone as part of the
thick nature of their native language. Important family same attack. Once you use this trait, you can’t use it
names are passed down through generations. They again until you nish a short or long rest.
don't use surnames. Languages. You can speak, read, and write Galactic
Male Names. Je n, Slaturn, Cinall, Leathes Basic and Chironan. Chironan is characterized by its
Female Names. Olachi, Luna, Sinall, Trespen soft, melodic sounds.

EXPANDED CONTENT | SPECIES


CLAWDITE
VISUAL CHARACTERISTICS
Skin Color Green to yellow
Hair Color None
Eye Color Yellow, gold, or blue
Distinctions Shapechanging capabilities

PHYSICAL CHARACTERISTICS
Height 4'11" +2d8"
Weight 95 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Zolan
Language Clawdite

CLAWDITE
As a clawdite, you have the following special traits.
Ability Score Increase. Your Charisma score
BIOLOGY AND APPEARANCE increases by 2, and one other ability score of your
In their natural form, clawdites resemble reptilian choice increases by 1.
humanoids, having evolved from reptomammals. They Age. Clawdites reach adulthood in their early teens
have sunken cheeks with a narrow nose, a small and live less than a century.
mouth, large eyes with slit-like pupils, and a thin line Alignment. Clawdites' pragmatism cause them to
that runs down their foreheads, creasing their nose. tend towards neutral balanced, though there are
Clawdites possess an extremely rare ability to change exceptions.
their appearance. They can change the color and Size. Clawdites typically stand 5 to 7 feet tall and
texture of their skin and eyes, and even grow hair, to generally weigh about 140 lbs. Regardless of your
mimic other species, though they cannot add position in that range, your size is Medium.
signi cant physical mass to their bodies. Speed. Your base walking speed is 30 feet.
Changeling Instincts. You gain pro ciency with two
SOCIETY AND CULTURE of the following skills of your choice: Deception,
By nature, clawdites are quiet and solitary beings, Intimidation, Insight, and Persuasion
often shunning the company of others unless it Shapechanger. As an action, you can change your
bene ts them. Due to their nature as shapeshifters, appearance and your voice. You determine the
they are often mistrusted by strangers. Consequently, speci cs of the changes, including your coloration, hair
they view the galaxy pragmatically, and are often harsh length, and sex. You can also adjust your height and
realists. weight, but not so much that your size changes. You
Not all clawdites use their shapeshifting abilities due can make yourself appear as a member of another
to the pain the transformation causes. These clawdites species, though none of your game statistics change.
are often inclined to remain on their homeworld of You can't duplicate the appearance of a creature
Zolan, avoiding the company of other species. you've never seen, and you must adopt a form that has
On Zolan, clawdites are feared and shunned by the the same basic arrangement of limbs that you have.
zolanders, who are a deeply religious people, believing Your clothing and equipment aren't changed by this
that clawdites are impure and sinful. Zolanders force trait. You stay in the new form until you use an action
clawdites to live in slums scattered across the planet. to revert to your true form or until you die.
Those clawdites who leave their homeworld tend to Unsettling Visage. When a creature you can see
gravitate toward professions that celebrate their makes an attack roll against you, you can use your
shapeshifting, such as smuggling, bounty hunting, or reaction to impose disadvantage on the roll. You must
espionage. use this feature before knowing whether the attack hits
or misses. Using this trait reveals your shapeshifting
NAMES nature to any creature within 30 feet that can see you.
Clawdite names often have a rolling or hissing quality Once you use this trait, you can’t use it again until you
to them. Surnames are familial, though clawdites rarely nish a short or long rest.
use them. Languages. You can speak, read, and write Galactic
Male Names. Nuri, Pol, Renneyn, Rosat, Turman Basic, Clawdite, and one more language of your choice.
Female Names. Bargu, Cato, Murna, Sora, Zam Clawdite is characterized by its rolling sounds paired
Surnames. Durra, Noviee, Parasitti, Virten, Wesell with hissing sibilants.

EXPANDED CONTENT | SPECIES


CODRU-JI
VISUAL CHARACTERISTICS
Skin Color Light to dark tones
Black, brown, gray, or white (usually with
Hair Color
age)
Eye Color Black, slate, gray, or brown
Distinctions Four arms

PHYSICAL CHARACTERISTICS
Height 4'6" +2d8"
Weight 90 lb. x(2d6) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Munto Codru
Language Codruese

BIOLOGY AND APPEARANCE


Codru-Ji are humanoids generally near-human in their
adult appearances, save for their four arms. While their
hair, eye, and skin pigmentations tend towards earthen
hues, brighter colorations such as blonde hair or blue CODRU-JI TRAITS
eyes, though uncommon, also exist. Rarer still, some As a codru-ji, you have the following special traits.
adults maintain a light coat of fur or elongated, pointed Ability Score Increase. Your Charisma score
ears. These eccentric attributes result from their increases by 2, and your Constitution score increases
unusual childhood forms. by 1.
Codru-Ji children are actually sapient, six-legged Age. Codru-Ji reach adulthood in their early teens
canid creatures that cannot speak. Codru-Ji in this and live less than a century.
stage of their lives are called Wyrwulves: they mature Alignment. Steeped in sel sh tradition, Codru-Ji tend
to their more recognizable gures after reaching towards the dark side, though there are exceptions.
puberty. At that point, a blue, rubbery substance Size. Codru-Ji stand 5 to 6 feet tall and weigh around
cocoons a Wyrwulf for several weeks before it emerges 160 lbs. Regardless of your position in that range, your
as a humanoid adolescent. They do, however, retain size is Medium.
both the natural resilience and the enhanced hearing Speed. Your base walking speed is 30 feet.
of their previous selves. Four-Armed. Codru-Ji have four arms which they can
use independently of one another. You can only gain
SOCIETY AND CULTURE the bene t of items held by two of your arms at any
The Codru-Ji are proud and protective of their ancient given time, and once per round you can switch which
customs, and they carefully manage their homeworld's arms you are bene ting from (no action required).
economy to keep a degree of anonymity from the Hide. You have a thick hide. While you are
galaxy at large. They fear the tainting of their long-held unarmored or wearing light armor, your AC is 12 + your
practices by outside in uence as well as prejudice Dexterity modi er.
against them for the almost barbaric level of Keen Hearing. You have advantage on Wisdom
callousness they will display towards one another in (Perception) checks that rely on hearing.
pursuit of personal gain. The kidnapping of a political Natural Grappler. Whenever you make a Strength
rivals' children or the ransoming of o -worlders back (Athletics) check to grapple you are considered to have
to their people are both common practices. expertise in the Athletics skill.
Trance. You only need 3 hours of sleep during a long
NAMES rest to gain its bene ts, instead of 6. Additionally, if
Codru-Ji names are often kept to two syllables. Clan your long rest would be interrupted, you only need to
names are appended to the given name as a complete the long rest instead of restarting it to gain
hyphenated a x. its bene ts.
Male Names. Kossok, Tirrit, Uttar, Yunnan Languages. You can speak, read, and write Galactic
Female Names. Davvi, Kella, Russa, Zollu Basic and Codruese, which has a solemn and stately
Clan Names. -Fa, -Mu, Ro-, -Sy, Yi- cadence to it.

EXPANDED CONTENT | SPECIES


COLICOID
VISUAL CHARACTERISTICS
Skin Color Brown, green, or purple
Hair Color None
Eye Color Orange, purple, red, or yellow
Carnivorous insectoids, four legs,
Distinctions
defensive "ball mode"

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

COILICOID TRAITS
SOCIOCULTURAL CHARACTERISTICS As a colicoid, you have the following special traits.
Homeworld Colla IV Ability Score Increase. Your Intelligence score
Language Colicoid increases by 2, and your Strength or Constitution score
increases by 1.
Age. Colicoids reach adulthood by 8 and live to be
about 65.
Alignment. Colicoid's emotionless nature causes
BIOLOGY AND APPEARANCE them to tend towards balanced alignments, though
Colicoids are tall insectoids that held multiple there are exceptions.
appendages. Their bodies are chitinous and include a Size. Colicoids typically stand 6 to 6 and a half feet
powerful stinging tail. A colicoid's physiology allows tall and generally weigh about 170 lbs. Regardless of
them to curl up into a protective ball and unfurl your position in that range, your size is Medium.
suddenly which allow them to catch their prey Speed. Your base walking speed is 25 feet.
unaware. This rolling method of locomotion is second Acute Senses. You have pro ciency in the
nature to the colicoids. Their insectoid minds provide Perception skill.
them a natural defense against mind tricks. Cannibalize. If you spend at least 1 minute
Some members are colicoid queens that are devouring the corpse of a beast or humanoid, you gain
di erent as they are more than twice the size of even temporary hit points equal to your Constitution
the largest warrior breeds. This makes them extremely modi er (minimum of one). Once you've used this
dangerous and are the only colicoids that possess a feature, you must complete a short or long rest before
unique poisonous stinger. This combined with their you can use it again.
strength and size makes them deadly combatants, Closed Mind. Colicoid brains have an unusual
especially when within their nests. However, a queen composition which gives them a natural defense
tends to only ght when her young are being against the Force. You have advantage on Wisdom and
threatened. Charisma saving throws against force powers.
Defensive Ball. You are able to curl into a rolling ball
SOCIETY AND CULTURE for extra protection. When you take the Dash action
Though highly intelligent, colicoids are emotionless and while you aren't wielding a shield, you gain a bonus to
cannibalistic in nature. Their ruthless cunning serves AC equal to half your pro ciency bonus (rounded up)
them well on the battle eld as it does on the until the start of your next turn.
negotiating table. It is known that long ago that they Natural Armor. Due to your carapace and the shape
transferred these ruthless characteristics to their of your body, you are ill-suited to wearing armor. Your
commerce activities. As a result, they are known to be carapace provides ample protection, however; it gives
brutally e cient in their business practices. They are you a base AC of 17 (your Dexterity modi er doesn't
noted for being vicious and calculating creatures that a ect this number). You gain no bene t from wearing
are driven by greed whilst showing little regard for armor, but if you are using a shield, you can apply the
others. The colicoids have numerous successful shield's bonus as normal.
commercial ventures and hold strict business Stinger. Your stinger is a natural weapon, which you
protocols. can use to make unarmed strikes. If you hit with it, you
deal kinetic damage equal to 1d4 + your Strength
NAMES modi er.
Colicoid names are typically very short and gender Languages. You can speak, read, and write Galactic
neutral, with surnames being based on the queen from Basic and Colicoid. The Colicoid language uses sounds
which they spawned. produced by the antennae and jointed legs of the
First Names. Gal, Het, Kaf, Lyp, Nok, Yin colicoids, including humming sounds and clicks, which
Surnames. Bek, Dor, Set, Tel, Wim, Zal makes it di cult for other species to speak.

EXPANDED CONTENT | SPECIES


DASHADE
VISUAL CHARACTERISTICS
Skin Color Black, dark gray, or Olive green
Hair Color None
Eye Color Black, orange, or red
Heat dissipation, Force-resistance,
Distinctions
radiation resistance

PHYSICAL CHARACTERISTICS
Height 5'1" +2d10"
Weight 145 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Urkupp
Language Dashadi

DASHADE TRAITS
As a dashade, you have the following special traits.
Ability Score Increase. Your Constitution score
increases by 2, and your Charisma score increases by
1.
BIOLOGY AND APPEARANCE Age. Dashade reach adulthood in their late teens
Dashade are a hulking reptillian species known for and live less than a century.
their strength and aggression. They have three ngers Alignment. Dashade's aggressive yet loyal nature
on each hand, each tipped with a long, curving claw. causes them to tend toward lawful dark side, though
Their most notable feature is their natural resistance there are exceptions.
to the power of the Force. Along with their resistance Size. Dashade typically stand 5 and a half to 6 and a
to the Force, Dashade possess a high tolerance for half feet tall and generally weigh around 200 lbs.
radioactive energy, able to withstand contact with Regardless of your position in that range, your size is
radioactive materials much longer than other species. Medium.
Despite the thick skin Dashade possess, they have Speed. Your base walking speed is 30 feet.
the uncanny ability to control the rate that heat Claws. Your claws are natural weapons, which you
dissipates from their skin. This allows them to regulate can use to make unarmed strikes. If you hit with them,
their body temperature at will. you deal kinetic damage equal to 1d6 + your Strength
modi er.
SOCIETY AND CULTURE Force Contention. Due to their unique physiology,
Dashade's brute strength and Force resistance makes dashade hardiness allows them to overcome use of the
them prime candidates for mercenary and assassin Force. You have advantage on Strength and
work. Constitution saving throws against force powers.
Dashade society is clan-based. Theses clan's often Heat Dissipation. Whenever you make a Dexterity
feud over honor and reputation, a trait that the (Stealth) check to avoid detection by electronic sensors
dashade as a species exhibit. and cameras, you are considered to have expertise in
the Stealth skill.
NAMES Menacing. You gain pro ciency in the Intimidation
Many dashade names are short, dominated by harsher skill.
sounds, while others are longer and seperated by an Radiation Resistant. Dashade are naturally able to
apostrophe. Dashade names are gender neutral. resist radiation. You have resistance to necrotic
Surnames are clan-based, but most dashade don't damage.
share or use them. Languages. You can speak, read, and write Galactic
First Names. Anarin, Rak'vhul, Set, Vattix, Vos Basic and Dashadi. Dashadi is characterized by its low
Surnames. Ferrex, Gusar, Kruyel, Orath, Xeng, Zath pitch and elongated growls.

EXPANDED CONTENT | SPECIES


DEFEL
VISUAL CHARACTERISTICS
Skin Color Black, brown, or grey
Blue to yellow in ultraviolet light, black
Hair Color
to dark brown in visible light
Eye Color Black, orange, or red
Ability to absorb light, light blindness,
Distinctions
claws

PHYSICAL CHARACTERISTICS
Height 3'10" +2d6"
Weight 65 lb. x(2d4) lb. DEFEL TRAITS
As a defel, you have the following special traits.
Ability Score Increase. Your Wisdom score
SOCIOCULTURAL CHARACTERISTICS increases by 2, and your Dexterity score increases by 1.
Homeworld Af'El Age. Defel reach adulthood in their early teens and
Language Defel live less than a century.
Alignment. Defel tend toward no particular
alignment. The best and worst are found among them.
Size. Defel typically stand 4 to 5 feet tall and
generally weigh around 100 lbs. Regardless of your
position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Claws. Your claws are a natural weapon, which you
can use to make unarmed strikes. If you hit with them,
you deal kinetic damage equal to 1d4 + your Strength
modi er. You can use your choice of your Strength or
Dexterity modi er for the attack and damage rolls. You
BIOLOGY AND APPEARANCE must use the same modi er for both rolls.
While defel appear to be visually similar to the Darkvision. You have a keen eyesight, especially in
shistavanen, they are very di erent on a biological the dark. You can see in dim light within 120 feet of you
level. Defel have the ability to bend waves of light in as if it were bright light, and in darkness as if it were
such a manner that it renders them practically invisible dim light. You can't discern color in darkness, only
to the human eye. Despite this ability, they could be shades of gray.
still be spotted by force-users and keen-eyed Hidden Step. As a bonus action, you can turn
individuals. invisible until the start of your next turn or until you
Defel have extremely high perceptive ability because attack, make a damage roll, or force someone to make
of their large ears, sensitive noses, and keen eyes. a saving throw. Once you've used this trait, you can't
Because of the heightened levels of visual stimuli their use it again until you nish a short or long rest.
eyes experience, defel are nearly blinded by sunlight Miners. You have pro ciency in scavenging kits.
but can see rather well in the dark. Sunlight Sensitivity. You have disadvantage on
attack rolls and on Wisdom (Perception) checks that
SOCIETY AND CULTURE rely on sight when you, the target of your attack, or
Defel live in tight-knit, interdependent communites whatever you are trying to perceive is in direct sunlight.
underground. The harsh environment on Af'El turned Sneaky You are pro cient in the Stealth skill.
the defel into rugged survivors, able to hold their own Surprise Attack If you surprise a creature and hit it
in the Galaxy. with an attack on your rst turn in combat, the attack
Defel have a strong sense of honor and will not deals an extra 2d6 damage to it. You can use this trait
associate with individuals that do not keep their word. only once per combat.
Because defel have yet to achieve interplanetary Undersized. Your small stature makes it hard for
travel, they are a rare sight in the galaxy. you to wield bigger weapons. You can't use heavy
shields. Additionally, you can't use martial weapons
DEFEL NAMES with the two-handed property unless it also has the
Defel names tend to sound dark and mysterious, and light property, and if a martial weapon has the versatile
are mostly composed of multiple syllables. Defel property, you can only wield it in two hands.
surnames are familial, using stern and simple sounds. Languages. You can speak, read, and write Galactic
Male Names. Alustair, Claustro, Tenebris, Varsiin Basic and Defel. Most defel refuse to speak Galactic
Female Names. Lhantra, Soliel, Stroika, Zavtra Basic while on their home planet of Af'El unless they
Surnames. Gauss, Neura, Tume, Vecherom have a speci c need for it.

EXPANDED CONTENT | SPECIES


DRAETHOS
VISUAL CHARACTERISTICS
Skin Color Grey, pink, blue, purple, black
Hair Color None
Eye Color Black, brown, red
Four ngers, large teeth, telepathy, long
Distinctions
life spans

PHYSICAL CHARACTERISTICS
Height 5'5" +2d12"
Weight 130 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Draethos
Language Draethos

BIOLOGY AND APPEARANCE


Draethos possess large teeth, which grow outside of
their mouths. Coupled with their lack of lips, this leads
to the appearance of an overbite. Their scaly skin
ranged in color from blue to purple to black. Their
hands retain an interstitial web between the ngers.
Their ngers end in narrow tips which resemble claws.
They possess low-light vision, springing from their
cave-dwelling ancestors.
Draethos possess a limited telepathy, granting the DRAETHOS TRAITS
ability to communicate with any sentient being. The As a draethos, you have the following special traits.
ability is limited to communication; a Draethos can not Ability Score Increase. Your Wisdom score
invade the thoughts of others. increases by 2, and your Strength score increases by 1.
Age. Draethos reach adulthood around their late
SOCIETY AND CULTURE teens and live up to 800 years.
Partly due to their long lives, Draethos society was slow Alignment. Draethos tend toward no particular
to evolve and relies heavily on tradition. The Draethos' alignment. The best and worst are found among them.
culture is warrior-based, and those living on the Size. Draethos typically stand between 6 and 7 feet
homeworld are expected to demonstrate their martial tall and weigh around 190 lbs. Regardless of your
or hunting prowess. Life on Draethos is harsh, with position in that range, your size is Medium.
arrogant aristocrats squabbling among one another for Speed. Your base walking speed is 30 feet.
social standing and wealth. Warriors are perpetually in Darkvision. You can see in dim light within 60 feet of
high demand as gladiators, mercenaries, hunters, and you as if it were bright light, and in darkness as if it
soldiers. Those who make a conscious decision to were dim light. You can't discern color in darkness,
abandon the way of the warrior are exiled to seek a only shades of gray.
new life among aliens. Consequently, despite their Telepathy. You can communicate telepathically with
reputation as erce combatants, most Draethos creatures within 30 feet of you. You must share a
encountered o world are peaceful and intellectual. language with the target in order to communicate in
this way.
NAMES Way of the Warrior. You have pro ciency with light
Due to their lack of lips, Draethos names typically lack and medium armor as well as vibroblades and
hard consonants. Surnames are familial. vibroswords.
Male Names. Odan, Gyeto, Hurl, Jan, Talon Languages. You can speak, read, and write Galactic
Female Names. Gillen, Teria, Kat'h, Yul, Aswe Basic and Draethos. Draethos is characterized by its
Surnames. Urr, Slyter, Qelu'tlapa, Ayahu, Jek urry of cacophonous sighs and clicks.

EXPANDED CONTENT | SPECIES


DUG
VISUAL CHARACTERISTICS
Skin Color Brown, purple, gray, or red
Hair Color None
Eye Color Blue or yellow
Distinctions Arms used as legs and legs used as arms

PHYSICAL CHARACTERISTICS
Height 3'2" +2d6"
Weight 50 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Malastare
Language Dug

DUG TRAITS
As a dug, you have the following special traits.
Ability Score Increase. Your Strength score
increases by 2, and your Dexterity score increases by 1.
BIOLOGY AND APPEARANCE Age. Dugs reach adulthood in their early teens and
Dugs are slender, powerfully built beings with a live an average of 75 years. Their violent nature often
somewhat humanoid build and a unique method of leads to violent ends.
walking that hailed from the high gravity world Alignment. Dugs' angry nature causes them to tend
Malastare. Their primary means of locomotion is their toward the dark side, though there are exceptions.
strong arms, and their lower limbs and feet were used Size. Dugs typically stand between 3 and 4 feet tall.
for grappling and other ne motor manipulation. They Regardless of your position in that range, your size is
hardly ever walk on their lower limbs. Although most Small.
Dugs may walk on all four limbs, others like to use their Speed. Your base walking speed is 25 feet.
strong arms as legs and their feet as hands like they Courageous. You have advantage on saving throws
would normally do. against being frightened.
Fisticuffs. Your unarmed strikes deal 1d4 kinetic
SOCIETY AND CULTURE damage. You can use your choice of your Strength or
Due to their oppression under their Gran rulers who Dexterity modi er for the attack and damage rolls. You
colonized Malastare, many Dugs often feel the need to must use the same modi er for both rolls.
throw around their strength in bids to establish Fury of the Small. When you damage a creature
dominance. As a result, they are known for their ill- with an attack or a power and the creature's size is
tempered demeanor, and many are bullying thugs. larger than yours, you can cause the attack or power to
On their homeworld of Malastare, the vast majority deal extra damage to the creature. The extra damage
of Dugs are little more than laborers toiling for the equals your level. Once you use this trait, you can't use
enrichment of the Gran. With the species excluded it again until you nish a short or long rest.
from much of the power and money on Malastare, Menacing. You have pro ciency in the Intimidation
many Dugs turn to swoop racing or bounty hunting as skill.
their only means to achieve fame and fortune. In all Strong and Small. You have a climbing speed of 25
other areas, the Dugs are exploited. feet.
Powerful Build. Your carrying capacity and the
NAMES weight you can push, drag, or lift doubles. If it would
Dug names are often 3 syllables long, mostly through already double, it instead triples.
big sounds rather than harsh tones. There are harsher Undersized. Your small stature makes it hard for
tones in their names as well though, often in the forms you to wield bigger weapons. You can't use heavy
of x's and k's. Female Dugs have softer names, but no shields. Additionally, you can't use martial weapons
one would call them beautiful. Surnames are usually with the two-handed property unless it also has the
passed down through family or clan. light property, and if a martial weapon has the versatile
Male Names. Bawugri, Gadwouhx, Rorgukwa, property, you can only wield it in two hands.
Female Names. Bosix, Grugne, Jiwous, Pragiba, Languages. You can speak, read, and write Galactic
Surnames. Brundaare, Gninsaidi, Kedwir, Randaine Basic and Dug.

EXPANDED CONTENT | SPECIES


ECHANI
VISUAL CHARACTERISTICS
Skin Color Pale tones
Hair Color White
Eye Color Silver
Fair skin, white hair and eyes,
Distinctions
remarkable familial similarity.

PHYSICAL CHARACTERISTICS
Height 5'1" +1d10"
Weight 105 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Eshan
Language Galactic Basic

ECHANI TRAITS
As an Echani, you have the following special traits.
Ability Score Increase. Your Dexterity score
increases by 2, and your Wisdom score increases by 1.
Age. Echani reach adulthood in their late teens and
live less than a century.
BIOLOGY AND APPEARANCE Alignment. Echani culture's emphasis on honor and
Echani are characterized by their white skin, hair, and combat cause them to tend towards lawful alignments,
eyes, and their remarkable tendency to look very much though there are exceptions.
alike one another to outside observers, particularly Size. Echani stand between 5 and a half and 6 feet
amongst family members. It is thought that their tall and weigh around 150 lbs, with little variation
origins stem from Arkanian experimentation on the between them. Your size is Medium.
human genome, a hypothesis that could explain their Speed. Your base walking speed is 30 feet.
physical conformity. Allies of the Force. Whenever you make a Wisdom
(Insight) check against someone you know to wield the
SOCIETY AND CULTURE Force, you are considered to have expertise in the
A matriarchal, caste-based society originating from the Insight skill.
Inner Rim world of Eshan, the echani spread to Unarmed Combatant. Your unarmed strikes deal
encompass a confederacy of six worlds including 1d6 kinetic damage. You can use your choice of your
Bengali and Thyrsus, known as the Six Sisters, Strength or Dexterity modi er for the attack and
governed by the all-female Echani Command. damage rolls. You must use the same modi er for both
Echani generals are sometimes seen by others as rolls.
having the ability to predict their opponent's next Echani Art. If a humanoid you can see makes a
move. This is no biologicial trait inherent to the species, melee weapon attack, you can use your reaction to
but rather stems from the fact that combat is so make a Wisdom (Insight) check against the target's
ingrained into every level of echani culture; the echani Charisma (Deception). On a success you learn one of
hold to the idea that combat is the truest form of the following traits about that creature: it's Strength,
communication, and to know someone fully, you must Dexterity or Constitution score; bonus to Strength,
ght them. While their combat rituals require complete Dexterity or Constitution saving throws; armor class; or
freedom of movement and unarmed martial arts, in current hit points. On a failure, the target becomes
warfare, they tend towards light armor and melee immune to this feature for one day. You can use this
weapons, and are considered excellent craftsmen of ability a number of times equal to your Wisdom
such. modi er (a minimum of once). You regain all expended
uses on a long rest.
NAMES Combative Culture. You have pro ciency in Lore
Echani names tend to lack hard consonants, but are and Acrobatics.
otherwise as variable as human ones. Echani surnames Martial Upbringing. You have pro ciency in light
are tied directly to their place in the caste system. armor, and gain pro ciency with two martial
Male Names. Caelian, Inarin, Losor, Uelis, Yusanis vibroweapons of your choice.
Female Names. Astri, Brianna, Isena, Raskta, Senriel Languages. You can speak, read, and write Galactic
Surnames. Authal, Elysi, Fenni, Kinro, Lsu Basic and one extra language of your choice.

EXPANDED CONTENT | SPECIES


ESH-KHA
VISUAL CHARACTERISTICS
Skin Color Gray or tan
Hair Color Gray
Eye Color Black
Distinctions Horizontal head protrusions

PHYSICAL CHARACTERISTICS
Height 5'4" +2d10"
Weight 145 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown, Belsavis (adopted)
Language Kharan

BIOLOGY AND APPEARANCE ESH-KHA TRAITS


Esh-kha are a gray-skinned humanoid species with As an esh-kha, you have the following special traits.
equine features, including muzzles and digitigrade legs. Ability Score Increase. Your Strength or Wisdom
They also have small black eyes. score increases by 2, and your Constitution score
increases by 1.
SOCIETY AND CULTURE Age. Esh-kha reach adulthood in their early teens
In terms of society, their race's culture resembles that and live less than a century.
of a hive society though each individual retain their Alignment. The esh-kha's stubborn and racially-
own thoughts and aspirations yet all being bred for a centric mindsets cause them to tend toward lawful
speci c role that they were eager to ful ll. A caste balanced, though there are exceptions.
system is present amongst the esh-kha which included Size. Esh-kha typically stand 6 to 6 and a half feet tall
Force-sensitive simple minded savants, more and generally weigh about 200 lbs. Regardless of your
numerous skilled determined warriors that watched position in that range, your size is Medium.
over them and nally the patriarchs that acted as Speed. Your base walking speed is 30 feet.
leaders who provided their wisdom as well as decisions Darkvision. You have a keen eyesight, especially in
to their entire people. Esh-kha appear to outsiders as a the dark. You can see in dim light within 60 feet of you
savage violent species that care only for the as if it were bright light, and in darkness as if it were
destruction of all other races. This hatred for other dim light. You can’t discern color in darkness, only
sentient species is believed to had stemmed from their shades of gray.
tightly-knit hive-like society. It is suspected that the Force-Sensitive. You know your choice of the
esh-kha are simply unable to tolerate or even adapt to turbulence, force disarm, or slow at-will force powers.
the existence of thinking of outsiders who only Your forcecasting ability is Wisdom or Charisma
su ered their wrath. Their race only turns violent (depending on power alignment).
against one another in the most extreme of Inquisitive. You have pro ciency in the Investigation
circumstances. skill.
Savage Attacks. When you score a critical hit with a
NAMES melee weapon attack, you can roll one of the weapon’s
Whilst their kind are individuals, esh-kha are not damage dice one additional time and add it to the
named at birth but instead earn their names through extra damage of the critical hit.
their actions. An esh-kha that displayed great skill in Skill Versatility. You gain pro ciency in one skill of
battle could be called "Swift Blade", or maybe "Deadly your choice.
Cutter" or some other such name. It is believed that Weapon Training. You have pro ciency in two
this partly explained an esh-kha's zeal in battle with vibroweapons or blasters of your choice.
young warriors seeking not only victory but an Languages. You can speak, read, and write Galactic
opportunity to lay claim to a name and forge their own Basic and Kharan. Kharan contains many metaphorical
identity. Esh-kha do not use surnames, as they believe expressions when translated to Galactic Basic. The
they are one family. language has many comparisons to music and singing,
Names. Bleeding Yell, Dormant Heart, Blue Survivor, such as a galactic government being compared to a
Ancient Cull, Sharp Grip, Running Sun, Flame Walker chorus.

Written by Absolute Heresy


FALLEEN
VISUAL CHARACTERISTICS
Skin Color Green, red
Hair Color Black
Eye Color Black, brown
Distinctions Ridged skulls, dorsal spine

PHYSICAL CHARACTERISTICS
Height 4'7" +2d10"
Weight 110 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Falleen
Language Falleen

BIOLOGY AND APPEARANCE


The Falleen are distinguished by their mottled green or
red skin, ridged skulls, and their long, black hair which
they typically wear in ponytails. The sleek symmetry of
their features, calculating and cold demeanors, their
exotic looks, and their ability to alter their skin FALLEEN TRAITS
pigmentation make the Falleen often considered to be As a Falleen, you have the following special traits.
among the most aesthetically pleasing beings in the Ability Score Increase. Your Charisma score
galaxy. In addition to their strikingly beautiful increases by 2, and your Dexterity score increases by 1.
appearance, the Falleen exude pheromones which Age. Falleen reach adulthood in their late teens and
makes them all but irresistible to both sexes. live up to 250 years.
The Falleen are semi-aquatic, being able to hold their Alignment. Falleen societal structure causes them to
breath underwater for an extended period of time. tend to be lawful balanced, though there are
Fallen are one of few species that are resistant to exceptions.
manipulation by the Force. Size. Falleen typically stand between 5 and 6 feet tall
and weigh around 165 lbs. Regardless of your position
SOCIETY AND CULTURE in that range, your size is Medium.
Falleen society is of a feudal nature, with noble houses Speed. Your base walking speed is 30 feet.
ruling over the lower classes. The upper echelons of Closed Mind. Falleen brains have an unusual
Falleen aristocracy are rife with politics and intrigue, composition which make them resistant to in uence
though they rarely spill blood over disputes or reduce from the Force. You have advantage on Wisdom and
themselves to open warfare. Charisma saving throws against force powers.
As a cold-blooded species, the Falleen respect Enthralling Pheromones. You can use your
discipline and control, particularly self-control. They pheromones to in uence individuals of both sexes.
tend to shun public displays of emotion, and are very Whenever you roll a 1 on a Charisma (Persuasion)
patient. As a result of this attitude, they tend to look check, you can reroll the die and must use the new roll.
down on the more openly passionate, whom they see Additionally, once per short or long rest, you can treat
as lacking self-control. Indeed, the Falleen as a species a d20 roll of 9 or lower on a Charisma check as a 10.
have a towering sense of superiority, re ecting on their This feature has no e ect on droids or constructs.
view of Falleen as the civilized and cultural center of Hold Breath. You can hold your breath for up to 1
the galaxy, rather than Coruscant. hour at a time.
Mask of the Wild. You can attempt to hide even
NAMES when you are only lightly obscured by foliage, heavy
Falleen favor names with Z and X sounds. They are rain, falling snow, mist, and other natural phenomena.
usually accompanied by a surname, which is familial. Languages. You can speak, read, and write Galactic
Male Names. Xomit, Xizor, Xist, Zenex, Zurros Basic and Falleen. Falleen is characterized by its
Female Names. Xora, Trezza, Mylla, Zule, Annaz common use of the Z and X sounds, of which the
Surnames. Grunseit, Croom, Moz, Xiss, Mythric Falleen are fond.

EXPANDED CONTENT | SPECIES


FELUCIAN
VISUAL CHARACTERISTICS
Skin Color Gray, with blue, red, or yellow markings
Hair Color None
Eye Color Red
Extra limb at elbow, innate Force-
Distinctions
sensitivity

PHYSICAL CHARACTERISTICS
Height 5'8" +2d6"
Weight 165 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Felucia
Language Felucianese

BIOLOGY AND APPEARANCE


Felucians are a tall, bipedal species. Both their arms
and legs end in four, large webbed digits with suction-
cup ngertips. Springing from the underside of each
forearm is a second short arm, ending in three large
and agile ngers. A Felucian's head is a thick mass of
long exible tendrils featuring illuminated tips. The
eyes and mouth appear as black holes or openings FELUCIAN TRAITS
within this mass. As a Felucian, you have the following special traits.
Ability Score Increase. Your Constitution score
SOCIETY AND CULTURE increases by 2, and your Wisdom score increases by 1.
Felucians are mysterious sentient beings native to the Age. Felucians reach adulthood in their late teens
vast fungal swamps and jungles of Felucia. Though and live less than a century.
Felucia has long been colonized, the native Felucians Alignment. Felucians' connection to the Living Force
avoided notice by living deep in the jungle. Such causes them to tend toward the light side, though
seclusion was easily maintained. Even the hardiest of there are
colonists were loath to brave the perils of the exceptions.
dangerous wilderness without cause. Size. Felucians typically stand over 6 feet tall and
The Felucians are an unusual, amphibious species. generally weigh about 200 lbs. Regardless of your
They are highly adapted to surviving the wilds of their position in that range, your size is Medium.
home planet, and fade easily into its confusing mass of Speed. Your base walking speed is 30 feet.
plant life. They are equally at home on land or in the Force-Sensitive. You know the burst at-will force
water, and they traverse the swamps with ease. power. When you reach 3rd level, you learn and can
All Felucians are part of a single, planetwide tribe cast the beast trick force power once per day. When
that is broken down into smaller villages and you reach 5th level, you learn and can cast the plant
communities, each one led by shamans and chieftains. surge force power once per day. Wisdom is your
These shamans are very strong in the Force, using it to forcecasting ability for these powers.
their own ends with incredible skill. Amphibious. You can breathe air and water.
Stealthy. You are pro cient in the Stealth skill.
NAMES Mask of the Wild. You can attempt to hide even
Felucian names are usually two syllables and full of when you are only lightly obscured by foliage, heavy
hard consonants. Surnames are a combination of tribe rain, falling snow, mist, and other natural phenomena.
lineage. Languages. You can speak, read, and write Galactic
Male Names. Gokkuul, Kargrek, Hagark, Ruggorn Basic, Felucianese, and one more language of your
Female Names. Lakko, Taarell, Duuna, Frula choice. Felucianese is characterized by guttural,
Surnames. s'Gokuul, d'Lakko, s'Kargrek, d'Frula whisper-like vowels, interspersed with hard clicks.

EXPANDED CONTENT | SPECIES


FLESH RAIDER
VISUAL CHARACTERISTICS
Skin Color Brown, pink, red, or tan
Hair Color None
Eye Color Black, dark blue, dark green
Horizontal eye stalks, horizontal spade-
Distinctions
shaped head, tridactyl hands

PHYSICAL CHARACTERISTICS
Height 5'8" +2d10"
Weight 145 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Tython
Language Rakata FLESH RAIDER TRAITS
As a esh raider, you have the following special traits.
Ability Score Increase. Your Strength score
increases by 2, and your Wisdom or Charisma score
increases by 1.
Age. Flesh raiders reach adulthoood by 20 and rarely
live longer than 90 years.
BIOLOGY AND APPEARANCE Alignment. Flesh raiders' propensity towards war
Flesh raiders are a more primitive, and more physically and aggression cause them to tend toward chaotic
imposing subspecies of rakata that mutated prior to dark side, though there are exceptions.
the end of the In nite Empire. A life above ground and Size. Flesh raiders typically stand between 6 and 7
in caves has led the esh raiders to lose their more feet tall and weigh around 200 lbs. Regardless of your
amphibian traits, and are now more humanoid in their position in that range, your size is Medium.
biological needs, though they seem to only be able to Speed. Your base walking speed is 30 feet.
digest meats and esh. Aggressive. As a bonus action, you can move up to
Flesh raiders keep many of their ancestral rakatan your speed toward an enemy of your choice that you
features, though they have experienced a form of can see or hear. You must end this move closer to the
gigantism that has lead to their interesting appearance, enemy than you started.
that of a at topped, spade shaped head, with blade- Cannibalize. If you spend at least 1 minute
like eye stalks coming o the side ends of the spade. devouring the corpse of a beast or humanoid, you gain
Their body structure also more closely matches that of temporary hit points equal to your Constitution
a trandoshan or dashade, being bulky and imposing in modi er (minimum of one). Once you've used this
stature, towering over most other sentient creatures. feature, you must complete a short or long rest before
Unlike contemporary rakata, esh raiders did not you can use it again.
lose their ability to tap into the Force. 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
Flesh raiders are known to form small clan structures, dim light. You can't discern color in darkness, only
with a war boss in charge of the clan. Those esh shades of gray.
raiders who are born Force-sensitive can be found Force Contention. Due to their unique physiology,
imitating a temple structure, with a powerful Force- esh raider hardiness allows them to overcome use of
sensitive, usually from another species, leading them. the Force. You have advantage on Strength and
Flesh raiders still speak the rakatan language, though Constitution saving throws against force powers.
it has developed into a cruder variant. Menacing. You gain pro ciency in the Intimidation
skill.
NAMES Hunters. Whenever you make a Wisdom (Survival)
Flesh raider names tend to be short and concise, check to hunt for food, you are considered to have
embodying strength and virility. Flesh raider names expertise in the Survival skill.
make no distinction between male and female names. Languages. You can speak, read, and write Galactic
Surnames are clan-based, though they are rarely used. Basic and Rakata. Rakata is characterized by its deep
First Names. Cha'nagh, Fashk, Gorshh, Keshk, tones and simplistic nature, using mainly consonants
Mar'govrok and long vowels. It's script seems to be a very ancient
Surnames. Ban, Fel, Kuir, Penk, Teeshk form of Galactic Basic.

EXPANDED CONTENT | SPECIES


GAND
VISUAL CHARACTERISTICS
Varying shades of brown, green, and
Skin Color
purple
Hair Color None
Eye Color Brown, black, green, or silver
Distinctions Exoskeletons, three- ngered hands

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Gand
Language Gand

BIOLOGY AND APPEARANCE


Gand are sentient, stocky humanoids whose insectoid
bodies are covered in a chitinous exoskeleton. The
natural armor allow the Gand to shrug o injuries that
would cripple most other species. The exoskeleton
provides extra protection in the clavicle region, which
prevented most nerve or pressure-point strikes to the
neck and shoulders. In addition, Gands have the GAND TRAITS
remarkable ability to regrow lost limbs. If a Gand is As a Gand, you have the following special traits.
dismembered, it can regrow a lost limb in a few days. Ability Score Increase. Your Constitution score
increases by 2, and your Intelligence score increases by
SOCIETY AND CULTURE 1.
Gand society places heavy importance on the Age. Gand reach adulthood when they earn their
achievements of an individual and holds that an name, which is usually in their teens, and live to be
individual has no name, and thus no worth, until he or about 70 on average.
she proves otherwise. The speech patterns of Gands Alignment. Gand tend toward no particular
utilize third-person self-reference within each level of alignment. The best and worst are found among them.
identity earned. Young or unproven Gands are all Size. Gand stand 4 to 6 feet tall and weigh around
called "Gand," as they are considered merely aspects 100 lbs. Regardless of your position in that range, your
of the same whole. Major accomplishments earn the size is Medium.
use of a family surname. Mastering a skill, such as Speed. Your base walking speed is 30 feet.
becoming a ndsman, allows for the use of the given Exoskeleton. You have a thick exoskeleton. While
name, all with third-person self-reference. This manner you are unarmored or wearing light armor, your AC is
of speaking is common within the spoken and written 12 + your Dexterity modi er.
Gand language but is more predominant when a Gand Gand Resilience. You have advantage on saving
speaks Basic; it is often a source of amusement to throws against poison, and you have resistance against
outsiders. poison damage (explained in chapter 9).
Lungless. Gand do not have lungs, and therefore do
NAMES not need to breathe.
Until a Gand has earned the use of a name, they go Regenerative. When you take damage, you can use
simply by the term "Gand." Gand speak in the third your reaction and expend a Hit Die to regain hit points
person and refer to themselves by name. Often, when as long as the damage would not reduce your hit
a Gand feels shamed, they will stop referring to points to 0.
themselves by their name and revert to calling Languages. You can speak, read, and write Galactic
themselves "Gand" until they prove themselves again. Basic and Gand. The Gand language does not use
Male and female names are not distinct. pronouns as Gand refer to themselves in the third
First Names. C'nyir, Dash, Iglid, Kyu ax, T'rix person, so often Gand who speak Galactic Basic are
Surname. Diqlu, Krakee, Praafri, Quudya, Zooq di cult to understand.

EXPANDED CONTENT | SPECIES


GEONOSIAN
VISUAL CHARACTERISTICS
Skin Color Gray, green, or orange
Hair Color None
Eye Color Black
Distinctions Hive-based, winged semi-insectoids

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Geonosis
Language Geonosian

BIOLOGY AND APPEARANCE


Geonosians have a hard chitin exoskeleton that
provided protection from physical impacts and bouts
of radiation that occasionally shower their world.
Geonosians are strong despite their thin builds, and
are capable of constructing massive hives and factories
in concert. The head of a Geonosian is elongated and
large with their skulls ridged on the top and by the side
where they have bulbous, thick-lidded eyes. Both are
physically strong and covered with bony ridges which
protected their arms, legs, and vital organs. GEONOSIAN TRAITS
As a geonosian, you have the following special traits.
SOCIETY AND CULTURE Ability Score Increase. You Dexterity score
Geonosian society is caste-based with little upward increases by 2, and your Constitution or Intelligence
mobility, though some of the lower caste do develop score increases by 1.
ambition. Workers are conditioned to loathe even the Age. Geonosians reach adulthood at 10 and live less
concept of separation from their hive and the system than a century.
of control. A low-ranking worker's normal life is one of Alignment. Geonosians' greedy and self-serving
endless toil and labor to satisfy the aristocracy, who nature causes them to tend toward the dark side,
are known to make spectacular demands. The warrior though there are exceptions.
caste tend to be highly competitive and are eager to Size. Geonosians typically stand from 5 to 6 feet tall
prove themselves. They are born with an abnormal and rarely weigh more than 80 lbs. Regardless of your
level of intelligence, and one of their only hopes of position in that range, your size is Medium.
escape from their rigid duty is entering voluntarily into Speed. Your base walking speed is 30 feet.
gladiatorial combat. Should they survive, they are Crafter. Geonosian culture promotes artisanry. You
granted freedom. Ultimately, their society exist to have pro ciency in one set of artisan's implements of
bene t those few members that reside in the upper your choice.
caste. Members of the aristocratic classes are known to Exoskeleton. You have a thick exoskeleton. While
be ambitious, domineering, and manipulative. They you are unarmored or wearing light armor, your AC is
constantly move towards improving their standing and 12 + your Dexterity modi er.
holdings while sumultaneously working to ruin their Flight. You have a ying speed equal to your walking
rivals. speed. While wearing medium or heavy armor, your
ying speed is reduced by half.
NAMES Geonosian Weaponry. You have pro ciency in
Geonosian names are usually harsh sounding. Lower blasters that deal sonic damage.
castes don't get surnames. Upper caste surnames are Languages. You can speak, read, and write Galactic
familial. Basic and Geonosian. The Geonosian language consists
Male Names. Buck, Goshey, Nik, Sozz, Techtu of click consonants through use of a Geonosians' dual
Female Names. Datte, Kida, Miri, Nare, Tenessi mandibles. This makes it di cult for other species to
Surnames. Chak, Hor, Lur, Marpes, Zol learn to speak it.

EXPANDED CONTENT | SPECIES


GIVIN
Visual Characteristics
Skin Color White
Hair Color None
Eye Color Black
Skeletal appearance, able to survive in a
Distinctions
vacuum for short periods

Physical Characteristics
Height 5'5" +2d8"
Weight 105 lb. x2d4 lb.

Sociocultural Characteristics
Homeworld Yag'Dhul
Language Givin

BIOLOGY AND APPEARANCE


The Givin are a species of white-skinned, hairless
humanoids who are quite frequently likened to
animated skeletons. Their facial features include many
sharp downward angles, large triangular eye sockets, GIVIN TRAITS
and sloped-up brows that meet together in the middle, As a Givin, you have the following special traits.
lending them an appearance of permanent anguish. Ability Score Increase. Your Intelligence score
Because of the harsh environment of their homeworld, increases by 2, and your Constitution score increases
the Givins' organs are sealed against atmospheric by 1.
exposure; thanks to this complex system, they can Age. Givin reach adulthood in their early teens and
survive for about a day in a vacuum. live about 80 years.
Alignment. Givins believe power and respect are
SOCIETY AND CULTURE earned rather than expected, causing them to tend
In order to survive their homeworld's lunar tides, the towards balanced alignments, though there are
Givin became extremely adept at calculating the exceptions.
trajectory of their celestial bodies. Over the ages, Givin Size. Givin typically stand around 6 feet tall and
have become so skilled at celestial navigation that they weigh 150 lb. Regardless of your position in that range,
are able to calculate hyperspace jumps in their heads. your size is Medium.
As such, mathematics have become a cornerstone of Speed. Your base walking speed is 30 feet.
Givin society. Two Givin will often greet each other by Hardened Exterior. You have a tough, bony exterior.
exchanging complex equations for the other to solve. While you are unarmored or wearing light armor, your
Due to their profound mathematical ability, Givin are AC is 13 + your Dexterity modi er.
skilled starship builders and astrogators. They create Mathematical Savants. Whenever you make an
some of the most impressive, complex, and sleek ships Intelligence (Technology) check involving mathematics,
in the galaxy. However, they frequently build their you are considered to have expertise in the Technology
ships without the presence of a navcomputer or skill.
pressurization system, and so their buyers have to add Stargazer. You have pro ciency in Piloting and
these system in the starship aftermarket. Technology.
Vacuum Sealed. You can survive for one day within
NAMES the vacuum of space. You still require oxygen to
Givin names are often derived by parents from favored breathe. You have resistance to cold damage.
mathematical equations. Male and female names do Languages. You can speak, read, and write Galactic
not signi cantly di er. Surnames are familial. Basic and Givin. Givin is characterized by its use of
First Names. Daggibus, Lersia, Na-Soth, Nisil, Sladru mathematical jargon and symbols, making it nigh
Surnames. Alarin, Nalas, Narth, Larr, Scoritoles incomprehensible to the less mathematically inclined.

EXPANDED CONTENT | SPECIES


GOTAL
VISUAL CHARACTERISTICS
Skin Color Grey, brown, or black
Hair Color White, grey, or brown
Eye Color Red, orange, yellow, grey, green, or black
Distinctions Full body fur, at noses, head cones

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Antar 4
Language Antarian

BIOLOGY AND APPEARANCE


Gotals possess cranial horns as receptors to sense
electromagnetism and other energy emissions. These
nerve-ending lled cones can sense the natural
electromagnetic elds produced by Antar 4's
magnetite-rich crust, allowing the species to operate
even in total darkness. Their senses also pick up the
electromagnetic auras from other life forms. When
close to their hunting targets, they can ascertain
information on its mood, awareness, and state of
mind. Electronic devices can also be sensed by Gotals; GOTAL TRAITS
in fact, most droids give o enough electromagnetic As a Gotal, you have the following special traits.
emissions to at least annoy a Gotal, and at worst to Ability Score Increase. Your Wisdom score
seriously disorient the horned beings, making them increases by 2, and one other ability score of your
notoriously distrustful of droids. Gotals rely heavily on choice increases by 1.
their cones, with their eyesight and hearing being Age. Gotals reach adulthood in their late teens and
quite weak, and their sense of smell almost completely live less than a century.
absent. Alignment. Gotals' polite and respectful nature
causes them to tend toward lawful alignments, though
SOCIETY AND CULTURE there are exceptions.
Since their natural empathy makes them instantly Size. Gotals typically stand 6 to 7 feet tall and
sensitive to the feelings of others, Gotals have little use generally weigh about 150 lbs. Regardless of your
for government or laws on their homeworld, resulting position in that range, your size is Medium.
in problems when dealing with other societies. No Speed. Your base walking speed is 30 feet.
central authority gure can speak for Antar 4 as a Energy Sensors. Gotals perceive the environment
whole in a crisis, and no organized Gotal military or around them through use of electromagnetic sensors
police force can act on their behalf. Other species held in their cranial horns. You have blindsight out to
respect the Gotals for their discretion and restraint, but 30 feet. If another trait would grant you blindsight, the
some individuals fear interacting with the horned range is increased by half as many feet.
beings for fear of having their emotional state revealed Hunter. You are pro cient in Survival.
to others. Natural Empathy. Gotal's electromagnetic sensors
allow them to sense the emotions in those around
NAMES them. You have advantage on Wisdom (Insight) checks
Gotal names are quite guttural, though there are also to determine emotions against humanoids and beasts
many harsher tones within their names. Gotal names within 10 feet of you.
do not vary signi cantly based on gender, and Languages. You can speak, read, and write Galactic
surnames are familial. Basic and Antarian. The Antarian language is
First Names. Thon, Fern, Fuu'rash, Jir, Vluphol characterized by growls and clicking noises at various
Surnames. Gratlul, Klux, Vathon, Zilat, Krigh, Rahxem volumes.

EXPANDED CONTENT | SPECIES


GRAN
VISUAL CHARACTERISTICS
Skin Color Blue or tan
Hair Color None
Eye Color Black, purple
Distinctions Three eyes and goat-like snout

PHYSICAL CHARACTERISTICS
Height 4'10" +2d10"
Weight 115 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Kinyen
Language Gran

BIOLOGY AND APPEARANCE


Gran can easily be identi ed by their three eyes and
their goat-like snout. Female Gran also have three
breasts. They have excellent vision, able to resolve
more colors than most species, and even able to see
into the infrared, thus they are able to sense one
another's emotions and disposition by noting subtle
changes in body heat and skin color. Gran have two
stomachs, having evolved from herbivorous grazing
animals who lived in herds on the mountains and
highlands of Kinyen. A single meal can take almost an
entire day to nish, after that a Gran does not often GRAN TRAITS
need to eat for several days. As a Gran, you have the following special traits.
Ability Score Increase. Your Constitution score
SOCIETY AND CULTURE increases by 2, and your Wisdom score increases by 1.
The peaceful nature of Gran society is a re ection of Age. Gran reach adulthood around their late teens
their homeworld, Kinyen. Kinyen boasted large and and live up to 80 years.
rolling grasslands and highlands, a dense and beautiful Alignment. Gran highly organized society cause
forest, and one of the longest and clearest rivers in the them to tend toward lawful alignments, though there
Bes Ber Bikade sector. The beauty of this planet, and are exceptions..
the need for primitive Gran to band together for Size. Gran typically stand between 5 and 6 feet tall
defense against predatory animals, helped the Gran and weigh around 170 lbs. Regardless of your position
develop strong bonds of home and family in their in that range, your size is Medium.
society. Speed. Your base walking speed is 30 feet.
The Grans are also very protective of their families, Slow Metabolism. You are able to go a number of
and were some of the most devoted parents in the days without food equal to 3 + twice your Constitution
galaxy. This is because of their very powerful and modi er before su ering exhaustion.
sensitive sight, which can sense the emotions of their Keen Sight. Through use of infrared vision, you have
mates and their children. Gran society maintains its advantage on Wisdom (Perception) checks that rely on
balance by setting up strict career quotas, and making sight.
sure young Gran are educated for a speci c job that Reader of Hearts. Through identifying subtle
best served his or her talents. variations in a target's body heat, the Gran are able to
better understand their emotions and intentions. You
NAMES are pro cient in the Insight skill.
Gran names typically are monosyllabic and Toughness. Your hit point maximum increases by 1,
accompanied by a surname, which is familial. and it increases by 1 every time you gain a level.
Male Names. Ask, Dree, Ree, Pax, Nic Languages. You can speak, read, and write Galactic
Female Names. Yan, Alijia, Meeb, Sir, Zeek Basic and Gran. It is rare to hear Gran spoken on any
Surnames. Moe, Leem, Yees, Wix, Naaq world other than Kinyen.

EXPANDED CONTENT | SPECIES


HALF-HUMAN
Abyssin Savage Attacks Aqualish Darkvision Darkvision
Arkanian Infrared Sight
Aing-Tii Armored Plates Arcona Keen Smell
Sunlight Sensitivity
Aleena Racer's Re exes Ardennian Darkvision

Barabel Darkvision Gotal Natural Empathy Mercantile


Pyke
Besalisk Powerful Build Notorious Slavers
Gran Keen Sight
Bith Detail Oriented Rataka Darkvision
Gungan Martial Pro ciency
Bothan Naturally Stealth Rattataki Surprise Attack
Harch Venomous Fangs
Cathar Feline Agility Rishii Keen Hearing and Sight
Herglic Toughness
Cerean Closed Mind Rodian Darkvision
Iktotchi Precognition
Chadra-Fan Second Heart Ryn Darkvision
Ithorian Hold Breath
Chagrian Darkvision Selkath Venomous Claws
Jawa Grovel, Cower, and Beg
Chevin Keen Hearing Darkvision
Kage Superior Darkvision Shistavanen
Forced March
Chiss Darkvision Kaleesh Darkvision
Keen Smell
Clawdite Unsettling Visage Geneticist Ssi Ruu Sunlight Sensitivity
Kaminoan
Codru-Ji Keen Hearing Ultraviolet Sight Tooth and Nail
Dashade Force Contention Karkarodon Aggressive Sith Darkvision
Defel Hidden Step Kel Dor Darkvision Squib Keen Smell
Devaronian Two Livered Killik Carapace Sullustan Darkvision
Draethos Darkvision Klatooinian Wisdom of the Elders Talz Darkvision
Dug Fury of the Small Kubaz Darkvision Tarasin Sa'tosin Sense
Duros Darkvision Kushiban Grovel, Cower, and Beg Thisspiasian Prehensile Tail
Echani Combative Culture Kyuzo Darkvision Togorian Toughness
Esh-Kha Darkvision Lannik Force Attunement Togruta Darkvision
Ewok Mask of the Wild Lasat Powerful Build Toydarian Closed Mind
Falleen Closed Mind Lurmen Rolling Agility Trandoshan Saving Face
Flesh Raider Darkvision Miraluka Force Sight Tusken Aggressive
Gamorrean Savage Attacks Mirialan Spiritual Twi'lek Darkvision
Gand Lungless Mon Calamari Darkvision Ugnaught Darkvision
Geonosian Geonosian Weaponry Mustafarian Darkvision Umbaran Darkvision
Givin Vacuum Sealed Muun Second Heart Verpine Hardened Carapace
Nautolan Darkvision Voss Darkvision
Neimoidian Darkvision Vurk Darkvision
Noghri Keen Smell Weequay Darkvision
Ortolan Grovel, Cower, and Beg Wookiee Darkvision
Quarren Keen Hearing Yevetha Aggressive
Hold Breath Zabrak Darkvision
Pa'lowick
Snout
Zeltron Two Livered
Patrolian Darkvision
Zygerrian Darkvision
Pau'an Darkvision

EXPANDED CONTENT | SPECIES


BIOLOGY AND APPEARANCE HALF-HUMAN TRAITS
The appearance and biological features of half-humans As a half-human, you have the following special traits.
vary drastically by each species, but tend to fall Ability Score Increase. Half-humans gain the ability
somewhere in the middle. A common side-e ect of a score increases of their non-human half, but they can
species interbreeding with humans is the loss of choose any ability score for one of the options, instead
darkvision and tails. of the given option. Half-humans can not increase the
same ability score twice during character creation
SOCIETY AND CULTURE using this feature.
Half-humans are subjects of two separate cultures, but Age. Half-humans live around the average of the two
belong in neither. A half-human might be raised species' lifespans.
amongst humans or their other half, or might be fully Alignment. Half-humans tend towards their non-
ostracized, instead growing up in a remote, isolated human half's alignment.
place, removed from both species. Size. Half-humans stand and weigh around the
average of the two species' height and weight.
TRAITS Regardless of your position in that range, your size is
Half-humans gain the Defiant special trait from their the size of your non-human half.
human half. They also gain the special traits from their Speed. Your base walking speed is that of your non-
non-human half, except for those trait(s) mentioned in human half.
the Half-Human table above. Defiant. Half-humans are known to be stubborn and
often refuse to give up, even against the worst odds.
NAMES When you or a creature you can see that can see and
Half-human names might follow human conventions, understand you makes an ability check, attack roll, or
or that of the other half. Often, they blend the two in saving throw, you can roll a d4 and add it to their roll
some fashion, perhaps taking a human surname, with (no action required). You can use this before or after
a special name. the roll, but before the GM determines the roll's
outcome. Once you've used this feature, you must
complete a short or long rest before you can use it
again.
Languages. You can speak, read, and write Galactic
Basic, regardless of whether or not the non-human half
can speak it, and the language(s) associated with your
non-human half.

EXPANDED CONTENT | SPECIES


HARCH
VISUAL CHARACTERISTICS
Skin Color Pale pink
Hair Color Brown, black
Eye Color Red
Spider-like with six eyes, eight limbs and
Distinctions
chelicerae

PHYSICAL CHARACTERISTICS
Height 5'5" +2d8"
Weight 150 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Secundus Ando
Language Harchese
HARCH TRAITS
As a Harch, you have the following special traits:
Ability Score Increase. Your Strength, Constitution,
and Intelligence scores increase by 1.
Age. Harch reach adulthood at age 10 and can live
up to 200 years.
Alignment. Harch are cold, calculating beings,
causing them to tend toward the dark side, though
BIOLOGY AND APPEARANCE there are exceptions.
The Harch possess a large-fanged mouth between two Size. Harch stand around 6 feet tall and weigh
prominent chelicerae, above which they have six red between 200 and 300 lbs. Regardless of your position
eyes arranged in a semicircle. The two lowest eyes are in that range, your size is Medium.
larger and roughly twice the size of the four smaller Speed. Your base walking speed is 30 feet.
eyes. Harch walk on two legs and have six arms, with Darkvision. You have a keen eyesight, especially in
the second and third set of arm protruding from the dark. You can see in dim light within 60 feet of you
behind the rst pair rather than directly above or as if it were bright light, and in darkness as if it were
below them. These arms are covered in thick hair and dim light. You can't discern color in darkness, only
end in three- ngered hands. shades of gray.
The Harch are distantly related to the Aqualish Bite. Your fangs are a natural weapon, which you
species and there is much debate among geneticists can use to make unarmed strikes. If you hit with it, you
regarding the relationship between the Harch and the deal 1d4 + your Strength modi er kinetic damage.
Aqualish Ualaq subspecies. However, the Harch Additionally, as a bonus action, you can perform a
themselves considered such discussions to be special bite attack. On a hit, the target su ers the
obscene. attack's normal e ects, and it must make a
Constitution saving throw (DC = 8 + your pro ciency
SOCIETY AND CULTURE bonus + your Constitution modi er). On a failed save,
Not much is known about the Harch, as few of them the target is poisoned until the end of its next turn, and
have mingled with the galactic community, preferring you can't use this feature again until you complete a
to stay on Secundus Ando. Harch that leave the planet short or long rest.
tend to have a more aspirant nature than their fellows, Six-Armed. Harch have six arms which they can use
and often reach great heights in their chosen independently of one another. You can only gain the
professions in the galaxy. Such Harch are considered bene t of items held by two of your arms at any given
outliers—most apparently care little for titles. time, and once per round you can switch which arms
Like the Arcona species, female Harch are seen as you are bene ting from (no action required).
more domineering and aggressive than their male Spider Climb. You have a climbing speed of 30 feet.
counterparts. It is not unheard of for a male Harch to You have advantage on Strength saving throws and
raise entire broods of hatchlings alone. Strength (Athletics) checks that involve climbing, and
while climbing you always have two hands free.
NAMES Languages. You can speak, read, and write Galactic
Harch names are not gender-speci c. Harch do not use Basic and Harchese. Harchese is discernible from other
surnames. insectoid languages by a noticeable emphasis on
Names. Cubach, Quixoch, Trench, Turch consonants, especially the "ch" sound.

EXPANDED CONTENT | SPECIES


HERGLIC
Visual Characteristics
Skin Color Black, gray, pale blue, pale pink
Hair Color None
Eye Color Black
Distinctions Aquatic organs, massive size

Physical Charicteristics
Height 6' +2d12"
Weight 200 lb. x(2d8) lb.

Sociocultural Charicteristics
Homeworld Giju
Language Herglese

BIOLOGY AND APPEARANCE


The herglic are a massive race of creatures descended
from aquatic mammals, breathing though a blowhole
on top of their heads. They are tall and wide, and have
smooth, hairless skin that ranged in color from pale
blue to black, though some rare individuals may
appear pink or have white markings on their sides.
Their girth tends to leave them feeling out of place
among smaller species; herglic tend to take up two HERGLIC TRAITS
chairs or ll the entire doorway of any establishment As a herglic, you have the following special traits:
they enter that does not cater to beings their size. Ability Score Increase. Your Strength score
increases by 2, and your Intelligence score increases by
SOCIETY AND CULTURE 1.
The herglics are very technologically advanced, Age. Herglic reach adulthood in their late teens and
developing space ight and hyperdrives and colonizing live up to 120 years.
their sector of the galaxy prior to the formation of the Alignment. Herglics' gentle nature causes them to
Galactic Republic. Natural explorers and traders, they tend toward the light side, though there are
sailed the cosmos establishing crucial trade routes and exceptions.
gaining prestige. Despite their size, herglic are Size. Herglic stand between 6 and 8 feet tall and
surprisingly dexterous while working with tools, and weigh up to 600 lbs. Regardless of your position in that
are some of the nest engineers in the galaxy. range, your size is Medium.
Herglics have an inquisitive but practical nature, Speed. Your base walking speed is 30 feet.
enjoying travel and having exotic experiences. Their Hold Breath. You can hold your breath for up to 1
perpetually calm demeanor helps them interact with hour at a time.
most other species peacefully, though when dealing Powerful Build. Your carrying capacity and the
with smaller species, herglics tend to become nervous weight you can push, drag, or lift doubles. If it would
and self-conscious about their proportions. They also already double, it instead triples.
seem to have an innate predilection for gambling and Swim. You have a swimming speed of 30 feet.
games of chance, which have gotten more than one Technician. You are pro cient in the Technology
herglic into trouble on several occasions. skill.
Toughness. Your hit point maximum increases by 1,
NAMES and it increases by 1 every time you gain a level.
Male names are typically harsher sounding than Languages. You can speak, read, and write Galactic
female names. Herglics rarely use surnames. Basic and Herglese. Herglese has a clear and
Male Names. Biglu, Melchi, Sehvorah commanding cadence, drawing the attention of those
Female Names. Mahg-Raet, Seese, Uddn who hear it.

EXPANDED CONTENT | SPECIES


HUTT, ADOLESCENT
VISUAL CHARACTERISTICS
Black, blue, brown, gold, green, purple,
Skin Color
tan, white, or yellow
Hair Color None
Blue, gray, green, orange, turquoise,
Eye Color
violet, or yellow
Distinctions Three lungs, slug-like appearance

PHYSICAL CHARACTERISTICS
Height 5'5" +2d12"
Weight 400 lb. x(2d8) lb. HUTT TRAITS
As a hutt you have the following special traits.
Ability Score Increase. Your Constitution score
SOCIOCULTURAL CHARACTERISTICS increases by 2, and two other ability scores of your
Homeworld Nal Hutta choice increase by 1.
Language Huttese Age. Hutts are considered a child until around the
age of 200 in which they are a full edged adult. Hutts
can live upwards of 900 years with even more ancient
ones exceeding that.
Alignment. Hutts are sel sh, greedy, and highly
organized, causing them to tend toward chaotic dark
BIOLOGY AND APPEARANCE side, though there are exceptions.
Hutts are a massive slug-like species who have large Size. Hutts have a unique special characteristic; from
mouths and stubby arms. They have three lungs and birth to death, they never stop growing. As an
thick leathery skin, which is wrinkled and slimy. Hutts adolescent hutt, you typically stand between 6 and 7
often have watery eyes and lack facial expressions. feet tall and weigh at least 400 lbs. Regardless of your
Their tails are supported by a skeletal spine. Despite position in that range, your size is Medium.
their legendary size, hutts start out as tiny huttlets less Speed. Your base walking speed is 20 feet.
than half a foot in height, and continually grow over Closed Mind. Hutt brains have an unusual
the long lives. composition which made them resistant to in uence
from the Force. You have advantage on Wisdom and
SOCIETY AND CULTURE Charisma saving throws against force powers.
Most hutts are crime lords who live opulent lives Natural Resistance. You have advantage on saving
overseeing criminal underworld activities like spice throws against poison, and you have resistance against
smuggling, slavery, gambling and bounty hunting. This poison damage (explained in chapter 9).
is not true for all, however, as some eschew the life of Powerful Build. Your carrying capacity and the
a decadent, obese version of their species and prefer a weight you can push, drag, or lift doubles. If it would
more mobile existence. Hutt society is divided into already double, it instead triples.
families known as kajidics, a social structure that is Prehensile Tail. You have supreme control over your
both familial and a crime gang. tail and can use it to manipulate objects as well as your
Hutts are encouraged to make a name for hands.
themselves around the age of 150 while Shrewd Demeanor. You have pro ciency in two
simultaneously not threatening the welfare of the clan. Intelligence, Wisdom, or Charisma skills of your choice.
At around 200, they will likely stop being saved by the Slow and Lethargic. Hutts are slow and generally
clan and encouraged even further to fend for incapable of moving quickly. You have disadvantage on
themselves while bene ting the kajidic; they may even Dexterity saving throws, and when determining your
be granted a star system or two. Nomadic or kajidic- bonus to AC from your Dexterity, you can't add more
less hutts are often hunted or killed by other hutts in than +3.
fear of the nomad coming to claim a territory. Wealthy. During character creation, you start with
additional credits equal to your level x your pro ciency
NAMES bonus x 1,000 cr.
Hutt names with a su x title as "the Hutt" are usually Languages. You can speak, read, and write Galactic
reserved for noteworthy huts, with the name of a Basic and Huttese. Hutts rarely speak Galactic Basic,
hutt's kajidic coming before the title. Because hutts are even though they are perfectly able; if the person with
hermaphroditic, choosing a gender at will, their names whom they are speaking doesn't understand Huttese,
are considered androgynous. they are more likely to use an interpretor than deign to
First Names. Arok, Gorga, Jabba, Mama, Ziro, speak the language of lesser species.
Kajidic Names. Besadii, Desilijic, Fenn'ak, Gnuda

EXPANDED CONTENT | SPECIES


IKTOTCHI
VISUAL CHARACTERISTICS
Skin Color Pink
Hair Color None
Eye Color Black
Horns, precognition, telepathy, thick
Distinctions
pink skin

PHYSICAL CHARACTERISTICS
Height 4'11" +2d10"
Weight 120 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Iktotch, moon of Iktotchon
Language Iktotchese

BIOLOGY AND APPEARANCE


Iktotchi do not have hair, but rather they had a very
resistant skin which protected them from the violent
winds which crossed the satellite. Both males and
females have down-curved cranial horns, which gave
them an aggressive aspect. The males' horns are
generally a little larger, a remnant from their
mountain-dwelling, caprinaen ancestors. The horns are
able to regenerate if damaged.
IKTOTCHI TRAITS
SOCIETY AND CULTURE As an Iktotchi, you have the following special traits.
The Iktotchi are a ercely guarded and isolationist Ability Score Increase. Your Intelligence score
species - vaunted for their ability to hide their feelings increases by 2, and your Strength score increases by 1.
and bury any semblance of emotion. Originating on the Age. Iktotchi reach adulthood in their late teens and
harsh, windy moon of Iktotch, which orbits the planet live less than a century.
Iktotchon in the Expansion Region, the Iktotch are Alignment. Iktotchi are lawful and tend toward the
gifted with precognition, and are courted as often by light side, though there are exceptions.
Jedi as by pirates for their skills. Size. Iktotchi typically stand between 5 and 6 feet tall
Iktotchi society is a strati ed society. Upward and weigh about 170 lbs. Regardless of your position in
mobility is both possible and encouraged. Iktotchi are that range, your size is Medium.
an outwardly dispassionate people, which is evidenced Speed. Your base walking speed is 30 feet.
by their culture. They have a robust legal system, and Precognition. You can see brief fragments of the
su er little crime. Iktotchi are respectful of cultures future, that allow you to turn failures into successes.
other than their own and can easily integrate with When you roll a 1 on an attack roll, ability check, or
others. saving throw, you can reroll the die and must use the
Iktotchi who distinguish themselves often earn a new roll.
titular nickname, by which they are referred to in place Telepathy. You can communicate telepathically with
of their name. Generally, this is done by accomplishing creatures within 30 feet of you. You must share a
a remarkable feat that bene ts the Iktotchi as whole. language with the target in order to communicate in
this way.
NAMES Horns. Your horns are a natural weapon, which you
Iktotchi names are generally two syllables. Surnames can use to make unarmed strikes. If you hit with them,
are familial. Respected Iktotchi often adopt a you deal kinetic damage equal to 1d6 + your Strength
nickname, which they use in place of their birth name. modi er.
Male Names. Dilnam, Imruth, Kashkil, Yellam Pilot. You have pro ciency in the Piloting skill.
Female Names. Kemkal, Onyeth, Reshu, Zorlu Languages. You can speak, read, and write Galactic
Surnames. Hevil, Kaawi, Mimir, Nudaal, Zelend Basic and Iktotchese.

EXPANDED CONTENT | SPECIES


KAGE
VISUAL CHARACTERISTICS
Skin Color Gray, white
Hair Color Gray, pale yellow, white
Eye Color Green, pink, red, yellow
Distinctions Athleticism, pale skin, piercing eyes

PHYSICAL CHARACTERISTICS
Height 4'9" +2d10"
Weight 95 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Quarzite
Language Galactic Basic

KAGE TRAITS
As a kage, you have the following special traits.
Ability Score Increase. Your Dexterity score
increases by 2, and your Wisdom score increases by 1.
Age. Kage reach adulthood in their late teens and
live less than a century.
Alignment. Kages' rigid sense of honor causes them
to tend toward lawful light side, though there are
BIOLOGY AND APPEARANCE exceptions.
The kage are a pale-skinned sentient species native to Size. Kage typically stand between 5 and 6 feet tall,
the caverns in the planet of Quarzite. The kage have a and weigh around 150 lbs. Regardless of your position
long-time con ict with the belugans, consistently at in that range, your size is Medium.
odds with them. During the Clone Wars, Otua Blank Speed. Your base walking speed is 30 feet.
ordered the capture of Pluma Sodi to marry her, she Animal Handler. You are pro cient in Animal
was later given back to the Kage Warriors by Asajj Handling.
Ventress. Athletic. You have pro ciency in the Athletics skill.
Strong-Legged. When you make a long jump, you
SOCIETY AND CULTURE can cover a number of feet up to twice your Strength
The kage are a dedicated people of physical excellence; score. When you make a high jump, you can leap a
they train tireless and elite ghter-monks known as number of feet up into the air equal to 3 + twice your
Kage warriors. They tend to use weapons with electric Strength modi er.
or disruptive properties, but they are also great Sunlight Sensitivity. You have disadvantage on
ghters in unarmed combat. Kage warriors are attack rolls and on Wisdom (Perception) checks that
respected in Kage society as the greatest calling a kage rely on sight when you, the target of your attack, or
might follow. whatever you are trying to perceive is in direct sunlight.
Kage also share an a nity with animals, most Superior Darkvision. You've lived most of your life
notably the native multi-legged milodon, developing a without direct sunlight. You can see in dim light within
symbiotic relationship. They use the milodon as 120 feet of you as if it were bright light, and in darkness
transport; they can keep pace with the subtram as if it were dim light. You can't discern color in
transports that supply belugan strongholds, and darkness, only shades of gray.
launch raids that often catch the belugan security Unarmed Combatant. Your unarmed strikes deal
forces o -guard. 1d4 kinetic damage. You can use your choice of your
Strength or Dexterity modi er for the attack and
NAMES damage rolls. You must use the same modi er for both
Kage names are generally multisyllable with melodic rolls.
intonations. Surnames are familial. Weapon Training. Kage are adept warriors. You are
Male Names. Baalin, Forta, Krismo, Rafa, Timko pro cient with the electroprod and electrosta .
Female Names. Chena, Fari, Moora, Ooni, Pluma Languages. You can speak, read, and write Galactic
Surnames. Buno, Keeli, Nima, Sodi, Tani Basic and one language of your choice.

EXPANDED CONTENT | SPECIES


KALEESH
VISUAL CHARACTERISTICS
Skin Color Orange, red, or yellow
Hair Color Black or brown
Eye Color Yellow
Bone masks, elongated ears, at nose,
Distinctions
tusks

PHYSICAL CHARACTERISTICS
Height 5'1" +2d6"
Weight 105 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Kalee
Language Kaleesh

BIOLOGY AND APPEARANCE


Tusks protrud from a Kaleesh's upper jaw, and shorter
ones jut from their chins. Kaleesh have large pointed
ears and long nostrils that stretched close to their eyes.
They have very keen olfactory sense and were able to
produce pheromones. Most of their facial features are
obscured behind the traditional masks they wear, and
outsiders rarely see Kaleesh unmasked. They are
known to practice polygyny, a form of polygamy, where KALEESH TRAITS
a male courts multiple wives. As a Kaleesh, you have the following special traits.
Ability Score Increase. Your Strength score
SOCIETY AND CULTURE increases by 2, and your Dexterity score increases by 1.
Kaleesh society is divided into numerous autonomous Age. Kaleesh reach adulthood in their early teens
tribes. War is viewed as an essential and sacred and live to be about 80.
practice, and the culture's large emphasis on honor is Alignment. Kaleesh tend toward no particular
known to spur many acts of vengeance among the alignment. The best and worst are found among them.
various tribes. However, when necessary, the tribes will Size. Kaleesh typically stand about ve and a half
put aside their di erences and bond to fend o a feet tall and weigh about 140 lbs. Regardless of your
common enemy. position in that range, your size is Medium.
The Kaleesh are a spiritual people, believing that Speed. Your base walking speed is 30 feet.
those who perform great deeds in life became gods in Darkvision. The thermal pits under a Kaleesh's eyes
death; therefore, burial places are sacred to them. A grant darkvision. You can see in dim light within 60 feet
large number of temples are devoted to their ancestor of you as if it were bright light, and in darkness as if it
gods, the holiest of which was called Shrupak. were dim light. You can't discern color in darkness,
Abesmi, a great monolith of stone in the Jenuwaa only shades of gray.
Sea, is the place the Kaleesh believed the gods Weapon Training. Kaleesh are adept hunters. You
ascended to the heavens. Pilgrims take the perilous are pro cient with the blaster carbine, vibroblade,
voyage to Abesmi to beseech the gods. vibropike, and, vibrospear.
Keen Smell. You have advantage on Wisdom
NAMES (Perception) checks that rely on smell.
Male Kaleesh names are typically one syllable while Tracker. You have pro ciency in the Survival skill.
female are two. Kaleesh surnames are tribal and often Additionally, you are considered to have expertise in
use two words. Wisdom (Survival) checks made to track a creature if
Male Names. Bir, Grost, Jick, Xygh, Yles that creature has a scent.
Female Names. Dduzu, Glaglo, Runda, Yugdo, Zodey Languages. You can speak, read, and write Galactic
Surnames. Jal Greennath, Lij Jum, San Syrro, Basic and Kaleesh.

EXPANDED CONTENT | SPECIES


KAMINOAN
VISUAL CHARACTERISTICS
Skin Color White
Hair Color None
Eye Color Grey, yellow, blue, green
Distinctions Very tall, long limbs, long necks

PHYSICAL CHARACTERISTICS
Height 6'4" +2d10"
Weight 150 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Kamino
Language Kaminoan, Galactic Basic

BIOLOGY AND APPEARANCE


Kaminoans' evolution from aquatic creatures in the
vast oceans of Kamino is re ected in their tall shape,
glassy coated eyes, near luminescent skin, and long,
thin necks. The almond-shaped eyes of kaminoans are
also able to see color in the ultraviolet spectrum. While
female kaminoans are bald, males possess headcrests
and n ridges along the rear of their small, bulbous
skulls.

SOCIETY AND CULTURE KAMINOAN TRAITS


The kaminoans see themselves as a superior form of As a kaminoan, you have the following special traits.
life, but nevertheless remained polite to outsiders. To Ability Score Increase. Your Intelligence score
them any species seeking self-improvement is worthy increases by 2 and your Wisdom score increases by 1.
of respect, but those who do not are obviously inferior; Age. Kaminoans reach adulthood at 11 years old and
self-improvement has a central role in Kaminoan live around 100 years.
society. Through the development and mastery of Alignment. Kaminoans highly organized society lead
selective breeding, genetics, and cloning, the individuals to tend toward a lawful alignment, though
kaminoans were able to overcome a cataclysm that there are exceptions.
pushed them to the brink of extinction. Size. Kaminoans typically stand 7 to 8 feet tall and
Kaminoans live in a caste based society, determined weigh around 150 lbs. Regardless of your position in
by the color of the kaminoan's eyes. Gray eyed that range, your size is Medium.
individuals handle administration and are considered Speed. Your base walking speed is 30 feet.
of the highest-level caste; middle castes had yellow Geneticist. You have pro ciency in the Medicine
eyes and handle the skilled work; and lower castes had skill.
blue eyes and perform manual labor and other menial
Long-Limbed. When you make a melee attack on
tasks. Although it is extremely rare, kaminoans are
your turn, your reach for it is 5 feet greater than
sometimes born with green eyes. Those are viewed as
normal.
genetically inferior and as a threat to the kaminoans'
Tech Dabbler. You know the temporary boost at-will
well ordered society and as such are exterminated
tech power. Your techcasting ability is Intelligence. You
shortly after birth.
do not require use of a wristpad for this power.
NAMES Ultraviolet Sight. Whenever you make a Wisdom
(Perception) check related to sight, you are considered
Kaminoan names typically are composed by around to have expertise in the Perception skill.
two syllables and a brief surname. Languages. You can speak, read, and write Galactic
Male Names. Lama, Ni, Orun, Koa Basic and Kaminoan. Kaminoan is characterized by its
Female Names. Taun, Ko, Nala, Kina owing water-like sound.
Surnames. Ha, Su, We, Sai, Wa

EXPANDED CONTENT | SPECIES


KARKARODON
VISUAL CHARACTERISTICS
Skin Color Blue, gray, or white
Hair Color None
Eye Color Black
Multiple rows of sharp teeth, powerful
Distinctions
jaws, shark-like heads

PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 130 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Karkaris
Language Karkaran

BIOLOGY AND APPEARANCE


The amphibious Karkarodons have tall, slim bodies
with webbed hands and feet. Their shark-like heads
have pointed noses, gill slits, and many rows of razor-
sharp teeth, which they use when attacking and eating.
Karkarodons are skilled and fast swimmers. They
attack by grabbing the target and used their jaws for
ripping and tearing. KARKARODON TRAITS
As a karkarodon, you have the following special traits.
SOCIETY AND CULTURE Ability Score Increase. Your Constitution score
Karkarodons hail from the planet Karkaris, which is increases by 2, and your Strength score increases by 1.
located in a star system neighboring the planet Mon Age. Kakarodon reach adulthood in their early teens
Cala. They harbor an intense hatred for the Mon and live to be about 70.
Calamari and Quarren inhabitants. The planet is almost Alignment. Karkarodons' warmongering nature
entirely under water, and is very uninviting to non- causes them to tend toward the dark side, though
Karkarodons. there are exceptions
Karkarodon culture is a warmongering, strength- Size. Karkarodons stand 5 to 7 feet tall and weigh
based culture. Clans often ght eachother for upwards of 250 lbs. Regardless of your position in that
dominance, natural resources, and to cull the weak. range, your size is Medium.
Each clan on the planet has a ruling triumvirate, usually Speed. Your base walking speed is 30 feet.
comprised of venerated warriors who rule for life. Aggressive. As a bonus action, you can move up to
When a younger Karkarodon wants to replace one of your speed toward an enemy of your choice that you
the ruling body, they challenge them to single, mortal can see or hear. You must end this move closer to the
combat. Occasionally, the challenged may spare the life enemy than you started.
of the challenger when they win, though that usually Amphibious. You can breathe air and water.
leads to resentment from the loser. Bite. Your sharp teeth are a natural weapon, which
Karkarodons do not believe in lying or duplicity. They you can use to make unarmed strikes. If you hit with it,
believe in approaching problems head on and saying you deal kinetic damage equal to 1d6 + your Strength
what they mean, and are generally demeaing towards modi er. Additionally, as a bonus action, you can
those they deem their lessers. perform a special bite attack. On a hit, the target
su ers the attack's normal e ects, you gain temporary
NAMES hit points equal to your Constitution modi er
Karkarodon names are harsh and gutteral. They are (minimum of 1), and you can't use this trait again until
generally one syllable. Surnames are clan-based rather you nish a short or long rest.
than familial. Swim. You have a swimming speed of 30 feet.
Male Names. Aurb, Rend, Ri , Trak, Vour Languages. You can speak, read, and write Galactic
Female Names. Dewb, Garr, Rast, Scrat, Zend Basic and Karkaran. Karkaran is characterized by its
Surnames. Alben, Gerdall, Kibben, Tamson, Zendall erce sounds.

EXPANDED CONTENT | SPECIES


KILLIK
VISUAL CHARACTERISTICS
Brown, chestnut, green, red, scarlet, or
Skin Color
yellow
Hair Color None
Eye Color Black or orange
Chitinous armor, mandibles projected
from face, four arms ending in long
Distinctions
three toed claws protrude from their
torsos

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Alderaan
Language Killik

KILLIK TRAITS
BIOLOGY AND APPEARANCE
As a Killik, you have the following special traits.
Killiks possess a strong chitinous exoskeleton that is Ability Score Increase. Your Intelligence score
glossy and greenish with their carcasses capable of increases by 2, and your Constitution score increases
surviving thousands of years of erosion as seen by the by 1.
colonists of Alderaan. The exoskeleton also contains a Age. Killiks reach adulthood in their 40s and live an
number of spiracles which served as their way of average of 200 years.
breathing. Typically, these Human-sized hive creatures Alignment. Killiks' willingness to brainwash or kill
have four arms with each ending in a powerful three- their enemies cause them to tend towards the dark
ngered claw. They stand on two stout legs that are side, though there are exceptions.
capable of leaping great distances. Killiks can Size. Killiks stand between 5 and 6 feet tall and
communicate with other Killiks through use of weigh about 160 lbs. Regardless of your position in
pheromones. that range, your size is Medium.
SOCIETY AND CULTURE Speed. Your base walking speed is 30 feet.
Four-Armed. Killiks have four arms which they can
The Killiks have a communal society, with each and use independently of one another. You can only gain
every Killik being in mental contact with another. Due the bene t of items held by two of your arms at any
to their hive mind, every Killik nest is virtually one given time, and once per round you can switch which
individual. Killiks are also peaceful in nature. Their arms you are bene ting from (no action required).
telepathic connection is capable of extending to other Hardened Carapace. While you are unarmored or
species which includes non-insectoids. A willing wearing light armor, your AC is 13 + your Dexterity
creature can submit to this telepathy to become a modi er.
Joiner. They e ectively become another vessel of the Strong-Legged. When you make a long jump, you
hive mind. can cover a number of feet up to twice your Strength
Killiks lose connection to their hive mind at great score. When you make a high jump, you can leap a
distances. Those who voluntarily leave the hive mind number of feet up into the air equal to 3 + twice your
are referred to as Leavers. It is rare that they are Strength modi er.
allowed to rejoin their hive without reason.
Telepathy. You can communicate telepathically with
NAMES creatures within 30 feet of you. You must share a
language with the target in order to communicate in
Killiks are a hive-mind insectoid that typically don't use this way.
names. On the o chance they do, it's usually an Languages. You can speak, read, and write Killik. You
incomprehensible series of clicking noises. They are can understand spoken and written Galactic Basic, but
receptive to nicknames given by others. your vocal cords do not allow you to speak it.

EXPANDED CONTENT | SPECIES


KLATOOINIAN
VISUAL CHARACTERISTICS
Skin Color Green, gray, brown
Hair Color None
Eye Color Brown, black, gray
Distinctions Heavy brows, short canine muzzles

PHYSICAL CHARACTERISTICS
Height 5'4" +2d10"
Weight 125 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Klatooine
Language Huttese, Klatooinian

BIOLOGY AND APPEARANCE


Klatooinians are a humanoid species with canine KLATOOINIAN TRAITS
features, having short muzzles over toothy overbites. As a klatooinian, you have the following special traits.
They are also notable for their heavy brows and ridges Ability Score Increase. Your Strength, Constitution,
along the tops of their heads. and Wisdom scores increase by 1.
Age. Klatooinians reach adulthood in their late teens
SOCIETY AND CULTURE and can live as long as 90 standard years.
For centuries, klatooinians have been slaves to the Alignment. Klatooinian society encourages
hutts, whom they view as almost godlike, immortal reverence for tradition and an inclination towards
beings. Although the hutts allow a council of elders to violence, causing them to tend toward lawful dark side,
rule on Klatooine, all o -world a airs are wholly under though there are exceptions.
hutt control. Under the hutts, the klatooinians serve as Size. Klatooinians typically stand around 6 feet tall
soldiers and guards. Even those klatooinians who do and generally weigh about 170 lbs. Regardless of your
not serve the hutts are often employed as hired muscle position in that range, your size is Medium.
by other masters. Speed. Your base walking speed is 30 feet.
Klatooinian society was known for a strong belief in Enforcer. You are pro cient in the Intimidation skill.
tradition and the wisdom of the elders, although some When you take the Help action to give an ally
younger klatooinians rebelled against this norm and advantage on an Intimidation check, they gain a bonus
sought out freedom from enslavement. Others to the roll equal to your pro ciency bonus.
attempted to gain their own fortunes as smugglers, Toughness. Your hit point maximum increases by 1,
pirates, bounty hunters, or raiders. and it increases by 1 every time you gain a level.
Weapon Training. Klatooinians are trained to ght
NAMES from a young age. You have pro ciency in two martial
Klatooinian names are often derived from the names vibroweapons of your choice.
of great heroes and historical gures. Surnames are Wisdom of the Elders. You are pro cient in the Lore
familial, and are usually shorter than klatooinian given skill.
names. Languages. You can speak, read, and write Galactic
Male Names. Barada, Castas, Sta-Den, Tarados Basic, Klatooinian, and Huttese. Klatooinian is a
Female Names. Gelis, Petkara, Sterasi, Yelmith gutteral, barking language, with many loanwords
Surnames. Eek, Gort, Gon, Ovin adopted from Huttese over the centuries.

EXPANDED CONTENT | SPECIES


KUBAZ
VISUAL CHARACTERISTICS
Skin Color Black, dark grey, or dark green
Hair Color Black
Eye Color Red
Distinctions Prehensile snouts, protective eyewear

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Kubindi
Language Kubazian

BIOLOGY AND APPEARANCE


Kubaz are distinctive for their short, prehensile facial KUBAZ TRAITS
snouts which were used for reaching insects within As a Kubaz, you have the following special traits.
their hives. They have adapted to their sun-scorched, Ability Score Increase. Your Dexterity score
vegetation-deprived world by learning to survive o increases by 2, and your Intelligence score increases by
their world's native insect population. Filled with two 1.
rows of teeth for gnashing their food, the Kubaz trunk Age. Kubaz reach adulthood in their early teens and
also functions as a highly sensitive nose. Due to living live less than a century.
on their homeworld of Kubindi—a planet which orbits Alignment. Kubaz' courteous nature causes them to
a blue star—Kubaz are highly sensitive to red tend toward lawful alignments, though there are
wavelengths; when traveling to planets with a red or exceptions.
yellow star, Kubaz are forced to don protective Size. Kubaz typically stand 5 to 6 feet tall and weigh
eyewear to avoid damaging their sensitive eyes. around 160 lbs. Regardless of your position in that
range, your size is Medium.
SOCIETY AND CULTURE Speed. Your base walking speed is 30 feet.
The Kubazi society is based on a clan structure which Art Obsession. Whenever you make an ability check
dwell in underground nests. Ruled by a queen, each related to the acquisition or location of art or
clan takes the name of their queen they are valuables, you are considered pro cient in the check. If
descended from. Developing a non-verbal language of you would already be pro cient, you instead have
hand gestures which indicated their intentions, Kubaz expertise.
are able to speak Galactic Basic, though with a strong Darkvision. You have a keen eyesight, especially in
nasally accent. When interacting with other species, the dark. You can see in dim light within 120 feet of you
some Kubaz will share certain hand signals with non- as if it were bright light, and in darkness as if it were
Kubaz in order to ease communications. Obsessed dim light. You can't discern color in darkness, only
with tact and decorum, the Kubaz place a high shades of gray.
emphasis on the family unit and proper courtesies, Deft Hand. You have pro ciency in one of the
displaying truthfulness to a fault. Valuing art and following skills: Deception, Sleight of Hand, or Stealth.
literature with such vigor as to sometimes practice Keen Smell. You have advantage on Wisdom
smuggling of great works, the Kubaz do not nd such (Perception) checks that rely on smell.
pursuits to be wrong or unlawful. Due to their diet on Slicer. You have pro ciency with the Technology skill
Kubindi, the Kubaz have poor relations with sentient and the slicer's kit.
insectile species. Sunlight Sensitivity. You have disadvantage on
attack rolls and on Wisdom (Perception) checks that
NAMES rely on sight when you, the target of your attack, or
Kubaz names are usually dominated by harsher whatever you are trying to perceive is in direct sunlight.
sounds, but some names lean more melodic. Languages. You can speak, read, and write Galactic
Surnames are clan-based. Basic and Kubazian. Kubazian is comprised of a unique
Male Names. Shaf, Rizor, Duldril, Kurn, Schnaldiz series of whirring, nasally syllables, causing Kubaz to
Female Names. Zhanro, Dizi, Tavo, Agoz, Nuzrem have a high-pitched accent when speaking other
Surnames. Re, Eadzan, Hai, Khu'nar, Mairvuc, Va languages.

EXPANDED CONTENT | SPECIES


KUSHIBAN
VISUAL CHARACTERISTICS
Skin Color White to light gray
Typically white but varies based on
Hair Color
mood
Eye Color Typically blue, brown, or green
Distinctions Lagomorph, nimble, resilient

PHYSICAL CHARACTERISTICS
Height 2'11" +2d4"
Weight 35 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Kushibah
Language Kushiban KUSHIBAN TRAITS
As a Kushiban, you have the following special traits.
Ability Score Increase. Your Charisma score
increases by 2, and your Dexterity score increases by
1.
Age. Kushibans reach adulthood at 13 and live less
than a century.
Alignment. Kushibans' playful nature causes them to
tend toward chaotic light side, though there are
exceptions.
Size. Kushibans typically stand 3 and a half to 4 feet
tall and weigh around 40 lbs. Regardless of your
position in that range, your size is Small.
BIOLOGY AND APPEARANCE Speed. Your base walking speed is 25 feet.
Kushibans are four-limbed lagomorphs native to the Grovel, Cower, and Beg. As an action on your turn,
planet Kushibah. They are diminutive, unimposing, and you can cower pathetically to distract nearby foes. Until
typically weaker than most humanoids, but they are the end of your next turn, your allies gain advantage
also quite di cult to track due to their natural speed on attack rolls against enemies within 10 feet of you
and stealth. that can see you. Once you use this trait, you can't use
While Kushibans are quadrupeds, their forepaws are it again until you nish a short or long rest.
as manipulative as traditional hands. While Kushibans Hide. You have a thick hide. While you are
can walk on two legs, they typically run around on four unarmored or wearing light armor, your AC is 12 + your
feet since they can move signi cantly faster that way. Dexterity modi er. Additionally, your thick hide is
Kushibans are inherently cute and fuzzy, and more naturally adapted to cold climates, as described in
nefarious species often attempt to take them as slaves. chapter 5 of the Dungeon Master's Guide.
Kushibans are social and do not take well to slavery, Mask of the Wild. You can attempt to hide even
and they typically don't live long in solitude or captivity. when you are only lightly obscured by foliage, heavy
rain, falling snow, mist, and other natural phenomena.
SOCIETY AND CULTURE Nimble Agility. Your re exes and agility allow you to
Kushibans live in a simple, peacful society on the non- move with a burst of speed. When you move on your
industrialized, lush green planet of Kushibah in the turn in combat, you can double your speed until the
Outer Rim. Kushibans are typically kind a generous, end of the tum. Once you use this trait, you can't use it
with a playful sense of humor and a penchant for again until you move 0 feet on one of your turns.
practical jokes. However, if betrayed or angered, Stealthy. You are pro cient in the Stealth skill.
Kushibans can be cruel or vindictive, and they have Undersized. Your small stature makes it hard for
little patience for bullies, simpletons, and you to wield bigger weapons. You can't use heavy
misanthropes. 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
Kushiban names are a single word combining both property, you can only wield it in two hands.
their rst and familial names. Languages. You can speak, read, and write Galactic
Male Names. Cerlyk, Etyk, Mabbik, Tieko, Widdimur Basic and Kushiban. Kushiban has a bubbly, joyful tone
Female Names. Asani, Pritsi, Sibble, Mirax to it.

EXPANDED CONTENT | SPECIES


KYUZO
VISUAL CHARACTERISTICS
Green, ranging from lighter olive shades
Skin Color
to deep blue-green colors
Hair Color None
Eye Color Yellow
Compound or slit-pupiled eyes, dense
musculature, su er from respiratory
Distinctions
and vision problems in standard gravity
environments

PHYSICAL CHARACTERISTICS
Height 5'9" +2d8"
Weight 140 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Phatrong
Language Kyuzo

BIOLOGY AND APPEARANCE KYUZO TRAITS


A lanky, bipedal humanoid species, the Kyuzo originate As a Kyuzo, you have the following special traits.
on the gravity-heavy Outer Rim world of Phatrong. Ability Score Increase. Your Strength score
Kyuzo are tall and slender, though their appearance increases by 2, and your Intelligence score increases by
belies their strength and quickness. Due to the 1.
uncommon makeup of their homeworld's atmosphere, Age. Kyuzo reach adulthood in their late teens and
Kyuzo frequently wear corrective lenses and a highly live less than a century.
pressurized lter mask over their faces to protect their Alignment. Kyuzos' belief in justice and honor cause
sensitive respiratory systems and assist them in coping them to tend toward lawful balanced, though there are
with uncomfortable climates like galactic standard exceptions.
habitable environments. As well as causing respiratory Size. Kyuzo typically stand between 6 and 7 feet tall
and vision problems, exposure to such conditions and weigh around 170 lbs. Regardless of your position
causes a Kyuzo to become ill within in a short period of in that range, your size is Medium.
time, interfering with their ability to concentrate and Speed. Your base walking speed is 30 feet.
slowing them down. Darkvision. Your natural evolution allows you to see
what others do not in dim and dark conditions. You
SOCIETY AND CULTURE can see in dim light within 60 feet of you as if it were
A species known for its strong sense of justice and bright light, and in darkness as if it were dim light. You
honor, most Kyuzo regard oaths and contracts as can't discern color in darkness, only shades of gray.
unbreakable and many species seek them as Foreign Biology. Kyuzo struggle in atmospheres
mercenaries, law-enforcement personnel and bounty other than those of Phatrong. You wear a lter mask,
hunters. A highly political species, the Kyuzo developed and if your mask is removed while you are in such an
societies that span considerable geographical areas, environment, you lose consciousness.
and most identify as members of a particular country Long-Limbed. When you make a melee attack on
or region. Most major islands and continents on your turn, your reach for it is 5 feet greater than
Phatrong are their own political units, though they do normal.
form a loose confederacy. Strong-Legged. When you make a long jump, you
can cover a number of feet up to twice your Strength
NAMES score. When you make a high jump, you can leap a
Male names typically end in vowels, while female number of feet up into the air equal to 3 + twice your
names end in consonants. Surnames are based on Strength modi er.
region. Languages. You can speak, read, and write Galactic
Male Names. Drego, Embo, Khalu, Mhali, Zuvio Basic and Kyuzo. Kyuzo is characterized by short words
Female Names. Catras, Garing, Streehn, Turung and quick phrases. Kyuzo struggle with Galactic Basic
Surnames. Brihney, Ghall, Khambey, Maway, Vori as it is grammatically dissimilar to Kyuzo.

EXPANDED CONTENT | SPECIES


LANNIK
VISUAL CHARACTERISTICS
Blue, brown, green, orange, red, purple,
Skin Color
yellow, or gray
Hair Color Brown, gray, or white
Amber, blue, brown, gray, green, hazel,
Eye Color
purple, or red
Distinctions Downward-sloping, large ears

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Lannik
Language Lannik

LANNIK TRAITS
BIOLOGY AND APPEARANCE As a lannik, you have the following special traits.
Lannik are short, bipedal humanoids with droopy, long Ability Score Increase. Your Wisdom score
ears. Males and females are equally tall, although the increases by 2, and your Intelligence score increases by
latter have a considerably less strong complexity. Their 1.
species is, however, much more vigorous and resistant Age. Lanniks reach adulthood in their 100's and can
than what its size could suggest. A Lannik's skin tends live up to 900 years.
to be of colours similar to his or her eyes and hair. The Alignment. Despite the turbulence on their
species has evolved long pointy ears which allow them homeworld, Lanniks tend toward the light side, though
to hear better than human ears. there are exceptions.
Size. Lanniks typically stand 3 to 4 feet tall and rarely
SOCIETY AND CULTURE weigh more than 50 lbs. Regardless of your position in
The Lannik culture is apparently war loving, and that range, your size is Small.
Lanniks feel a great respect for warriors. At the same Speed. Your base walking speed is 25 feet.
time, though, they follow a strict centuries-old code of Closed Mind. Lanniks have a natural attunement for
honour. Lannik soldiers have the custom of tying all the Force, which makes them resistant to its powers.
their hair in a single topknot over their head. Their You have advantage on Wisdom and Charisma saving
species is one of erce warriors, whose abilities have throws against force powers.
developed ghting against terrible predators and other Force-Sensitive. You know the guidance at-will force
Lanniks in a long history of wars. Although many power. When you reach 3rd level, you learn and can
regard the Lannik as hotheaded and temperamental, cast the valor force power once per day. When you
they are quite fearless and clear-headed even in reach 5th level, you learn and can cast the force
combat, giving them the ability to think their way out of enlightenment force power once per day. Wisdom is
a dangerous situation. your forcecasting ability for these powers.
The Lannik do not show their thoughts through their Keen Hearing. You have advantage on Wisdom
facial expressions, and seem always angry to other (Perception) checks that rely on hearing.
species. They are also very stubborn, and are not likely Undersized. Your small stature makes it hard for
to change career once they chose it. Most males - and you to wield bigger weapons. You can't use heavy
many females - serve in the planetary militia, shields. Additionally, you can't use martial weapons
celebrating the species' past as a warrior species. Some with the two-handed property unless it also has the
take on o -world mercenary work. light property, and if a martial weapon has the versatile
property, you can only wield it in two hands.
NAMES Wisdom of the Elders. You are pro cient in the Lore
Lannik names are generally short. Lanniks don't often skill.
give out their surnames. Languages. You can speak, read, and write Galactic
Male Names. Minch, Oteg, Vandar, Yaddle, Yoda Basic and Lannik. Due to their large ears, the Lannik
Female Names. Giro, Lina, Penny, Vona, Zeya language is spoken softly, and it is considered insulting
Surnames. Bek, Kaz, Mon, Var, Zin to shout.

EXPANDED CONTENT | SPECIES


LASAT
VISUAL CHARACTERISTICS
Skin Color Grey or purple
Hair Color Purple or grey (with age)
Eye Color Green
Distinctions Impressive height, strength, and agility

PHYSICAL CHARACTERISTICS
Height 6'0" +2d12"
Weight 160 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Lira San
Language Lasat

BIOLOGY AND APPEARANCE


A humanoid sentient species, Lasats are notable for
their impressive height, strength, and agility, with their
muscular digitigrade legs enabling them to run faster,
jump higher and farther, and move more quietly than
humans. Their large nger pads and prehensile toes
assist them in climbing. In addition, their large eyes
and ears a ord them superior sight and hearing over
humans. They had the strength to open a powered- LASAT TRAITS
down blast door. A height of two meters tall was As a lasat, you have the following special traits.
considered below-average for a Lasat. Ability Score Increase. Your Strength score
increases by 2, and your Charisma score increases by
SOCIETY AND CULTURE 1.
Lasat society is held together by a long-standing oral Age. Lasats reach adulthood in their late teens and
tradition, featuring clever and stealthy heroes. Within live less than a century.
the species, those with ghting skills are highly Alignment. Lasat' honorable tendences cause them
respected, often being members of the Lasan High to tend toward lawful light side, though there are
Honor Guard, a group of highly trained, highly exceptions.
intelligent warriors sworn to protect their homeworld Size. Lasats tower over other species, averaging 7
of Lira San. Bo-ri es are a long-standing tradition in feet tall and weighing over 200 lbs. Regardless of your
Lasat culture, used exclusively by the Honor Guard of position in that range, your size is Medium.
Lasan. The warrior way of the Lasat is the Boosahn Speed. Your base walking speed is 30 feet.
Keeraw. When a Lasat is bested by a superior Bo-rifle Training. You have pro ciency with blaster
opponent in combat, they would give them their ri es, bo-ri es, and vibrosta s.
weapon. Climbing. You have a climbing speed of 30 feet.
Facial hair is an important status symbol in Lasat Darkvision. Your vision can easily cut through
culture. Those with green eyes and prominent purple darkness. You can see in dim light within 60 feet of you
stripes are considered to be attractive by others of as if it were bright light, and in darkness as if it were
their species. Juvenile Lasat are noted to climb tree dim light. You can't discern color in darkness, only
branches. shades of gray.
Keen Hearing and Sight. You have advantage on
NAMES Wisdom (Perception) checks that rely on hearing or
Lasat names tend to be melodic, with the occasionally sight.
harsh tone sprinkled in. Surnames are born by Powerful Build. Your carrying capacity and the
communities within Lasat culture rather than individual weight you can push, drag, or lift doubles. If it would
families. already double, it instead triples.
Male Names. Brob, Drim, Krus, Parred, Volares Languages. You can speak, read, and write Galactic
Female Names. Denazo, Gume, Hado, Zanisa Basic and Lasat, a language whose r's are di cult to
Surnames. Dragarr, Ellias, Krod, Roleb, Vuzan replicate by most other species.

EXPANDED CONTENT | SPECIES


LURMEN
VISUAL CHARACTERISTICS
Skin Color Black or gray
Hair Color Brown to gray
Eye Color Yellow or orange
Distinctions Prehensile tail and feet, furred body

PHYSICAL CHARACTERISTICS
Height 2'11" +2d4"
Weight 40 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Mygeeto, Maridun
Language Lurmese
LURMEN TRAITS
As a lurmen, you have the following special traits.
Ability Score Increase. Your Dexterity score
increases by 2, and your Wisdom score increases by 1.
BIOLOGY AND APPEARANCE Age. Lurmen reach adulthood in their late teens and
Lurmen's bodies are covered entirely in fur, which live less than 80 years.
range in color from a dark brown to a white-gray, Alignment. The paci stic nature of the lurmen
though they do wear garments. They can walk either causes them to be neutral light side, though there are
upright on their two legs, and can also use their arms exceptions.
and legs for faster movement. Many lurmen have the Size. Lurmen typically stand around 3 feet tall and
ability to roll themselves into a wheeled shape; this generally weigh about 45 lbs. Regardless of your
allows them to cover distances at great speed. They position in that range, your size is Small.
may have learned this ability from the native amani on Speed. Your base walking speed is 25 feet.
Maridun. Darkvision. You have a keen eyesight, especially in
the dark. You can see in dim light within 60 feet of you
SOCIETY AND CULTURE as if it were bright light, and in darkness as if it were
The lurmen use fallen seedpods from the giant trees as dim light. You can't discern color in darkness, only
shelter and home. Living near the trees proves too shades of gray.
dangerous, as the falling pods can be deadly. Instead, Natural Healer. You have pro ciency in the
the lurmen drag the pods into a clearing and use them Medicine and Nature skills, and the bioanalysis kit.
as huts. They also extract essential oils from the pods Prehensile Tail and Feet. You have supreme control
for nutrition and healing medicines. Most lurmen are over your tail and feet and can use them to manipulate
paci stic by nature and refuse to ght or run even in objects as well as your hands.
the face of death. They often will hide instead of using Rolling Agility. As a lurmen, you can run on all fours,
violence. As paci sts, they carry no weapons but carry or curl into a ball, to move quickly along the ground.
farming tools or ropes. The greatest native threat to When you move on your turn in combat, you can
the lurmen are the amani and the masti phalones, double your speed until the end of the tum. Once you
raptor-headed quadrupeds that hunted in groups. use this trait, you can't use it again until you move 0
However, even in defeating these beasts the lurmen feet on one of your turns.
attempt to remain true to their paci st ideals, and not Treeclimber. You have a climbing speed of 25 feet.
in ict any injury to the creatures. Instead, when You have advantage on Strength saving throws and
cornered by a masti phalone, an agile lurmen will try Strength (Athletics) checks that involve climbing.
to unbalance the creature by tying a rope around its Undersized. Your small stature makes it hard for
stout legs. 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
Lurmen names are sharp and made up of a single light property, and if a martial weapon has the versatile
syllable. Instead of surnames, lurmen are granted property, you can only wield it in two hands.
additional names based on their importance to the Languages. You can speak, read, and write Galactic
village. Common lurmen possess one name, with Basic and Lurmese. Lurmese is a name collectively
leaders having as many as four. given to the various tribal languages spoken by the
Male Names. Fee, Gatt, Nub, Shoo, Yup lurmen people. While each language is distinct, shared
Female Names. Kal, Laa, Shal, Vook, Yiit phrases allow translation between dialects.

EXPANDED CONTENT | SPECIES


MIRALUKA
VISUAL CHARACTERISTICS
Skin Color Pale to brown
Hair Color Black, brown, grey, or white
Eye Color None
Lack of physical eyes, inherent force
Distinctions
sight

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Alpheridies
Language Miralukese

BIOLOGY AND APPEARANCE


The Miraluka are a near-human species that di ers
from Humans in that they lack eyes, only retaining
vestigial eye sockets, and perceive the environment
around them through force sight instead of regular
vision. This vision is so strong that if a Miraluka looks
upon a Jedi or Sith, they can "see" Force radiating o
them. The strength of a Miraluka's connection to the
Force varies by individual. MIRALUKA TRAITS
As a miraluka, you have the following special traits.
SOCIETY AND CULTURE Ability Score Increase. Your Wisdom score
Miraluka are a thoughtful, cautious, and deliberative increases by 2, and your Charisma score increases
species. They have little interest in personal gain or by 1.
glory. For social reasons, Miraluka hide their Age. Miraluka reach adulthood in their late teens
appearance by wearing a headband, a mask, or similar and live less than a century.
concealing headwear. In addition all Miraluka are very Alignment. Miraluka believe in balance and thus
united by species. They call themselves "brothers" and tend toward no particular alignment. The best and
are considered as members of a great family. As a worst are found among them.
Force-using species, Miraluka are often quite shocked Size. Miraluka typically stand 5 to 6 feet tall and
if 'shown' life not connected to the Force. generally weigh about 150 lbs. Regardless of your
Many Miraluka worship two gods, Ashla and Bogan, position in that range, your size is Medium.
through the philosophy of the Greater Force. They do Speed. Your base walking speed is 30 feet.
not believe in good or evil, but were taught to accept Force-Sensitive. You know the mind trick at-will
both life and death. force power. When you reach 3rd level, you learn and
Miraluka Force-sensitives are an order of their own can cast the sanctuary force power once per day. When
called the Luka Sene. Academic in atmosphere and you reach 5th level, you learn and can cast the force
culture, the Luka Sene focus primarily on developing confusion power once per day. Wisdom or Charisma
the sense-related powers of their members. However, (your choice) is your forcecasting ability for these
unlike the Jedi, Sith and other traditions, the Luka Sene powers.
does not dictate a member's personal life. Force Sight. Miraluka perceive the environment
around them through use of the Force. You are
NAMES constantly under the e ects of the force power force
Miraluka names are generally two syllables. Miraluka sight, though the power does not require
don't use surnames, as they believe they are one concentration for you.
family. Languages. You can speak, read, and write Galactic
Male Names. Aakih, Pa l, Rikhor, Vociif, Xuwuth Basic and Miralukese.
Female Names. Auchaod, Favom, Mucem, Wilierth

EXPANDED CONTENT | SPECIES


MIRIALAN
VISUAL CHARACTERISTICS
Skin Color Green, olive, or yellow
Hair Color Black, blonde, brown, or red
Blue, green, violet, grey, red, yellow, or
Eye Color
orange
Distinctions Facial tattoos, exible and agile

PHYSICAL CHARACTERISTICS
Height 4'6" +2d10"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Mirial
Language Mirialan

BIOLOGY AND APPEARANCE


Mirialans are a near-human species native to the
planet Mirial. They have green to yellow skin and
tattoos on their faces. The Mirialans are known for
their spirituality and strong connection with the world
around them. Mirialans are very exible and agile,
making them fast and formidable foes.

SOCIETY AND CULTURE MIRIALAN TRAITS


The Mirialan people are deeply religious and practice a As a mirialan, you have the following special traits.
primitive understanding of the Force. They believe Ability Score Increase. Your Dexterity score
each individual's actions contribute to their destiny, increases by 2, and your Intelligence score increases by
building upon past successes and failures to drive 1.
them towards their fates. Within their belief system Age. Mirialan reach adulthood in their late teens and
was the view that individual actions ripple through the live less than a century.
Force, also a ecting the destiny of the species as a Alignment. Mirialans spiritual tendencies cause
whole. them to tend towards the light side, though there are
A Mirialan often places a unique, geometrically exceptions.
repeated tattoo on their face and hands to signify that Size. Mirialan typically stand 5 to 6 feet tall and
they have completed a certain test or task, or achieved weight 150 lbs. Regardless of your position in that
su cient aptitude for a certain skill. The number of range, your size is Medium.
tattoos often acts as a good indicator of how mature Speed. Your base walking speed is 35 feet.
and/or skilled a Mirialan was. Because the more Spiritual. You have pro ciency in Lore. Additionally,
markings brings about a form of status, Mirialan you are considered to have expertise in Intelligence
society is strati ed and allows the heavily marked (Lore) checks made to learn or recall something about
citizens to access greater opportunities. Despite its a culture's religion.
importance, most Mirialans do not know the entirety of Surprise Attack. If you surprise a creature and hit it
the tattoo lexicon due to its complexity. The interaction with an attack on your rst turn in combat, the attack
between placement and positioning of the shapes is deals an extra 2d6 damage to it. You can use this trait
incredibly subtle and changes their meaning greatly. only once per combat.
Unarmed Combatant. Your unarmed strikes deal
NAMES 1d4 kinetic damage. You can use your choice of your
Mirialan names are typically concise and rarely more Strength or Dexterity modi er for the attack and
than two syllables. Surnames are familial. damage rolls. You must use the same modi er for both
Male Names. Boca, Floha, Jemy, Puv, Choqa rolls.
Female Names. Buf, Ches, Kebe, Ovof, Shaqa Languages. You can speak, read, and write Galactic
Surnames. Acave, Ishakee, Kefvi, U ozi, Zoria Basic and Mirialan.

EXPANDED CONTENT | SPECIES


MUSTAFARIAN
VISUAL CHARACTERISTICS
Skin Color Gray
Hair Color None
Eye Color Black
Distinctions Extremophiles

PHYSICAL CHARACTERISTICS
Height 4'8" +2d12"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Mustafar
Language Mustafarian

MUSTAFARIAN TRAITS
As a mustafarian, you have the following special traits.
Ability Score Increase. Your Constitution score
increases by 2, and your Strength or Dexterity score
BIOLOGY AND APPEARANCE increases by 1.
Mustafarians are an insectoid species of sentients Age. Mustafarians reach adulthood in their late
native to the volcanic planet of Mustafar. They are teens and live about 80 years.
divided into two subspecies: the lanky northern Alignment. Mustafarians are usually judicious and
mustafarians, and the stocky southern mustafarians. value good work above all else, causing them to be
The southern mustafarians were notable for their lawful balanced, though there are exceptions.
greater strength, making them more suited to manual Size. Mustafarians stand between 5 and 7 feet tall
labor. Both subspecies shared many traits, particularly and weigh around 165 lbs. Regardless of your position
their hardened exoskeletons and leathery skin, which in that range, your size is Medium.
acclimated them to the extreme heat of their volcanic Speed. Your base walking speed is 30 feet. You
environment. ignore the strength property of heavy armor.
Darkvision. As an originally cave-dwelling species,
SOCIETY AND CULTURE your eyes are adapted to the dark. You can see in dim
Mustafarians evolved from arthropods living in the light within 60 feet of you as if it were bright light, and
slightly cooler hollows within dormant volcanoes on in darkness as if it were dim light. You can't discern
the surface of Mustafar. As a result of such close living, color in darkness, only shades of gray.
mustafarian culture is isolationist by nature, though Hide. You have a thick hide. While you are
they tolerate trade with other systems. Mustafar hosts unarmored or wearing light armor, your AC is 12 + your
scarce minerals and rare metals, making mustafarians Dexterity modi er.
an invaluable trade partner. Lava Dweller. Your body is well accustomed to
Native mustafarians rarely take sides when galactic extreme heat, giving you resistance to re damage.
con icts rage, instead preferring to keep to themselves Additionally, your thick hide is naturally adapted to hot
and control their own planet. They are daunting climates, as described in chapter 5 of the Dungeon
enemies when provoked, however. Master's Guide.
Refinery Specialist. You have pro ciency in your
NAMES choice of constructor's implements, scavenging kit, or
Mustafarian names are often inspired by displays of surveyor's implements. Additionally, whenever you
competency or bravery, such as recovering large make an Intelligence (Nature) check to identify a metal
quantities of rare minerals, or successfully taming a or mineral, you are considered to have expertise in the
lava ea. Their surnames are familial. Nature skill.
Male Names. Aumstrogh, Chivos, Ikt, Ulon Languages. You can speak, read, and write Galactic
Female Names. Altoa, Hailith, Saonji, Yura Basic and Mustafarian. Mustafarian consists of choppy
Surnames. Fal'co, Glost, Mensix, Nek'dem clicks and emphatic groans.

EXPANDED CONTENT | SPECIES


MUUN
VISUAL CHARACTERISTICS
Skin Color Light pink or white
Hair Color None
Eye Color Black or grey
Three hearts, long limbs,
Distinctions
elongated heads

PHYSICAL CHARACTERISTICS
Height 5'8" +2d10"
Weight 145 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Scipio
Language Muun

BIOLOGY AND APPEARANCE


Muuns are tall, gaunt humanoids with thin bodies, long
limbs, and elongated hairless heads. They typically
have pale pink or white skin, most likely derived from
their propensity for staying indoors. Muuns have tiny MUUN TRAITS
ears on the middle of the sides of their heads, at As a muun, you have the following special traits.
noses, and slim mouths which leads to a Ability Score Increase. Your Intelligence score
commonly nasally voice. increases by 2, and your Charisma score increases by
1.
SOCIETY AND CULTURE Age. Muuns reach adulthood in their late teens and
Muuns believe in tradition, with an established culture live an average of a century.
based on intelligence and merit. A class-based Alignment. Muuns' lawful culture nature causes
hierarchy, Muuns consider the the intellectual pursuits them to tend toward lawful balanced, though there are
— nanciers, lawyers, engineers, diplomats, scientists exceptions.
— as the highest levels of society. Muun culture, and Size. Muuns typically stand 6 and a half to 7 feet tall
life, revolves around economics and nance. Intense and weigh around 200 lbs. Regardless of your position
competition among coworkers encourages economic in that range, your size is Medium.
growth, increased productivity, and superior work Speed. Your base walking speed is 30 feet.
ethic. Muuns also have a fundamental respect for Finance Savvy. Muun share a keen business sense
justice, though they typically adhere to the letter of the and an ability to nd value where others don't.
law rather than the spirit. Whenever you make a Charisma (Persuasion) check
Since Muuns tend to shy away from ghting and involving nances you are considered to have expertise
physical pursuits, Muun society relies on alternative in the Persuasion skill.
means for their planet's protection, using vast nancial Long-Limbed. When you make a melee attack on
resources to purchase massive oating defense your turn, your reach for it is 5 feet greater than
platforms to defend their civilization from attack. normal.
Three Hearts. When you are reduced to 0 hit points
NAMES but not killed outright, you can drop to 1 hit point
Muun names are typically clear and concise, rarely instead. You can't use this feature again until you nish
containing more than two syllables, with familial a long rest.
surnames. Languages. You can speak, read, and write Galactic
Male Names. Clu, Hego, Nix, Pors, San Basic and Muun. The Muuns' admiration of
Female Names. Dax, Efra, Gil, Rel, Ter mathematics carries over into their language, which
Surnames. Card, Damask, Hill, Lesser, Tonith bares a striking resemblance to Binary.

EXPANDED CONTENT | SPECIES


NEIMOIDIAN
VISUAL CHARACTERISTICS
Skin Color Green-gray
Hair Color None
Eye Color Dark red or pink
Distinctions Horizontal pupils, noseless

PHYSICAL CHARACTERISTICS
Height 5'1" +2d10"
Weight 90 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Neimoidia
Language Pak Pak

BIOLOGY AND APPEARANCE


Neimoidians are distant genetic relatives of the duros
and retain many similarities to them, including basic
form, noseless faces, and green-blue skin (though
neimoidians tend to be grayer). Their eyes also have
pupils that split horizontally, and they are distinguished NEIMOIDIAN TRAITS
by small lumps on their foreheads and down-turned As a neimoidian, you have the following special traits.
mouths. Instead of noses, they have olfactory glands Ability Score Increase. Your Charisma score
underneath their eyes. These genetic di erences are increases by 2, and your Wisdom score increases by 1.
attributed to the distinct features of their homeworld, Age. Neimoidians reach adulthood in their 20s and
Neimoidia, including its gravity, which is markedly live about 150 years.
heavier than duro. Alignment. Neimoidians' greedy nature causes them
to tend toward the dark side, though there are
SOCIETY AND CULTURE exceptions.
Neimoidians spend their formative years as puny Size. Neimoidians typically stand around 6 feet tall
grubs in the communal hives of Neimoidia, until the and generally weigh about 135 lbs. Regardless of your
age of seven standard years. They are knowingly position in that range, your size is Medium.
neglected by being given limited amounts of food. This Speed. Your base walking speed is 30 feet.
way, the weaker individuals are weeded out, while the Darkvision. You can see in dim light within 60 feet of
most acquisitive grubs hoard more food than they can you as if it were bright light, and in darkness as if it
eat by themselves. Neimoidian education ensures the were dim light. You can't discern color in darkness,
survival of the greediest. Neimoidians place only shades of gray.
tremendous value on wealth and material possessions, Grovel, Cower, and Beg. As an action on your turn,
and would go to great lengths to gain money and you can cower pathetically to distract nearby foes. Until
power. This has resulted in a stereotype of neimoidians the end of your next turn, your allies gain advantage
being greedy and cowardly. While not all neimoidians on attack rolls against enemies within 10 feet of you
are easily intimidated, many prefer to avoid direct that can see you. Once you use this trait, you can't use
combat. it again until you nish a short or long rest.
Smooth Talker. You have pro ciency in Deception
NAMES and Persuasion.
Neimoidian names are usually short and easy to Wealthy. During character creation, you start with
pronounce, to make them more memorable to other additional credits equal to your level x your pro ciency
species that approach them as consumers. Their bonus x 1,000 cr.
surnames are familial. Languages. You can speak, read, and write Galactic
Male Names. Lok, Gap, Krinit, Mar, Nute Basic and Pak Pak. Pak Pak is often considered an
Female Names. Bu, Fia, Feza, Vissi elegant-sounding language by those who hear it. It
Surnames. Dod, How, Kethe, Preelli, Tuuk consists of husky sighs and guttural ululations.

EXPANDED CONTENT | SPECIES


NOGHRI
VISUAL CHARACTERISTICS
Skin Color Bluish-gray
Hair Color None
Eye Color Brown
Advanced olfactory senses, claws,
Distinctions
hunting prowess.

PHYSICAL CHARACTERISTICS
Height 4'5" +2d6"
Weight 115 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Honoghr
Language Honoghran

BIOLOGY AND APPEARANCE NOGHRI TRAITS


Noghri are a primitive humanoid species hailed from As a noghri, you have the following special traits.
the planet Honoghr with steely gray-blue skin that are Ability Score Increase. Your Dexterity score
renowned assassins. A natural gift for stealth and increases by 2, and your Strength score increases by 1.
hand-to-hand combat, Noghri are e cient killing Age. Noghri reach adulthood in their late teens and
machines with their rending claws and strong olfactory live less than a century.
sense that can often determine familial lineage. Their Alignment. Noghri's honorable society causes them
smaller size belies their ruthlessness and potent to tend toward a lawful alignment, though there are
hunting skills. exceptions.
Size. Noghri typically stand about 5 feet tall and
SOCIETY AND CULTURE weigh around 150 lbs. Regardless of your position in
Noghri culture relies heavily on honor, with society that range, your size is Medium.
being clan-based, revolving around the Dukha, a Speed. Your base walking speed is 30 feet.
community center in each village. The greatest Hunter. You are pro cient in Survival and Stealth.
strength of the Noghri stems from their loyalty and Keen Smell. You have advantage on Wisdom
secrecy; when a Noghri takes a job, they always ful ll it, (Perception) checks that rely on smell.
even if it would result in their death. As such, they Powerful Leap. If you jump at least 10 feet in a
make exceptional, albeit expensive bodyguards. straight line before hitting with a melee weapon attack,
Noghri are loathe to ght with weapons larger than you can attempt to trip the target prone as part of the
small daggers, believing combat to be a personal same attack. Once you use this trait, you can't use it
celebration to be sullied by use of heavier weapons. As again until you nish a short or long rest.
such, it is rare (though not impossible) to see a Noghri Strong-Legged. When you make a long jump, you
wielding a weapon larger than their forearm. can cover a number of feet up to twice your Strength
Each Noghri clan village centers around the Dukha, score. When you make a high jump, you can leap a
with each clan being led by a Dynast. The Dukha is number of feet up into the air equal to 3 + twice your
inhabited by the clan's Maitrakh, who functions as the Strength modi er.
storyteller, spiritual leader, and lore keep of the clan. Unarmed Combatant. Your unarmed strikes deal
1d4 kinetic damage. You can use your choice of your
NAMES Strength or Dexterity modi er for the attack and
Noghri names vary from short to long, with female damage rolls. You must use the same modi er for both
names being typically softer. Surnames are clan-based. rolls.
Male Names. Cakhmaim, Ezrakh, Khabarakh, Rukh Languages. You can speak, read, and write Galactic
Female Names. Cilnaas, Edvir, Kahr'corvh, Meewalh Basic and Honorghran. Honorghran is characterized by
Surnames. Bakh'tor, Eikh'mir, Hakh'khar, Khim'bar its scratchy, gutteral sounds.

EXPANDED CONTENT | SPECIES


ORTOLAN
VISUAL CHARACTERISTICS
Skin Color Light colors
Hair Color Light colors
Eye Color Yellow
Stocky builds, trunklike noses, oppy
Distinctions
ears, small mouths, brightly dyed fur

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Orto
Language Ortolan

ORTOLAN TRAITS
BIOLOGY AND APPEARANCE As an ortolan, you have the following special traits.
Ortolans are squat, heavily-built humanoid bipeds with Ability Score Increase. Your Intelligence score
long, trunklike noses and beady black eyes. They increases by 2, and your Charisma score increases by
possess oppy ears, which are extremely sensitive to 1.
sound waves. They have two hands, each ending in Age. Ortolans are considered adults at the age of
four chubby ngers and a thumb, which is not seven and typically live less than a century.
opposable. A thick, baggy hide covered in fuzz Alignment. Ortolans' love of food and music causes
resembling velvet hangs o of the Ortolan body. them to tend toward chaotic light side, though there
Ortolans have a keen sense of smell to help them are exceptions.
forage for food. In fact, they are handicapped in their Size. Ortolans stand around 3 to 4 feet tall and weigh
business a airs by their attachment to food, about 55 lbs. Regardless of your position in that range,
sometimes accepting otherwise unfavorable contracts your size is Small.
when promised enough to eat. Their twin obsessions Speed. Your base walking speed is 25 feet.
are food and music; o world, many Ortolans nd Foragers. Whenever you make a Wisdom (Survival)
success as chefs or musicians. check to forage for food you are considered to have
expertise in the Survival skill.
SOCIETY AND CULTURE Grovel, Cower, and Beg. As an action on your turn,
Ortolan society is reasonably industrialised, though not you can cower pathetically to distract nearby foes. Until
as technologically advanced as other species. Despite the end of your next turn, your allies gain advantage
this, their economy is mostly based on barter, with on attack rolls against enemies within 10 feet of you
credits primarily used to trade with o worlders. that can see you. Once you use this trait, you can't use
Education is the responsibility of their parents, though it again until you nish a short or long rest.
gifted youngsters are often traded to other families to Hide. Your thick hide is naturally adapted to cold
get specialized education. climates, as described in chapter 5 of the Dungeon
While most Ortolans appear to have blue skin, Master's Guide.
Ortolans are actually covered in short velvety fur which Keen Hearing and Smell. You have advantage on
they often dyed in bright colors, most often blue and Wisdom (Perception) checks that involve hearing or
pink. This tradition began when a Devaronian trader smell.
tried to sell Ortolans a shipment of food dyes—they Musical. You have pro ciency in Performance and
considered dyeing their food a waste of time, but one musical instrument of your choice.
found dyed fur to be quite stylish. 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
Ortolan names are generally short with big sounds. with the two-handed property unless it also has the
Female names are typically softer. Surnames are light property, and if a martial weapon has the versatile
familial. property, you can only wield it in two hands.
Male names. Donmb, Hegh, Nax, Parm, Teeb Languages. You can speak, read, and write Galactic
Female names. Bedla, Folfe, Nelni, Pho , Sallo Basic and Ortolan. Ortolan is characterized by its
Surnames. Bigek, Lubum, Nad, Rojool, Somo grunts and hoots.

EXPANDED CONTENT | SPECIES


PA'LOWICK
Visual Characteristics
Skin Color Generally tan and greenish hues
Hair Color None
Eye Color Green, blue, gray, red-orange
Distinctions Long snout, bulbous body on thin legs

Physical Charicteristics
Height 4'6" +2d6"
Weight 65 lbs. x(2d4) lb.

Sociocultural Charicteristics PA'LOWICK TRAITS


Homeworld Lowick As a pa'lowick, you have the following special traits:
Language Lowickese
Ability Score Increase. Your Dexterity score
increases by 2, and your Charisma score increases by
1.
Age. Pa'lowick reach adulthood in their late teens
and live about 75 years.
Alignment. Pa'lowick enjoy a raucous good time,
causing them to tend toward chaotic light side, though
there are exceptions.
BIOLOGY AND APPEARANCE Size. Pa'lowick stand about 5 feet tall, and weigh
The pa'lowick are a species of humanoid amphibians approximately 100 lbs. Regardless of your position in
who live in the coastal salt marshes of Lowick. They that range, your size is Medium.
have compact but rotund midsections that top a pair of Speed. Your base walking speed is 30 feet.
long, spindly legs ending in anisodactylic feet—three Hold Breath. Pa'lowick have a great lung capacity
toes pointing forward, one back. This con guration, and can hold their breath for up to 15 minutes at a
combined with their powerful lungs, enabled them to time.
swim. Proud Performer. Pa'lowick are best known for the
The most prominent feature of pa'lowick physiology energy they can bring to a singing performance.
is their prehensile snout, which ends in a pair of pouty, Whenever you make a Charisma (Performance) check
human-like lips. Pa'lowick are also born with sharp involving singing, you are considered to have expertise
tusks, which some lose by middle age. in the Performance skill.
Snout. You have supreme control over your snout
SOCIETY AND CULTURE and can use it to manipulate objects as well as your
Pa'lowick live in large, independent communities with a hands. Additionally, your snout is a natural weapon,
feudal system of government. Many pa'lowick become which you can use to make unarmed strikes. If you hit
shers or hunters, as their biology allows. with it, you deal 1d4 + your Strength modi er kinetic
Songs and stories are the most treasured aspect of damage.
pa'lowick culture. Pa'lowick music runs the gamut of Sonic Scream. As an action, you can violently expel
genres and subjects, although religious music is air in a 15-foot cone. When you do so, each creature in
particularly common. Cultural heritage, such as history, the area of the exhalation must make a Wisdom saving
genealogy, and parables, is largely passed down orally. throw (DC = 8 + your pro ciency bonus + your
Every Pa'lowick community has a dedicated storyteller; Constitution modi er). A creature takes 2d6 sonic
the esteem a orded this individual makes the position damage on a failed save, and half as much damage on
a coveted one. Large lungs make the Pa'lowick hearty a successful one. The damage increases to 4d6 at 5th
singers and a ords at least some members of the level, 6d6 at 11th level, and 8d6 at 17th level. This
species the ability to scream loudly and disarm ability has no e ect on constructs. You can use this
opponents in combat. feature a number of times equal to your Constitution
modi er (a minimum of once). You regain one use of
NAMES this feature when you nish a long rest.
Pa'lowick names tend to grow longer as the family tree Swim. You have a swimming speed of 30 feet.
grows older, with each generation adding a few Languages. You can speak, read, and write Galactic
syllables they are fond of. Basic and Lowickese. Lowickese requires the user to
Male Names. Loran, Jelanto, Neeamesh, Samoos purse their lips and blow air, and is considered
Female Names. Larisselle, Rensilla, Sy, Tripika amusing by other species.
Surnames. Chatrunis, Dym, Geeci, Snootles

EXPANDED CONTENT | SPECIES


PATROLIAN
VISUAL CHARACTERISTICS
Skin Color Blue-purple to green
Hair Color None
Eye Color Light to dark red
Distinctions Fin-like limbs, pastel-color scales

PHYSICAL CHARACTERISTICS
Height 2'8" +2d4"
Weight 35 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Patrolia
Language Patrolian

PATROLIAN TRAITS
As a patrolian, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Intelligence score
Patrolians are sh-like in appearance, covered in pale, increases by 2, and your Dexterity or Charisma score
pastel-colored scales and possessing numerous ns on increases by 1.
their long limbs and face, as well as a notable dorsal n Age. Patrolians reach adulthood in their late teens
which often require modi ed clothing to and live less than a century.
accommodate. Alignment. Patrolians' greedy, scheming nature
Thanks to their gills, patrolians are perfectly causes them to tend toward the dark side, though
comfortable breathing underwater as well as on land, there are exceptions.
and their physiology is also notoriously resistant to Size. Patrolians typically stand just over 3 feet tall
electric shocks—both likely throwbacks to evolution on and generally weigh about 40 lbs. Regardless of your
their native homeworld of Patrolia. position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
SOCIETY AND CULTURE Amphibious. You can breathe air and water.
Patrolians are a notably innovative and resourceful Conniving. You have pro ciency in Deception or
species, and many of their number have found their Stealth (your choice).
way into roles in the construction, maintenance and Darkvision. Accustomed to life underwater, you
sale of technology. have superior vision in low light conditions. You can
Unfortunately, patrolians tend to pursue these see in dim light within 60 feet of you as if it were bright
businesses in a shady manner, and most tend to light, and in darkness as if it were dim light. You can't
operate such ventures in the criminal underworld, discern color in darkness, only shades of gray.
working as bounty hunters, thieves, fences, slicers and Electrical Resistance. Patrolians are notably capable
other such technically-demanding criminal roles. of shrugging o electricity. You have resistance to
This inclination towards crime stems from their lightning damage.
homeworld, which is perpetually stalled in a state of Specialist. You have pro ciency in one specialist's kit
economic decay due to wartime. With the advent of of your choice.
multiple wars fought in the system, di erent armies Swim. You have a swimming speed of 25 feet.
continue to see the aquatic world as a strategic Technician. You are pro cient in the Technology
bulwark in the region. Because of this, patrolians have skill.
to nd work not only o -world, but typically in elds Undersized. Your small stature makes it hard for
not falling under governmental purview; unfortunately, you to wield bigger weapons. You can't use heavy
criminal activities are the most common path. 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
Patrolian names are usually multisyllabic and sing- property, you can only wield it in two hands.
songy with lots of open vowels and few fricatives. Languages. You can speak, read, and write Galactic
Patrolians are not known to use family names or other Basic and Patrolian. Patrolian is a high-energy
surnames. language, consisting mostly of gurgles and skittish
Male Names. Dalladu, Feddi, Nogagai, Teconica vocalizations. Patrolian, even when spoken on land,
Female Names. Kakeda, Machibido, Rinimma, Talla sounds like it's being spoken underwater.

EXPANDED CONTENT | SPECIES


PAU'AN
VISUAL CHARACTERISTICS
Skin Color Gray or white
Hair Color None
Eye Color Black or silver
Red eye sockets, pinstriped skin, long
Distinctions
lifespan, jagged teeth

PHYSICAL CHARACTERISTICS
Height 5'0" +2d10"
Weight 120 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Utapau
Language Utapese

BIOLOGY AND APPEARANCE


Pau'ans have large, sunken black eyes in red eye PAU'AN TRAITS
sockets and jagged, fang-like teeth used for tearing As a pau'an, you have the following special traits.
into raw meat, as they are carnivores. The species has Ability Score Increase. Your Wisdom score
pale, wrinkled skin, due to the fact that they lived in the increases by 2, and your Constitution score increases
sinkholes of Utapau, giving them limited access to light. by 1.
These traits cause some to view them as frightening. Age. Pau'ans reach adulthood in their 30's and have
However, Pau'ans as a society are generally friendly, been known to live up to 700 years old.
and are happy to welcome guests to their often Alignment. Pau'ans' commanding presence, yet
overlooked world. Pau'ans have long lifespans, living friendly and kind nature, cause them to tend to be
up to 700 years, much longer than the Utai. This lawful light side, though there are exceptions.
earned them the nickname of "Ancients". Size. Pau'ans typically stand between 6 and 7 feet
tall and generally weigh about 150 lbs. Regardless of
SOCIETY AND CULTURE your position in that range, your size is Medium.
Pau'ans ful ll most of the governmental and Speed. Your base walking speed is 30 feet.
administrative duties on Utapau, as the utai do not Authoritative. You have pro ciency in Persuasion or
desire such work, serving as laborers instead. Most Intimidation (your choice).
pau'ans served as leaders early in their lives, often Cultured. You have pro ciency in the Lore skill.
managing teams of Utai laborers. This gives them Darkvision. You have a keen eyesight, especially in
experience that will be used later in their lives. Pau'ans the dark. You can see in dim light within 120 feet of you
are kind leaders, and sympathetic to their as if it were bright light, and in darkness as if it were
subordinates. Each city on Utapau is controlled by a dim light. You can't discern color in darkness, only
Master of Port Administration, a hereditary title shades of gray.
reserved for pau'ans. These administrators are Hypersensitive Hearing. Pau'ans possess incredibly
assisted by advisory councils for making important receptive hearing, often to their detriment, so you wear
decisions about their city, and each administrator special covers on your ears. Whenever you make a
serves on the Utapauan Committee and oversees Wisdom (Perception) check involving hearing, you are
planetary governance. However, the committee rarely considered to have expertise in the Perception skill, but
makes crucial decisions, as the cities are able to if your hearing aids are removed, you have
function on their own most of the time. disadvantage on saving throws against e ects that
would deal sonic damage.
NAMES Vigilant. You can choose to have advantage on your
Pau'an names are fairly simple, and generally melodic. next Initiative check. Once you use this trait, you can't
Surnames are familial. use it again until you nish a short or long rest.
Male Names. Kernul, Sivrol, Tar, Vizun, Yal, Zeolbud Languages. You can speak, read, and write Galactic
Female Names. Cas, Jevoh, Nesim, Sizil, Ten, Yofan Basic and Utapese. Utapese is characterized by its
Surnames. Gesat, Kluneln, Nom, Vley, Voy, Zet rigid, yet melodic sound.

EXPANDED CONTENT | SPECIES


PYKE
VISUAL CHARACTERISTICS
Skin Color Gray or green
Hair Color None
Eye Color Blue, magenta, or purple
Elongated, tapered skull with an
Distinctions
undersized face

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Oba Diah
Language Pyke

BIOLOGY AND APPEARANCE


A sentient species, the pykes are humanoid, although
slimmer and taller than most humans. They have two
long, lanky legs, and two arms that end in three-
ngered hands. Their heads are large and elongated,
with a tapered skull and an undersized face, a feature
which some other species nd unsettling. Pykes had PYKE TRAITS
two narrow, almond-shaped eyes which could be As a pyke, you have the following special traits.
magenta or blue in color. Ability Score Increase. Your Charisma score
increases by 2, and your Intelligence score increases by
SOCIETY AND CULTURE 1.
Pykes hail from Oba Diah, a terrestrial planet marked Age. Pykes reach adulthood in their late teens and
by obsidian cli s. Visitors to Oba Diah view both the live less than a century.
population and terrain as unwelcoming. The pyke Alignment. Due to their underhanded nature, Pykes
homeworld serves as the headquarters of the Pyke tend toward the dark side, though there are
Syndicate, a criminal dealership within the Spice Cartel exceptions.
that operates in the criminal underworld distributing Size. Pykes typically stand 6 to 6 and a half feet tall
spice, an illicit substance harvested by slaves in the and generally weigh about 155 lbs. Regardless of your
spice mines of the planet Kessel. To deliver spice to position in that range, your size is Medium.
their customers, such as crime families on Coruscant, Speed. Your base walking speed is 30 feet.
the Pyke Syndicate relies on smugglers and freighter Long-Limbed. When you make a melee attack on
captains to complete the dangerous Kessel Run. The your turn, your reach for it is 5 feet greater than
Pyke Syndicate almost completely controls the normal.
production of raw spice in the galaxy, while Mercantile. You have pro ciency in one of the
maintaining tentative alliances with other criminal following skills of your choice: Deception, Persuasion,
organizations throughout the galaxy, such as the Black or Intimidation.
Sun and the Crimson Dawn. Notorious Slavers. Whenever you make an ability
check related to the buying, selling, or controlling of
NAMES slaves, you are considered pro cient in the check. If
Pyke names are often in uenced by naming you would already be pro cient, you instead have
conventions of other species, with their rarely-used expertise.
surnames being familial. Spicer. You are pro cient in spicer's kit.
Male Names. Dor, Eife, Qalo, Thok, Zret Languages. You can speak, read, and write Galactic
Female Names. Gali, Taela, Shethni, Vent, Zeeren Basic and Pyke. The Pyke language is characterized by
Surnames. Kemtol, Nek, Pyke, Safet, Welkor its multisyllable grunts.

EXPANDED CONTENT | SPECIES


QUARREN
VISUAL CHARACTERISTICS
Skin Color Orange, pink, purple, or red
Hair Color None
Eye Color Blue or green
Four tentacles that protrude from their
jaws, nned or suction-cup tipped
Distinctions
ngers, able to spit out clouds of ink in
defense

PHYSICAL CHARACTERISTICS
Height 4'9" +2d10"
Weight 105 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Mon Cala
Language Quarrenese

QUARREN TRAITS
BIOLOGY AND APPEARANCE As a quarren, you have the following special traits.
The Quarren are squid-like with four facial tentacles Ability Score Increase. Your Constitution score
which protrude from their lower jaw. They have a pair increases by 2, and your Wisdom score increases by 1.
of deep, turquoise eyes and nned hands with suction- Age. Quarren reach adulthood in their late teens and
tipped ngers. As an amphibious species, they are live less than a century.
strong swimmers. They are also bipedal beings that Alignment. Quarren desire for equal rights causes
can walk and sit upright. In the two long protrusions them to tend toward balanced, though there are
that extended from either side of their faces, Quarren exceptions.
have gill-like structures that are actually hearing Size. Quarren typically stand between 5 and 6 feet
organs. The Quarren are also capable of spitting out tall and weigh about 160 lbs. Regardless of your
clouds of ink as a defensive measure. position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
SOCIETY AND CULTURE Amphibious. You can breathe air and water.
Quarren are a very self-centered and proud species, Climb. You have a climbing speed of 30 feet.
almost to the point of being xenophobic, would Darkvision. You can see in dim light within 60 feet of
coincides with their isolationist behavior. Quarren nd you as if it were bright light, and in darkness as if it
Humans to be very crude beings and think Galactic were dim light. You can't discern color in darkness,
Basic to be very cumbersome and unsuitable for only shades of gray.
speech. The Quarren instead speak their native Ink Cloud. As an action, you can expel ink in a 10-
language more frequently. foot cone. When you do so, each creature in the area
The Quarren are conservative and practical in their of the exhalation must make a Constitution saving
thinking, yet they reminisce more than they look to the throw (DC = 8 + your pro ciency bonus + your
future. The Quarren are isolationist, preferring to stay Constitution modi er). On a failed save, a creature is
in the depths of the oceans of their homeworld. blinded until the end of its next turn. This ability has no
However, some Quarren make their living in the galaxy e ect on constructs. You can use this feature a number
as business managers and accountants. The Quarren of times equal to your Constitution modi er (a
diligently mine metal ore from the deepest parts of the minimum of once). You regain one use of this feature
ocean, where they live deep beneath the waves. Their when you nish a long rest.
cities stretch far below the surface. Keen Hearing. You have advantage on Wisdom
(Perception) checks that rely on hearing.
NAMES Swim. You have a swimming speed of 30 feet.
Quarren names are typically harsh. Male and female Languages. You can speak, read, and write Galactic
names do not signi cantly deviate. Surnames are Basic and Quarrenese. The Quarrenese language is
familial. characterized by its garbled nature that evokes an
Names. Bagker, Jujon, Kibkyl, Qiockish, Yuntoz image of speaking underwater.
Surnames. Chobnek, Geeckol, Nukranx, Tsastanx

EXPANDED CONTENT | SPECIES


RAKATA
VISUAL CHARACTERISTICS
Skin Color Blue, green, grey, or red
Hair Color None
Eye Color Blue, brown, gold, or yellow
Horizontal eye stalks, vertical blade
Distinctions
shaped head, tridactyl hands

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

SOCIOCULTURAL CHARACTERISTICS RAKATA TRAITS


Homeworld Lehon As a rakata, you have the following special traits.
Language Rakata
Ability Score Increase. Your Strength score
increases by 2, and your Intelligence score increases by
1.
Age. Rakata reach adulthoood by 20 and rarely live
longer than 90 years.
Alignment. Rakata's propensity towards war and
aggression cause them to tend toward lawful dark side,
BIOLOGY AND APPEARANCE though there are exceptions.
In appearance, rakata are smooth skinned amphibian- Size. Rakata typically stand between 6 and 7 feet tall
like humanoids that had tall craniums along with eyes and weigh around 180 lbs. Regardless of your position
that protruded from each side of their heads on short in that range, your size is Medium.
stalks. These bipedal beings have three digit hands that Speed. Your base walking speed is 30 feet.
are tipped with claws for digging through packed dirt. Adaptive Resilience. Prolongued use of technology
As a species, they are uniformly lean and tall; while allows rakata to readily adapt to its e ects. You have
most rakata have a similar height and weight, females advantage on Strength and Constitution saving throws
tend to be more slender than males, though just as tall. against tech powers.
Rakata are primarily carnivorous, likely stemming from Amphibious. You can breathe air and water.
the fact that they are cannibalistic, often making a meal Cannibalize. If you spend at least 1 minute
of other species. devouring the corpse of a beast or humanoid, you gain
Long term abuse of the Force in their society, temporary hit points equal to your Constitution
exacerbated by a plague, culled the rakata's ability to modi er. Once you've used this feature, you must
sense the Force. complete a short or long rest before you can use it
again.
SOCIETY AND CULTURE Claws. Your claws are a natural weapon, which you
Rakatan technology and structures hold the unique can use to make unarmed strikes. If you hit with them,
property of blending with the Force, creating powerful you deal kinetic damage equal to 1d6 + your Strength
and long-lasting monuments that are almost modi er.
impossibly to replicate. Rakatan society is devoted to Darkvision. You have a keen eyesight, especially in
conquering and enslaving those they deem weak. At the dark. You can see in dim light within 60 feet of you
the height of its power, the Rakatan In nite Empire had as if it were bright light, and in darkness as if it were
conquered and enslaved dozens of worlds. They would dim light. You can't discern color in darkness, only
strip entire planets of their resources and then shades of gray.
terraform them to t their own needs. Force-Insensitive. While rakata can be manipulated
After a plague ravaged their civilization and caused by many force powers, they can not sense the Force.
the fall of the In nite Empire, rakata broke o into You can not use force powers or take levels in
smaller tribes rather than a uni ed organization. forcecasting classes.
Despite their newfound tribal nature, rakata retained Swim. You have a swimming speed of 30 feet.
their ability to quickly adapt to and appropriate Technician. You are pro cient in the Technology
technology. skill.
Languages. You can speak, read, and write Galactic
NAMES Basic and Rakata. Rakata is characterized by its deep
Rakatan names do not distinguish by gender, and they tones and simplistic nature, using mainly consonants
do not use surnames. and long vowels. It's script seems to be a very ancient
Names. Ceh'let, Orsaa, Skal'nas, Soa, Tul'kar form of Galactic Basic.

EXPANDED CONTENT | SPECIES


RATTATAKI
VISUAL CHARACTERISTICS
Skin Color Chalk-white
Hair Color Brown, grey or white
Eye Color Grey or white
Near-human features, white skin,
Distinctions
usually with a bald head, often tattooed

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Rattatak
Language Rattataki

BIOLOGY AND APPEARANCE


The Rattataki are a near-human species characterized
by their nimble movements, chalk-white skin and oft-
bald heads. Virtually isolated from the rest of the
galaxy, the Rattataki developed a violent society on
their home planet of Rattatak, which involves extensive
gladiatorial combat.

SOCIETY AND CULTURE RATTATAKI TRAITS


While most other inhabitants of Rattatak came from As a rattataki, you have the following special traits.
the Unknown Regions, there are a signi cant number Ability Score Increase. Your Wisdom score
of o -worlder mercenaries who come to Rattatak from increases by 2, and your Dexterity or Intelligence score
time to time, likely to view or participate in gladiatorial increases by 1.
combat, only to be stranded there permanently. The Age. Rattataki reach adulthood in their late teens
remarkably harsh conditions on the planet nearly and live less than a century.
drove its population to extinction. For eons, the Alignment. Rattataki are self-serving and violent
Rattataki constantly battled amongst themselves and which causes them to tend toward the dark side,
their fellow inhabitants (represented primarily by though there are exceptions.
Humans, Zabraks, Siniteens, Vollick, and Weequay) Size. Rattataki typically stand about 5 and a half feet
over the planet's limited resources. Despite being tall and weigh 140 lbs. Regardless of your position in
nearly completely isolated from the outside galaxy, the that range, your size is Medium.
Rattataki displayed remarkable initiative and Speed. Your base walking speed is 35 feet.
continually created new ways to kill each other. Acrobatic. You have pro ciency in Acrobatics.
Rattataki culture is bloody and unforgiving. Intimidating. You have pro ciency in Intimidation.
Punishment for even the smallest crimes is Surprise Attack. If you surprise a creature and hit it
unnecessarily harsh, which does little to quell that with an attack on your rst turn in combat, the attack
behavior. In fact, Rattataki who are known to commit deals an extra 2d6 damage to it. You can use this trait
crimes without being caught are celebrated. only once per combat.
Unarmed Combatant. Your unarmed strikes deal
NAMES 1d4 kinetic damage. You can use your choice of your
Rattataki names are harsh sounding and short. Strength or Dexterity modi er for the attack and
Surnames are familial, though many Rattataki abandon damage rolls. You must use the same modi er for both
them in favor of self-aggrandizing titles. rolls.
Male Names. Aidus, Charnagus, Karok, Veran Languages. You can speak, read, and write Galactic
Female Names. Amaran, Kassien, Silas, Sraja, Vol Basic and Rattataki. Rattataki is known for have an
Surnames. Anjek, Danvik, Degger, Kolla, Venkorr inordinate amount of curses.

EXPANDED CONTENT | SPECIES


RISHII
VISUAL CHARACTERISTICS
Skin Color Yellow
Hair Color Brown or white
Eye Color Brown or yellow
Sound mimicry, enhanced hearing and
Distinctions
sight

PHYSICAL CHARACTERISTICS
Height 4'2" +2d12"
Weight 60 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Rishi
Language Rishii

BIOLOGY AND APPEARANCE


Rishii are a sentient, avian species of carnivores which
possess two legs ending in four-toed feet, two arms, a
tail, and a head. The species' two arms consist of
feathered wings ending in nimble humanoid hands,
capable of manipulating tools. The wings grant the
Rishii the ability to y at great speeds, which is their
method of travel equivalent to running in land-based
species. A Rishii's head contained a beak between two RISHII TRAITS
yellow eyes framed by a large brow. Rishii were As a rishii, you have the following special traits.
capable of mimicking anything said to them perfectly, Ability Score Increase. Your Dexterity score
and also possessed extremely strong senses, increases by 2, and your Constitution score increases
particularly hearing and sight. by 1.
Age. Rishii reach adulthood at 10 and generally live
SOCIETY AND CULTURE no longer than 60 years.
Native to the planet Rishi, the Rishii live in loose Alignment. Rishii tend toward no particular
primitive tribes, known as nests, clustered high upon alignment. The best and worst are found among them.
the planet's mountains, away from the hot and humid Size. Rishii range from 4 to 6 feet tall and generally
lowland swamps. Each nest consists of a small number weigh less than 130 lbs. Regardless of your position in
of family units led by a chieftain, with neighbouring that range, your size is Medium.
nests respecting each others territories and living in Speed. Your base walking speed is 30 feet.
harmony. This peaceful and accepting attitude goes Flight. You have a ying speed equal to your walking
beyond just other Rishii and was extended to all speed. While wearing medium or heavy armor, your
neighbours of a nest, including the many other species ying speed is reduced by half.
who colonise the lowlands of Rishi. Due to the Keen Hearing and Sight. You have advantage on
unfavorable conditions found in the lowlands, the Wisdom (Perception) checks that rely on hearing or
native avians do not understand the o -worlders' sight.
choice to live there, but were not opposed to their Mimicry. You can mimic sounds you have heard,
presence. including voices. A creature that hears the sounds you
make can tell they are imitations with a successful
NAMES Wisdom (Insight) check opposed by your Charisma
As with much of their speech, Rishii names include (Deception) check.
clicks, trills, and whistles to the point that other Languages. You can speak, read, and write Galactic
peoples have a di cult time pronouncing them. Basic and Rishii. Rishii's clicks, trills, and whistles are
Typically, a name has two to four syllables with the di cult for outsiders to learn without the aid of a
sounds acting as connectors. Rishii names do not vary protocol droid, and so Rishii often feel comfortable
based on gender. Rishii are responsive to nicknames speaking to eachother in the language in front of
given by outsiders. others.

EXPANDED CONTENT | SPECIES


RYN
VISUAL CHARACTERISTICS
Skin Color Blue, black, green, purple
Hair Color Light brown to white
Eye Color Amber, blue, brown, or green
Distinctions Long tails, beak-like noses

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
Language Ryn

BIOLOGY AND APPEARANCE


Their homeworld long lost from memory and time, the
ryn are a humanoid race of musicians, vagabonds and RYN TRAITS
travelers. The ryn's bodies are covered in soft, short As a ryn, you have the following special traits.
fur, with a head of white hair which is matched by a Ability Score Increase. Your Intelligence or
tuft of hair at the end of their long prehensile tails, Charisma score increases by 2, and your Dexterity
excellent for grasping things. Very uniquely ryn in score increases by 1.
nature, are their beak-like noses that contain uted Age. Ryn reach adulthood in their early teens and
holes. These holes allow the ryn to play their 'beaks' live about 80 years.
like utes. This talent has been used to communicate Alignment. Ryn's superstitious and solitary nature
between ryn and has uniquely been observed in causes them to tend toward balanced alignments,
communication with droids. though there are exceptions.
Size. Ryn typically stand 4 and a half to 6 feet tall and
SOCIETY AND CULTURE generally weigh about 120 lbs. Regardless of your
Wanderlust consumes the ryn. The ryn are a nomadic position in that range, your size is Medium.
species, their original homeworld forgotten, even to Speed. Your base walking speed is 30 feet.
them. They cannot abide con nement and constraint, Con Artist. You have pro ciency in one gaming set
and they itch to move on shortly after they arrive in a of your choice.
new place. Due to their homelessness, musical talent, Darkvision. You can see in dim light within 60 feet of
natural secrecy, and avoidance of written records, ryn you as if it were bright light, and in darkness as if it
developed a nomadic culture and a reputation for were dim light. You can't discern color in darkness,
con dence games, leaving many species prejudiced only shades of gray.
against them. In some sectors it is legal to enslave or Divination. Whether through mystical divination or
hunt ryn. Their language is outlawed in many locations, sheer luck, you can turn failures into successes. When
and a large number of ryn women are used as slave you roll a 1 on the d20 for an attack roll, ability check,
breeding stock. They claim that sabaac, the popular or saving throw, you can reroll the die and must use
card game that took the place of Pazaak in terms of the new roll.
card game prominence, is derived from their use of it Eternal Nomads. You have pro ciency in Lore or
as a fortune telling tool in their auguries. These Survival (your choice).
auguries are today favored by hutts, who have a Musical. You have pro ciency in Performance and
superstitious belief in the card tellings. A peculiar habit one musical instrument of your choice.
is that a ryn cannot sleep in the same location twice. Prehensile Tail. You have supreme control over your
tail and can use it to manipulate objects as well as your
NAMES hands.
Ryn names have a very melodic tone, taking cues from Languages. You can speak, read, and write Galactic
many di erent languages from across the galaxy. Ryn Basic and Ryn. Ryn uses tones and in ections and is
do not use surnames. easily described as melodious by anyone who hears it.
Male Names. Corfat, Dirygat, Garya, Nemagary You can communicate with droids and other ryn
Female Names. Cogesama, Giani, Gypopha, Simeti without using words through the use of your beak.

EXPANDED CONTENT | SPECIES


SELKATH
VISUAL CHARACTERISTICS
Skin Color Blue, gray, green, pink
Hair Color None
Eye Color Black, blue, green
Venom-tipped claws, arti cial misting
Distinctions vents, cephalic lobes, three-digit hands,
two-toed feet

PHYSICAL CHARACTERISTICS
Height 4'0" +2d8"
Weight 100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Manaan
Language Selkatha
SELKATH TRAITS
As a selkath, you have the following special traits.
BIOLOGY & APPEARANCE Ability Score Increase. Your Intelligence score
increases by 2, and your Charisma score increases by
The Selkath are an aquatic species, known for being 1.
skilled swimmers and diplomats. Their heads resemble
Age. Selkath reach adulthood in their late teens and
sting rays and they have a blue, pink, or green skin
live up to 100 years.
naturally patterned as an underwater camou age.
Alignment. Selkath have been renowned for
Their mouths are bracketed by cephalic lobes. Female
countless millenia of the careful preservation of
Selkath di ered from males due to the presence of
neutrality. As such individuals tend towards the neutral
tendrils on the back of their heads.
balanced alignment, though there are exceptions.
All members of the Selkath race have rectractable, Size. Selkath typically stand between 4 and a half to
venom-tipped claws. The use of these claws in any 5 and a half feet tall and average 130 pounds.
form of combat or attack was considered dishonorable Regardless of your position in that range, your size is
and a sign of madness; to do this was to give in to Medium.
animal instincts unbecoming of a sentient species.
Speed. Your base walking speed is 30 feet.
Because of the Selkath's water-dwelling nature, their
Amphibious. You can breathe air and water.
chest armors were tted with misting vents in order to
Claws. Your claws are a natural weapon, which you
keep their skin moist.
can use to make unarmed strikes. If you hit with them,
SOCIETY & CULTURE you deal kinetic damage equal to 1d4 + your Strength
modi er. You can use your choice of your Strength or
Selkath are native to the planet Manaan, the only
Dexterity modi er for the attack and damage rolls. You
naturally occurring source of the medical liquid
must use the same modi er for both rolls. Additionally,
referred to as kolto. The Selkath have leveraged this
as a bonus action, you can perform a special claw
monopoly on maintain their neutrality, peddling their
attack. On a hit, the target su ers the attack's normal
invaluable healing supplies to all comers.
e ects, and it must make a Constitution saving throw
Manaan is an ocean planet is home to only one (DC = 8 + your pro ciency bonus + your Constitution
above-surface settlement, the oating Ahto City, built modi er). On a failed save, the target is poisoned until
directly above Hrakert Rift, the most abundant source the end of its next turn, and you can't use this feature
of kolto on Manaan. As bacta began to replace the again until you complete a short or long rest.
inferior kolto on the galactic stage, Manaan fell from Gift of the Progenitor. You know the temporary
their previously respected position, shirking away their boost at-will tech power. When you reach 3rd level, you
previous prestige and causing many Selkath to learn and can cast the kolto pack tech power once per
disappear from the galactic eye into isolationism and day. When you reach 5th level, you learn and can cast
tribalism. the kolto cloud tech power once per day. Your
NAMES techcasting ability is Intelligence. You do not require
use of a wristpad for these powers.
Selkath names tend to have a owing quality to it, like a Swim. You have a swimming speed of 30 feet.
stream of water. They rarely use surnames. Languages. You can speak, read, and write Galactic
Male Names. Chata, Galas, Qual, Morgo, Shaelas Basic and Selkatha. Selkatha has a very moist and
Female Names. Halsuna, Dolmas, Shasa, Ulsuru gurgling tone to it.

EXPANDED CONTENT | SPECIES


SHISTAVANEN
VISUAL CHARACTERISTICS
Skin Color Black or light to dark brown
Black, light to dark brown, grey (usually
Hair Color
with age)
Eye Color Black or gray
Lupine appearance, enhanced senses,
Distinctions increased speed, increased strength,
healing ability

PHYSICAL CHARACTERISTICS
Height 5'7" +2d8"
Weight 140 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Uvena Prime
Language Shistavanen

SHISTAVANEN TRAITS
BIOLOGY AND APPEARANCE
As a shistavanen, you have the following special traits.
Shistavanen have pronounced muzzles, sharp claws, Ability Score Increase. Your Strength score
long pointed teeth, and pointed ears set on top of their increases by 2, and your Constitution score increases
heads. Shistavanen also possess large glowing eyes, by 1.
and can also run at high speeds for long periods Age. Shistavanen reach adulthood in their late teens
without getting tired, alternately using two or four and live less than a century.
limbs. As predators, they possess keen hearing and Alignment. Shistavanen are private and tend toward
smell and excellent night vision. no particular alignment. The best and worst are found
SOCIETY AND CULTURE among them.
Size. Shistavanen typically stand around 6 feet tall
As a species, the Shistavanen are isolationists. The and weigh between 140 and 190 lbs. Regardless of
species colonized all the unpopulated worlds in the your position in that range, your size is Medium.
Uvena system to prevent them from being settled by Speed. Your base walking speed is 30 feet.
non-Shistavanen, and their restrictive trade laws (which Darkvision. You can see in dim light within 60 feet of
are unapologetic in how they favor their own kind over you as if it were bright light, and in darkness as if it
o -world traders). Most of their society uses were dim light. You can't discern color in darkness,
technology similar to the rest of the galaxy, though only shades of gray.
some parts of Uvena Prime use slightly less Forced March. Shistavanen are able to maintain a
sophisticated technology. fast pace longer than other species. Shistavanen have
A minority of Shistavanen are more outgoing, and advantage on Constitution saving throws made to
travel the galaxy's hyperlanes. Even these Shistavanen avoid Exhaustion due to prolongued travel, as
usually remain by themselves or with other described in Chapter 8.
Shistavanen. Due to their natural predatory instincts, Keen Hearing and Smell. You have advantage on
Shistavanen commonly nd employment as scouts, Wisdom (Perception) checks that involve hearing or
mercenaries and bounty hunters. Many other species smell.
react badly to Shistavanen, since their isolationist
Regenerative. When you take damage, you can use
culture makes them an unfamiliar sight, and their
your reaction and expend a Hit Die to regain hit points
predatory appearance put other species on edge.
as long as the damage would not reduce your hit
NAMES points to 0.
Tooth and Nail. Your fangs and claws are natural
Shistavanen rst names typically sound graceful, while weapons, which you can use to make unarmed strikes.
their surnames are more gutteral. Surnames are If you hit with them, you deal kinetic damage equal to
familial. 1d6 + your Strength modi er.
Male Names. Bustuc, Hulvav, Kembol, Nemdav, Sirul Languages. You can speak, read, and write Galactic
Female Names. Gaeft, Laer, Recloz, Shaalir, Thovnim Basic and Shistavanen. The Shistavanen language is
Surnames. Ghirat, Lakrevl, Meq, Nukroft, Rosk characterized by its barks and growls.

EXPANDED CONTENT | SPECIES


SQUIB
VISUAL CHARACTERISTICS
Skin Color Pink
White, gray, black, brown, blue, violet, or
Hair Color
red
Eye Color Blue, yellow, red, or brown
Distinctions Curious, overcon dent, hagglers

PHYSICAL CHARACTERISTICS
Height 2'11" +2d4"
Weight 45 lb. x1 lb.
SQUIB TRAITS
As a squib, you have the following special traits.
SOCIOCULTURAL CHARACTERISTICS Ability Score Increase. Your Charisma score
Homeworld Skor II increases by 2, and your Dexterity score increases by 1.
Language Squibbian Age. Squibs reach adulthood at nine years of age
and live an average of sixty- ve years.
Alignment. Squibs' cheerful nature causes them to
tend toward the light side, though there are
exceptions.
BIOLOGY AND APPEARANCE Size. Squibs typically stand 3 to 3 and a half feet tall
Squibs are small, sentient, humanoid mammals with and weigh around 50 lbs. Regardless of your position
both rodent and canine characteristics. Their pink skin in that range, your size is Small.
is covered in fur that o ers some protection from cold Speed. Your base walking speed is 25 feet.
weather, but, more importantly, it serves as an Bite. Your sharp teeth are a natural weapon, which
olfactory organ, able to pick up scents at a distance you can use to make unarmed strikes. If you hit with it,
and ascertain intrinsic details—such as penetrating you deal kinetic damage equal to 1d4 + your Strength
through a disguise or identifying a forgery—when modi er.
rubbed against. The species has both male and female Business Savvy. A common trait of all Squibs is their
sexes, although non-Squibs often have di culty desire and love of haggling. Squibs believe a deal is
determining the sex of a Squib based on appearance done when both sides believe they got the better of
alone. Their mouths are full of forbidding, sharp, white the other. Whenever you make a Charisma
teeth, and their exible cheeks were capable of storing (Persuasion) check involving haggling you are
items. considered to have expertise in the Persuasion skill.
Flexible Cheeks. Squibs have exible cheeks in
SOCIETY AND CULTURE which they can store small goods. You can store up to
Squibs are friendly and cheerful to such an extent that, two items that weigh a combined total of no more than
over time, they are considered quite annoying. Squibs 2 lb. in your cheeks, and you have advantage on
are inherently curious, handling items with literal Dexterity (Sleight of Hand) checks made to conceal
regard to care. They are unabashed pack rats, and they them.
wear clothing for the excess storage rather than Hide. Your thick hide is naturally adapted to cold
necessity. The Squibs' overcon dence is a de ning climates, as described in chapter 5 of the Dungeon
trait. The typical Squib response to a threat is not to Master's Guide.
ght or ee, but to blu and bluster, especially when Keen Smell. You have advantage on Wisdom
not face-to-face. In person, their sharp teeth are their (Perception) checks that rely on smell.
favored means of intimidation. Squibs believe that Sensitive Fur. Squibs' fur is exceptionally sensitive to
bargaining is the highest form of communication, and physical details. You have advantage on Intelligence
they believe haggling is more important than the goods (Investigation) checks that rely on touch.
themselves. A deal is a binding oath to Squibs, and Undersized. Your small stature makes it hard for
they are incredibly loyal to their business partners. 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
Squibs combine their rst and last names, which are light property, and if a martial weapon has the versatile
familial, into one long, hyphenated name. They often property, you can only wield it in two hands.
go by nicknames derived from their full names. Male Languages. You can speak, read, and write Galactic
and female names do not signi cantly deviate. Basic and Squibbian. The Squibbian language
Full Names. Galaneever-marmalios, Meelawin- originated as a secret form of communication for
demort, Sleerinwilpher-remalior Squibs to convey information without being
Nicknames. Galan, Meela, Wilpher understood.

EXPANDED CONTENT | SPECIES


SSI-RUU
VISUAL CHARACTERISTICS
Skin Color Brown, red, or tan scales
Hair Color None
Eye Color Solid black
Distinctions Reptilian, tails, scent-tongues

PHYSICAL CHARACTERISTICS
Height 5'7" +2d12"
Weight 200 lb. x(2d6) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Lwhekk
Language Ssi-ruuvi

SSI-RUU TRAITS
As a ssi-ruu, you have the following special traits.
Ability Score Increase. Your Strength score
increases by 2, and your Dexterity score increases by 1.
BIOLOGY AND APPEARANCE Age. Ssi-ruuk reach adulthood in their early teens
Ssi-ruuk are a predatory, warm-blooded saurian and live to between 100 and 120 years.
species gifted with ferocious strength, remarkable Alignment. Ssi-ruuk's cultural drive to enslave and
speed, and sharp fangs and claws, traits that serve entech others cause them to tend toward the dark
them well in the volcanic jungles of their homeworld of side, though there are exceptions.
Lwhekk. Their muscular forms combined with their Size. Ssi-ruuk typically stand between 6 or 7 feet tall
powerful tails make them very agile hunters, and their and weigh over 300 lbs. Regardless of your position in
colorfully-scaled hides have been proven to be that range, your size is Medium.
resistant even to blaster bolts. From their nostrils, two Speed. Your base walking speed is 35 feet.
scent-tongues protrude that grant them enhanced Type. Your creature type is both beast and
olfactory senses, compensating for the poor vision humanoid.
a orded them by their dark, three-lidded eyes. No Ssi- Force-Insensitive. While Ssi-ruuk can be
ruu has ever been known to be Force-sensitive. manipulated by many force powers, they can not sense
the Force. You can not use force powers or take levels
SOCIETY AND CULTURE in forcecasting classes.
The citizens of the Ssi-ruuvi Imperium follow a rigid Hunter. You are pro cient in Survival.
caste system in which their station in society is Keen Smell. You have advantage on Wisdom
determined by the color of the scales they are born (Perception) checks that rely on smell.
with. Among these, the brown-scaled outcasts are Natural Empathy. Ssi-ruuk have scent-tongues that
regarded as the lowest of the low, and have no place in let them read the emotions of individuals. You have
the Imperium beyond menial labor or death at birth. advantage on Wisdom (Insight) checks to determine
Deeply xenophobic and religious, the Ssi-ruuk view the emotions against humanoids and beasts within 10 feet
rest of the galaxy as populated by lesser beings whose of you.
worlds rightfully belong to the Imperium. Despite their Sunlight Sensitivity. You have disadvantage on
erce nature, most ssi-ruuk are afraid of dying on a attack rolls and on Wisdom (Perception) checks that
world unconsecrated by their priest caste, as they rely on sight when you, the target of your attack, or
believe their souls would be doomed, so they harvest whatever you are trying to perceive is in direct sunlight.
and "entech" the life-energy of other species to power Thick Skin. You have tough, scaly skin and prefer not
droids that ght for them. The entechment process is to wear clothes. While you are unarmored or wearing
torturous and painful to its victims, and is the main light armor, your AC is 13 + your Dexterity modi er.
power source of Ssi-ruuvi technology. Tooth and Nail. Your fangs and claws are natural
weapons, which you can use to make unarmed strikes.
NAMES If you hit with them, you deal kinetic damage equal to
Ssi-ruuvi names are di cult to pronounce and gender 1d6 + your Strength modi er.
neutral. Many ssi-ruuk adopt nicknames to make the Languages. You can speak, read, and write Galactic
lives of their associates easier. Ssi-ruuk do not have Basic and Ssi-ruuvi. Ssi-ruuvi is a language of musical
surnames. whistles, honks and clicks, and is nigh impossible for
Names. Firwirrung, Ivpikkis, Sh'tk'ith, Th'twirirl, Yifaii humans and similar species to speak.

EXPANDED CONTENT | SPECIES


SULLUSTAN
VISUAL CHARACTERISTICS
Skin Color Gray, pink, or light green
Hair Color Brown
Eye Color Black or brown
Large ears, scarns, ultra-sensitive
Distinctions hearing, jet-black eyes, two aps of jowls
around their cheeks

PHYSICAL CHARACTERISTICS
Height 3'11" +2d12"
Weight 60 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Sullust
Language Sullestese

BIOLOGY AND APPEARANCE


A diminutive species of near-humans, Sullustans bear
round, tapered skulls. Sullustans are distinguishable
for their almond-shaped black eyes, facial jowls called
dew aps and large, round ears. Their wide earlobes
provide excellent hearing, and their large eyes provide
exceptional low-light vision. Due to their relative lack of
exposure to natural light, Sullustans begin to su er SULLUSTAN TRAITS
from corneal defects after 30 standard years. Many As a sullustan, you have the following special traits.
choose to wear special visors to prevent further Ability Score Increase. Your Intelligence score
damage. Some Sullustans tattoo their heads as a form increases by 2, and your Dexterity score increases by 1.
of individual expression. Age. Sullustan reach adulthood in their late teens
and live less than a century.
SOCIETY AND CULTURE Alignment. Sullustans' outgoing and friendly nature
Sullustans are outgoing and mercantile, friendly and cause them to tend toward the light side, though there
pragmatic. As a species they are altogether lacking in are exceptions.
xenophobia. Though fond of practical jokes and Size. Sullustans typically stand 4 and a half to 5 feet
extremely shrewd in their business dealings, they are tall and weigh around 120 lbs. Regardless of your
eager to explore and travel the galaxy. Inquisitive by position in that range, your size is Medium.
nature, some have described Sullustans as reckless, Speed. Your base walking speed is 30 feet.
especially for their preference to learn and discover Darkvision. You can see in dim light within 60 feet of
whenever possible through personal experience. you as if it were bright light, and in darkness as if it
Sullustans organize themselves into familial units were dim light. You can't discern color in darkness,
known as Warren-clans. Each clan consists of one only shades of gray.
polyandrous female, several husbands, and their Keen Hearing. You have advantage on Wisdom
young. Unmated females, known as "Fems", are active (Perception) checks that rely on hearing.
members of their communities until they reach Mercantile. Whenever you make a Charisma
breeding status, called "Ready", when they choose (Persuasion) check related to conducting business, you
their mates. are considered to have expertise in the Persuasion
skill.
NAMES Pilot. You have pro ciency in Piloting.
Male names are typically longer than female names. Languages. You can speak, read, and write Galactic
Surnames are based on Warren-clan. Basic, Sullestese, and one more language of your
Male Names. Duedt, Oshror, Partheen, Throthinnitz choice. Sullestese is characterized as a robust language
Female Names. Asulu, Eldo, Tri, Vo, We in business, and as such is commonly learned by
Surnames. Frovarr, Jeard, Plonr, Tsah, Vhiibb professional merchants.

EXPANDED CONTENT | SPECIES


TALZ
VISUAL CHARACTERISTICS
Skin Color Black or grey
Hair Color Grey, pink, or white
Eye Color Black, dark blue, or dark red
Covered in fur, four eyes, unable to
Distinctions
speak Galactic Basic

PHYSICAL CHARACTERISTICS
Height 6'5" +2d10"
Weight 180 lb. x(2d6) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Orto Plutonia
Language Talzzi

BIOLOGY AND APPEARANCE


Talz are large, bulky, bipedal creatures, that are
covered head to toe in thick white fur, which provides
exceptional insulation against their frozen world. Talz
have four eyes, which are also adaptations to their
native environment. The larger set of eyes are shut
during the day, when sunlight re ects o the snow TALZ TRAITS
with dazzling brightness—able to blind sensitive optical As a talz, you have the following special traits.
organs—leaving the smaller set to navigate with. Ability Score Increase. Your Strength score
Alternatively, during the deep darkness of their increases by 2, and your Wisdom score increases
homeworld's moonless night, the larger pair are by 1.
utilized to provide the Talz with adequate vision. Talz Age. Talz reach adulthood at 10 and rarely live
use a small proboscis to eat and communicate, longer than 50 years.
creating high-pitched chirps and buzzes. Alignment. Talz' peaceful and slow-to-anger nature
cause them to tend toward the light side, though there
SOCIETY AND CULTURE are exceptions.
Talz are a hunter-gatherer, clan-based society. They Size. Talz stand between 6 and 8 feet tall and weigh
work in unison, and treat the entire clan as one single around 250 lbs. Regardless of your position in that
familial entity. Resources on Ordo Plutonia are often range, your size is Medium.
scarce, which leads to warring among Talz tribes. Speed. Your base walking speed is 30 feet.
However, the clans are adept at forming a uni ed front Darkvision. Your vision can easily cut through
when they face a common enemy. darkness. You can see in dim light within 60 feet of you
Talz are large, brutal creatures and are often used as as if it were bright light, and in darkness as if it were
guards and enforcers. Sometimes they are taken as dim light. You can't discern color in darkness, only
slaves, though it's rare; they are rebellious against shades of gray.
authority and don't take well to slavery. There are Hide. You have a thick hide. While you are
rumors that Talz are captured for scienti c unarmored or wearing light armor, your AC is 12 + your
experimentation. Dexterity modi er. Additionally, your thick hide is
naturally adapted to cold climates, as described in
NAMES chapter 5 of the Dungeon Master's Guide.
Talz names are fairly gutteral and are characterized by Long-Limbed. When you make a melee attack on
their harsh nature. Female names are typically longer your turn, your reach for it is 5 feet greater than
than male names. Surnames are clan-based, though normal.
it's rare that a Talz shares them with non-Talz. Languages. You can speak, read, and write Talzzi.
Male Names. Drak, Fedirk, Imom, Ke, Twift You can understand spoken and written Galactic Basic,
Female Names. Ilnuno, Ontuga, Utrukk, Zimtucc but your vocal cords do not allow you to speak it. Talzzi
Surnames. Dic, Noetoc, Suptat, Wume, Zapak is characterized by its high-pitched chirps and buzzes.

EXPANDED CONTENT | SPECIES


TARASIN
VISUAL CHARACTERISTICS
Skin Color Translucent; varies with emotion
Hair Color None
Eye Color Red, orange, yellow, or black
Distinctions Reptillian, sa'tosin spines

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Cularin
Language Tarasinese

BIOLOGY AND APPEARANCE


Tarasins are tall reptilians covered in translucent scales
that allows the species' color-changing skin below to
show through. Tarasins also have a colorful fan of esh
and scales—known as a kampo—that opens around
their heads when they experience strong emotional
distress, which can be a detriment to negotiations, as it
is di cult for a tarasin to hide discomfort. This color- TARASIN TRAITS
changing ability is useful for camou age and As a tarasin, you have the following special traits.
communication, and the scales naturally repel heat. Ability Score Increase. Your Intelligence score
Some examples of colors they take on include being increases by 2, and your Dexterity score increases by 1.
brown when calm and in a comfortable environment, Age. Tarasins reach adulthood at 10 and live less
or becoming red after extended exertion or when than 80 years.
excited. Tarasins also have short spines that protrude Alignment. Tarasins' curious yet composed nature
from their forearms—known as a sa'tosin—which give causes them to tend toward balanced alignments,
the creatures the ability to sense the use of the Force. though there are exceptions.
Tarasins are naturally curious and protective but also Size. Tarasins typically stand 5 to 6 feet tall and
slow to anger. What they lack in sheer physical generally weigh about 130 lbs. Regardless of your
strength they make up for with a brilliant intellect. position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
SOCIETY AND CULTURE Chameleon Skin. Your scales are translucent,
Tarasins live in a tribal system in the jungle underbrush allowing your color-shifting skin to help you blend into
of Cularin, grouping together in clans called irstat. The your surroundings. You have pro ciency in the Stealth
tarasin believe they have a symbiotic relationship with skill. Additionally, you can attempt to hide even when
Cularin, and their religion is based around the you are only lightly obscured by foliage, heavy rain,
appreciation of the natural world. This closeness with falling snow, mist, and other natural phenomena.
their homeworld is what makes the tarasin reluctant to Jungle Dweller. Growing up in the jungles of Cularin
leave it for an extended time. The tarasin have a strong has left an impact. You don't treat jungle terrain as
connection with the Force, and their spiritual leaders di cult terrain.
are often able to call upon the Force in small ways. The Naturalist. You have pro ciency in the Nature skill.
tarasin believe that the ch'hala tree is sacred. This may Sa'tosin Sense. Tarasins have short spines called
have been in uenced by the trees having a similar sa'tosin that allow them to sense the use of the Force.
ability to shift their colors as the tarasin, but it is also You are constantly under the e ects of the force power
the most unique tree on Cularin. sense force, though the power does not require
concentration for you.
NAMES Languages. You can speak, read, and write Galactic
Tarasin names are generally very soft and melodic. Basic and Tarasinese. You can communicate non-
Names are agendered, and surnames are not used. verbally with other tarasins through use of a complex
Names. Feliosa, Misona, Nissira, Vylana, Ziransa system of skin color changes.

EXPANDED CONTENT | SPECIES


THISSPIASIAN
VISUAL CHARACTERISTICS
Skin Color Pale to green
Black, blond, brown, grey, or white (with
Hair Color
age)
Eye Color Yellow
Distinctions Four arms, serpentine, large beards

PHYSICAL CHARACTERISTICS
Height 4'8" +2d8"
Weight 250 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Thisspias
Language Thisspiasian

THISSPIASIAN TRAITS
As a thisspiasian, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Wisdom score
Thisspiasians are easily recognized by their abundant increases by 2, and your Strength score increases by 1.
beards and their long tails, which often reach over six Age. Thisspiasians reach adulthood in their 20s and
feet. These tails are very strong and are commonly often live more than a century.
used to carry large objects. When meditating or at rest, Alignment. Thisspiasians' emotional composure
a thisspiasian will coil their tail beneath their torso, causes them to tend toward lawful alignments, though
reducing their height by several feet. They also possess there are exceptions.
four arms, with the upper set being stronger and Size. Thisspiasians typically stand 5 to 6 and a half
larger. Each of their four hands have ve ngers, and feet tall and generally weigh about 300 lbs. Regardless
each nger is tipped with a long, sturdy claw. It is of your position in that range, your size is Medium.
thought unsophisticated or unseemly by upper-class Speed. Your base walking speed is 30 feet.
thisspiasians to have the bottom two visible in public, Claws. Your claws are a natural weapon, which you
so they are generally hidden from sight via larger can use to make unarmed strikes. If you hit with them,
garments, with the smaller limbs sometimes even you deal kinetic damage equal to 1d4 + your Strength
bound to their bodies. Thisspiasians need very little modi er.
sleep to function normally, resting for only two hours a Cultured. You have pro ciency in the Lore skill.
day, with brief meditative moments scattered Four-Armed. Thisspiasians have four arms which
throughout the day to refocus. they can use independently of one another. You can
only gain the bene t of items held by two of your arms
SOCIETY AND CULTURE at any given time, and once per round you can switch
Thisspiasian culture is one of proud warriors who keep which arms you are bene ting from (no action
their emotions well-concealed and their rages checked. required).
Many outsiders see only a thisspiasian's outward Inscrutable. Your calm demeanor and control make
facade of tranquility, and to most being it seems as if you hard to read. Wisdom (Insight) checks made
thisspiasians existed in a sea of calm. This is far from against you have disadvantage, and you have
the truth, however, as they are in truth a very advantage on any saving throw against an e ect that
passionate species below the surface. A thisspiasian would read your thoughts.
who doesn't meditate as often as they should will often Prehensile Tail. You have supreme control over your
be prone to otherwise atypical emotional outbursts. tail and can use it to manipulate objects as well as your
Thisspias is ruled by a hereditary leader called the hands.
Blood Monarch. Due to their seemingly archaic ruling Trance. You only need 3 hours of sleep during a long
structure, thisspiasians are often considered out-of- rest to gain its bene ts, instead of 6. Additionally, if
touch. your long rest would be interrupted, you only need to
complete the long rest instead of restarting it to gain
NAMES its bene ts.
Thisspiasian names typically are composed of two Languages. You can speak, read, and write Galactic
similar sounding syllables. Surnames are familial. Basic and Thisspiasian. Thisspiasian is a complex
First Names. Annak, E ed, Emmet, Gorro, Koto language characterized by its interlocking sentences
Surnames. Albarn, Braibel, Kirsingr, Raledurn and heavy use of sibilants.

EXPANDED CONTENT | SPECIES


TOGORIAN
Visual Characteristics
Skin Color Black, brown, or white
Hair Color Black, brown, orange, or white
Eye Color Brown, green, orange, or yellow
Large frame, retractable claws, striped fur,
Distinctions
rigid honor code

Physical Characteristics
Height 6'2" +2d12"
Weight 175 lb. x(2d6) lb.

Sociocultural Characteristics
Homeworld Togoria
Language Togorese

BIOLOGY AND APPEARANCE


The Togorian people are a feline warrior species native
to the planet Togoria. They are large, heavy-framed
bipeds, with retractable claws on their hands and feet.
Female Togorians grow up to 7 feet tall, while adult
males can reach up to 9 feet. They're covered in gray- TOGORIAN TRAITS
white, black, brown, or orange fur, often with colorful As a togorian, you have the following special traits.
spots or stripes. Ability Score Increase. Your Strength score
increases by 2, and your Dexterity or Constitution
SOCIETY AND CULTURE
score increases by 1.
Togorians have a unique cultural division between Age. Togorian reach adulthood in their late teens
their sexes. They evolved as nomadic hunters of and live less than a century.
creatures like the bist and etelo, surviving on the Alignment. Togorians' rigid sense of honor causes
wilderness as apex predators. As time went on, a rift in them to tend toward lawful light side, though there are
their society developed between the two sexes. Males exceptions.
were drawn to continue their lifestyle as nomads and Size. Togorians tower over almost all other species,
hunters for their people, while females tended to with smaller females standing upwards of 7 feet tall
prefer remaining in permanent camps and contributed and weighing 250 lbs., while males can easily reach 8
the vast majority of their species technological feet tall and weigh around 350 lbs. Regardless of your
developments. This division has continued into position in that range, your size is Medium.
modern times, with males continuing their nomadic Speed. Your base walking speed is 30 feet.
traditions and females frequently preferring to stay in Claws. Your claws are a natural weapon, which you
villages and cities. Males visit their mates for about a can use to make unarmed strikes. If you hit with them,
month each year, but otherwise the sexes live you deal kinetic damage equal to 1d6 + your Strength
completely separate lives. Whether in spite of this modi er.
separation of the sexes, or because of it, Togorians are Savage Attacks. When you score a critical hit with a
typically monogamous and devoted to their chosen melee weapon attack, you can roll one of the weapon's
mates. damage dice one additional time and add it to the
NAMES extra damage of the critical hit.
Stealthy Hunter. You have pro ciency in the Survival
Togorian names tend to be short and primal-sounding. and Stealth skills.
Female names tend to include softer consonants and Toughness. Your hit point maximum increases by 1,
more vowels, while male names are typically harsher. and it increases by 1 every time you gain a level.
Togorians do not use surnames. Languages. You can speak, read, and write Galactic
Male Names. Mezgraf, Mlatar, Morto, Mrrov, Torr Basic and Togorese. Togorese is characterized by its
Female Names. Coelle, Elotis, H'sishi, Kra'ake, Rrowv deep, resonating growls.

EXPANDED CONTENT | SPECIES


TOYDARIAN
VISUAL CHARACTERISTICS
Skin Color Blue, green, grey, or pink
Hair Color None
Eye Color Black, brown, or green
Two wings, facial tusks, snout, three
Distinctions
ngers and toes on appendages

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Toydaria
Language Toydarian

TOYDARIAN TRAITS
As a toydarian, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Charisma score
A mammalian species of winged, stout bodied increases by 2, and your Intelligence score increases by
humanoids, the Toydarians have stubby facial tusks 1.
which protruded from their lower jaw and framed a Age. Toydarians reach adulthood at 10 and live less
short pudgy trunk. While their stubby legs can support than a century.
their body weight, Toydarians' primary mode of Alignment. Toydarians' greedy nature causes them
locomotion was their use of the wings on their upper to tend toward chaotic balanced, though there are
back. Though their wings can beat as fast as ten times exceptions.
a second, the e ort burned up large amounts of Size. Toydarians average 4 feet tall and weigh less
energy, causing the species to need to replenish itself than 50 lbs. Regardless of your position in that range,
often through regularly eating mass quantities of food. your size is Small.
In order to fuel this hyperactive metabolism, Speed. Your base walking speed is 25 feet.
Toydarians eat concentrated foods and egg-seeds. Business Savvy. A common trait of all Toydarians is
Most of the bloodiest wars in their history were fought their shrewd business sense and their ability to haggle
over food supplies. any deal. A loyal and proud people, these traits could
be o -putting to outsiders, as many Toydarians in the
SOCIETY AND CULTURE galaxy were seen as crooks or slimy businessmen, but
Despite being ruled by the Hutts, the Toydarian people this was not always the case. Whenever you make a
are able to govern themselves free of major outside Charisma (Persuasion) check involving haggling you are
intervention through the establishment of a feudal considered to have expertise in the Persuasion skill.
monarchy. A ruling king sits on the planet's throne, Closed Mind. Toydarian brains have an unusual
allowing vassals to form allegiances and have minor composition which made them resistant to in uence
disputes to solve their own problems. The king makes from the Force. You have advantage on Wisdom and
sure to keep his vassals happy and to have their Charisma saving throws against force powers.
allegiance, but will occasionally encourage in ghting to Flight. You have a ying speed equal to your walking
reveal the true character of the vassals and weed out speed. While wearing medium or heavy armor, your
treachery. ying speed is reduced by half.
Toydarians are known as shrewd businessmen. Shrewd Demeanor. You have pro ciency in two
Intelligence, Wisdom, or Charisma skills of your choice.
NAMES Undersized. Your small stature makes it hard for
Toydarian names are fairly simple and guttural, but a you to wield bigger weapons. You can't use heavy
few harsher elements can be found here and there. shields. Additionally, you can't use martial weapons
Male names are generally shorter than female names. with the two-handed property unless it also has the
Female names always end in a vowel. light property, and if a martial weapon has the versatile
Male Names. Dod, Nesteddo, Tul, Zloomroo property, you can only wield it in two hands.
Female Names. Fe e, Lenlibo, Nugni, Zoldibu Languages. You can speak, read, and write Galactic
Surnames. Daab, Faabb, Kepo, Mitra, Vulba Basic, Huttese, and Toydarian.

EXPANDED CONTENT | SPECIES


UGNAUGHT
VISUAL CHARACTERISTICS
Skin Color Varying shades of pink
Hair Color White
Eye Color Black and red
Diminutive stature, porcine features,
Distinctions
technological a nity
UGNAUGHT TRAITS
PHYSICAL CHARACTERISTICS As an ugnaught, you have the following special traits.
Ability Score Increase. Your Intelligence score
Height 3'1" +2d12" increases by 2, and your Strength score increases by 1.
Weight 40 lb. x1 lb. Age. Ugnaughts reach adulthood at 20 and can live
to reach 200.
Alignment. Ugnaughts tend toward no particular
SOCIOCULTURAL CHARACTERISTICS alignment. The best and worst are found among them.
Homeworld Gentes Size. Ugnaughts rarely stand higher than 4 feet and
Language Ugnaught weigh about 50 lbs. Regardless of your position in that
range, your size is Small.
Speed. Your base walking speed is 25.
Bite. Your tusks are a natural weapon, which you can
use to make unarmed strikes. If you hit with them, you
deal kinetic damage equal to 1d6 + your Strength
BIOLOGY AND APPEARANCE modi er.
Ugnaughts are diminutive, porcine humanoids who Crafters. You have pro ciency in one tool of your
have pink skin, upturned noses, white hair, and thick choice.
layers of jowls. Some have tusks that they use in blood Darkvision. You can see in dim light within 60 feet of
duels. They are strong and resilient, and their life- you as if it were bright light, and in darkness as if it
spans reached up to 200 standard years. They notably were dim light. You can't discern color in darkness,
eat genteslugs. only shades of gray.
Industrial Hazards. You have resistance to acid
SOCIETY AND CULTURE damage.
Ugnaughts are ruled by councils comprised of elected Tech Dabbler. You know the mending at-will tech
o cers. Ugnaughts live their lives in accordance to power. When you reach 3rd level, you learn and can
their "blood profession", with Ugnaught parents cast the analyze tech power once per day. When you
teaching their children their trade. Infant Ugnaughts reach 5th level, you learn and can cast the overheat
are known as Ugletts. If the number of new Ugnaughts tech power once per day. Your techcasting ability is
in a given profession exceeds the need, a blood duel is Intelligence. You do not require use of a wristpad for
called. When the Ugnaughts reached their twentieth these powers.
year of age, these ghts are held to the death, with the Tinker. You have pro ciency with tinker's
victor winning the right to inherit their blood implements. You can use these and spend 1 hour and
profession. Despite this outdated and violent custom, 100 cr worth of materials to construct a Tiny Device (AC
the Ugnaughts are generally a peaceful people with a 5, 1 hp). You can take the Use an Object action to have
rich culture. your device cause one of the following e ects: create a
When greeting an Ugnaught, it is advised to bow small explosion, create a repeating loud noise for 1
silently, then wait for a guttural purring as a positive minute, create smoke for 1 minute, cause harmless
response. Usage of the common galactic greeting "yaa- tremors for 1 minute. You can maintain a number of
yaah" is considered a personal insult to Ugnaughts. If these devices up to your pro ciency bonus at once,
this occurrs, it was advisable to duck and cover, as and a device stops functioning after 24 hours away
various mechanical implements will be thrown one's from you. You can dismantle the device to reclaim the
way. materials used to create it.
Ugnaughts are often enslaved as they are fairly Undersized. Your small stature makes it hard for
meek. 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
Ugnaught names are generally concise. Female names light property, and if a martial weapon has the versatile
sound more cheerful. Surnames are determined by property, you can only wield it in two hands.
blood profession. Languages. You can speak, read, and write Galactic
Male Names. Banax, Dral, Durn, Togre, Yirkux Basic and Ugnaught. The Ugnaught language is
Female Names. Admeva, Olnito, Ruskor, Vurlilli composed of grunts, squeals, and chatters, and is
Surnames. Col, Gnatro, Mikk, Roc, Sag di cult for other species to learn.

EXPANDED CONTENT | SPECIES


UMBARAN
VISUAL CHARACTERISTICS
Skin Color Pale grey or white
Hair Color White
Eye Color White
Blue tinted skin and sunken, colorless
Distinctions
eyes

PHYSICAL CHARACTERISTICS
Height 4'11" +2d10"
Weight 105 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Umbara
Language Umbaran

UMBARAN TRAITS
As an umbaran, you have the following special traits.
Ability Score Increase. Your Intelligence score
increases by 2, and your Charisma or Wisdom score
increases by 1.
BIOLOGY AND APPEARANCE Age. Umbarans reach adulthood in their late teens
Umbarans, called the "Shadow People" by some, are a and live less than a century.
near-human species characterized by their pale, bluish Alignment. Umbarans' desire to improve their social
skin and colorless, sunken eyes. Their homeworld, standing at all costs causes them to tend towards
Umbara, is situated deep within the Ghost Nebula, and chaos, though there are exceptions
receives almost no direct light from the planet's Size. Umbarans typically stand 5 to 6 feet tall and
primary star. As a result, Umbaran eyes are well- generally weigh about 140 lbs. Regardless of your
adjusted to seeing in low light, and can see into the position in that range, your size is Medium.
ultraviolet spectrum, but can be disoriented by bright Speed. Your base walking speed is 30 feet.
light. Superior Darkvision. You've lived most of your life
without direct sunlight. You can see in dim light within
SOCIETY AND CULTURE 120 feet of you as if it were bright light, and in darkness
Umbaran society is strictly divided into a leveled caste as if it were dim light. You can't discern color in
system, with most Umbarans constantly scheming to darkness, only shades of gray.
improve their social rank, using tactics such as Umbaran Specilization. You have pro ciency in one
blackmail, subterfuege, and even assassination if of the following skills: Insight, Technology, Deception,
necessary. Only those within the ten highest caste tiers or Perception.
were given opportunities to leave their homeworld. Tech Dabbler. You know the ward at-will tech
Because of the cutthroat machinations required to get power. When you reach 3rd level, you learn and can
there, Umbarans in the wider galaxy are known as cast the analyze tech power once per day. When you
skilled, ruthless politicians. This reputation is enhanced reach 5th level, you can also cast the in ltrate tech
by the Umbarans' talents for reading and in uencing power once per day. Intelligence is your techcasting
the emotions of others. ability for these powers. You do not require use of a
Umbara developed its own technological advances wristpad for these powers.
separate from galactic society, and possessed Shadow People. You can attempt to hide even when
technology that was in many elds far more advanced you are only lightly obscured by dim light.
than the galactic standard. Sunlight Sensitivity. You have disadvantage on
attack rolls and on Wisdom (Perception) checks that
NAMES rely on sight when you, the target of your attack, or
Umbaran names are typically no more than one or two whatever you are trying to perceive is in direct sunlight.
syllables. Surnames are familial. Languages. You can speak, read, and write Galactic
Male Names. Mee, Pir, Nyss, Moshenu Basic and Umbaran. Umbaran is characterized by its
Female Names. Sly, Syll, Myn, Sata blending of technical jargon with informal language. It
Surnames. Deechi, Moore, Phobi, Nenn is rarely spoken o Umbara.

EXPANDED CONTENT | SPECIES


VERPINE
VISUAL CHARACTERISTICS
Skin Color Green
Hair Color None
Eye Color Black or red
Hive-based insectoids, radio wave
senses, technological aptitude,
Distinctions
hardened carapace, short snouts, and
small, toothless mouths

PHYSICAL CHARACTERISTICS
Height 5'9" +2d8"
Weight 80 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Roche asteroid eld
Language Verpine

BIOLOGY AND APPEARANCE


Verpine are thin bipedal insectoids whose heads are
dominated by large compound eyes. They also have
two antennae, one located behind each eye. Their VERPINE TRAITS
hardened carapace, composed of a green chitinous As a verpine, you have the following special traits.
substance called carahide, is as exible as the skin of Ability Score Increase. Your Intelligence score
other creatures, yet tough enough to de ect a blade or increases by 2, and your Constitution score increases
even absorb a glancing blaster bolt. The Verpine by 1.
circulatory system does not contain a heart.
Age. Verpine reach adulthood in their 40's and live
Verpine eyes are keen enough to pick out an average of 200 years.
microscopic details. Their antennae contain tympanic Alignment. Verpine's altruistic and generous nature
nerves which pick up sound. Their antennae are also cause them to tend toward the light side, though there
sensitive to radio waves, giving Verpine the natural are exceptions.
ability to sense and transmit radio waves to Size. Verpine stand between 6 and 7 feet tall and
communicate with another Verpine in their language rarely weigh more than 120 lbs. Regardless of your
over long distances. position in that range, your size is Medium.
SOCIETY AND CULTURE Speed. Your base walking speed is 30 feet.
Crafters. You have pro ciency in one tool of your
The Verpine people hail from the Roche asteroid eld, choice.
which is the fractured remnants of their home planet.
Hardened Carapace. While you are unarmored or
The Roche live in arti cial, self-sustaining environments
wearing light armor, your AC is 13 + your Dexterity
inside these fragments.
modi er.
Verpine culture is oriented around crafting; they are Tympanic Antennae. You have tremorsense out to
noteworthy manufacturers of weapons, shield 30 feet. You can detect and pinpoint the origin of
generators, armor, as well as personal use items such vibrations within that radius, provided that monster
as breathing apparatuses. They are also gifted pilots. and the source of the vibrations are in contact with the
NAMES same ground or substance. Tremorsense can't be used
to detect ying or incorporeal creatures
Verpine had variable naming customs. Not all Verpines Languages. You can speak, read, and write Verpine.
adopt surnames. Male and female Verpine names do You can understand spoken and written Galactic Basic,
not di erentiate. but your vocal cords do not allow you to speak it. You
First Names. Fxz'et, Kuli, Moegid, Ss's, Zix can communicate with other Verpine at distances of up
Surnames. And'et, Ned'Ix, Ned'lx, Niskooen, Zes'sx to a mile using your antennae.

EXPANDED CONTENT | SPECIES


VOSS
VISUAL CHARACTERISTICS
Skin Color Blue (male) or red (female)
Hair Color None
Eye Color Orange (male) or blue (female)
Mechanical apperance, unique patterns
Distinctions
and markings along face, neck, and body

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Voss
Language Voss

BIOLOGY AND APPEARANCE


Voss are humanoid sentients with a high rate of Force-
sensitivity who display prominent sexual dimorphism. VOSS TRAITS
The male Voss have blue skin and bright orange eyes, As a voss, you have the following special traits.
while the females have red skin and azure eyes. The Ability Score Increase. Your Wisdom score
Voss do not have hair or distinct pupils, and posess increases by 2, and your Constitution score increases
unique patterns of markings on their face, neck, and by 1.
body, a trace of their shared ancestry with Gormak. Age. Voss reach adulthood in their late teens and live
Their voices have a slight mechanical tinge to them, less than a century. They do not reach sexual maturity
making them sound somewhat like a droid or machine. until they undergo the Rite of Ardor.
Voss undogo a physical, developmental change during Alignment. As Voss culture encourages duty and
their marriage ceremonies (known as the Rite of Ardor) emotional composure, individuals tend toward a lawful
and do not develop sexually prior to the performance alignment, though there are exceptions.
of these rituals. Size. Voss typically stand 5 to 6 feet tall and generally
SOCIETY AND CULTURE weigh about 150 lbs. Regardless of your position in
that range, your size is Medium.
The Voss species resides in the isolated mountain-top Speed. Your base walking speed is 30 feet.
city of Voss-Ka and is vastly outnumbered on their Darkvision. You can see in dim light within 60 feet of
homeworld by its other native sentient species, the you as if it were bright light, and in darkness as if it
Gormak, who are extremely hostile toward them and were dim light. You can't discern color in darkness,
from whom they arose. Most Voss live peacefully in only shades of grey.
Voss-Ka, caring for their families, cultivating the wild Precognition. You see brief visions of the future,
plants and maintaining equipment for the Voss that allow you to turn failures into successes. When
commandos in the war against the Gormak, although you roll a 1 on an attack roll, ability check, or saving
some Voss do live outside the capital city, such as the throw, you can reroll the die and must use the new roll.
Voss Mystics who reside in the Shrine of Healing. The Mystic Healing. You have pro ciency in Medicine.
Voss are great lovers of art, and their architecture
Voss Weapon Training. You have pro ciency with
features a distinctive artistic style. The entire Voss
the blaster ri e and techblade.
society is guided by the Force visions of Voss Mystics,
Inscrutable. Your calm demeanor and control make
which are considered infallible without exception.
you hard to read. Wisdom (Insight) checks made
NAMES against you have disadvantage, and you have
advantage on any saving throw against an e ect that
All Voss have two short names, connected by a hyphen, would read your thoughts.
with the family name being the second one. Languages. You can speak, read, and write Galactic
Male Names. Char, Edan, Fadith, Nodin, Orin Basic and Voss. The Voss language is characterized by
Female Names. Amin, Magra, Tala, Weylin, Yana it's mystic-sounding word pairings.
Surnames. -Ko, -La, -Po, -Rae, -Va

EXPANDED CONTENT | SPECIES


VURK
VISUAL CHARACTERISTICS
Skin Color Dark blues, greens, greys, or reds
Hair Color None
Eye Color Black
Bulbous eyes, head crests, three-
Distinctions
ngered hands

PHYSICAL CHARACTERISTICS
Height 5'9" +2d8"
Weight 130 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Sembla
Language Semblan

BIOLOGY AND APPEARANCE


Vurks are the predominant sentient species of the
planet Sembla. They are tall, reptilian humanoids with
bulbous dark eyes and sweeping head crests. Their
hands and feet have three digits each, one of which
was opposable. They have distinguishing gray-green,
leathery skin. Being able to breathe both water and air,
they are perfectly adapted to travel Sembla's warm,
shallow seas dotted with volcanic islands. They share a
strong nomadic instinct with their amphibious VURK TRAITS
ancestors. As a vurk, you have the following special traits.
Ability Score Increase. Your Wisdom score
SOCIETY AND CULTURE increases by 2, and your Constitution score increases
Young Vurk males are married o by their parents; by 1.
those who failed to marry before reaching adulthood Age. Vurk reach adulthood in their 20s and live an
remain bachelors for the rest of their lives. Because average of 70 years.
their way of living resulted in virtually no sizable Alignment. Vurk philosophies cause them to tend
permanent settlement whatsoever, Vurks were toward the light side, though there are exceptions.
generally considered primitive by the rest of the galaxy; Size. Vurks typically stand between 6 and 7 feet tall
however, that was not true. They are very intelligent and weigh around 175 lbs. Regardless of your position
and believe in a highly developed philosophical in that range, your size is Medium.
tradition that emphasizes personal integrity and Speed. Your base walking speed is 35 feet.
individual freedom and encourage personal honesty. Amphibious. You can breathe air and water.
Their compassionate and calm manner made them Athletic. You have pro ciency in the Athletics skill.
better than average diplomats. Darkvision. Accustomed to life underwater, you
Vurks are very family-oriented. It is common for have superior vision in low light conditions. You can
multiple generations to remain in the same location as see in dim light within 60 feet of you as if it were bright
a single household, with the eldest family member light, and in darkness as if it were dim light. You can't
being the patriarch or matriarch and making the discern color in darkness, only shades of gray.
decision for the entire family. Head Crest. Your head crest is a natural weapon,
which you can use to make unarmed strikes. If you hit
NAMES with it, you deal 1d6 + your Strength modi er kinetic
Vurk names are traditionally two to three syllables. damage.
Female names typically end with a vowel, while male Swim. You have a swimming speed of 30 feet.
names vary. Surnames are familial. Languages. You can speak, read, and write Galactic
Male Names. Coleman, Jadran, Milanko, Zlatko Basic and Semblan. Semblan has a very melodic feel
Female Names. Elka, Iryna, Miglena, Tanya, Verka and often evokes images of waterfalls to those who
Surnames. Cheevochik, Provric, Trebor, Vorgecz don't understand its meanings.

EXPANDED CONTENT | SPECIES


YEVETHA
VISUAL CHARACTERISTICS
Skin Color Green or yellow
Hair Color None
Eye Color Black
Distinctions Retractable dewclaws, six ngers

PHYSICAL CHARACTERISTICS
Height 5'2" +2d10"
Weight 105 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld N'zoth
Language Yevethan

BIOLOGY AND APPEARANCE


Physically, the Yevetha are tall beings with a ghoulish YEVETHA TRAITS
appearance that is bereft of any body hair, being As a yevetha, you have the following special traits.
described as being so gaunt as to seem skeletal due to Ability Score Increase. Your Strength score
their pallid gray skin and lithe builds. The species increases by 2, and your Intelligence score increases by
possesses six ngered hands that have retractable 1.
dewclaws. Each one is located on the inside of the wrist Age. Yevetha reach adulthood in their early teens
above their six- ngered hands. Their dewclaws shoot and live less than a century.
from a sheath of a skin beneath their cadaverous Alignment. Yevetha's xenophobic attitude causes
hands and are capable of being retracted. When them to tend toward the dark side, though there are
extended fully, the wrist blades reach about a foot in exceptions.
length, and are used in close combat and blood Size. Yevetha typically stand between 6 and 6 and a
sacri ces. The Yevetha also possess a greater tolerance half feet tall and generally weigh about 160 lbs.
for g-forces when compared to Human pilots. Regardless of your position in that range, your size is
Medium.
SOCIETY AND CULTURE
Speed. Your base walking speed is 30 feet.
Within their society, blood is an important aspect of Aggressive. As a bonus action, you can move up to
their culture and is a central focus of their religious your speed toward an enemy of your choice that you
belief system. This has resulted in them becoming a can see or hear. You must end this move closer to the
particularly violent species. For the Yevetha, death is enemy than you started.
not to be feared. They are described as being dutiful, Arm Blades. Your retractable dewclaws are natural
attentive, cautious but also fatalistic in their view of the weapons, which you can use to make unarmed strikes.
universe. When ghting against other foes, Yevetha are If you hit with them, you deal kinetic damage equal to
notable for being ruthless ghters who never 1d6 + your Strength modi er.
surrender even in the face of certain defeat. Due to the Toughness. Your hit point maximum increases by 1,
brutal nature of their society, the Yevetha do not and it increases by 1 every time you gain a level.
possess a single jail, penitentiary or stockade as they Mechanical Memory. Whenever you make an
believe there is no need for such facilities. In fact, they Intelligence (Technology) check related to memorizing
do not possess a word in their language for either or duplicating mechanical readouts, you are
convict or incarcerate. considered to have expertise in the Technology skill.
NAMES Languages. You can speak, read, and write Galactic
Basic and Yevethan. Yevetha are able to speak other
Yevetha names are sharp and are kept to one syllable, languages, but their isolationist nature makes them
not varying signi cantly based on gender. Surnames tend to reject the languages of other species. Only
are familial. rarely would a Yevethan speak Galactic Basic, as this
First Names. Ral, Var, Cax, Tav, Fol, Sip, Nov would often decrease their social standing.
Surnames. Faalk, Naalar, Giinn, Ralle, Xoota

EXPANDED CONTENT | SPECIES


ZELTRON
VISUAL CHARACTERISTICS
Skin Color Light pink to deep crimson
Hair Color Blue, brown, pink, or red
Eye Color Hazel, silver, amber
Capable of producing powerful
Distinctions
pheromones

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld Zeltros
Language Galactic Basic

BIOLOGY AND APPEARANCE


Zeltrons are one of the few near-human species that
di erentiated from the baseline stock enough to be ZELTRON TRAITS
considered a new species of the Human genus, rather As a zeltron, you have the following special traits.
than simply a subspecies. They possess two biological Ability Score Increase. Your Charisma score
traits of note. The rst is that they all produce potent increases by 2, and your Constitution score increases
pheromones, similar to the Falleen species, which by 1.
enhanced their attractiveness and likeability. The Age. Zeltron reach adulthood in their late teens and
second is a limited telepathic ability, used to project live about 80 years.
emotions onto others, as well as allowing them to read Alignment. Zeltron are a deeply sensual, hedonistic
and even feel the emotions of others; some Zeltrons species, causing them to tend toward chaotic balanced
have been hired by the Exchange for this ability. or dark side alignments, though there are exceptions.
Because of their telepathic ability, positive emotions Size. Zeltron tend to be slender and statuesque,
such as happiness, love and pleasure are very typically standing between 5 and 6 feet tall and rarely
important to them, while negative ones such as anger, weighing more than 150 lb. Regardless of your position
fear, or depression are shunned. in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
SOCIETY AND CULTURE Charismatic. You have pro ciency with Deception or
Zeltron culture is highly in uenced by sexuality and the Persuasion (your choice).
pursuit of pleasure in general. Most of their art and Enthralling Pheromones. You can use your
literature is devoted to the subject, producing some of pheromones to in uence individuals of both sexes.
the raciest pieces in the galaxy. Zeltrons are known to Whenever you roll a 1 on a Charisma (Persuasion)
dress in wildly colorful or revealing attire. It's common check, you can reroll the die and must use the new roll.
to see Zeltrons wearing shockingly bright shades of Additionally, once per short or long rest, you can treat
neon colors in wildly designed bikinis, or nearly skin a d20 roll of 9 or lower on a Charisma check as a 10.
tight clothing of other sorts with bizarre color designs, This feature has no e ect on droids or constructs.
patterns, and symbols. Natural Empathy. Zeltron's limited telepathy allow
them to sense mood shifts in those around them. You
NAMES have advantage on Wisdom (Insight) checks to
Zeltron names often have an air of mystique to them, determine emotions against humanoids and beasts
to evoke sensuality. For a Zeltron, a beautiful face is within 10 feet of you.
nothing without an equally beautiful name. It's not Two Livered. Zeltron have two livers, which makes
uncommon for a Zeltron to forsake their familial them adept at ltering toxins. You have advantage on
surname in favor of a more attractive-sounding one. saving throws against poison, and you have resistance
Male Names. Marruc, Bahb, Rahulh, Demagol against poison damage (explained in chapter 9).
Female Names. Lyshaa, Dani, Vianna, Chantique Languages. You can speak, read, and write Galactic
Surnames. D'Pow, Blue, Duare, Sapphire Basic and one language of your choice.

EXPANDED CONTENT | SPECIES


ZYGERRIAN
VISUAL CHARACTERISTICS
Skin Color Light tones
Hair Color Black, brown, gray, or red
Eye Color Blue or yellow
Large pointed ears, clawed hands, fur-
Distinctions
covered faces, bony facial spurs

PHYSICAL CHARACTERISTICS
Height 5'1" +2d8"
Weight 120 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld Zygerria
Language Zygerrian

BIOLOGY AND APPEARANCE


The Zygerrians are a bipedal, sentient humanoid
species. Feline in appearance, the species possesses
strong, angular features, with long fangs jutting from
their jaws and claws extending from their hands. The ZYGERRIAN TRAITS
Zygerrians' faces and their pointed ears are almost As a Zygerrian, you have the following special traits.
entirely covered with fur; males usually have more hair Ability Score Increase. Your Charisma score
than females, with bands of fur growing on their increases by 2, and your Intelligence score increases by
cheeks. Male Zygerrians also display a number of bony 1.
spurs protruding from the chin, which females typically Age. Zygerrians reach adulthood in their late teens
lack. Zygerrians usually have sallow complexions and and live less than a century.
are physically strong, but some su er from obesity. Alignment. Zygerrian culture's emphasis on
subjugation and strength causes them to tend towards
SOCIETY AND CULTURE chaotic dark side, though there are exceptions.
A warlike species, the Zygerrians hold strength—both Size. Zygerrians normally stand between 5 to 6 feet
physical and mental—in great esteem, viewing it as a tall and weigh about 140 lbs. Regardless of your
means to gain power and authority. They believe that it position in that range, your size is Medium.
is the natural order of life for the strong to dominate Speed. Your base walking speed is 30 feet.
the weak, so slavery is normal for the species, and a Acrobatic. You have pro ciency in Acrobatics.
display of weakness could mean death or enslavement Claws. Your unarmed strikes deal 1d4 kinetic
in their culture. Those who become their slaves are damage. You can use your choice of your Strength or
viewed as inferior by the Zygerrians. Dexterity modi er for the attack and damage rolls. You
Zygerrian society is organized into clans and classes. must use the same modi er for both rolls.
They have a noble class, many members of which, Darkvision. You have a cat's keen senses, especially
despite their high status, pursue a career in the in the dark. You can see in dim light within 60 feet of
military. The Zygerrian government is a monarchy; you as if it were bright light, and in darkness as if it
female rulers hold the title of Queen, and males are were dim light. You can't discern color in darkness,
addressed as Kings. only shades of gray.
The center of the Zygerrian society is the Zygerrian Notorious Slavers. Whenever you make an ability
Slavers Guild, which focuses on the slave trade in the check related to the buying, selling, or controlling of
Outer Rim Territories. slaves, you are considered pro cient in the check. If
you would already be pro cient, you instead have
NAMES expertise.
Zygerrian names are rather diverse, though shorter Reputation for Cruelty. You are pro cient in
names are the most common. Surnames are familial. Intimidation, as well as the saberwhip and vibrowhip.
Male Names. Agruss, Darts, Atai, Sono Languages. You can speak, read, and write Galactic
Female Names. Miraj, Faralhi, Latrans, MaDall Basic and Zygerrian. Zygerrian is characterized by its
Surnames. D'nar, Molec, Scientel, Thanda, Tyne subtle growls and purrs.

EXPANDED CONTENT | SPECIES

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