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TABLE OF CONTENTS

Aing-Tii 2 Ewok 33 Nautolan 66


Aleena 3 Falleen 34 Neimoidian 67
Anzellan 4 Felucian 35 Noghri 68
Aqualish 5 Flesh Raider 36 Ortolan 69
Arcona 6 Gamorrean 37 Pa'lowick 70
Ardennian 7 Gand 38 Pau'an 71
Arkanian 8 Geonosian 39 Pyke 72
Balosar 9 Givin 40 Quarren 73
Barabel 10 Gotal 41 Rakata 74
Besalisk 11 Gran 42 Rattataki 75
Cathar 12 Gungan 43 Rishii 76
Cerean 13 Half-Human 44 Ryn 77
Chadra-Fan 14 Harch 46 Selkath 78
Chagrian 15 Herglic 47 Shistavanen 79
Chevin 16 Hutt 48 Squib 80
Chironian 17 Iktotchi 49 Ssi-Ruu 81
Clawdite 18 Ithorian 50 Sullustan 82
Codru-Ji 19 Kage 51 Talz 83
Colicoid 20 Kaleesh 52 Thisspiasian 84
Dashade 21 Kaminoan 53 Togorian 85
Defel 22 Karkarodon 54 Toydarian 86
Devaronian 23 Killik 55 Tusken 87
Draethos 24 Klatooinian 56 Ugnaught 88
Droid, Class I 25 Kubaz 57 Umbaran 89
Droid, Class II 26 Kushiban 58 Verpine 90
Droid, Class III 27 Kyuzo 59 Voss 91
Droid, Class IV 28 Lannik 60 Vurk 92
Droid, Class V 29 Lasat 61 Weequay 93
Dug 30 Miraluka 62 Yevetha 94
Echani 31 Mirialan 63 Zeltron 95
Esh-Kha 32 Mustafarian 64 Zygerrian 96
Muun 65

EXPANDED CONTENT | SPECIES | TABLE OF CONTENTS 1


Female Names. Kulan'Pa, Laman'So, Te'Nuriel
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
juts out perpendicularly from their chest, featuring As an a
two large eyes and six long, thin, green tongues Abili
extending from their mouths. They have a long, increas
prehensile tail. The species is incapable of producing by 1.
sound and conveys information via tasting, smelling Age.
and touching each other with their tongues. live mo
Align
SOCIETY AND CULTURE be har
The aing-tii are native to a planet whose location in the neutra
Kathol Rift is a closely guarded secret. Although in a Size.
dangerous area of space, the majority of Aing-Tii never genera
leave their homeworld nor have any contact with the positio
outside world. Those who do—commonly called aing- Spee
tii warrior monks—are often xenophobic and Arm
reclusive. The monks spend their entire lives While y
performing errands for their gods, in the hope that AC is 1
they will receive "an answer" from them. The aing-tii Clos
hate slavery, and often attack slavers who roam the the Fo
Kathol Outback. You ha
While the aing-tii are Force-sensitive, they avoid throws
wielding the Force, which they see as sacred. The aing- Forc
tii believe that everything is somehow guided by the will for
Force. They do not believe in the light or dark sides of your fo
the Force. Instead, they hold that there are many Preh
di erent aspects to the Force. your ta
as you
NAMES Wisd
Aing-tii names are, in reality, non-verbal and only truly Lore sk
understandable via taste, smell, and touch. The few Lang
aing-tii who have been known to the outside world Galacti
have used translators to convey an auditory identi er. the ain
Male Names. Ben'Sur, Looshen'Fel, Tadar'Ro verball

2 EXPANDED CONTENT | SPECIES


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 there are exceptions.
legs. 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
Aleena are social and tend to thrive best in with close- it, you deal kinetic damage equal to 1d4 + your
knit teams if not with their own kind. They develop Strength modi er. Additionally, as a bonus action, you
strong loyalties to friends and protect those they care can 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
are stereotypically galactic travelers, tourists in every temporary hit points equal to your Constitution
sense. This, combined with their strong dedication to modi er (minimum of 1), and you can't use this trait
their relatives, results in aleena families traveling even again until you nish a short or long rest.
to most unusual and dangerous locations just to see Cosmopolitan. You have pro ciency in Lore.
its 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
particularly, adventure and thrill sports, draw many any 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
longer names being saved for royalty. Surnames are versatile 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.

EXPANDED CONTENT | SPECIES 3


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
SOCIOCULTURAL CHARACTERISTICS rarely 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
these villages act independently from one another (AC 5, 1 hp). You can take the Use an Object action to
unless their decisions would a ect more than a single have your device cause one of the following e ects:
island. In that case, all of the councils work together to create a small explosion, create a repeating loud noise
come to a planet-wide decision. for 1 minute, create smoke for 1 minute, create a
soothing melody for 1 minute. You can maintain a
NAMES number of these devices up to your pro ciency bonus
Anzellan names are rarely longer than two syllables, at once, and a device stops functioning after 24 hours
with a bouncy intonation to them. Their surnames are away from you. You can dismantle the device to
familial. reclaim the 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.

4 EXPANDED CONTENT | SPECIES


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 1.
unable to manipulate most machinery or equipment Age. Aqualish reach adulthood in their late teens
developed by the galaxy's many species which and 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.

EXPANDED CONTENT | SPECIES 5


Surnames. Cheen, -drell, -faxel, Shran, Takonak, -voll
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
ARCO
Language Arconese
As an a
Abili
increas
by 1.
Age.
BIOLOGY AND APPEARANCE live for
Arcona have anvil-shaped heads, claws, marble-like Align
eyes, and protective skin. Cona is always hot, and has alignm
very little water, but the atmosphere is lled with to the
ammonia vapor. Arcona adapted to this environment found
by eating the ammonia-converting roots of ora as a Size.
source of water. Arcona depended on the ammonia to half fee
live and, as a result, arcona living o world have to take Regard
ammonia supplements. Despite their large eyes, Mediu
arcona have very poor eyesight. Their eyes, made up Spee
of thousands of photoreceptors, can not detect ne Claw
shapes, only seeing blurry objects. To aid this, they which y
have a small sensory organ between their eyes. Often with th
mistaken for their nose, this organ detects heat your St
patterns from living beings. Thus, arcona can Clev
recognize things by its heat pattern. of you
Arcona are highly susceptible to addiction to spice Easil
and common salt, which serves as a hallucinogen with addicti
e ects resembling that of intoxication. Their eyes shift from a
to gold after prolonged addiction. cause t
e ects
SOCIETY AND CULTURE related
Arcona normally think of themselves not as somet
individuals but as a collective whole. Largely forsaking Hide
individuality, they often refer to themselves as "we" wearin
even when alone. The arcona live in loose, family- modi
based communities called nests, which are ruled by a adapte
Grand Nest. Because arcona are born in nests the Du
underground, they obtain a close sense of family living Keen
in close quarters with siblings. Males raise the young, (Percep
since females are typically impulsive thrill-seekers. Rept
(Percep
NAMES consid
Arcona names are quite diverse, named by their Lang
fathers in the nest. Surnames are either familial or Basic a
nest-based. comple
Male Names. Bijrik, El, Jat, Kazat, Onalol, Shle throat
Female Names. Ak, Cimam, Cuten, He, Madan, outsid
Omik local la

6 EXPANDED CONTENT | SPECIES


Surnames. Betal, Durant, Jabut, Karon, Rambuan
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 ARDE
Language    Adrennian As an A
Abili
increas
1.
Age.
and liv
Align
BIOLOGY AND APPEARANCE them t
Ardennians are sentient humanoid simians hailing except
from the tropical paradise of Ardennia. They are Size.
covered in fur from head to their wrists and ankles, tall and
with brown and grey being the most common fur positio
colors. Ardennians sport four arms and prehensile Spee
feet. All six of their limbs are equally dexterous. Dark
the da
SOCIETY AND CULTURE as if it w
The Ardennian people themselves are a friendly dim lig
communal species that are well known for welcoming shades
visitors and inviting newcomers to traditional feasts Four
and dances on the sandy beaches of Ardennia. Rural can us
Ardiennan's live in modern tree-villages in the thick, gain th
dim jungle canopy on the majority of the islands. any giv
Ground level accommodations are available for o which
world visitors even in the smaller villages. Most o - require
worlders stay in the large modern resort complexes Jung
which boast having miles of private beaches or in the Ardenn
modern cities. Several large cities exist, scattered terrain
around the world, which typically encompass an entire Mas
island or a series of smaller islands joined together. when y
Ardennia's distance from the main hyperlanes rain, fa
makes it one of the lesser-known vacation Preh
destinations, but it's a popular one for those who your fe
don't mind the extra travel time. Some a uent well as
visitors prefer the solitude that Ardennia o ers, and Stro
occasionally end up purchasing one of the smaller can cov
islands to build their own home. Ardennia is notable score. W
for having the most beach per square meter in the numbe
galaxy. Streng
Tree
NAMES You ha
Ardennian's names are typically concise and rarely Streng
more than two syllables, with a familal surname. Lang
Male Names. Rio, Jakar, Hul, Lup, Quil, Jerno Basic a
Female Names. Rac, Bras, Nuc, Kua, Karta, Sanya energiz

EXPANDED CONTENT | SPECIES 7


Lang
Basic a
ARKANIAN airy to
written
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 Speed. Your base walking speed is 30 feet.
bodies, enhancing themselves so as to be better than Arkanian Brilliance. Whenever you make an
"lesser" 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
from generations of producing some of the galaxy's check. You cannot do so again until you complete a
greatest advancements in genetics and technology. short or 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" to have expertise in the Perception skill.
and 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
succinct. Surnames are familial. sunlight.
Male Names. Arkoh, Hyrim, Zeta, Suprin
Female Names. Shenna, Elizie, Cratala, Hanna
Surnames. Focela, Barzane, Nasdra, Athacorr

8 EXPANDED CONTENT | SPECIES


Surnames. Cher'dak, Mer'darro, Sel'Sabagno
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 BALO
between balosars and humanity is a pair of As a ba
antennapalps which sprouts from underneath the Abili
thick, coarse hair on their skulls. Retractable, these increas
atennapalps allow them to listen into the subsonic 1.
range and give the species physical intuition and Age.
preternatural re exes, which members of the Jedi and liv
Order sometimes mistook for Force sensitivity. addicti
Balosars also possess an acute tolerance for Align
poisonous substances, a byproduct of life on their and pr
toxic homeworld. Howev
SOCIETY AND CULTURE Size.
feet, an
Early in its history, the balosar homeworld was positio
overrun by galactic megacorporations eager to exploit Spee
the world's lax ecological protection laws. The planet Keen
was home to the balo mushroom, a key ingredient in advant
death sticks, one of the galaxy's most infamous hearing
narcotics. After its discovery, Balosar was wrought Snap
with corruption, addiction, and pollution from the sense i
production and usage of death sticks. you ro
Since there is little opportunity to ourish on their advant
homeworld, balosars often leave in search of fortune surpris
elsewhere. Their natural resistance to the lethal—but Once y
not the addictive—e ects of the drug encourages you n
some to enter the death stick business. Spic
NAMES Toxi
throws
Balosar names have a slight exotic tinge to them— against
often because Balosar parents name their children Lang
while on a death stick high. Their surnames are Basic a
familial. rasps a
Male Names. Barin, Elan, Fantes, Zerba as a wr
Female Names. Delaana, Ferrika, Reki, Vetyl

EXPANDED CONTENT | SPECIES 9


Surnames. Akken, Dutarca, Khigta, Srabulgid,
Zhomo
BARABEL
VISUAL CHARACTERISTICS
Skin Color    Black, green, grey, or red
Hair Color    None
Eye Color    Black or red
Four- ngered hands, two inch long
Distinctions   
teeth

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Barab I
Language    Barabel

BARA
BIOLOGY AND APPEARANCE As a ba
Barabel are a bipedal species of reptilians who are Abili
covered in very tough dark colored scales. Evolved increas
from nocturnal lizards, the Barabel adapted a thick 1.
layer of fat which allowed them to remain active and Age.
not sluggish when temperatures dropped. A blaster live les
set on stun would not damage them at all or slow Align
them down, as it would merely bounce o their scales. toward
Barabel are able to shed their tails if necessary, an Size.
ability that proved the undoing of many startled foes. tall and
They also possess heavy retractable claws along with positio
needle sharp teeth which can grow to be 2 inches in Spee
length. A carnivorous species, Barabel possess two Dark
stomachs in order to process the massive amount of the da
food they required to survive. as if it w
dim lig
SOCIETY AND CULTURE shades
Living in low tech communities ranging from a few Hide
dozen individuals to no more than ten thousand, the unarm
Barabel community is built around a warren where the your D
group thrives and hunted from. The Barabel species is natura
noted for its hunting and tracking prowess; many of chapte
their actions are fueled by their hunting instincts, Hun
leading to the general feeling that Barabel are always Preh
angry. They are well known for their aggression but your ta
are also extremely loyal. They also have a great deal of as you
respect for the Jedi because of their rst experiences Toot
with a Jedi Master who settled a dangerous clan natura
dispute. Apologies, whether for a misdeed or in unarm
sympathy, are an unknown concept to Barabel and damag
are considered insulting. Additio
special
NAMES attack'
Barabel names are harsh and gutteral. Female names equal t
are often softer. Surnames are warren-based. and yo
Male Names. Anidroks, Bridiz, Trurzuk, Vilzinok short o
Female Names. Alge, Bulzo, Ekthamo, Inako, Nolku

10 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 BESALISK TRAITS
whiskers lined the area below their noses, just above As a Besalisk, you have the following special traits.
the robust wattle most 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 gain the bene t of items held by two of your arms at
where o worlders could come to do business. Trading any given time, and once per round you can switch
and 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. You count as one size larger when
them, with a surname attached to their commune. determining your carrying capacity and the weight
Male Names. Darius, Dexter, Plun, Pong you can push, drag, or lift.
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 11


Lang
Basic a
CATHAR
VISUAL CHARACTERISTICS
Skin Color    Gold to yellow-brown with dark stripes
Hair Color    Brown, black, or grey
Eye Color    Yellow or brown
Distinctions    Lion-like features

PHYSICAL CHARACTERISTICS
Height    4'9" +2d12"
Weight    130 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Cathar
Language    Catharese

BIOLOGY AND APPEARANCE


The Cathar have fur-covered bodies with thick manes
as well as prominent, retractable claws that can deliver
powerful killing attacks on foes and prey. Their bodies
also possess rapid healing abilities. These traits make
them the perfect hand-to-hand specialists. CATHAR TRAITS
The Cathar species also has two subspecies, known As a cathar, you have the following special traits.
as the Juhani and the Myr Rho. Both of these are Ability Score Increase. Your Dexterity score
notably less catlike than mainline Cathar. Cathar are increases by 2, and your Charisma score increases by
born into a litter. The Cathar species is biologically 1.
similar to the Bothan species. Age. Cathar reach adulthood in their late teens and
live less than a century.
SOCIETY AND CULTURE Alignment. Cathar tend toward no particular
On their homeworld, Cathar live in cities built into alignment. The best and worst are found among them.
giant trees, and are organized into clans governed by Size. Cathar range from 5 to 7 feet tall, and can
elders. Stories of their great heroes were often carved weigh up to 300 lbs. Regardless of your position in that
into the trunks of these tree-homes for following range, your size is Medium.
generations to see. The Cathar mate for life, to the Speed. Your base walking speed is 30 feet.
extent that when one mate dies, the survivor never Cat's Claws. You have a climbing speed of 20 feet.
has a relationship with another. Cathar clan society Additionally, your unarmed strikes deal 1d4 kinetic
includes great pageants and celebrations, especially damage. You can use your choice of your Strength or
for their heroes. Their religion includes a ritual known Dexterity modi er for the attack and damage rolls.
as the "Blood Hunt," in which Cathar warriors You must use the same modi er for both rolls.
individually engaged in combat against entire nests of Cat's Talent. You have pro ciency in the Perception
Kiltik in order to gain honor and purge themselves of and Stealth skills.
inner darkness. The native language of the Cathar is Darkvision. You have a cat's keen senses, especially
Catharese, which included the emphasis of some in the dark. You can see in dim light within 60 feet of
spoken words with a growl. you as if it were bright light, and in darkness as if it
were dim light. You can't discern color in darkness,
NAMES only shades of gray.
Cathar names can sound both melodic and fairly Leonine Agility. Your re exes and agility allow you
gutteral, but they almost always sound strong and to move with a burst of speed. When you move on
erce. Female names are typically longer than male your turn in combat, you can double your speed until
names. Surnames are usually one syllable. the end of the turn. Once you use this trait, you can't
Male Names. Crurbirr, Isyrr, Nynorr, Suro, Tukarr use it again until you move 0 feet on one of your
Female Names. Cuwin, Jyvohr, Mulahr, Solyri, turns.
Surnames. Jin, Ki, Mak, Rhir, Ta

12 EXPANDED CONTENT | SPECIES


Female Names. Dreash, Kilniavy, Melm, Rharoth,
Surnames. Codux, Emkom, Kyureft, Lonnik, Mundi
CEREAN
VISUAL CHARACTERISTICS
Skin Color    Light tones
Blond, brown, or white (usually with
Hair Color   
age)
Eye Color    Yellow
Distinctions    Cone-like skull, binary brain

PHYSICAL CHARACTERISTICS
Height    5'8" +2d8"
Weight    120 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Cerea
Language    Cerean

BIOLOGY AND APPEARANCE


The Cereans' enlarged skulls, extending above their
foreheads, house complex binary brains, provided
with su cient blood by an extra heart in their heads. CERE
The binary structure of Cerean thinking helps them to As a Ce
ponder two sides of an issue at once. It also enables Abili
them to process information and solve problems increas
rapidly and provides a highly advanced capacity for
Age.
concentration and meditation. Because of their
live les
thoughtful nature, they tend to be calm, rational and
Align
analytical, preferring peaceful philosophies and a
to tend
lifestyle which works in harmony with nature. Though
except
the quick-thinking Cereans have equally quick
Size.
re exes, they are commonly not as well coordinated
tall and
as
positio
humans.
Spee
SOCIETY AND CULTURE Intu
Initiativ
Cereans developed a low-tech society on their
Clos
homeworld and prefer to live in isolation from the
for the
wider galaxy. Preserving the natural beauty of Cerea,
power
the planet is home to many Outsider Citadels where it
Charism
is permissible to use o world technology, though it
Perc
could not be removed from the Citadel. Meditation is
Stro
a core part of a Cerean's daily rituals, with many
can cov
employing specially-forged kasha crystals as a focusing
score. W
tool. By focusing one's thoughts while in contact with
numbe
such crystals, distractions are eliminated, creating an
Streng
exceptional meditation environment. Cerean Jedi
Tran
sometimes incorporate these crystals into their
medita
lightsabers, providing great focus, even during intense
a day. W
physical combat.
fashion
NAMES that ha
After re
Cerean male rst names are often hyphenated, while
that a
females are not. Surnames are familial.
Lang
Male Names. Ji-Cheelia, Ki-Adi, Pick-toh, Sauli-Fanz Basic a

EXPANDED CONTENT | SPECIES 13


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.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Chad
CHADRA-FAN TRAITS
Language    Chadra-Fan
As a Chadra-Fan, you have the following special traits.
Ability Score Increase. Your Intelligence score
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
BIOLOGY AND APPEARANCE cause them to tend toward the light side, though
Chadra-Fan are covered from head to foot in fur. Their there are exceptions.
species evolved from small, arboreal rodents. The two Size. Chadra-Fan stand 3-4 feet tall and weigh about
di erent sexes of Chadra-Fan are indistinguishable to 45 lbs. Regardless of your position in that range, your
other species, though the Chadra-Fan could readily tell size is Small.
the di erence using their powerful sense of smell. Speed. Your base walking speed is 25 feet.
Chadra-Fan also have involuntary pheromones that Climb. You have a climbing speed of 25 feet.
conveyed information about their family line and Keen Hearing and Smell. You have advantage on
created an aura of attractiveness. Other voluntary Wisdom (Perception) checks that involve hearing or
pheromones often conveyed a Chadra-Fan's state of smell.
emotion-anger, fear, or joy. Chadra-Fan even create Second Heart. When you are reduced to 0 hit
more complex messages using their pheromones, points but not killed outright, you can drop to 1 hit
though the pheromones when mixed sometimes point instead. You can't use this feature again until
caused confusion. They are unique in the fact that you nish a long rest.
they had clear blood. Tinker. You have pro ciency with tinker's
implements. You can use these and spend 1 hour and
SOCIETY AND CULTURE 100 cr worth of materials to construct a Tiny Device
The society of Chadra-Fan is divided into a clan (AC 5, 1 hp). You can take the Use an Object action to
structure in which every member is responsible for have your device cause one of the following e ects:
parenting the clan's children; a fact of life is that every create a small explosion, create a repeating loud noise
household is open at any time. Leadership within the for 1 minute, create smoke for 1 minute, emit an
clan is a temporary role that is passed from one onerous smell for 1 minute. You can maintain a
individual to another as the situation calls for a number of these devices up to your pro ciency bonus
particular expertise. Children are the centerpiece of a at once, and a device stops functioning after 24 hours
Chadra-Fan community, and only leave when wed. away from you. You can dismantle the device to
However the new Chadra-Fan couple remain with the reclaim the materials used to create it.
smaller clan so it was possible that a Chadra-Fan never Trance. Chadra-Fan only require 2 hours of sleep a
leaves his or her home. day. After resting in this way, you gain the same
Chadra-Fan left by themselves su er depression, so bene t that a human does from 8 hours of sleep.
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
Chadra-Fan names do not vary signi cantly based on versatile 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.

14 EXPANDED CONTENT | SPECIES


Male Names. Bom, Chen, Fiet, Nedd, Touk
Female Names. Chavik, Dabai, Fisil, Oolya, Tinto
CHAGRIAN Surnames. Kassin, Molya, Nigna, Onirali, Treen
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 CHAG
also sport two horns growing from the top of their As a Ch
skulls. These were once used in underwater duels to Abili
attract a mate, and are seen as a sign of the males' increas
strength and virility. Females lack the superior cranial Age.
horns, but had more pronounced and longer and liv
posterior head plates; these can reach halfway down Align
their back. Chagrians also have very long black forked them t
tongues. except
Size.
SOCIETY AND CULTURE tall and
As a species, Chagrians are generally peaceful and law- that ra
abiding to the point of becoming stoic and obstinate. Spee
Many Chagrians are motivated only by basic desires Amp
such as sustenance, shelter, and healthcare. Chagrian Dark
government ensures that every citizen is cared and the da
provided for, so the standard of living for the poorest as if it w
Chagrian is high compared to the members of other dim lig
species. Chagrians who expect violence often wear shades
red. Natu
throws
NAMES against
Chagrian names have a very melodic tone. Male Swim
names are typically shorter than female names. Lang
Surnames are familial. Basic a

EXPANDED CONTENT | SPECIES 15


Lang
Basic a
CHEVIN by gru
have d
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 CHEVIN TRAITS
their homeworld and conquer the Chevs. Chevin have As a Chevin, you have the following special traits.
thick legs, massive wide bodies, thin rope-like tails, and Ability Score Increase. Your Constitution score
arms so long their three- ngered hands often brushed increases by 2, and your Wisdom score increases by 1.
the 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
mounted on great wheeled carts. Even after they there are exceptions.
gained access to galactic technology, they continued Size. Chevin stand between 6 and 8 feet tall and
to live as nomads (though more a uent Chevin weigh up to 300 lbs. Regardless of your position in that
mounted their lodges on large repulsorlift vehicles range, your size is Medium.
instead.) Their Chev slaves are usually forced to follow Speed. Your base walking speed is 30 feet.
on foot. Nomadic groups of Chevin keep in touch via Hide. You have a thick hide. While you are
comlinks, and often converge on a single location to unarmored or wearing light armor, your AC is 13 +
deal with danger. your 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
NAMES it, you deal 1d6 + your Strength modi er kinetic
Chevin names do not vary signi cantly based on damage.
gender. Surnames are based on community.
First Names. Buula, Ephant, Perre, Phylus, Reseros
Surnames. Meh, Mon, Nen, Needmo, Phrusaani

16 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 determining your carrying capacity and the weight
and sharp enough that adolescent chironians can use you can push or drag. Additionally, any climb that
them to gore opponents. requires hands and feet is especially di cult for you
because of your hooves. When you make such a climb,
SOCIETY AND CULTURE each foot of movement costs you 4 extra feet, instead
Chironians express emotions through the of the normal 1 extra foot. Finally, a Medium or
mannerisms of their hooves: when impatient, they smaller creature can ride on your equine back if you
stamp them; when excited, they tap them in a quick allow it. In such a situation, you continue to act
dance, or canter in a spot. The centauriforms independently, not as a controlled mount.
frequently shake their heads and manes, and when Hooves and Horns. Your hooves (and depending
angry, their faces ush a deeper shade. Young on your age, horns) are natural weapons, which you
chironians, when frightened, are known to rub or can use to make unarmed strikes. If you hit with them,
press their velvet-covered horns against the foreheads you deal kinetic damage equal to 1d6 + your Strength
of other beings to whom they 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
Chironian names are soft and melodic, despite the attack, you can attempt to trip the target prone as
thick nature of their native language. Important family part of the same attack. Once you use this trait, you
names are passed down through generations. They can’t use it 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 17


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. Age. Clawdites reach adulthood in their early teens
They 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 length, and sex. You can also adjust your height and
harsh 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
On Zolan, clawdites are feared and shunned by the has the same basic arrangement of limbs that you
zolanders, who are a deeply religious people, believing have. Your clothing and equipment aren't changed by
that clawdites are impure and sinful. Zolanders force this trait. You stay in the new form until you use an
clawdites to live in slums scattered across the planet. action 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
NAMES shapeshifting nature to any creature within 30 feet
Clawdite names often have a rolling or hissing quality that can see you. Once you use this trait, you can’t use
to them. Surnames are familial, though clawdites it again until you nish a short or long rest.
rarely 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.

18 EXPANDED CONTENT | SPECIES


Lang
Basic a
CODRU-JI cadenc
VISUAL CHARACTERISTICS
Skin Color Light to dark tones
Black, brown, gray, or white (usually
Hair Color
with 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 eyes, though uncommon, also exist. Rarer still, CODRU-JI TRAITS
some adults maintain a light coat of fur or elongated, As a Codru-Ji, you have the following special traits.
pointed ears. These eccentric attributes result from Ability Score Increase. Your Charisma score
their unusual childhood forms. increases by 2, and your Constitution score increases
Codru-Ji children are actually sapient, six-legged by 1.
canid creatures that cannot speak. Codru-Ji in this Age. Codru-Ji reach adulthood in their early teens
stage of their lives are called Wyrwulves: they mature and live less than a century.
to their more recognizable gures after reaching Alignment. Steeped in sel sh tradition, Codru-Ji
puberty. At that point, a blue, rubbery substance tend towards the dark side, though there are
cocoons a Wyrwulf for several weeks before it emerges exceptions.
as a humanoid adolescent. They do, however, retain Size. Codru-Ji stand 5 to 6 feet tall and weigh around
both the natural resilience and the enhanced hearing 160 lbs. Regardless of your position in that range, your
of their previous selves. size is Medium.
SOCIETY AND CULTURE Speed. Your base walking speed is 30 feet.
Four-Armed. Codru-Ji have four arms which they
The Codru-Ji are proud and protective of their ancient can use independently of one another. You can only
customs, and they carefully manage their gain the bene t of items held by two of your arms at
homeworld's economy to keep a degree of anonymity any given time, and once per round you can switch
from the galaxy at large. They fear the tainting of their which arms you are bene ting from (no action
long-held practices by outside in uence as well as required).
prejudice against them for the almost barbaric level of Hide. You have a thick hide. While you are
callousness they will display towards one another in unarmored or wearing light armor, your AC is 12 +
pursuit of personal gain. The kidnapping of a political your Dexterity modi er.
rivals' children or the ransoming of o -worlders back Keen Hearing. You have advantage on Wisdom
to their people are both common practices. (Perception) checks that rely on hearing.
NAMES Natural Grappler. Whenever you make a Strength
(Athletics) check to grapple you are considered to
Codru-Ji names are often kept to two syllables. Clan have expertise in the Athletics skill.
names are appended to the given name as a Trance. Codru-Ji sleep lightly, standing and
hyphenated a x. semiconscious, for 4 hours a day. After resting in this
Male Names. Kossok, Tirrit, Uttar, Yunnan way, you gain the same bene t that a human does
Female Names. Davvi, Kella, Russa, Zollu from 8 hours of sleep.
Clan Names. -Fa, -Mu, Ro-, -Sy, Yi-

EXPANDED CONTENT | SPECIES 19


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
di erent as they are more than twice the size of even gain 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
threatened. and 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 while you aren't wielding a shield, you gain a bonus to
and cannibalistic in nature. Their ruthless cunning AC equal to half your pro ciency bonus (rounded up)
serves 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 Basic and Colicoid. The Colicoid language uses sounds
from 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.

20 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
them prime candidates for mercenary and assassin the 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
dashade as a species exhibit. sensors 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 skill.
harsher sounds, while others are longer and seperated Radiation Resistant. Dashade are naturally able to
by an 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 21


Lang
Basic a
DEFEL Basic w
have a
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
Homeworld Af'El 1.
Language Defel Age. Defel reach adulthood in their early teens and
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
BIOLOGY AND APPEARANCE Dexterity modi er for the attack and damage rolls.
While defel appear to be visually similar to the You must use the same modi er for both rolls.
shistavanen, they are very di erent on a biological Darkvision. You have a keen eyesight, especially in
level. Defel have the ability to bend waves of light in the dark. You can see in dim light within 120 feet of
such a manner that it renders them practically you as if it were bright light, and in darkness as if it
invisible to the human eye. Despite this ability, they were dim light. You can't discern color in darkness,
could be still be spotted by force-users and keen-eyed only shades of gray.
individuals. Hidden Step. As a bonus action, you can turn
Defel have extremely high perceptive ability because invisible until the start of your next turn or until you
of their large ears, sensitive noses, and keen eyes. attack, make a damage roll, or force someone to make
Because of the heightened levels of visual stimuli their a saving throw. Once you've used this trait, you can't
eyes experience, defel are nearly blinded by sunlight use it again until you nish a short or long rest.
but can see rather well in the dark. Miners. You have pro ciency in scavenging kits.
Sunlight Sensitivity. You have disadvantage on
SOCIETY AND CULTURE attack rolls and on Wisdom (Perception) checks that
Defel live in tight-knit, interdependent communites rely on sight when you, the target of your attack, or
underground. The harsh environment on Af'El turned whatever you are trying to perceive is in direct
the defel into rugged survivors, able to hold their own sunlight.
in the Galaxy. Sneaky You are pro cient in the Stealth skill.
Defel have a strong sense of honor and will not Surprise Attack If you surprise a creature and hit it
associate with individuals that do not keep their word. with an attack on your rst turn in combat, the attack
Because defel have yet to achieve interplanetary deals an extra 2d6 damage to it. You can use this trait
travel, they are a rare sight in the galaxy. only once per combat.
Undersized. Your small stature makes it hard for
DEFEL NAMES you to wield bigger weapons. You can't use heavy
Defel names tend to sound dark and mysterious, and shields. Additionally, you can't use martial weapons
are mostly composed of multiple syllables. Defel with the two-handed property unless it also has the
surnames are familial, using stern and simple sounds. light property, and if a martial weapon has the
Male Names. Alustair, Claustro, Tenebris, Varsiin versatile property, you can only wield it in two hands.
Female Names. Lhantra, Soliel, Stroika, Zavtra
Surnames. Gauss, Neura, Tume, Vecherom

22 EXPANDED CONTENT | SPECIES


Surnames. Breiz, Droddost, G'vaulnel, Raokt
DEVARONIAN
VISUAL CHARACTERISTICS
Skin Color    Red, pink, brown, or white
Hair Color    Brown, black, or white
Eye Color    Black
Distinctions    Horns or horn spots, long pointed ears

PHYSICAL CHARACTERISTICS
Height    4'10" +2d8"
Weight    120 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Devaron
Language    Devaronese

BIOLOGY AND APPEARANCE


A bipedal mammalian species, Devaronians evolved in
the dense jungles of Devaron as a hunter-gather
species. Their bodies are denser than most
humanoids' and as a result they were heavier than
their
appearance would tend to indicate. Devaronians have DEVA
silver-based blood, which appears thick and black As a de
when exposed. They possess a unique blood ltration Abili
and cleansing system which processes through two increas
livers. Because their bodies are constantly cleansed of 1.
toxins and carcinogens, the species is highly resistant Age.
to poison. To this end, sulfur is used as a stimulant on teens a
Devaron to enhance speed and strength, because Align
inhaling it causes the substance to enter the tend to
bloodstream rapidly. Their livers struggle to eliminate except
sulfur from their system, meaning that long-term use Size.
can be dangerous. feet ta
positio
SOCIETY AND CULTURE Spee
Devaronian males are driven by an urge to wander, Jung
usually taking the rst opportunity to move on from Devaro
one place to another; they are often found traveling Surviva
the galaxy as tramp freighter captains and scouts. di cul
Female Devaronians, on the other hand, are content Tech
to remain in a single location, raising the young and leaves
running the government of Devaron. The males send on Dex
money back to their homeworld to support their tech po
families, but otherwise hardly ever return. The females Two
are content with this arrangement, as they tend to makes
view the restless males as disruptive to home life. advant
have re
NAMES chapte
Devaronian names are dark, complex and often Lang
guttural, with some harsher tones mixed in here and Basic a
there. grunts
Male Names. Cir, Gremegris, Keirtihk, Kucx, Niruhk speak
Female Names. Crilnuy, Ghal, Milma, Nola, Taoluel Devaro

EXPANDED CONTENT | SPECIES 23


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 Alignment. Draethos tend toward no particular
slow to evolve and relies heavily on tradition. The alignment. The best and worst are found among them.
Draethos' culture is warrior-based, and those living on Size. Draethos typically stand between 6 and 7 feet
the homeworld are expected to demonstrate their tall and weigh around 190 lbs. Regardless of your
martial or hunting prowess. Life on Draethos is harsh, position in that range, your size is Medium.
with arrogant aristocrats squabbling among one Speed. Your base walking speed is 30 feet.
another for social standing and wealth. Warriors are Darkvision. You can see in dim light within 60 feet of
perpetually in high demand as gladiators, mercenaries, you as if it were bright light, and in darkness as if it
hunters, and soldiers. Those who make a conscious were dim light. You can't discern color in darkness,
decision to abandon the way of the warrior are exiled only shades of gray.
to seek a new life among aliens. Consequently, despite Telepathy. You can communicate telepathically with
their 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.

24 EXPANDED CONTENT | SPECIES


DROID, CLASS I
VISUAL CHARACTERISTICS
Color
Typically metallic
Scheme
Human-like size, slow speed, specialized
Distinctions
knowledge

PHYSICAL CHARACTERISTICS
Height 4'5 +2d10"
Weight 115 lb. x(2d4) lb.

CREATION CHARACTERISTICS
CLASS I DROID TRAITS
Cybot Galactica
Manufacturer As a class I droid, you have the following special traits.
Industrial Automaton
Ability Score Increase. Your Intelligence score
Primary Language Varies based on location
increases by 2, and your Wisdom or Charisma score
increases by 1.
Age. Droids don't age, though they require
maintenance to retain functionality.
PLAYERS AS DROIDS Alignment. Droids tend toward no particular
Work with your GM to determine if playing as a droid
is appropriate for your campaign. Droids are
alignment. The best and worst are found among them.
impervious to many e ects and vulnerable to others. Size. Class I droids stand between 5 and 6 feet tall
If your GM approves this choice of species, Work with and weigh about 170 lbs. Regardless of your position
them to determine your droids designation, name, in that range, your size is Medium.
and appearance. If you want to play a di erent type of Speed. Your base walking speed is 25 feet.
droid, work with your GM to nd suitable traits to Type. Your creature type is droid.
realize your character.
Armor Integration. You can not wear armor, but
you can have the armor professionally integrated into
your chassis over the course of a long rest. This work
must be done by someone pro cient with astrotech's
implements. You must be pro cient in armor in order
to have it integrated.
Droid Resistances. You are resistant to necrotic,
poison, and psychic damage, and are immune to
APPEARANCE poison and disease.
Class I droids are typically vaguely human-like in both Droid Systems. You do not need to eat or drink.
shape and size, standing at around 6 feet, although Additionally, you no longer require a tech focus to cast
some are smaller. They are usually a polished metallic tech powers.
color, though this can vary based on tasks for which Droid Vulnerabilities. You are vulnerable to ion
they are created, their a liation, or quirks of their damage. Additionally, you have disadvantage on
owner. saving throws against e ects that would deal ion or
lightning damage.
UTILITY Force Insensitive. While droids can be manipulated
Class I droids are programmed for the mathematical, by many force powers, they can not sense the Force.
medical, or physical sciences. Subcategories of the rst You can not use force powers or take levels in
degree are medical droids, biological science droids, forcecasting classes.
physical science droids, and mathematics droids. Knowledge Protocol. You have pro ciency in two
Medical droids, also known as meddroids, med Intelligence, Wisdom, or Charisma skills of your choice.
droids, medical units or surgical droids are a type of Maintenance Mode. Rather than sleep, you enter
droid designed to heal living beings, and are the most an inactive state to perform routine maintenance for 4
commonly found Class I droids. hours each day. You have disadvantage on Wisdom
(Perception) checks while performing maintenance.
NAMES Rapid Reconstruction. You are built with internal
Droids are typically called by their designation, given repair mechanisms. As a bonus action, you can choose
to them when they are created, or some a ectation to spend one of your Hit Dice to recover hit points.
given to them by their owner. Often this a ectation is Languages. You can speak, read, and write Galactic
a play on their designation. Basic and one language of your choice. You can
Occasionally, noteworthy droids will earn monikers understand spoken and written Binary, but you can
based on their accomplishments. not speak it.

EXPANDED CONTENT | SPECIES 25


DROID, CLASS II
CLASS II DROID TRAITS
VISUAL CHARACTERISTICS As a class II droid, you have the following special traits.
Color
   Varies
Ability Score Increase. Your Intelligence score
Scheme increases by 2, and your Dexterity or Wisdom score
Retractible arms, integrated tools, increases by 1.
Distinctions      
diminutive size Age. Droids don't age, though they require
maintenance to retain functionality.
Alignment. Droids tend toward no particular
PHYSICAL CHARACTERISTICS alignment. The best and worst are found among them.
Height    2'5" +2d8" Size. Class II droids stand 2 to 4 feet tall and weigh
Weight    60 lb. x1 lb.
about 70 lbs. Regardless of your position in that range,
your size is Small.
Speed. Your base walking speed is 25 feet.
CREATION CHARACTERISTICS Type. Your creature type is droid.
Aratech Repulsor Company Armor Integration. You can not wear armor, but
Manufacturer you can have the armor professionally integrated into
Industrial Automaton
your chassis over the course of a long rest. This work
Primary Language Binary
must be done by someone pro cient with astrotech's
implements. You must be pro cient in armor in order
to have it integrated.
Droid Resistances. You are resistant to necrotic,
PLAYERS AS DROIDS poison, and psychic damage, and are immune to
Work with your GM to determine if playing as a droid
is appropriate for your campaign. Droids are
poison and disease.
impervious to many e ects and vulnerable to others. Droid Systems. You do not need to eat or drink.
If your GM approves this choice of species, Work with Additionally, you no longer require a tech focus to cast
them to determine your droids designation, name, tech powers.
and appearance. If you want to play a di erent type of Droid Vulnerabilities. You are vulnerable to ion
droid, work with your GM to nd suitable traits to damage. Additionally, you have disadvantage on
realize your character.
saving throws against e ects that would deal ion or
lightning damage.
Force Insensitive. While droids can be manipulated
by many force powers, they can not sense the Force.
You can not use force powers or take levels in
forcecasting classes.
APPEARANCE Integrated Engineering. You have pro ciency in
one specialist's kit of your choice. The chosen kit is
Class II droids are typically small, standing between integrated into your chassis, and can not be removed
two and four feet. Their form and color scheme vary while you are conscious.
based on tasks for which they are created, their Maintenance Mode. Rather than sleep, you enter
a liation, or quirks of their owner. an inactive state to perform routine maintenance for 4
They are noteworthy for their distinct, function- hours each day. You have disadvantage on Wisdom
oriented form. (Perception) checks while performing maintenance.
UTILITY Rapid Reconstruction. You are built with internal
repair mechanisms. As a bonus action, you can choose
Class II droids are programmed for engineering and to spend one of your Hit Dice to recover hit points.
other technical sciences. They di er from class one Retractable Arms. You have two retractable arms:
droids because they apply the science to real-life one grasper and one manipulator. The manipulator
situations. Class II droids are rarely equipped with arm can only wield light shield generators and
Basic vocabulators, instead communicating through weapons with the light property.
Binary. There are ve subcategories of class II droids. Skill Protocol. You have pro ciency in two skills of
Astromech, exploration, environmental, engineering, your choice.
and maintenance droids are all class II Undersized. Your small stature makes it hard for
droids. you to wield bigger weapons. You can't use heavy
NAMES shields. Additionally, you can't use martial weapons
with the two-handed property unless it also has the
Droids are typically called by their designation, given light property, and if a martial weapon has the
to them when they are created, or some a ectation versatile property, you can only wield it in two hands.
given to them by their owner. Often this a ectation is Languages. You can speak, read, and write Binary.
a play on their designation. You can understand spoken and written Galactic Basic
Occasionally, noteworthy droids will earn monikers and one language of your choice, but you can not
based on their accomplishments. speak it.

26 EXPANDED CONTENT | SPECIES


Occasionally, noteworthy droids will earn monikers
based on their accomplishments.
DROID, CLASS III
VISUAL CHARACTERISTICS
Color
   Typically metallic
Scheme
Human-like size, shu ing gait,
Distinctions      
typically talkative

PHYSICAL CHARACTERISTICS
Height    5'6" +2d4"
Weight    120 lb. x(2d6) lb.

CREATION CHARACTERISTICS
Cybot Galactica
Manufacturer
Industrial Automaton CLAS
Primary Language Varies based on location As a cla
traits.
Abili
increas
PLAYERS AS DROIDS increas
Work with your GM to determine if playing as a droid Age.
is appropriate for your campaign. Droids are mainte
impervious to many e ects and vulnerable to others.
Align
If your GM approves this choice of species, Work with
them to determine your droids designation, name, alignm
and appearance. If you want to play a di erent type of Size.
droid, work with your GM to nd suitable traits to human
realize your character. positio
Spee
Type
Arm
you ca
your ch
must b
implem
to hav
APPEARANCE Droi
Class III droids are typically human-like in both shape poison
and size, standing at around 6 feet. They are usually a poison
polished metallic color, though this can vary based on Droi
tasks for which they are created, their a liation, or Additio
quirks of their owner. tech po
They are noteworthy for their slow, shu ing gait Droi
and typically overly talkative nature. damag
saving
UTILITY lightnin
Class III droids are programmed to interact with Forc
humans. They are said to be the most advanced by man
droids ever invented. Protocol, servant, tutor, and You ca
child care droids are all class III droids. forceca
They are usually equipped with protocol chips which Know
give them the cognitive functionality to engage Lore sk
socially. Main
an inac
NAMES hours
Droids are typically called by their designation, given (Percep
to them when they are created, or some a ectation Rapi
given to them by their owner. Often this a ectation is repair
a play on their designation. to spen

EXPANDED CONTENT | SPECIES 27


Lang
Basic a
DROID, CLASS IV unders
not sp
VISUAL CHARACTERISTICS
Color
   Varies
Scheme
Variable size, combat-designed nature,
Distinctions      
often humanoid

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

CREATION CHARACTERISTICS CLASS IV DROID TRAITS


Holowan Mechanicals As a class IV droid, you have the following special
Manufacturer traits.
Uxiol Droid Manufacturing
Ability Score Increase. Your Constitution score
Primary Language Galactic Basic
increases by 2, and your Strength or Dexterity score
increases by 1.
Age. Droids don't age, though they require
maintenance to retain functionality.
PLAYERS AS DROIDS Alignment. Droids tend toward no particular
Work with your GM to determine if playing as a droid
is appropriate for your campaign. Droids are
alignment. The best and worst are found among them.
impervious to many e ects and vulnerable to others. Size. Class IV droids typically stand between 5 and 7
If your GM approves this choice of species, Work with feet and weigh about 150 lbs. Regardless of your
them to determine your droids designation, name, position in that range, your size is Medium.
and appearance. If you want to play a di erent type of Speed. Your base walking speed is 30 feet.
droid, work with your GM to nd suitable traits to Type. Your creature type is droid.
realize your character.
Armor Integration. You can not wear armor, but
you can have the armor professionally integrated into
your chassis over the course of a long rest. This work
must be done by someone pro cient with astrotech's
implements. You must be pro cient in armor in order
to have it integrated.
APPEARANCE Droid Resistances. You are resistant to necrotic,
poison, and psychic damage, and are immune to
Class IV droids are typically human-like in both shape poison and disease.
and size, though there are many advanced models
Droid Systems. You do not need to eat or drink.
(such as droidekas) that forgo this standardization.
Additionally, you no longer require a tech focus to cast
They are usually colored to match their a liation,
tech powers.
though personally owned class IV droids might not be.
Droid Vulnerabilities. You are vulnerable to ion
Certain models of class IV droids, such as the HK-
damage. Additionally, you have disadvantage on
series, are made to look like class III droids to disguise
saving throws against e ects that would deal ion or
their martial nature.
lightning damage.
UTILITY Force Insensitive. While droids can be manipulated
by many force powers, they can not sense the Force.
Class IV droids are programmed for military and You can not use force powers or take levels in
security purposes. Such droids tend to perform tasks forcecasting classes.
of violence or combat might be expected. Almost all
Maintenance Mode. Rather than sleep, you enter
class IV droids carry weapons. Armed combat droids
an inactive state to perform routine maintenance for 4
are among the rst droids ever created. Security,
hours each day. You have disadvantage on Wisdom
gladiator, battle, and assassin droids are all class IV
(Perception) checks while performing maintenance.
droids.
Martial Protocol. You have pro ciency with light
NAMES and medium armor as well as two simple or martial
blasters or vibroweapons of your choice.
Droids are typically called by their designation, given Rapid Reconstruction. You are built with internal
to them when they are created, or some a ectation repair mechanisms. As a bonus action, you can choose
given to them by their owner. Often this a ectation is to spend one of your Hit Dice to recover hit points.
a play on their designation.
Occasionally, noteworthy droids will earn monikers
based on their accomplishments.

28 EXPANDED CONTENT | SPECIES


DROID, CLASS V
VISUAL CHARACTERISTICS
Color
Typically metallic
Scheme
Vaguely human-like size and shape,
Distinctions
typically quiet

PHYSICAL CHARACTERISTICS
Height 5'2" +2d12"
Weight 140 lb. x(2d8) lb. CLASS V DROID TRAITS
As a class V droid, you have the following special traits.
CREATION CHARACTERISTICS Ability Score Increase. Your Strength score
Cybot Galactica
increases by 2, and your Dexterity or Constitution
Manufacturer score increases by 1.
Industrial Automaton
Age. Droids don't age, though they require
Primary Language Binary
maintenance to retain functionality.
Alignment. Droids tend toward no particular
alignment. The best and worst are found among them.
Size. Class V droids typically stand between 5 and 7
PLAYERS AS DROIDS feet and weigh around 260 lbs. Regardless of your
Work with your GM to determine if playing as a droid
position in that range, your size is Medium.
is appropriate for your campaign. Droids are
impervious to many e ects and vulnerable to others. Speed. Your base walking speed is 30 feet.
If your GM approves this choice of species, Work with Type. Your creature type is droid.
them to determine your droids designation, name, Armor Integration. You can not wear armor, but
and appearance. If you want to play a di erent type of you can have the armor professionally integrated into
droid, work with your GM to nd suitable traits to your chassis over the course of a long rest. This work
realize your character.
must be done by someone pro cient with astrotech's
implements. You must be pro cient in armor in order
to have it integrated.
Droid Resistances. You are resistant to necrotic,
poison, and psychic damage, and are immune to
poison and disease.
Droid Systems. You do not need to eat or drink.
Additionally, you no longer require a tech focus to cast
tech powers.
APPEARANCE Droid Vulnerabilities. You are vulnerable to ion
Class V droids are typically vaguely human-like in both damage. Additionally, you have disadvantage on
shape and size, standing at around 6 feet, although saving throws against e ects that would deal ion or
many can be larger. They are usually a polished lightning damage.
metallic color, though this can vary based on tasks for Force Insensitive. While droids can be manipulated
which they are created, their a liation, or quirks of by many force powers, they can not sense the Force.
their owner. You can not use force powers or take levels in
They are noteworthy for their simple programming forcecasting classes.
and quiet, focused work habits. Maintenance Mode. Rather than sleep, you enter
an inactive state to perform routine maintenance for 4
UTILITY hours each day. You have disadvantage on Wisdom
Class V droids are programmed for menial and low- (Perception) checks while performing maintenance.
skill tasks. Such droids tend to perform basic tasks Manual Laborer. You have pro ciency in Athletics
such as construction, lifting, maintenance, mining, and one set of artisan's implements of your choice.
sanitation, and transportation. Labor droids are fth- Powerful Build. You count as one size larger when
degree droids. determining your carrying capacity and the weight
you can push, drag, or lift.
NAMES Rapid Reconstruction. You are built with internal
Droids are typically called by their designation, given repair mechanisms. As a bonus action, you can choose
to them when they are created, or some a ectation to spend one of your Hit Dice to recover hit points.
given to them by their owner. Often this a ectation is Languages. You can speak, read, and write Binary.
a play on their designation. You can understand spoken and written Galactic Basic
Occasionally, noteworthy droids will earn monikers and one language of your choice, but you can not
based on their accomplishments. speak it.

EXPANDED CONTENT | SPECIES 29


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

30 EXPANDED CONTENT | SPECIES


Surnames. Authal, Elysi, Fenni, Kinro, Lsu
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

ECHA
As an E
Abili
increas
Age.
live les
BIOLOGY AND APPEARANCE Align
Echani are characterized by their white skin, hair, and comba
eyes, and their remarkable tendency to look very alignm
much alike one another to outside observers, Size.
particularly amongst family members. It is thought tall and
that their origins stem from Arkanian experimentation betwee
on the human genome, a hypothesis that could Spee
explain their physical conformity. Allie
(Insigh
SOCIETY AND CULTURE the Fo
A matriarchal, caste-based society originating from the Insight
Inner Rim world of Eshan, the echani spread to Una
encompass a confederacy of six worlds including 1d6 kin
Bengali and Thyrsus, known as the Six Sisters, Streng
governed by the all-female Echani Command. damag
Echani generals are sometimes seen by others as both ro
having the ability to predict their opponent's next Echa
move. This is no biologicial trait inherent to the melee
species, but rather stems from the fact that combat is make a
so ingrained into every level of echani culture; the Charism
echani hold to the idea that combat is the truest form the fol
of communication, and to know someone fully, you Dexter
must ght them. While their combat rituals require Dexter
complete freedom of movement and unarmed martial or curr
arts, in warfare, they tend towards light armor and immun
melee weapons, and are considered excellent ability
craftsmen of such. modi
expend
NAMES Com
Echani names tend to lack hard consonants, but are and Ac
otherwise as variable as human ones. Echani Mart
surnames are tied directly to their place in the caste armor,
system. vibrow
Male Names. Caelian, Inarin, Losor, Uelis, Yusanis Lang
Female Names. Astri, Brianna, Isena, Raskta, Senriel Basic a

EXPANDED CONTENT | SPECIES 31


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 Ability Score Increase. Your Strength or Wisdom
legs. 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 Size. Esh-kha typically stand 6 to 6 and a half feet tall
included 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 Darkvision. You have a keen eyesight, especially in
decisions to their entire people. Esh-kha appear to the dark. You can see in dim light within 60 feet of you
outsiders as a savage violent species that care only for as if it were bright light, and in darkness as if it were
the 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 shades of gray.
their tightly-knit hive-like society. It is suspected that Force-Sensitive. You know your choice of the
the esh-kha are simply unable to tolerate or even turbulence, force disarm, or slow at-will force powers.
adapt to the existence of thinking of outsiders who Your forcecasting ability is Wisdom or Charisma
only 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
circumstances. Investigation skill.
Savage Attacks. When you score a critical hit with a
NAMES melee weapon attack, you can roll one of the
Whilst their kind are individuals, esh-kha are not weapon’s damage dice one additional time and add it
named at birth but instead earn their names through to the 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 Basic and Kharan. Kharan contains many metaphorical
own identity. Esh-kha do not use surnames, as they expressions when translated to Galactic Basic. The
believe 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.

32 Written by Absolute Heresy


EWOK
VISUAL CHARACTERISTICS
Skin Color    Brown
Hair Color    Shades of white, brown, red, and black
Eye Color    Black
Distinctions    Furry, short stature, acute sense of smell

PHYSICAL CHARACTERISTICS
Height    2'9" +2d6"
Weight    40 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Forest Moon of Endor
Language    Ewokese

EWOK TRAITS
As an Ewok, you have the following special traits.
Ability Score Increase. Your Dexterity score
increases by 2, and your Constitution score increases
BIOLOGY AND APPEARANCE by 1.
Ewoks are sentient humanoid mammals, averaging Age. Ewoks reach adulthood in their early teens and
about one meter in height, which can provide an live about 50 years.
advantage when trying to hide. They are covered in fur Alignment. Ewoks are inherently accepting, albeit
from head to toe, with brown and black the most naive, and tend toward the light side, though there are
common colors. Other Ewoks have near-white or exceptions.
reddish fur, but red fur is supposedly the rarest shade Size. Ewoks stand between 3 and 4 feet tall and
an Ewok can get. Most Ewoks have solid-colored fur, weigh about 50 lbs. Regardless of your position in that
though a few sport stripes. Ewoks have large, bright range, your size is Small.
eyes, small humanoid noses, and hands that possess Speed. Your base walking speed is 25 feet.
two ngers and an opposable thumb. Despite their Crude Weapon Specialists. Ewoks are used to
small size, Ewoks are physically strong enough to making do with less. You can spend 1 hour, which you
overpower combat-trained Humans. Their appearance can do over the course of a short rest, crafting a
has been likened to "little bears," though they are weapon out of loose materials. You can craft any
sometimes referred to as "mini Wookiees." simple kinetic weapon, but the weapon's damage
su ers a -1 penalty.
SOCIETY AND CULTURE Keen Smell. You have advantage on Wisdom
Most Ewoks live high among the trees of the forest (Perception) checks that rely on smell.
moon, in villages built between the closely spaced Musical Culture. Ewoks incorporate music in their
trees. The basic design of a tree village has a "Central celebrations and rituals. You have pro ciency in an
Village" of thatched-roof huts on the primary limbs. instrument of your choice.
These huts are high enough above the ground to be Natural Survivalist. You have pro ciency in Nature
out of reach of predators. Suspended bridges connect and Survival.
the gaps between trees, adjoining distant huts. Mask of the Wild. You can attempt to hide even
Knotted rope ladders allow access up or down. when you are only lightly obscured by foliage, heavy
Ewoks enjoy singing and playing music during rain, falling snow, mist, and other natural phenomena.
celebrations and rituals. They are resourceful and tend Treeclimber. You have a climbing speed of 25 feet.
to make use of everything they get their hands on; You have advantage on Strength saving throws and
they use a variety of crude drums, horns, utes, and Strength (Athletics) checks that involve climbing.
other instruments in their music. 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
Ewok names are comprised of growled consonants. with the two-handed property unless it also has the
Female names always end in a vowel. Surnames are light property, and if a martial weapon has the
clan-based. versatile property, you can only wield it in two hands.
Male Names. Coostick, Erphek, Grarphil, Moodoo Languages. You can speak, read, and write Ewokese.
Female Names. Booshi, Chela, Fesasha, Lipe, Ypezzi You can understand spoken and written Galactic Basic,
Surnames. Fedrimra, Jellyng, Moomrack, Trantelaa but your vocal cords do not allow you to speak it.

EXPANDED CONTENT | SPECIES 33


Surnames. Grunseit, Croom, Moz, Xiss, Mythric
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 FALLE
their skin pigmentation make the Falleen often As a Fa
considered to be among the most aesthetically Abili
pleasing beings in the galaxy. In addition to their increas
strikingly beautiful appearance, the Falleen exude 1.
pheromones which makes them all but irresistible to Age.
both sexes. live up
The Falleen are semi-aquatic, being able to hold their Align
breath underwater for an extended period of time. to
Fallen are one of few species that are resistant to tend to
manipulation by the Force. except
Size.
SOCIETY AND CULTURE and we
Falleen society is of a feudal nature, with noble houses in that
ruling over the lower classes. The upper echelons of Spee
Falleen aristocracy are rife with politics and intrigue, Clos
though they rarely spill blood over disputes or reduce compo
themselves to open warfare. from th
As a cold-blooded species, the Falleen respect Charism
discipline and control, particularly self-control. They Enth
tend to shun public displays of emotion, and are very pherom
patient. As a result of this attitude, they tend to look Whene
down on the more openly passionate, whom they see check,
as lacking self-control. Indeed, the Falleen as a species roll. Ad
have a towering sense of superiority, re ecting on treat a
their view of Falleen as the civilized and cultural center 10. Thi
of the galaxy, rather than Coruscant. Hold
hour a
NAMES Mas
Falleen favor names with Z and X sounds. They are when y
usually accompanied by a surname, which is familial. rain, fa
Male Names. Xomit, Xizor, Xist, Zenex, Zurros
Female Names. Xora, Trezza, Mylla, Zule, Annaz

34 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 35


Surnames. Ban, Fel, Kuir, Penk, Teeshk
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 FLES
As a e
Abili
increas
increas
Age.
rarely l
BIOLOGY AND APPEARANCE Align
Flesh raiders are a more primitive, and more physically and ag
imposing subspecies of rakata that mutated prior to dark si
the end of the In nite Empire. A life above ground and Size.
in caves has led the esh raiders to lose their more feet ta
amphibian traits, and are now more humanoid in their positio
biological needs, though they seem to only be able to Spee
digest meats and esh. Aggr
Flesh raiders keep many of their ancestral rakatan your sp
features, though they have experienced a form of can see
gigantism that has lead to their interesting enemy
appearance, that of a at topped, spade shaped head, Cann
with blade-like eye stalks coming o the side ends of devou
the spade. Their body structure also more closely gain te
matches that of a trandoshan or dashade, being bulky modi
and imposing in stature, towering over most other feature
sentient creatures. you ca
Unlike contemporary rakata, esh raiders did not Dark
lose their ability to tap into the Force. the da
as if it w
SOCIETY AND CULTURE dim lig
Flesh raiders are known to form small clan structures, shades
with a war boss in charge of the clan. Those esh Forc
raiders who are born Force-sensitive can be found esh ra
imitating a temple structure, with a powerful Force- the Fo
sensitive, usually from another species, leading them. Constit
Flesh raiders still speak the rakatan language, Men
though it has developed into a cruder variant. skill.
Hun
NAMES check t
Flesh raider names tend to be short and concise, expert
embodying strength and virility. Flesh raider names Lang
make no distinction between male and female names. Basic a
Surnames are clan-based, though they are rarely used. tones a
First Names. Cha'nagh, Fashk, Gorshh, Keshk, and lon
Mar'govrok form o

36 EXPANDED CONTENT | SPECIES


Lang
Gamor
GAMORREAN Galacti
to spea
VISUAL CHARACTERISTICS
and sq
Skin Color    Black, brown, green, pink, or yellow style.
Hair Color    None
Eye Color    Blue, black, brown, or gold
Porcine humanoids with tusks and
Distinctions   
horns

PHYSICAL CHARACTERISTICS
Height    4'10" +2d8"
Weight    150 lb. x(2d6) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Gamorr
Language    Gamorrese

BIOLOGY AND APPEARANCE


Although a typical Gamorrean is squat, green, and
heavily built not all shared these characteristics. Most
Gamorreans have a dark greenish coloration over a
large portion of their bodies; however skin coloration
does vary, particularly among females, with light
skinned and two-toned pigmentation not uncommon.
Black, brown, pinkish yellow, and even a rare white
pigmentation are possible. Males tended to have less
skin variation and had a greater tendency towards GAMORREAN TRAITS
dark green skin perhaps because of their higher As a Gamorrean, you have the following special traits.
exposure to the radiation of the Gamorr Star. Eye Ability Score Increase. Your Strength score
coloration varied evenly between gold-yellow, blue, increases by 2, and your Constitution score increases
black and brown. The Gamorreans generally put no by 1.
importance on skin or eye coloration although there Age. Gamorreans reach adulthood in their early
were some superstitions linked to certain markings. teens and live no more than 70 years.
Alignment. Gamorrean culture causes them to tend
SOCIETY AND CULTURE toward chaos, though there are exceptions.
Gamorreans are organized into clans ruled by a male Size. Gamorreans typically stand between 5 and 6
warlord and his wife, who was the most powerful of feet tall and weigh up to 200 lbs. Regardless of your
the clan matrons. While the warlord and his boars are position in that range, your size is Medium.
solely concerned with preparing and participating in Speed. Your base walking speed is 30 feet.
battle with rival clans, the matrons of the clan Gamorrean Toughness. Your hit point maximum
performed all the productive work including farming, increases by 1, and it increases by 1 every time you
hunting, manufacturing, and running businesses. gain a level. Additionally, you have advantage on
Since the amount of available arable land on Gamorr is Constitution saving throws.
scarce, clans often lay claim to the same piece of land, Gamorrean Weaponry. You have pro ciency with
and they spend their time ghting over possession. the vibroaxe, vibromace, and vibrosword.
Savage Attacks. When you score a critical hit with a
NAMES melee weapon attack, you can roll one of the
Gamorrean names are very gutteral and rough. Male weapon's damage dice one additional time and add it
names are typically one syllable while females are two. to the extra damage of the critical hit.
Surnames are based on clan a liation rather than
family.
Male Names. Ark, Blarrp, Blubrak, Cuab, Shos
Female Names. Dabrisz, Mernoos, Ogreb, Tagorq
Surnames. Doofnarq, Griks, Lurc, Poogmokk

EXPANDED CONTENT | SPECIES 37


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
SOCIETY AND CULTURE by 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
outsiders. against 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.

38 EXPANDED CONTENT | SPECIES


Male Names. Buck, Goshey, Nik, Sozz, Techtu
Female Names. Datte, Kida, Miri, Nare, Tenessi
GEONOSIAN Surnames. Chak, Hor, Lur, Marpes, Zol
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. GEON
SOCIETY AND CULTURE As a Ge
Abili
Geonosian society is caste-based with little upward increas
mobility, though some of the lower caste do develop score i
ambition. Workers are conditioned to loathe even the Age.
concept of separation from their hive and the system than a
of control. A low-ranking worker's normal life is one of Align
endless toil and labor to satisfy the aristocracy, who nature
are known to make spectacular demands. The warrior though
caste tend to be highly competitive and are eager to Size.
prove themselves. They are born with an abnormal and ra
level of intelligence, and one of their only hopes of positio
escape from their rigid duty is entering voluntarily into Spee
gladiatorial combat. Should they survive, they are Craft
granted freedom. Ultimately, their society exist to have p
bene t those few members that reside in the upper your ch
caste. Members of the aristocratic classes are known
Exos
to
you ar
be ambitious, domineering, and manipulative. They
12 + yo
constantly move towards improving their standing
Fligh
and
speed,
holdings while sumultaneously working to ruin their
Geo
rivals.
simple
NAMES Lang
Basic a
Geonosian names are usually harsh sounding. Lower
consist
castes don't get surnames. Upper caste surnames are
Geono
familial.
other s

EXPANDED CONTENT | SPECIES 39


Givin names are often derived by parents from
favored mathematical equations. Male and female
GIVIN names do not signi cantly di er. Surnames are
familial.
Visual Characteristics First Names. Daggibus, Lersia, Na-Soth, Nisil, Sladru
Skin Color White Surnames. Alarin, Nalas, Narth, Larr, Scoritoles
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
and sloped-up brows that meet together in the As a Gi
middle, lending them an appearance of permanent Abili
anguish. Because of the harsh environment of their increas
homeworld, the Givins' organs are sealed against by 1.
atmospheric exposure; thanks to this complex Age.
system, they can survive for about a day in a vacuum. live ab
Align
SOCIETY AND CULTURE earned
In order to survive their homeworld's lunar tides, the toward
Givin became extremely adept at calculating the except
trajectory of their celestial bodies. Over the ages, Givin Size.
have become so skilled at celestial navigation that weigh
they are able to calculate hyperspace jumps in their your si
heads. As such, mathematics have become a Spee
cornerstone of Givin society. Two Givin will often greet Hard
each other by exchanging complex equations for the exterio
other to solve. armor,
Due to their profound mathematical ability, Givin Mat
are skilled starship builders and astrogators. They Intellig
create some of the most impressive, complex, and mathe
sleek ships in the galaxy. However, they frequently you ar
build their ships without the presence of a Techno
navcomputer or pressurization system, and so their skill.
buyers have to add these system in the starship Starg
aftermarket. Techno
Vacu
NAMES the vac
breath

40 EXPANDED CONTENT | SPECIES


Gotal names are quite guttural, though there are also
many harsher tones within their names. Gotal names
GOTAL do not vary signi cantly based on gender, and
surnames are familial.
VISUAL CHARACTERISTICS
First Names. Thon, Fern, Fuu'rash, Jir, Vluphol
Skin Color Grey, brown, or black Surnames. Gratlul, Klux, Vathon, Zilat, Krigh,
Hair Color White, grey, or brown Rahxem
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; GOTA
in fact, most droids give o enough electromagnetic As a Go
emissions to at least annoy a Gotal, and at worst to Abili
seriously disorient the horned beings, making them increas
notoriously distrustful of droids. Gotals rely heavily on choice
their cones, with their eyesight and hearing being Age.
quite weak, and their sense of smell almost completely live les
absent. Align
causes
SOCIETY AND CULTURE though
Since their natural empathy makes them instantly Size.
sensitive to the feelings of others, Gotals have little genera
use for government or laws on their homeworld, positio
resulting in problems when dealing with other Spee
societies. No central authority gure can speak for Ener
Antar 4 as a around
whole in a crisis, and no organized Gotal military or held in
police force can act on their behalf. Other species 30 feet
respect the Gotals for their discretion and restraint, range i
but Hun
some individuals fear interacting with the horned Natu
beings for fear of having their emotional state allow t
revealed them. Y
to others. checks
beasts
NAMES Lang
Basic a
charac
volum

EXPANDED CONTENT | SPECIES 41


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
balance by setting up strict career quotas, and making on 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.

42 EXPANDED CONTENT | SPECIES


GUNGAN
VISUAL CHARACTERISTICS
Skin Color    Blue, brown, or green
Hair Color    None
Eye Color    Light colors
Extendable tongues, long ears, eye
Distinctions   
stalks, three toes, aquatic species

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Naboo
Language    Gungan

BIOLOGY AND APPEARANCE


Starting life as tadpoles, Gungans develop into tall
beings with extremely exible cartilaginous skeletons.
Strong leg muscles allow for powerful and quick frog-
kick style swimming through water as well as a
remarkable jumping ability while on land. Fin-like ears
(called haillu) also aid them in swimming, as well as
expressing emotions like aggression, friendship, and GUNGAN TRAITS
fear. They have partially retractable eyestalks with As a Gungan, you have the following special traits.
nictitating membranes when underwater. Green eyes Ability Score Increase. Your Dexterity score
are unusual amongst Gungans. increases by 2, and your Strength score increases by 1.
Age. Gungans reach adulthood in their early teens
SOCIETY AND CULTURE and live about 70 years.
Gungans are generally a generous and peaceful Alignment. Gungans tend toward the light side,
species. They truly love to have visitors and warmly though there are exceptions.
welcome them; however, they would remain Size. Gungans typically stand 6 to 7 feet tall and
suspicious until the visitors have earned their respect. weigh about 170 lbs. Regardless of your position in
Gungans are not tolerant of anyone who threatens that range, your size is Medium.
their peaceful culture. They have very strict laws, and Speed. Your base walking speed is 30 feet.
will go to the extremes to punish anyone who has Amphibious. You can breathe air and water.
committed a minor crime. Vandals, for example, can Martial Proficiency. You have pro ciency with light
be given a sentence of exile, caning, or even stoning. and medium armor as well as the vibrospear and
If a Gungan is cast out of society, it is very di cult vibropike.
for them to return. If they do manage to return legally, Darkvision. Accustomed to life underwater, you
they are often subjected to heavy discrimination. This have superior vision in low light conditions. You can
can make life very di cult for them and can go on for see in dim light within 60 feet of you as if it were bright
months or years, until their past o enses disappear light, and in darkness as if it were dim light. You can't
from memory. Returning back to the settlement they discern color in darkness, only shades of gray.
were exiled from illegally will sometimes result in the Strong-Legged. When you make a long jump, you
death penalty, especially if they brought along can cover a number of feet up to twice your Strength
outsiders. score. When you make a high jump, you can leap a
number of feet up into the air equal to 3 + twice your
NAMES Strength modi er.
Gungan names are often repeated syllables Swim. You have a swimming speed of 30 feet.
hyphenated. Languages. You can speak, read, and write Galactic
Male Names. Crinn-Crinn, Gic, Noc-Noc, Wal Basic and Gungan. When speaking Galactic Basic, you
Female Names. Hew, Khi, La-La, Phro-Phro, Yuss often have trouble with word tenses and in nitives;
Surnames. Baud, Gos, Jalles, Mag, Wub this usually has a comical e ect.

EXPANDED CONTENT | SPECIES 43


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

44 EXPANDED CONTENT | SPECIES


BIOLOGY AND APPEARANCE HALF-HUMAN TRAITS
The appearance and biological features of half- As a half-human, you have the following special traits.
humans vary drastically by each species, but tend to Ability Score Increase. Half-humans gain the ability
fall somewhere in the middle. A common side-e ect of score increases of their non-human half, but they can
a species interbreeding with humans is the loss of choose any ability score for one of the options,
darkvision and tails. instead of the given option. Half-humans can not
increase the same ability score twice during character
SOCIETY AND CULTURE creation using this feature.
Half-humans are subjects of two separate cultures, Age. Half-humans live around the average of the
but belong in neither. A half-human might be raised two 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 Speed. Your base walking speed is that of your non-
their non-human half, except for those trait(s) human half.
mentioned in the Half-Human table above. Defiant. Half-humans are known to be stubborn
and often refuse to give up, even against the worst
NAMES odds. When you or a creature you can see that can see
Half-human names might follow human conventions, and understand you makes an ability check, attack
or that of the other half. Often, they blend the two in roll, or saving throw, you can roll a d4 and add it to
some fashion, perhaps taking a human surname, with their roll (no action required). You can use this before
a special name. or after 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 45


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,
regarding the relationship between the Harch and the you 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,
have mingled with the galactic community, preferring and you can't use this feature again until you
to stay on Secundus Ando. Harch that leave the planet complete a short or long rest.
tend to have a more aspirant nature than their Six-Armed. Harch have six arms which they can use
fellows, 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 Basic and Harchese. Harchese is discernible from other
use surnames. insectoid languages by a noticeable emphasis on
Names. Cubach, Quixoch, Trench, Turch consonants, especially the "ch" sound.

46 EXPANDED CONTENT | SPECIES


Female Names. Mahg-Raet, Seese, Uddn
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 HERG
chairs or ll the entire doorway of any establishment As a he
they enter that does not cater to beings their size. Abili
increas
SOCIETY AND CULTURE by
The herglics are very technologically advanced, 1.
developing space ight and hyperdrives and Age.
colonizing their sector of the galaxy prior to the live up
formation of the Galactic Republic. Natural explorers Align
and traders, they sailed the cosmos establishing tend to
crucial trade routes and gaining prestige. Despite their except
size, herglic are surprisingly dexterous while working Size.
with tools, and are some of the nest engineers in the weigh
galaxy. range,
Herglics have an inquisitive but practical nature, Spee
enjoying travel and having exotic experiences. Their Hold
perpetually calm demeanor helps them interact with hour a
most other species peacefully, though when dealing Pow
with smaller species, herglics tend to become nervous determ
and self-conscious about their proportions. They also you ca
seem to have an innate predilection for gambling and Swim
games of chance, which have gotten more than one Tech
herglic into trouble on several occasions. skill.
Toug
NAMES and it i
Male names are typically harsher sounding than
female names. Herglics rarely use surnames.
Male Names. Biglu, Melchi, Sehvorah

EXPANDED CONTENT | SPECIES 47


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 Speed. Your base walking speed is 20 feet.
less than half a foot in height, and continually grow Closed Mind. Hutt brains have an unusual
over 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
smuggling, slavery, gambling and bounty hunting. This against poison damage (explained in chapter 9).
is not true for all, however, as some eschew the life of Powerful Build. You count as one size larger when
a decadent, obese version of their species and prefer a determining your carrying capacity and the weight
more mobile existence. Hutt society is divided into you can push, drag, or lift.
families known as kajidics, a social structure that is Prehensile Tail. You have supreme control over
both familial and a crime gang. your tail and can use it to manipulate objects as well
Hutts are encouraged to make a name for as your hands.
themselves around the age of 150 while Shrewd Demeanor. You have pro ciency in two
simultaneously not threatening the welfare of the Intelligence, Wisdom, or Charisma skills of your choice.
clan. At around 200, they will likely stop being saved by Slow and Lethargic. Hutts are slow and generally
the clan and encouraged even further to fend for incapable of moving quickly. You have disadvantage
themselves while bene ting the kajidic; they may even on Dexterity saving throws, and when determining
be granted a star system or two. Nomadic or kajidic- your bonus to AC from your Dexterity, you can't add
less hutts are often hunted or killed by other hutts in more 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
NAMES pro ciency 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 even though they are perfectly able; if the person with
are hermaphroditic, choosing a gender at will, their whom they are speaking doesn't understand Huttese,
names are considered androgynous. they are more likely to use an interpretor than deign
First Names. Arok, Gorga, Jabba, Mama, Ziro, to speak the language of lesser species.
Kajidic Names. Besadii, Desilijic, Fenn'ak, Gnuda

48 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 Age. Iktotchi reach adulthood in their late teens and
the harsh, windy moon of Iktotch, which orbits the live less than a century.
planet Iktotchon in the Expansion Region, the Iktotch Alignment. Iktotchi are lawful and tend toward the
are gifted with precognition, and are courted as often light side, though there are exceptions.
by Jedi as by pirates for their skills. Size. Iktotchi typically stand between 5 and 6 feet
Iktotchi society is a strati ed society. Upward tall and weigh about 170 lbs. Regardless of your
mobility is both possible and encouraged. Iktotchi are position in that range, your size is Medium.
an outwardly dispassionate people, which is Speed. Your base walking speed is 30 feet.
evidenced by their culture. They have a robust legal Precognition. You can see brief fragments of the
system, and su er little crime. Iktotchi are respectful future, that allow you to turn failures into successes.
of cultures other than their own and can easily When you roll a 1 on an attack roll, ability check, or
integrate with 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 49


ITHORIAN
VISUAL CHARACTERISTICS
Skin Color    Brown, dark red or green
Hair Color    Brown, gray, or white
Eye Color    Black or blue
Curved neck, two mouths, aural aps,
Distinctions   
locomotion tubes, throat sack

PHYSICAL CHARACTERISTICS
Height    5'9" +2d12"
Weight    135 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Ithor
Language    Ithorese

BIOLOGY AND APPEARANCE


Ithorians have two mouths and four throats, allowing
them to speak in stereo. Female Ithorians have two
humps on the back of their head, while males have
only one. They have glossy, usually brown esh. Their
re exes and coordination are somewhat slower than ITHORIAN TRAITS
that of average humanoids. As an Ithorian, you have the following special traits.
In addition to allowing them to speak their unique Ability Score Increase. Your Charisma score
stereophonic language, the Ithorians' four throats also increases by 2, and your Wisdom score increases by 1.
have the ability to violently expel air, resulting in a Age. Ithorians reach adulthood in their late teens
deafening and potentially concussive scream. Despite and live an average of 85 years.
this fact, most Ithorians go their entire lives without Alignment. Ithorians tend toward the light side,
ever resorting to violence, and so the ability remained though there are exceptions.
relatively ambiguous. Size. Shorter Ithorians stand around 6 feet while
taller reach over 7 and a half. Regardless of your
SOCIETY AND CULTURE position in that range, your size is Medium.
Ithorians worship the "Mother Jungle," a spiritual Speed. Your base walking speed is 30 feet.
entity embodying the lush, tropical ecology of their Hold Breath. Ithorians have a great lung capacity
world, Ithor. They are generally devoted and can hold their breath for up to 15 minutes at a
environmentalists, staunch herbivores, and complete time.
paci sts, devoting much time to contemplating their Sonic Resistance. Ithorians have resistance to sonic
ecology, studying plants and their uses and the overall damage.
respecting of all living things. Most Ithorians never set Sonic Scream. As an action, you can violently expel
foot on their own planet, instead living in oating air in a 15-foot cone. When you do so, each creature in
cities above their world called herdships. Only three of the area of the exhalation must make a Wisdom
their continents have been explored and harvested, saving throw (DC = 8 + your pro ciency bonus + your
the other two never having been touched by Ithorian Constitution modi er). A creature takes 2d6 sonic
hands. They demonstrate extreme belief in the damage on a failed save, and half as much damage on
protection and sustaining of their environment as a successful one. The damage increases to 4d6 at 5th
dictated by their "Law of Life." level, 6d6 at 11th level, and 8d6 at 17th level. This
ability has no e ect on constructs. You can use this
NAMES feature a number of times equal to your Constitution
Ithorian names are quite varied in length but most modi er (a minimum of once). You regain one use of
names are soft and melodic. They are often di cult to this feature when you nish a long rest.
prounounce by other species, so many Ithorians Languages. You can speak, read, and Ithorese . You
adopt nicknames. can understand spoken and written Galactic Basic, but
Male Names. Del, Gizorthej, Pexxocl, Steorthibs your vocal cords do not allow you to speak it.
Female Names. Binshe, Dhu'sha, Mul, Slosh, Vlo
Surnames. A eehl, Crukid, Tondand, Wamunn

50 EXPANDED CONTENT | SPECIES


Lang
Basic a
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
Kage also share an a nity with animals, most sunlight.
notably the native multi-legged milodon, developing a Superior Darkvision. You've lived most of your life
symbiotic relationship. They use the milodon as without direct sunlight. You can see in dim light within
transport; they can keep pace with the subtram 120 feet of you as if it were bright light, and in
transports that supply belugan strongholds, and darkness as if it were dim light. You can't discern color
launch raids that often catch the belugan security in darkness, only shades of gray.
forces o -guard. 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
Kage names are generally multisyllable with melodic damage rolls. You must use the same modi er for
intonations. Surnames are familial. both rolls.
Male Names. Baalin, Forta, Krismo, Rafa, Timko Weapon Training. Kage are adept warriors. You are
Female Names. Chena, Fari, Moora, Ooni, Pluma pro cient with the electroprod and electrosta .
Surnames. Buno, Keeli, Nima, Sodi, Tani

EXPANDED CONTENT | SPECIES 51


Surnames. Jal Greennath, Lij Jum, San Syrro,
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 KALE
form of polygamy, where a male courts multiple wives. As a Ka
Abili
SOCIETY AND CULTURE increas
Kaleesh society is divided into numerous autonomous 1.
tribes. War is viewed as an essential and sacred Age.
practice, and the culture's large emphasis on honor is and liv
known to spur many acts of vengeance among the Align
various tribes. However, when necessary, the tribes alignm
will put aside their di erences and bond to fend o a Size.
common enemy. feet ta
The Kaleesh are a spiritual people, believing that positio
those who perform great deeds in life became gods in Spee
death; therefore, burial places are sacred to them. A Dark
large number of temples are devoted to their ancestor grant d
gods, the holiest of which was called Shrupak. feet of
Abesmi, a great monolith of stone in the Jenuwaa if it we
Sea, is the place the Kaleesh believed the gods only sh
ascended to the heavens. Pilgrims take the perilous Wea
voyage to Abesmi to beseech the gods. are pro
vibrop
NAMES Keen
Male Kaleesh names are typically one syllable while (Percep
female are two. Kaleesh surnames are tribal and often Trac
use two words. Additio
Male Names. Bir, Grost, Jick, Xygh, Yles Wisdom
Female Names. Dduzu, Glaglo, Runda, Yugdo, that cr
Zodey

52 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 Age. Kaminoans reach adulthood at 11 years old
inferior; self-improvement has a central role in and live around 100 years.
Kaminoan society. Through the development and Alignment. Kaminoans highly organized society lead
mastery of selective breeding, genetics, and cloning, individuals to tend toward a lawful alignment, though
the kaminoans were able to overcome a cataclysm there are exceptions.
that 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-
well ordered society and as such are exterminated
will tech power. Your techcasting ability is Intelligence.
shortly after birth.
You 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 53


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 Alignment. Karkarodons' warmongering nature
almost entirely under water, and is very uninviting to causes them to tend toward the dark side, though
non-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, Speed. Your base walking speed is 30 feet.
usually comprised of venerated warriors who rule for Aggressive. As a bonus action, you can move up to
life. When a younger Karkarodon wants to replace one your speed toward an enemy of your choice that you
of the ruling body, they challenge them to single, can see or hear. You must end this move closer to the
mortal combat. Occasionally, the challenged may enemy than you started.
spare the life of the challenger when they win, though Amphibious. You can breathe air and water.
that usually leads to resentment from the loser. Bite. Your sharp teeth are a natural weapon, which
Karkarodons do not believe in lying or duplicity. you can use to make unarmed strikes. If you hit with
They believe in approaching problems head on and it, you deal kinetic damage equal to 1d6 + your
saying what they mean, and are generally demeaing Strength modi er. Additionally, as a bonus action, you
towards those they deem their lessers. can perform a special bite attack. On a hit, the target
su ers the attack's normal e ects, you gain
NAMES temporary hit points equal to your Constitution
Karkarodon names are harsh and gutteral. They are modi er (minimum of 1), and you can't use this trait
generally one syllable. Surnames are clan-based rather again until 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.

54 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.
incomprehensible series of clicking noises. They are You can understand spoken and written Galactic Basic,
receptive to nicknames given by others. but your vocal cords do not allow you to speak it.

EXPANDED CONTENT | SPECIES 55


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
rule on Klatooine, all o -world a airs are wholly under side, though there are exceptions.
hutt control. Under the hutts, the klatooinians serve Size. Klatooinians typically stand around 6 feet tall
as soldiers and guards. Even those klatooinians who and generally weigh about 170 lbs. Regardless of your
do not serve the hutts are often employed as hired position in that range, your size is Medium.
muscle 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
sought out freedom from enslavement. Others bonus 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
familial, and are usually shorter than klatooinian given Lore 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.

56 EXPANDED CONTENT | SPECIES


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

EXPANDED CONTENT | SPECIES 57


Male Names. Cerlyk, Etyk, Mabbik, Tieko, Widdimur
Female Names. Asani, Pritsi, Sibble, Mirax
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 KUSH
As a Ku
Abili
increas
1.
Age.
than a
Align
to tend
except
Size.
tall and
positio
BIOLOGY AND APPEARANCE Spee
Kushibans are four-limbed lagomorphs native to the Grov
planet Kushibah. They are diminutive, unimposing, you ca
and typically weaker than most humanoids, but they Until th
are also quite di cult to track due to their natural advant
speed and stealth. feet of
While Kushibans are quadrupeds, their forepaws are you ca
as manipulative as traditional hands. While Kushibans rest.
can walk on two legs, they typically run around on Hide
four feet since they can move signi cantly faster that unarm
way. your D
Kushibans are inherently cute and fuzzy, and more natura
nefarious species often attempt to take them as chapte
slaves. Kushibans are social and do not take well to Mas
slavery, and they typically don't live long in solitude or when y
captivity. rain, fa
Nim
SOCIETY AND CULTURE move w
Kushibans live in a simple, peacful society on the non- turn in
industrialized, lush green planet of Kushibah in the end of
Outer Rim. Kushibans are typically kind a generous, it again
with a playful sense of humor and a penchant for Stea
practical jokes. However, if betrayed or angered, Und
Kushibans can be cruel or vindictive, and they have you to
little patience for bullies, simpletons, and shields
misanthropes. with th
light pr
NAMES versati
Kushiban names are a single word combining both
their rst and familial names.

58 EXPANDED CONTENT | SPECIES


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

EXPANDED CONTENT | SPECIES 59


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

60 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 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. You count as one size larger when
communities within Lasat culture rather than determining your carrying capacity and the weight
individual families. you can push, drag, or lift.
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 61


Lang
Basic a
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.

SOCIETY AND CULTURE MIRALUKA TRAITS


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

62 EXPANDED CONTENT | SPECIES


Surnames. Acave, Ishakee, Kefvi, U ozi, Zoria
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 MIRIA


The Mirialan people are deeply religious and practice a As a M
primitive understanding of the Force. They believe Abili
each individual's actions contribute to their destiny, increas
building upon past successes and failures to drive by 1.
them towards their fates. Within their belief system Age.
was the view that individual actions ripple through the live les
Force, also a ecting the destiny of the species as a Align
whole. them t
A Mirialan often places a unique, geometrically except
repeated tattoo on their face and hands to signify that Size.
they have completed a certain test or task, or weight
achieved su cient aptitude for a certain skill. The range,
number of tattoos often acts as a good indicator of Spee
how mature and/or skilled a Mirialan was. Because the Spiri
more markings brings about a form of status, Mirialan you ar
society is strati ed and allows the heavily marked (Lore)
citizens to access greater opportunities. Despite its a cultu
importance, most Mirialans do not know the entirety Surp
of the tattoo lexicon due to its complexity. The with an
interaction between placement and positioning of the deals a
shapes is incredibly subtle and changes their meaning only on
greatly. Una
1d4 kin
NAMES Streng
Mirialan names are typically concise and rarely more damag
than two syllables. Surnames are familial. both ro
Male Names. Boca, Floha, Jemy, Puv, Choqa Lang
Female Names. Buf, Ches, Kebe, Ovof, Shaqa Basic a

EXPANDED CONTENT | SPECIES 63


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 unarmored or wearing light armor, your AC is 12 +
hosts scarce minerals and rare metals, making your Dexterity modi er.
mustafarians 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 Additionally, your thick hide is naturally adapted to
themselves and control their own planet. They are hot climates, as described in chapter 5 of the Dungeon
daunting 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.

64 EXPANDED CONTENT | SPECIES


Female Names. Dax, Efra, Gil, Rel, Ter
Surnames. Card, Damask, Hill, Lesser, Tonith
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 MUUN
their propensity for staying indoors. Muuns have tiny As a M
ears on the middle of the sides of their heads, at Abili
noses, and slim mouths which leads to a increas
commonly nasally voice. 1.
Age.
SOCIETY AND CULTURE live an
Muuns believe in tradition, with an established culture Align
based on intelligence and merit. A class-based them t
hierarchy, Muuns consider the the intellectual pursuits are exc
— nanciers, lawyers, engineers, diplomats, scientists Size.
— as the highest levels of society. Muun culture, and and we
life, revolves around economics and nance. Intense in that
competition among coworkers encourages economic Spee
growth, increased productivity, and superior work Fina
ethic. Muuns also have a fundamental respect for and an
justice, though they typically adhere to the letter of Whene
the law rather than the spirit. involvi
Since Muuns tend to shy away from ghting and expert
physical pursuits, Muun society relies on alternative Long
means for their planet's protection, using vast your tu
nancial resources to purchase massive oating norma
defense platforms to defend their civilization from Thre
attack. but no
instead
NAMES nish a
Muun names are typically clear and concise, rarely Lang
containing more than two syllables, with familial Basic a
surnames. mathe
Male Names. Clu, Hego, Nix, Pors, San bares a

EXPANDED CONTENT | SPECIES 65


Surnames. Iarre, Rirrall, Sompanong, Uzumdall
NAUTOLAN
VISUAL CHARACTERISTICS
Skin Color    Blue, brown, green, purple, or grey
Hair Color    None
Eye Color    Black, brown, or red
Extrasensory head tentacles capable of
Distinctions   
detecting chemicals

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Glee Anselm
Language    Nautila

BIOLOGY AND APPEARANCE


Nautolans possess physiology common to
amphibious species, including low light vision and
excellent swimming skills. Their bony endoskeleton
and dense cartilage make them tough and resistant to
glancing blows. An egg-laying species, Nautolans
emerge from their egg as a tadpole that develops
arms, legs, and head-tails during their second year of
life. Roughly the same size as a Human infant during NAUT
this time, their limbs are weak and unable to support As a Na
their weight, forcing youthful Nautolans to remain in Abili
aquatic environments for much of their childhood. increas
Age.
SOCIETY AND CULTURE and liv
The society developed by the Nautolans on Glee Align
Anselm is centralized around local families and tend to
governments. The centralized government of Glee except
Anselm is comprised of representatives from the Size.
Council of Elders that govern each settlement. Elders rarely w
are elected on merit, and can be made up of youthful positio
politicians as well as the most aged members of the Spee
society. A culture that promotes life-long mates, Amp
Nautolan families are characterized by their loyalty Dark
between spouses and the equality of the sexes in the have s
household. Arranged marriages are not uncommon. see in d
No cultural a nity for the Force ever developed on light, a
Glee Anselm, though members of the Nautolan discern
species recognize its importance and respected those Insig
among them that were Forceful. determ
(Insigh
NAMES Swim
Nautolan names are generally short and melodic. Lang
Female names usually end in a vowel. Surnames are Basic a
familial. be pro
Male Names. Brod, Knirkoc, Peng, Tikuwik, pherom
Zesufreat other e
Female Names. Doli, Hahi, Thamlymyo, Usha, Zezu amoun

66 EXPANDED CONTENT | SPECIES


Lang
Basic a
NEIMOIDIAN elegan
consist
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 NEIMOIDIAN TRAITS
distinguished by small lumps on their foreheads and As a neimoidian, you have the following special traits.
down-turned mouths. Instead of noses, they have Ability Score Increase. Your Charisma score
olfactory glands underneath their eyes. These genetic increases by 2, and your Wisdom score increases by 1.
di erences are attributed to the distinct features of Age. Neimoidians reach adulthood in their 20s and
their homeworld, Neimoidia, including its gravity, live about 150 years.
which is markedly 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 Grovel, Cower, and Beg. As an action on your turn,
possessions, and would go to great lengths to gain you can cower pathetically to distract nearby foes.
money and power. This has resulted in a stereotype of Until the end of your next turn, your allies gain
neimoidians being greedy and cowardly. While not all advantage on attack rolls against enemies within 10
neimoidians are easily intimidated, many prefer to feet of you that can see you. Once you use this trait,
avoid direct combat. you can't use it again until you nish a short or long
rest.
NAMES Smooth Talker. You have pro ciency in Deception
Neimoidian names are usually short and easy to and Persuasion.
pronounce, to make them more memorable to other Wealthy. During character creation, you start with
species that approach them as consumers. Their additional credits equal to your level x your
surnames are familial. pro ciency bonus x 1,000 cr.
Male Names. Lok, Gap, Krinit, Mar, Nute
Female Names. Bu, Fia, Feza, Vissi
Surnames. Dod, How, Kethe, Preelli, Tuuk

EXPANDED CONTENT | SPECIES 67


Surnames. Bakh'tor, Eikh'mir, Hakh'khar, Khim'bar
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 NOGH


Noghri are a primitive humanoid species hailed from As an N
the planet Honoghr with steely gray-blue skin that are Abili
renowned assassins. A natural gift for stealth and increas
hand-to-hand combat, Noghri are e cient killing Age.
machines with their rending claws and strong live les
olfactory Align
sense that can often determine familial lineage. Their to tend
smaller size belies their ruthlessness and potent except
hunting skills. Size.
weigh
SOCIETY AND CULTURE that ra
Noghri culture relies heavily on honor, with society Spee
being clan-based, revolving around the Dukha, a Hun
community center in each village. The greatest Keen
strength of the Noghri stems from their loyalty and (Percep
secrecy; when a Noghri takes a job, they always ful ll Pow
it, even if it would result in their death. As such, they straigh
make exceptional, albeit expensive bodyguards. attack,
Noghri are loathe to ght with weapons larger than part of
small daggers, believing combat to be a personal can't u
celebration to be sullied by use of heavier weapons. As Stro
such, it is rare (though not impossible) to see a Noghri can cov
wielding a weapon larger than their forearm. score. W
Each Noghri clan village centers around the Dukha, numbe
with each clan being led by a Dynast. The Dukha is Streng
inhabited by the clan's Maitrakh, who functions as the Una
storyteller, spiritual leader, and lore keep of the clan. 1d4 kin
Streng
NAMES damag
Noghri names vary from short to long, with female both ro
names being typically softer. Surnames are clan-based. Lang
Male Names. Cakhmaim, Ezrakh, Khabarakh, Rukh Basic a
Female Names. Cilnaas, Edvir, Kahr'corvh, Meewalh by its s

68 EXPANDED CONTENT | SPECIES


Lang
Basic a
ORTOLAN grunts
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 a Ortolan, you have the following special traits.
Ortolans are squat, heavily-built humanoid bipeds Ability Score Increase. Your Intelligence score
with 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
business a airs by their attachment to food, weigh about 55 lbs. Regardless of your position in that
sometimes accepting otherwise unfavorable contracts range, 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 you can cower pathetically to distract nearby foes.
not as technologically advanced as other species. Until the end of your next turn, your allies gain
Despite this, their economy is mostly based on barter, advantage on attack rolls against enemies within 10
with credits primarily used to trade with o worlders. feet of you that can see you. Once you use this trait,
Education is the responsibility of their parents, though you can't use it again until you nish a short or long
gifted youngsters are often traded to other families to rest.
get specialized education. Hide. Your thick hide is naturally adapted to cold
While most Ortolans appear to have blue skin, climates, as described in chapter 5 of the Dungeon
Ortolans are actually covered in short velvety fur Master's Guide.
which they often dyed in bright colors, most often Keen Hearing and Smell. You have advantage on
blue and pink. This tradition began when a Devaronian Wisdom (Perception) checks that involve hearing or
trader tried to sell Ortolans a shipment of food dyes— smell.
they considered dyeing their food a waste of time, but Musical. You have pro ciency in Performance and
found dyed fur to be quite stylish. one musical instrument of your choice.
Undersized. Your small stature makes it hard for
NAMES you to wield bigger weapons. You can't use heavy
Ortolan names are generally short with big sounds. shields. Additionally, you can't use martial weapons
Female names are typically softer. Surnames are with the two-handed property unless it also has the
familial. light property, and if a martial weapon has the
Male names. Donmb, Hegh, Nax, Parm, Teeb versatile property, you can only wield it in two hands.
Female names. Bedla, Folfe, Nelni, Pho , Sallo
Surnames. Bigek, Lubum, Nad, Rojool, Somo

EXPANDED CONTENT | SPECIES 69


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 Speed. Your base walking speed is 30 feet.
of long, spindly legs ending in anisodactylic feet— Hold Breath. Pa'lowick have a great lung capacity
three toes pointing forward, one back. This and can hold their breath for up to 15 minutes at a
con guration, combined with their powerful lungs, time.
enabled them to 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
tusks, which some lose by middle age. expertise 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 hands. Additionally, your snout is a natural weapon,
a feudal system of government. Many pa'lowick which you can use to make unarmed strikes. If you hit
become 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 the area of the exhalation must make a Wisdom
history, genealogy, and parables, is largely passed saving throw (DC = 8 + your pro ciency bonus + your
down orally. Every Pa'lowick community has a Constitution modi er). A creature takes 2d6 sonic
dedicated storyteller; the esteem a orded this damage on a failed save, and half as much damage on
individual makes the position a coveted one. Large a successful one. The damage increases to 4d6 at 5th
lungs make the Pa'lowick hearty singers and a ords at level, 6d6 at 11th level, and 8d6 at 17th level. This
least some members of the species the ability to ability has no e ect on constructs. You can use this
scream loudly and disarm 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

70 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 increases by 2, and your Constitution score increases
the sinkholes of Utapau, giving them limited access to by 1.
light. These traits cause some to view them as Age. Pau'ans reach adulthood in their 30's and have
frightening. However, Pau'ans as a society are been known to live up to 700 years old.
generally friendly, and are happy to welcome guests to Alignment. Pau'ans' commanding presence, yet
their often overlooked world. Pau'ans have long friendly and kind nature, cause them to tend to be
lifespans, living up to 700 years, much longer than the lawful light side, though there are exceptions.
Utai. This 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
desire such work, serving as laborers instead. Most or 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
are kind leaders, and sympathetic to their you as if it were bright light, and in darkness as if it
subordinates. Each city on Utapau is controlled by a were dim light. You can't discern color in darkness,
Master of Port Administration, a hereditary title only 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
decisions about their city, and each administrator wear special covers on your ears. Whenever you make
serves on the Utapauan Committee and oversees a Wisdom (Perception) check involving hearing, you
planetary governance. However, the committee rarely are considered to have expertise in the Perception
makes crucial decisions, as the cities are able to skill, but 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 71


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
SOCIETY AND CULTURE by 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 or Intimidation.
Black 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.

72 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 Age. Quarren reach adulthood in their late teens
suction-tipped ngers. As an amphibious species, they and live less than a century.
are strong swimmers. They are also bipedal beings Alignment. Quarren desire for equal rights causes
that can walk and sit upright. In the two long them to tend toward balanced, though there are
protrusions that extended from either side of their exceptions.
faces, Quarren have gill-like structures that are actually Size. Quarren typically stand between 5 and 6 feet
hearing organs. The Quarren are also capable of tall and weigh about 160 lbs. Regardless of your
spitting out 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 throw (DC = 8 + your pro ciency bonus + your
the future. The Quarren are isolationist, preferring to Constitution modi er). On a failed save, a creature is
stay in the depths of the oceans of their homeworld. blinded until the end of its next turn. This ability has
However, some Quarren make their living in the no e ect on constructs. You can use this feature a
galaxy as business managers and accountants. The number of times equal to your Constitution modi er
Quarren diligently mine metal ore from the deepest (a minimum of once). You regain one use of this
parts of the ocean, where they live deep beneath the feature when you nish a long rest.
waves. Their 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 73


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
BIOLOGY AND APPEARANCE side, 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 Speed. Your base walking speed is 30 feet.
that are tipped with claws for digging through packed Adaptive Resilience. Prolongued use of technology
dirt. As a species, they are uniformly lean and tall; allows rakata to readily adapt to its e ects. You have
while most rakata have a similar height and weight, advantage on Strength and Constitution saving
females tend to be more slender than males, though throws against tech powers.
just as tall. Rakata are primarily carnivorous, likely Amphibious. You can breathe air and water.
stemming from the fact that they are cannibalistic, Cannibalize. If you spend at least 1 minute
often making a meal of other species. devouring the corpse of a beast or humanoid, you
Long term abuse of the Force in their society, gain 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 as if it were bright light, and in darkness as if it were
had conquered and enslaved dozens of worlds. They dim light. You can't discern color in darkness, only
would 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 tones and simplistic nature, using mainly consonants
they 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.

74 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, usually
Distinctions   
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 increases by 2, and your Dexterity or Intelligence score
from time to time, likely to view or participate in increases by 1.
gladiatorial combat, only to be stranded there Age. Rattataki reach adulthood in their late teens
permanently. The remarkably harsh conditions on the and live less than a century.
planet nearly drove its population to extinction. For Alignment. Rattataki are self-serving and violent
eons, the Rattataki constantly battled amongst which causes them to tend toward the dark side,
themselves and their fellow inhabitants (represented though there are exceptions.
primarily by Humans, Zabraks, Siniteens, Vollick, and Size. Rattataki typically stand about 5 and a half feet
Weequay) over the planet's limited resources. Despite tall and weigh 140 lbs. Regardless of your position in
being nearly completely isolated from the outside that range, your size is Medium.
galaxy, the Rattataki displayed remarkable initiative Speed. Your base walking speed is 35 feet.
and 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 damage rolls. You must use the same modi er for
abandon them in favor of self-aggrandizing titles. both 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 75


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
yellow eyes framed by a large brow. Rishii were RISHII TRAITS
capable of mimicking anything said to them perfectly, As a Rishii, you have the following special traits.
and also possessed extremely strong senses, Ability Score Increase. Your Dexterity score
particularly hearing and sight. increases by 2, and your Constitution score increases
by 1.
SOCIETY AND CULTURE Age. Rishii reach adulthood at 10 and generally live
Native to the planet Rishi, the Rishii live in loose no longer than 60 years.
primitive tribes, known as nests, clustered high upon Alignment. Rishii tend toward no particular
the planet's mountains, away from the hot and humid alignment. The best and worst are found among them.
lowland swamps. Each nest consists of a small number Size. Rishii range from 4 to 6 feet tall and generally
of family units led by a chieftain, with neighbouring weigh less than 130 lbs. Regardless of your position in
nests respecting each others territories and living in that range, your size is Medium.
harmony. This peaceful and accepting attitude goes Speed. Your base walking speed is 30 feet.
beyond just other Rishii and was extended to all Flight. You have a ying speed of 30 feet. To use this
neighbours of a nest, including the many other species speed, you can't be wearing medium or heavy armor.
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.

76 EXPANDED CONTENT | SPECIES


Female Names. Cogesama, Giani, Gypopha, Simeti
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 T
travelers. The ryn's bodies are covered in soft, short As a ry
fur, with a head of white hair which is matched by a Abili
tuft of hair at the end of their long prehensile tails, Charism
excellent for grasping things. Very uniquely ryn in score i
nature, are their beak-like noses that contain uted Age.
holes. These holes allow the ryn to play their 'beaks' live ab
like utes. This talent has been used to communicate Align
between ryn and has uniquely been observed in causes
communication with droids. though
Size.
SOCIETY AND CULTURE and ge
Wanderlust consumes the ryn. The ryn are a nomadic positio
species, their original homeworld forgotten, even to Spee
them. They cannot abide con nement and constraint, Con
and they itch to move on shortly after they arrive in a of you
new place. Due to their homelessness, musical talent, Dark
natural secrecy, and avoidance of written records, ryn you as
developed a nomadic culture and a reputation for were d
con dence games, leaving many species prejudiced only sh
against them. In some sectors it is legal to enslave or Divin
hunt ryn. Their language is outlawed in many sheer l
locations, and a large number of ryn women are used you ro
as slave breeding stock. They claim that sabaac, the or savi
popular card game that took the place of Pazaak in the new
terms of card game prominence, is derived from their Eter
use of it as a fortune telling tool in their auguries. Surviva
These auguries are today favored by hutts, who have Mus
a superstitious belief in the card tellings. A peculiar one m
habit is that a ryn cannot sleep in the same location Preh
twice. your ta
as you
NAMES Lang
Ryn names have a very melodic tone, taking cues from Basic a
many di erent languages from across the galaxy. Ryn easily d
do not use surnames. You ca
Male Names. Corfat, Dirygat, Garya, Nemagary withou

EXPANDED CONTENT | SPECIES


Lang
Basic a
SELKATH gurglin
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
tendrils on the back of their heads.
neutral balanced alignment, though there are
All members of the Selkath race have rectractable, exceptions.
venom-tipped claws. The use of these claws in any Size. Selkath typically stand between 4 and a half to
form of combat or attack was considered 5 and a half feet tall and average 130 pounds.
dishonorable and a sign of madness; to do this was to Regardless of your position in that range, your size is
give in to animal instincts unbecoming of a sentient Medium.
species. Because of the Selkath's water-dwelling
Speed. Your base walking speed is 30 feet.
nature, their chest armors were tted with misting
Amphibious. You can breathe air and water.
vents in order to keep their skin moist.
Claws. Your claws are a natural weapon, which you
SOCIETY & CULTURE can use to make unarmed strikes. If you hit with them,
you deal kinetic damage equal to 1d4 + your Strength
Selkath are native to the planet Manaan, the only
modi er. You can use your choice of your Strength or
naturally occurring source of the medical liquid
Dexterity modi er for the attack and damage rolls.
referred to as kolto. The Selkath have leveraged this
You must use the same modi er for both rolls.
monopoly on maintain their neutrality, peddling their
Additionally, as a bonus action, you can perform a
invaluable healing supplies to all comers.
special claw attack. On a hit, the target su ers the
Manaan is an ocean planet is home to only one attack's normal e ects, and it must make a
above-surface settlement, the oating Ahto City, built Constitution saving throw (DC = 8 + your pro ciency
directly above Hrakert Rift, the most abundant source bonus + your Constitution modi er). On a failed save,
of kolto on Manaan. As bacta began to replace the the target is poisoned until the end of its next turn,
inferior kolto on the galactic stage, Manaan fell from and you can't use this feature again until you
their previously respected position, shirking away complete a short or long rest.
their previous prestige and causing many Selkath to Gift of the Progenitor. You know the temporary
disappear from the galactic eye into isolationism and boost at-will tech power. When you reach 3rd level,
tribalism. you learn and can cast the kolto pack tech power once
NAMES per day. When you reach 5th level, you learn and can
cast the kolto cloud tech power once per day. Your
Selkath names tend to have a owing quality to it, like techcasting ability is Intelligence. You do not require
a stream of water. They rarely use surnames. use of a wristpad for these powers.
Male Names. Chata, Galas, Qual, Morgo, Shaelas Swim. You have a swimming speed of 30 feet.
Female Names. Halsuna, Dolmas, Shasa, Ulsuru

78 EXPANDED CONTENT | SPECIES


Surnames. Ghirat, Lakrevl, Meq, Nukroft, Rosk
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

SHIST
BIOLOGY AND APPEARANCE
As a Sh
Shistavanen have pronounced muzzles, sharp claws, Abili
long pointed teeth, and pointed ears set on top of increas
their heads. Shistavanen also possess large glowing by 1.
eyes, and can also run at high speeds for long periods Age.
without getting tired, alternately using two or four and liv
limbs. As predators, they possess keen hearing and Align
smell and excellent night vision. toward
SOCIETY AND CULTURE are fou
Size.
As a species, the Shistavanen are isolationists. The and we
species colonized all the unpopulated worlds in the your p
Uvena system to prevent them from being settled by Spee
non-Shistavanen, and their restrictive trade laws Dark
(which are unapologetic in how they favor their own you as
kind over o -world traders). Most of their society uses were d
technology similar to the rest of the galaxy, though only sh
some parts of Uvena Prime use slightly less Forc
sophisticated technology. fast pa
A minority of Shistavanen are more outgoing, and advant
travel the galaxy's hyperlanes. Even these Shistavanen avoid E
usually remain by themselves or with other describ
Shistavanen. Due to their natural predatory instincts, Keen
Shistavanen commonly nd employment as scouts, Wisdom
mercenaries and bounty hunters. Many other species smell.
react badly to Shistavanen, since their isolationist
Rege
culture makes them an unfamiliar sight, and their
your re
predatory appearance put other species on edge.
as long
NAMES points
Toot
Shistavanen rst names typically sound graceful, while weapo
their surnames are more gutteral. Surnames are If you h
familial. 1d6 + y
Male Names. Bustuc, Hulvav, Kembol, Nemdav, Lang
Sirul Basic a
Female Names. Gaeft, Laer, Recloz, Shaalir, Thovnim charac

EXPANDED CONTENT | SPECIES 79


Nicknames. Galan, Meela, Wilpher
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.
SQUI
As a Sq
SOCIOCULTURAL CHARACTERISTICS Abili
Homeworld    Skor II increas
Language    Squibbian
1.
Age.
and liv
Align
tend to
BIOLOGY AND APPEARANCE except
Squibs are small, sentient, humanoid mammals with Size.
both rodent and canine characteristics. Their pink skin and we
is covered in fur that o ers some protection from cold in that
weather, but, more importantly, it serves as an Spee
olfactory organ, able to pick up scents at a distance Bite.
and ascertain intrinsic details—such as penetrating you ca
through a disguise or identifying a forgery—when it, you
rubbed against. The species has both male and female Streng
sexes, although non-Squibs often have di culty Busi
determining the sex of a Squib based on appearance desire
alone. Their mouths are full of forbidding, sharp, white done w
teeth, and their exible cheeks were capable of storing the oth
items. (Persu
consid
SOCIETY AND CULTURE Flex
Squibs are friendly and cheerful to such an extent which t
that, over time, they are considered quite annoying. two ite
Squibs are inherently curious, handling items with than
literal regard to care. They are unabashed pack rats, 2 lb. in
and they wear clothing for the excess storage rather Dexter
than necessity. The Squibs' overcon dence is a them.
de ning trait. The typical Squib response to a threat is Hide
not to ght or ee, but to blu and bluster, especially climate
when not face-to-face. In person, their sharp teeth are Master
their favored means of intimidation. Squibs believe Keen
that bargaining is the highest form of communication, (Percep
and they believe haggling is more important than the Sens
goods themselves. A deal is a binding oath to Squibs, to phy
and they are incredibly loyal to their business (Invest
partners. Und
you to
NAMES shields
Squibs combine their rst and last names, which are with th
familial, into one long, hyphenated name. They often light pr
go by nicknames derived from their full names. Male versati
and female names do not signi cantly deviate.
Full Names. Galaneever-marmalios, Meelawin-
demort, Sleerinwilpher-remalior

80 EXPANDED CONTENT | SPECIES


Names. Firwirrung, Ivpikkis, Sh'tk'ith, Th'twirirl, Yifaii
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-R
As a ss
Abili
increas
BIOLOGY AND APPEARANCE 1.
Ssi-ruuk are a predatory, warm-blooded saurian Age.
species gifted with ferocious strength, remarkable and liv
speed, and sharp fangs and claws, traits that serve Align
them well in the volcanic jungles of their homeworld of entech
Lwhekk. Their muscular forms combined with their side, th
powerful tails make them very agile hunters, and their Size.
colorfully-scaled hides have been proven to be and we
resistant even to blaster bolts. From their nostrils, two that ra
scent-tongues protrude that grant them enhanced Spee
olfactory senses, compensating for the poor vision Type
a orded them by their dark, three-lidded eyes. No Ssi- human
ruu has ever been known to be Force-sensitive. Forc
manip
SOCIETY AND CULTURE sense t
The citizens of the Ssi-ruuvi Imperium follow a rigid levels i
caste system in which their station in society is Hun
determined by the color of the scales they are born Keen
with. Among these, the brown-scaled outcasts are (Percep
regarded as the lowest of the low, and have no place Natu
in the Imperium beyond menial labor or death at let the
birth. Deeply xenophobic and religious, the Ssi-ruuk advant
view the rest of the galaxy as populated by lesser emotio
beings whose worlds rightfully belong to the feet of
Imperium. Despite their erce nature, most ssi-ruuk Sunl
are afraid of dying on a world unconsecrated by their attack
priest caste, as they believe their souls would be rely on
doomed, so they harvest and "entech" the life-energy whatev
of other species to power droids that ght for them. sunligh
The entechment process is torturous and painful to its Thic
victims, and is the main power source of Ssi-ruuvi not to
technology. wearin
modi
NAMES Toot
Ssi-ruuvi names are di cult to pronounce and gender weapo
neutral. Many ssi-ruuk adopt nicknames to make the If you h
lives of their associates easier. Ssi-ruuk do not have 1d6 + y
surnames.

EXPANDED CONTENT | SPECIES 81


Lang
Basic, S
SULLUSTAN choice
in busi
VISUAL CHARACTERISTICS
profes
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
of individual expression. 1.
Age. Sullustan reach adulthood in their late teens
SOCIETY AND CULTURE and live less than a century.
Sullustans are outgoing and mercantile, friendly and Alignment. Sullustans' outgoing and friendly nature
pragmatic. As a species they are altogether lacking in cause them to tend toward the light side, though
xenophobia. Though fond of practical jokes and there are exceptions.
extremely shrewd in their business dealings, they are Size. Sullustans typically stand 4 and a half to 5 feet
eager to explore and travel the galaxy. Inquisitive by tall and weigh around 120 lbs. Regardless of your
nature, some have described Sullustans as reckless, position in that range, your size is Medium.
especially for their preference to learn and discover Speed. Your base walking speed is 30 feet.
whenever possible through personal experience. Darkvision. You can see in dim light within 60 feet of
Sullustans organize themselves into familial units you as if it were bright light, and in darkness as if it
known as Warren-clans. Each clan consists of one were dim light. You can't discern color in darkness,
polyandrous female, several husbands, and their only shades of gray.
young. Unmated females, known as "Fems", are active Keen Hearing. You have advantage on Wisdom
members of their communities until they reach (Perception) checks that rely on hearing.
breeding status, called "Ready", when they choose Mercantile. Whenever you make a Charisma
their mates. (Persuasion) check related to conducting business,
you
NAMES are considered to have expertise in the Persuasion
Male names are typically longer than female names. skill.
Surnames are based on Warren-clan. Pilot. You have pro ciency in Piloting.
Male Names. Duedt, Oshror, Partheen, Throthinnitz
Female Names. Asulu, Eldo, Tri, Vo, We
Surnames. Frovarr, Jeard, Plonr, Tsah, Vhiibb

82 EXPANDED CONTENT | SPECIES


Lang
You ca
TALZ but yo
Talzzi i
VISUAL CHARACTERISTICS
buzzes
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 As a Talz, you have the following special traits.
optical organs—leaving the smaller set to navigate Ability Score Increase. Your Strength score
with. 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
SOCIETY AND CULTURE there 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 Darkvision. Your vision can easily cut through
front 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 +
experimentation. your 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.
Male Names. Drak, Fedirk, Imom, Ke, Twift
Female Names. Ilnuno, Ontuga, Utrukk, Zimtucc
Surnames. Dic, Noetoc, Suptat, Wume, Zapak

EXPANDED CONTENT | SPECIES 83


Surnames. Albarn, Braibel, Kirsingr, Raledurn
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

BIOLOGY AND APPEARANCE THISS


Thisspiasians are easily recognized by their abundant As a th
beards and their long tails, which often reach over six Abili
feet. These tails are very strong and are commonly increas
used to carry large objects. When meditating or at Age.
rest, a thisspiasian will coil their tail beneath their often l
torso, reducing their height by several feet. They also Align
possess four arms, with the upper set being stronger causes
and larger. Each of their four hands have ve ngers, though
and each nger is tipped with a long, sturdy claw. It is Size.
thought unsophisticated or unseemly by upper-class feet ta
thisspiasians to have the bottom two visible in public, of you
so they are generally hidden from sight via larger Spee
garments, with the smaller limbs sometimes even Claw
bound to their bodies. Thisspiasians need very little can us
sleep to function normally, resting for only two hours you de
a day, with brief meditative moments scattered modi
throughout the day to refocus. Cult
Four
SOCIETY AND CULTURE they ca
Thisspiasian culture is one of proud warriors who keep only ga
their emotions well-concealed and their rages arms a
checked. Many outsiders see only a thisspiasian's switch
outward facade of tranquility, and to most being it require
seems as if thisspiasians existed in a sea of calm. This is Insc
far from the truth, however, as they are in truth a very you ha
passionate species below the surface. A thisspiasian against
who doesn't meditate as often as they should will advant
often be prone to otherwise atypical emotional would
outbursts. Preh
Thisspias is ruled by a hereditary leader called the your ta
Blood Monarch. Due to their seemingly archaic ruling as you
structure, thisspiasians are often considered out-of- Tran
touch. day. Af
bene t
NAMES Lang
Thisspiasian names typically are composed of two Basic a
similar sounding syllables. Surnames are familial. langua
First Names. Annak, E ed, Emmet, Gorro, Koto and he

84 EXPANDED CONTENT | SPECIES


Female Names. Coelle, Elotis, H'sishi, Kra'ake, Rrowv
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- TOGO
white, black, brown, or orange fur, often with colorful As a To
spots or stripes. Abili
increas
SOCIETY AND CULTURE
score i
Togorians have a unique cultural division between Age.
their sexes. They evolved as nomadic hunters of and liv
creatures like the bist and etelo, surviving on the Align
wilderness as apex predators. As time went on, a rift in them t
their society developed between the two sexes. Males are exc
were drawn to continue their lifestyle as nomads and Size.
hunters for their people, while females tended to with sm
prefer remaining in permanent camps and and we
contributed feet ta
the vast majority of their species technological positio
developments. This division has continued into Spee
modern times, with males continuing their nomadic Claw
traditions and females frequently preferring to stay in can us
villages and cities. Males visit their mates for about a you de
month each year, but otherwise the sexes live modi
completely separate lives. Whether in spite of this Sava
separation of the sexes, or because of it, Togorians are melee
typically monogamous and devoted to their chosen weapo
mates. to the
NAMES Stea
Surviva
Togorian names tend to be short and primal- Toug
sounding. Female names tend to include softer and it i
consonants and more vowels, while male names are Lang
typically harsher. Togorians do not use surnames. Basic a
Male Names. Mezgraf, Mlatar, Morto, Mrrov, Torr deep, r

EXPANDED CONTENT | SPECIES 85


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

86 EXPANDED CONTENT | SPECIES


TUSKEN
VISUAL CHARACTERISTICS
Skin Color    Brown, gray, or tan
Hair Color    Black
Eye Color    Pale gray or black
Full-body wrappings, goggles, mouth
Distinctions   
lter

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Tatooine
Language    Tusken

TUSKEN TRAITS
As a Tusken, you have the following special traits.
Ability Score Increase. Your Constitution score
increases by 2, and your Strength or Charisma score
BIOLOGY AND APPEARANCE increases by 1.
While Tuskens, also known as Tusken Raiders or Sand Age. Tuskens are considered adults when they turn
People, are easily recognizable by their full-body 15. Because of the harsh and unforgiving climate of
clothing, goggles, and mouth lters, little of their true their home world, they rarely live longer than half a
physical appearance can be discerned. From birth, century.
Tuskens are covered in wraps, and, barring very rare Alignment. Tusken culture's violent focus and
occasions, will not bare any part of their skin in sight of disregard of those outside the tribe causes them to
another person. This, combined with their hostility to tend towards chaotic dark side, though there are
outsiders and Tatooine's remote and arid nature, exceptions.
makes even study of Tusken corpses di cult. Size. Tusken stand between 5 and 6 feet tall and
weigh around 155 lbs. Regardless of your position in
SOCIETY AND CULTURE that range, your size is Medium.
Tuskens are a primative, tribal race, mostly living in Speed. Your base walking speed is 30 feet.
small clans scattered throughout Tatooine's deserts. Aggressive. As a bonus action, you can move up to
Due to the harsh and unforgiving desert environment, your speed toward an enemy of your choice that you
Tusken clans are often xenophobic and territorial, but can see or hear. You must end this move closer to the
it is not unknown for them to adopt members of enemy than you started.
other species into the clan. They believe that all water Animal Handler. You are pro cient in Animal
is sacred and promised to them alone, and are Handling.
infamous among the other residents of Tatooine for Intimidating Roar. Once per day, you can cast the
raiding and pillaging settlements and farms. fear force power. Charisma is your forcecasting ability
Tusken clans are usually very strati ed, with males for this power.
as hunters and warriors, while females and children Survivors of the Sands. You are pro cient in
maintain the camp. Tusken warriors hold their bond Survival. Additionally, you don't treat desert terrain as
with their gader i weapons and Bantha mounts as di cult terrain. Lastly, you are naturally adapted to
sacred, and will choose death before relinquishing hot climates, as described in chapter 5 of the Dungeon
either. Master's Guide.
Tusken Weaponry. You have pro ciency with the
NAMES slugthrower and vibromace.
Tusken naming traditions vary between clans, but Languages. You can speak, read, and write Galactic
most are made up of harsh, guttural sounds. Tuskens Basic and Tusken. Tusken is a guttural language
do not use surnames. characterized by its barks, growls, and roars. While
Male Names. Ur Ur, A'Koba, Qeruru'rr, Gr'Karr Tuskens typically understand Galactic Basic, it is rare
Female Names. K'Yark, Reirin, K'Orou, Ursarr'u to hear them speak anything but Tusken.

EXPANDED CONTENT | SPECIES 87


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 a 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
the Ugnaughts are generally a peaceful people with a (AC 5, 1 hp). You can take the Use an Object action to
rich culture. have your device cause one of the following e ects:
When greeting an Ugnaught, it is advised to bow create a small explosion, create a repeating loud noise
silently, then wait for a guttural purring as a positive for 1 minute, create smoke for 1 minute, cause
response. Usage of the common galactic greeting "yaa- harmless tremors for 1 minute. You can maintain a
yaah" is considered a personal insult to Ugnaughts. If number of these devices up to your pro ciency bonus
this occurrs, it was advisable to duck and cover, as at once, and a device stops functioning after 24 hours
various mechanical implements will be thrown one's away from you. You can dismantle the device to
way. reclaim the 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
sound more cheerful. Surnames are determined by versatile 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.

88 EXPANDED CONTENT | SPECIES


Surnames. Deechi, Moore, Phobi, Nenn
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

UMBA
As an U
Abili
increas
increas
BIOLOGY AND APPEARANCE Age.
Umbarans, called the "Shadow People" by some, are a and liv
near-human species characterized by their pale, bluish Align
skin and colorless, sunken eyes. Their homeworld, standin
Umbara, is situated deep within the Ghost Nebula, chaos,
and Size.
receives almost no direct light from the planet's genera
primary star. As a result, Umbaran eyes are well- positio
adjusted to seeing in low light, and can see into the Spee
ultraviolet spectrum, but can be disoriented by bright Supe
light. withou
120 fee
SOCIETY AND CULTURE darkne
Umbaran society is strictly divided into a leveled caste in dark
system, with most Umbarans constantly scheming to Umb
improve their social rank, using tactics such as of the f
blackmail, subterfuege, and even assassination if or Perc
necessary. Only those within the ten highest caste Tech
tiers were given opportunities to leave their power
homeworld. Because of the cutthroat machinations cast th
required to get there, Umbarans in the wider galaxy reach 5
are known as skilled, ruthless politicians. This power
reputation is enhanced by the Umbarans' talents for ability
reading and in uencing the emotions of others. wristpa
Umbara developed its own technological advances Shad
separate from galactic society, and possessed when y
technology that was in many elds far more advanced Sunl
than the galactic standard. attack
rely on
NAMES whatev
Umbaran names are typically no more than one or sunligh
two syllables. Surnames are familial.
Male Names. Mee, Pir, Nyss, Moshenu
Female Names. Sly, Syll, Myn, Sata

EXPANDED CONTENT | SPECIES 89


VERPINE
VISUAL CHARACTERISTICS
Skin Color    Green
Hair Color    None
Eye Color    Black or red
Hive-based insectoids, radio wave
senses, technological aptitude, hardened
Distinctions   
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 increases by 2, and your Constitution score increases
or 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
sensitive to radio waves, giving Verpine the natural there 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
wearing light armor, your AC is 13 + your Dexterity
environments 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
NAMES the 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
Surnames. And'et, Ned'Ix, Ned'lx, Niskooen, Zes'sx up to a mile using your antennae.

90 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
Their voices have a slight mechanical tinge to them, live less than a century. They do not reach sexual
making them sound somewhat like a droid or maturity until they undergo the Rite of Ardor.
machine. Voss undogo a physical, developmental Alignment. As Voss culture encourages duty and
change during their marriage ceremonies (known as emotional composure, individuals tend toward a
the Rite of Ardor) and do not develop sexually prior to lawful alignment, though there are exceptions.
the performance of these rituals. Size. Voss typically stand 5 to 6 feet tall and
SOCIETY AND CULTURE generally 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
Voss Mystics who reside in the Shrine of Healing. The roll.
Voss are great lovers of art, and their architecture Mystic Healing. You have pro ciency in Medicine.
features a distinctive artistic style. The entire Voss
Voss Weapon Training. You have pro ciency with
society is guided by the Force visions of Voss Mystics,
the blaster ri e and techblade.
which are considered infallible without exception.
Inscrutable. Your calm demeanor and control make
NAMES you hard to read. Wisdom (Insight) checks made
against you have disadvantage, and you have
All Voss have two short names, connected by a advantage on any saving throw against an e ect that
hyphen, with the family name being the second one. would read your thoughts.
Male Names. Char, Edan, Fadith, Nodin, Orin Languages. You can speak, read, and write Galactic
Female Names. Amin, Magra, Tala, Weylin, Yana Basic and Voss. The Voss language is characterized by
Surnames. -Ko, -La, -Po, -Rae, -Va it's mystic-sounding word pairings.

EXPANDED CONTENT | SPECIES 91


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 Size. Vurks typically stand between 6 and 7 feet tall
galaxy; however, that was not true. They are very and weigh around 175 lbs. Regardless of your position
intelligent and believe in a highly developed in that range, your size is Medium.
philosophical tradition that emphasizes personal Speed. Your base walking speed is 35 feet.
integrity and individual freedom and encourage Amphibious. You can breathe air and water.
personal honesty. Their compassionate and calm Athletic. You have pro ciency in the Athletics skill.
manner made them 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.

92 EXPANDED CONTENT | SPECIES


Surnames. Britreg, Dlur, Klanz, Maub, Semu
WEEQUAY
VISUAL CHARACTERISTICS
Skin Color    Brown, gray, red, or yellow
Hair Color    Black or blond
Eye Color    Black, gold, or gray
Tough, leathery skin that provided
Distinctions   
resistance to blaster re

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

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Sriluur
Language    Sriluurian

BIOLOGY AND APPEARANCE


Weequays are humanoids with thick, leathery skin
that ranges in color from tan to dark brown. Their
faces are lipless, with a frill along each of their jowls.
WEEQ
SOCIETY AND CULTURE As a we
Weequays have the ability to communicate with Abili
members of their own clan through smell by exuding increas
complex pheromones. This pheromonal language can by 1.
not be understood by any other species, or even by Age.
Weequays of another clan. Only Jedi senses can even and liv
tell that two Weequay are communicating. Since each Align
Weequay's pheromones are unique, Weequay have them t
no need for a name within their clan. As a result, are exc
speech is only a secondary form of communication for Size.
Weequay, and they seldom speak a whole sentence, weigh
resulting in Humans mistakenly believing the species range,
to be unintelligent. Spee
Male Weequay often tie their hair into a long braid Char
each year spent away from their homeworld as a Persua
tribute to their home. When they returned, they Dark
shaved their braids. Weequays serving the Hutts were darkne
often very close to their homeworld, and would only as if it w
have one or two braids. Female Weequay were usually dim lig
bald, and did not follow this tradition. shades
Keen
NAMES (Percep
Only Weequay who have to live among other clans, or Tann
among non-Weequay, take a personal name. Even are un
then, some are simply referred to as "Weequay". In your D
Weequay culture, individual identity is much less natura
important than the clan. As long as the clan survives, a chapte
single Weequay is expendable. This results in a Lang
sometimes brutal culture. Basic a
Male Names. Chublu, Fah, Kreakk, Og-Rollo, Weequ
Yurrenn of phe
Female Names. Gila, Qommi, Palsa, Sex, Xelror the com

EXPANDED CONTENT | SPECIES 93


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

94 EXPANDED CONTENT | SPECIES


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

EXPANDED CONTENT | SPECIES 95


Surnames. D'nar, Molec, Scientel, Thanda, Tyne
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 ZYGE
Zygerrians' faces and their pointed ears are almost As a Zy
entirely covered with fur; males usually have more hair Abili
than females, with bands of fur growing on their increas
cheeks. Male Zygerrians also display a number of bony by
spurs protruding from the chin, which females 1.
typically lack. Zygerrians usually have sallow Age.
complexions and are physically strong, but some and liv
su er from obesity. Align
subjug
SOCIETY AND CULTURE toward
A warlike species, the Zygerrians hold strength—both except
physical and mental—in great esteem, viewing it as a Size.
means to gain power and authority. They believe that tall and
it is the natural order of life for the strong to dominate positio
the weak, so slavery is normal for the species, and a Spee
display of weakness could mean death or Acro
enslavement in their culture. Those who become their Claw
slaves are viewed as inferior by the Zygerrians. damag
Zygerrian society is organized into clans and classes. Dexter
They have a noble class, many members of which, You m
despite their high status, pursue a career in the Dark
military. The Zygerrian government is a monarchy; in the d
female rulers hold the title of Queen, and males are you as
addressed as Kings. were d
The center of the Zygerrian society is the Zygerrian only sh
Slavers Guild, which focuses on the slave trade in the Noto
Outer Rim Territories. check r
slaves,
NAMES you wo
Zygerrian names are rather diverse, though shorter expert
names are the most common. Surnames are familial. Repu
Male Names. Agruss, Darts, Atai, Sono Intimid
Female Names. Miraj, Faralhi, Latrans, MaDall

96 EXPANDED CONTENT | SPECIES

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