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Expanded Content - 02 - Species - GM Binder
Expanded Content - 02 - Species - GM Binder
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
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.
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 140 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Ando
Language Aqualish
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
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
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
PHYSICAL CHARACTERISTICS
Height 4'8" +2d8"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Balosar
Language Balosur
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
PHYSICAL CHARACTERISTICS
Height 6'0" +2d12"
Weight 175 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Ojom
Language Besalisk
PHYSICAL CHARACTERISTICS
Height 4'9" +2d12"
Weight 130 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Cathar
Language Catharese
PHYSICAL CHARACTERISTICS
Height 5'8" +2d8"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Cerea
Language Cerean
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.
PHYSICAL CHARACTERISTICS
Height 5'5" +2d8"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Champala
Language Chagri
PHYSICAL CHARACTERISTICS
Height 5'9" +2d12"
Weight 170 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Vinsoth
Language Chevin
PHYSICAL CHARACTERISTICS
Height 6'0" +2d12"
Weight 450 lb. x(2d8) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Chiron
Language Chironan
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.
PHYSICAL CHARACTERISTICS
Height 4'6" +2d8"
Weight 90 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Munto Codru
Language Codruese
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.
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.
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
PHYSICAL CHARACTERISTICS
Height 4'10" +2d8"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Devaron
Language Devaronese
PHYSICAL CHARACTERISTICS
Height 5'5" +2d12"
Weight 130 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Draethos
Language Draethos
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.
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
PHYSICAL CHARACTERISTICS
Height 5'2" +2d8"
Weight 110 lb. x(2d4) lb.
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.
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
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
PHYSICAL CHARACTERISTICS
Height 5'4" +2d10"
Weight 145 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown, Belsavis (adopted)
Language Kharan
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.
PHYSICAL CHARACTERISTICS
Height 4'7" +2d10"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Falleen
Language Falleen
PHYSICAL CHARACTERISTICS
Height 5'8" +2d6"
Weight 165 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Felucia
Language Felucianese
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
PHYSICAL CHARACTERISTICS
Height 4'10" +2d8"
Weight 150 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Gamorr
Language Gamorrese
PHYSICAL CHARACTERISTICS
Height 4'1" +2d10"
Weight 75 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Gand
Language Gand
PHYSICAL CHARACTERISTICS
Height 5'5" +2d4"
Weight 60 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Geonosis
Language Geonosian
Physical Characteristics
Height 5'5" +2d8"
Weight 105 lb. x2d4 lb.
Sociocultural Characteristics
Homeworld Yag'Dhul
Language Givin
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Antar 4
Language Antarian
PHYSICAL CHARACTERISTICS
Height 4'10" +2d10"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Kinyen
Language Gran
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Naboo
Language Gungan
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.
Physical Charicteristics
Height 6' +2d12"
Weight 200 lb. x(2d8) lb.
Sociocultural Charicteristics
Homeworld Giju
Language Herglese
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
PHYSICAL CHARACTERISTICS
Height 4'11" +2d10"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Iktotch, moon of Iktotchon
Language Iktotchese
PHYSICAL CHARACTERISTICS
Height 5'9" +2d12"
Weight 135 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Ithor
Language Ithorese
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
PHYSICAL CHARACTERISTICS
Height 5'1" +2d6"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Kalee
Language Kaleesh
PHYSICAL CHARACTERISTICS
Height 6'4" +2d10"
Weight 150 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Kamino
Language Kaminoan, Galactic Basic
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 130 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Karkaris
Language Karkaran
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.
PHYSICAL CHARACTERISTICS
Height 5'4" +2d10"
Weight 125 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Klatooine
Language Huttese, Klatooinian
PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Kubindi
Language Kubazian
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.
PHYSICAL CHARACTERISTICS
Height 5'9" +2d8"
Weight 140 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Phatrong
Language Kyuzo
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
PHYSICAL CHARACTERISTICS
Height 6'0" +2d12"
Weight 160 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Lira San
Language Lasat
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Alpheridies
Language Miralukese
PHYSICAL CHARACTERISTICS
Height 4'6" +2d10"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Mirial
Language Mirialan
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.
PHYSICAL CHARACTERISTICS
Height 5'8" +2d10"
Weight 145 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Scipio
Language Muun
PHYSICAL CHARACTERISTICS
Height 5'1" +2d8"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Glee Anselm
Language Nautila
PHYSICAL CHARACTERISTICS
Height 5'1" +2d10"
Weight 90 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Neimoidia
Language Pak Pak
PHYSICAL CHARACTERISTICS
Height 4'5" +2d6"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Honoghr
Language Honoghran
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
Physical Charicteristics
Height 4'6" +2d6"
Weight 65 lbs. x(2d4) lb.
PHYSICAL CHARACTERISTICS
Height 5'0" +2d10"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Utapau
Language Utapese
PHYSICAL CHARACTERISTICS
Height 5'2" +2d10"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Oba Diah
Language Pyke
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
PHYSICAL CHARACTERISTICS
Height 5'8" +2d10"
Weight 125 lb. x(2d4) lb.
PHYSICAL CHARACTERISTICS
Height 4'4" +2d10"
Weight 90 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Rattatak
Language Rattataki
PHYSICAL CHARACTERISTICS
Height 4'2" +2d12"
Weight 60 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Rishi
Language Rishii
PHYSICAL CHARACTERISTICS
Height 4'4" +2d10"
Weight 75 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Unknown
Language Ryn
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
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
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
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.
PHYSICAL CHARACTERISTICS
Height 3'11" +2d12"
Weight 60 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Sullust
Language Sullestese
PHYSICAL CHARACTERISTICS
Height 6'5" +2d10"
Weight 180 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Orto Plutonia
Language Talzzi
PHYSICAL CHARACTERISTICS
Height 4'8" +2d8"
Weight 250 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Thisspias
Language Thisspiasian
Physical Characteristics
Height 6'2" +2d12"
Weight 175 lb. x(2d6) lb.
Sociocultural Characteristics
Homeworld Togoria
Language Togorese
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
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.
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
PHYSICAL CHARACTERISTICS
Height 5'9" +2d8"
Weight 80 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Roche asteroid eld
Language Verpine
PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 105 lb x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Voss
Language Voss
PHYSICAL CHARACTERISTICS
Height 5'9" +2d8"
Weight 130 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Sembla
Language Semblan
PHYSICAL CHARACTERISTICS
Height 5'5" +2d8"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Sriluur
Language Sriluurian
PHYSICAL CHARACTERISTICS
Height 5'2" +2d10"
Weight 105 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld N'zoth
Language Yevethan
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 90 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Zeltros
Language Galactic Basic
PHYSICAL CHARACTERISTICS
Height 5'1" +2d8"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Zygerria
Language Zygerrian