Table Of Contents
- Kideo's Encyclopaedia Galaxias
Klatooinian
Visual Characteristics
Skin Color Green, Black, or Brown Hair Color None Eye Color Black, Brown, Green, or Blue Distinctions Rigid Head Crest, Canine-like Jowls
Physical Characteristics
Height 5'5" +2d6" Weight 130 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Klatooine Language Klatooinian
Biology and Appearance
Klatooinians are humanoids known for their stub-nosed, dog-like faces, and their elongated canine teeth which protrude from the corners of their mouths. Apart from their faces, Klatooinians are very humanlike and have fully opposable thumbs on their five-fingered hands. Their unique facial structure allows for higher levels of olfactory sensitivity, making Klatooinians great bounty hunters, able to sniff out their target. Neither male and female Klatooinians have hair, the arid climate of their homeworld making the growth of heavy hair intolerable.
Klatooinians are naturally physically strong and mentally resilient, having come from generations of slavery and servitude.
Society and Culture
Klatooinians hold tradition and the wisdom of their elders in very high esteem. Elders are often viewed as the leaders of Klatooinian communities, revered because of their ability to survive into old age in such a brutal environment.
Klatooinian life is dominated by the influence of the Hutt Clan, who control all of the planets exports. The influence of the Hutt Clan leads the majority of Klatooinian youth to become bounty hunters and henchmen working for the expansive crime syndicate.
Klatooinian Names
Klatooinian names are often very similar, made up of multiple syllables, and tend to end in vowels. They usually have simple surnames.
Male Names. Kiyasta, Bakare, Barada, Mit-Yen
Female Names. Fahaba, Abeku, Dalile, Saba
Surnames. M'beg, Gowon, Kondu, Ede
Klatooinian Traits
As a Klatooinian, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Constitution or Dexterity score increases by 1.
Age. Klatooinians reach adulthood in their early teens and live less than a century.
Alignment. Klatooinian enslavement by the Hutts causes most of them to lean towards the Dark side, though there are exceptions.
Size. Klatooinians typically stand 5 to 6 feet tall and generally weigh about of 120 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Keen Nose The special structure of your nose grants you an enhanced sense of smell. You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks made to track a creature that you have smelled before.
Centuries of Service Klatooinians are experienced assistants. When you use the Help Action on a friendly creature, add 1d6 to the roll. Additionally, once per short rest you can use the Help Action as a bonus action.
Toothy Overbite If it comes to it, you will do anything to win a fight. Your teeth are natural weapons that you are proficient in, dealing piercing damage equal to 1d6 + your Strength modifier on a hit.
Rugged Lifestyle Due to the harsh life on Klatooine, you have proficiency in Survival and do not treat deserts as difficult terrain.
Languages. You can speak, read, and write Galactic Basic and Klatooinian.
Snivvian
Visual Characteristics
Skin Color Light to Dark tones, Grey Hair Color Black, Brown Eye Color Blue, Black, Gold, Green, Brown Distinctions A Pair of Short Tusks, Enlarged Opossum-like Nostrils
Physical Characteristics
Height 4'8" +2d6" Weight 75 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Cadomai Prime Language Snivvian
Biology and Appearance
Snivvians are known for their iconic wide-mouthed grins and miniature tusks. They have five-fingered hands and fully opposable thumbs. Snivvians do not grow fur, but instead grow short, coarse hair out of the top of their heads. Because of their lack of fur, Sniivians are forced to retreat into underground caves during the long, harsh winters on Cadomai Prime. Their sharp eyesight and hyper-sensitive olfactory organs make Snivvians fantastic trackers, which is necessary in order to hunt in the frigid tundras of their homeworld.
Society and Culture
While they seek refuge inside their subterrean shelters, Snivvians have been known to create art and invent in order to pass the time. This prolonged period of time living in such close quarters leaves some Snivvian youth feeling trapped, which results in them attempting to leave the planet once the winter has past. If they are able to make it off the planet, young Snivvians often find work as bounty hunters because of their natural tracking abilities.
Snivvian Names
Snivvian names are typically two syllables, often including E's or Z's. Female names tend to sound softer than male.
Male Names. Tumzee, Takeel, Delreem, Zatt
Female Names. Olsini, Zolana, Sezee, Natlu
Surnames. Dutt, Klig, Lod, Solba
Snivvian Traits
As a Snivvian, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.
Age. Snivvians reach adulthood in their early teens and live less than a century.
Alignment. Because most Snivvians choose to peacefully pursue art and other good-natured activities, Snivvians tend to lean towards the Light side, though there are exceptions.
Size. Snivvians typically stand from 4 ½ to 5 ½ feet tall and generally weigh between 110-140 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Craftsman. Snivvians are known across the galaxy for their ingenious inventions. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, emit an onerous smell for 1 minute.
Cave Dweller. Snivvians have become accustomed to the frigid ice caves on Cadomai Prime. You do not treat icy or rocky ground as difficult terrain.
Tracker by Nature. Due to their sensitive nostrils, and keen eyes, Snivvians are known for their enhanced tracking abilty. You have advantage on Wisdom (Survival) checks made for tracking.
Master of the Arts. Because of their prolonged periods of practice, Snivvians are adept in the arts. You have proficiency in the Performance skill.
Languages. You can speak, read, and write Galactic Basic and Snivvian.
Yarkora
Visual Characteristics
Skin Color Brown, Black Hair Color White, Brown, Black, Blonde, or Grey Eye Color Black, Green, Brown, Yellow Distinctions Camel-like apperance, Sparse tufts of hair
Physical Characteristics
Height 5'10" +2d8" Weight 160 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld REDACTED Language Yarkoran
Biology and Appearance
A species of anthropomorphic cameloids, Yarkorans are one of the tallest species in the galaxy, rivaling both Kaminoans and Gungans. Their large bodies are used to house a multitude of redundant organs, including: four kidneys, three livers, and two stomachs. These extra organs allowed Yarkorans to live for extraordinary amounts of time; commonly over 200 years. Despite their longevity, Yarkorans are very isolated creatures -even from members of their own species- leading to a low population of Yarkorans in the galaxy. Yarkorans are bipedal and have two hands, each with three fingers.
Yarkorans are naturally gifted with empathetic abilities, able to feel and manipulate the emotions of those around them.
Society and Culture
Yarkora sightings in the galaxy are extremely rare, as it is uncommon for Yarkorans to leave their homeworld. Located far in the Outer Rim, the homeworld of this race has yet to be discovered. The few Yarkora that have been encountered in the galaxy have refused to give the location of the planet, turning the planets existence into a living urban legend.
Female Yarkorans can only give birth once every two decades, and they usually choose to have only that one child, who they have to raise by themselves.
Yarkora Names
Yarkora tend to have double names, often separated by hyphen. Surnames are either not shared or not used.
Male Names. Perol-Maerdo, Shnodd-Shnuk, Raelt-Hurch
Female Names. Sharae-Lasa, Ryena-Marae, Layda-Seka
Yarkoran Traits
As a Yarkora, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.
Age. Yarkorans reach adulthood in their late teens and often live for several centuries.
Alignment. Some Yarkorans use their sensitive ears to help the Rebels, others use them to spy for the Empire. Yarkorans lean towards no particular alignment.
Size. Yarkorans typically stand 6 to 7 feet tall and generally weigh over 200 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Triple Livered. Yarkorans have three livers, which makes them adept at filtering out toxins. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).
Empathic Influence. Yarkoran's natural empathetic abilities allow them to sway the emotions of those around them. You can cast Affect Mind and Sense Emotion wih this trait, using your Charisma as your spellcasting ability for them. Once you cast either spell, you can't cast it again until you finish a short or long rest.
Taxing Anatomy. Yarkorans require constant nutrition in order to fill their two stomachs. You must eat at least two meals a day, or suffer one point of Exhaustion for each day that you don't eat.
Nosy by Nature. Yarkorans tend to use their sensitive ears to listen in on the conversations of others. You are proficient in the Perception skill.
Languages. You can speak, read, and write Galactic Basic and Yarkoran.
Toong
Visual Characteristics
Skin Color Yellow, Green, Light Brown Hair Color None Eye Color Yellow, Orange, Brown Distinctions Large face with upturned nose, Lack of shoulders, Crippling anxiety
Physical Characteristics
Height 5'0" +2d8" Weight 140 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Tund Language Toongese
Biology and Appearance
Toong are known across the galaxy for their unusual apperance. Their disproportionately large heads connect directly to their bodies, making the act of turning their heads impossible without moving their bodies.
Toong also have extremely flexible jowls that can be used to store objects if necessary.
Society and Culture
Toong are a very anti-social species and often try to avoid interaction with any creatures outside of their family. Toong also experience crippling agoraphobia, or a fear of large spaces. This fear of large spaces prompts large numbers of Toong to pursue a career in piloting because of the enclosed environment that starships offer.
Their social anxiety does not keep Toong from being brave, and there have been recorded incidents of Toong becoming successful mercenaries and fighters.
Toong technology is very advanced, believed to be even more advanced than the Humans that discovered them.
Toong Names
Toong names typically contain odd sounds put together to the liking of their parents. Their names tend to contain large amounts of vowels.
Names. Zoon, Norm, Pillto, Quip
Surnames. Quabino, Gazby, Buingog, Trepinecos
Toong Traits
As a Toong, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.
Age. Toong reach adulthood in their late teens and live longer than a century, if they can live that long.
Alignment. Most Toong are outgoing, peace-loving creatures that mind their own business. Toong tend to lean towards the Light side, though there are exceptions.
Size. Toong typically stand from 5 to 6 feet tall and generally weigh between 130 to 200 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Spineless. Toong are notoriously weak-willed beings. You have a disadvantage on Wisdom saving throws made to avoid being frightened.
Flexible Cheeks. Toong have flexible cheeks in which they can store small goods, though it is rather embarassing for any civilized Toong. You can store up to two items that weigh a combined total of no more than 2 lb. in your cheeks, and you have advantage on Dexterity (Sleight of Hand) checks made to conceal them.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Comfortable in the Cockpit . Toong can be quite talented pilots, after they get over their fear of flying. You have proficiency in Technology and Piloting.
Languages. You can speak, read, and write Galactic Basic and Toongese.
Xexto
Visual Characteristics
Skin Color Pale shades of White, Blue, and Purple Hair Color Brown Eye Color Black, Red, Purple, Blue Distinctions Six Limbs, Long neck with bald head
Physical Characteristics
Height 4'0" +2d4" Weight 65 lb. x(1) lb.
Sociocultural Characteristics
Homeworld Troiken Language Xextese
Biology and Appearance
While Xexto are short in height, often standing at about 4'5 feet tall, they are not stocky. They have six slender limbs, two of which the use as feet, although they are equally fit to be used as hands. Xexto are easily recognizable for their long, thin necks, atop which they have a face with glassy, almond-shaped eyes and no nostrils.
Society and Culture
Cool and collected, Xexto tend to keep an even head during times of conflict. This allows them to think faster and with more clarity, increasing their chance of surviving attacks from predators. Because of this uncanny ability to escape danger, Xexto would often thrill seek in the form of dangerous events like Podracing, which they are extremely talented in because of their ability to multitask.
Xexto Names
Xexto names make heavy use of G's and vowels. Their names tend to roll off the tongue.
Male Names. Gosango, Bomduras, Giamano
Female Names. Galzu, Ailani, Marelia
Xexto Traits
As a Xexto, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Xexto reach adulthood in their late teens and live less than a century.
Alignment. Xexto might seek thrills that endanger themselves, but the do not attempt to endanger others. Xexto tend to lean towards Balanced, but there are exceptions.
Size. Xexto typically stand about 3'5 to 4'5 feet tall and weigh about 65 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Four-Armed. Xexto have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).
Misdirection. Xexto's multiple pairs of arms make them masters of misdirection. When attempting to hide an object or weapon with one pair of arms, you may attempt to use the other pair as a distraction. If you do so, you have advantage on any Dexterity (Sleight of Hand) checks related to hiding said object
Prehensile Feet. You have supreme control over your feet and can use them to manipulate objects as well as your hands.
Expert Pilot. You have proficiency in the Piloting skill and Advantage on any checks related to piloting Constructs.
Arboreal. You have a climbing speed of 25 feet.
Languages. You can speak, read, and write Galactic Basic and Xextese.
Nosaurian
Visual Characteristics
Skin Color Red, Orange, Yellow, and White Hair Color None Eye Color Red, Yellow, Brown Distinctions Crown of Horns, Bird-like Beak
Physical Characteristics
Height 4'0" +2d8" Weight 80 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld New Plympto Language Nosaurian
Biology and Appearance
Nosaurians are reptilian humanoids whose rows of long, curved horns make them easily discernable from other species. Most adult members of the species have six of these incredibly durable horns, while children have less. They have pronounced avianesque mouths filled with sharp teeth, two of which protrude from the corners of their mouths. The rooves of their mouths are covered with a luminescent lining, able to temporarily produce blinding flashes of green light. Nosaurians have four-fingered hands and three-toed feet, all of which terminate in pointed, claw-like nails. The entirety of this species is colorblind, seeing in different shades of grey instead of the convential color spectrum.
Society and Culture
Nosaurian society is based on a clan system. These clans each have master artisans who teach young members of the species specific trades until the adolescent was proficient in the task. On their homeworld, Nosaurians traditionally take part in a song as the sun begins to fall below the horizon. This song consists of the Nosaurian howling in a loud, harsh tone until the sun is no longer visible. This urge stays with them no matter how far they travel from their home. Around strangers, Nosaurians are often viewed as unsociable and short-tempered, but among acquaintances, Nosaurians are generally regarded as calm and polite.
Nosaurian Names
Nosaurian firstnames are typically simple and intended to sound odd. Nosaurian surnames tend contain a descriptive word and then an object or item. The order of these words are random.
Male Names. Bam, Glarg, Flarka, Tekar
Female Names. Fleeca, Tuca, Yermesa, Xendet
Surnames. Treeclaw, Eggsnatch, Woofmoon, Bonecrack
Nosaurian Traits
As a Nosaurian, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 1, your Constitution score increases by 1, and your Strength score increase by 1.
Age. Nosaurians reach adulthood in their early teens and live up to a century.
Alignment. The dichotomy of Nosaurian behaviour causes them to be Balanced, swaying back and forth from Light to Dark, though there are exceptions.
Size. Nosaurians typically stand about 4 to 5 feet tall and generally weigh around 110 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Cunning Artisan. As part of a short rest, you can harvest materials from a slain beast, construct, droid, humanoid, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or vibrodarts. To use this trait, you need a blade, such as a vibrodagger, or appropriate artisan's tools, such as Synthweaver's tools.
Bioluminescence. Your phosphorescent mouth lining emits a shockingly bright light in a 15 foot cone. Enemies within this cone must make a Constitution saving throw against a DC equal to 8+ your Constitution modifier+ your proficiency bonus. On a failure, the enemy is Blinded for one turn. Once you use this ability, you can't use it again until you finish a short or long rest. This ability can also be used passively for short periods of time to create light in a 15 foot cone.
Harvesters. You have proficiency in the Survival skill.
Hooked Claws. You have a climbing speed of 30 feet.
Languages. You can read and write Galactic Basic and Nosaurian.
Vulptereen
Visual Characteristics
Skin Color Red, Orange, Yellow, and White Hair Color None Eye Color Red, Yellow, Brown Distinctions Crown of Horns, Bird-like Beak
Physical Characteristics
Height 4'0" +2d8" Weight 80 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Vulpter Language Vulpterish
Biology and Appearance
Nosaurians are reptilian humanoids whose rows of long, curved horns make them easily discernable from other species. Most adult members of the species have six of these incredibly durable horns, while children have less. They have pronounced avianesque mouths filled with sharp teeth, two of which protrude from the corners of their mouths. The rooves of their mouths are covered with a luminescent lining, able to temporarily produce blinding flashes of green light. Nosaurians have four-fingered hands and three-toed feet, all of which terminate in pointed, claw-like nails. The entirety of this species is colorblind, seeing in different shades of grey instead of the convential color spectrum.
Society and Culture
Nosaurian society is based on a clan system. These clans each have master artisans who teach young members of the species specific trades until the adolescent was proficient in the task. On their homeworld, Nosaurians traditionally take part in a song as the sun begins to fall below the horizon. This song consists of the Nosaurian howling in a loud, harsh tone until the sun is no longer visible. This urge stays with them no matter how far they travel from their home. Around strangers, Nosaurians are often viewed as unsociable and short-tempered, but among acquaintances, Nosaurians are generally regarded as calm and polite.
Nosaurian Names
Nosaurian firstnames are typically simple and intended to sound odd. Nosaurian surnames tend contain a descriptive word and then an object or item. The order of these words are random.
Male Names. Bam, Glarg, Flarka, Tekar
Female Names. Fleeca, Tuca, Yermesa, Xendet
Surnames. Treeclaw, Eggsnatch, Woofmoon, Bonecrack
Vulptereen Traits
As a Nosaurian, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 1, your Constitution score increases by 1, and your Strength score increase by 1.
Age. Nosaurians reach adulthood in their early teens and live up to a century.
Alignment. The dichotomy of Nosaurian behaviour causes them to be Balanced, swaying back and forth from Light to Dark, though there are exceptions.
Size. Nosaurians typically stand about 4 to 5 feet tall and generally weigh around 110 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Cunning Artisan. As part of a short rest, you can harvest materials from a slain beast, construct, droid, humanoid, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or vibrodarts. To use this trait, you need a blade, such as a vibrodagger, or appropriate artisan's tools, such as Synthweaver's tools.
Bioluminescence. Your phosphorescent mouth lining emits a shockingly bright light in a 15 foot cone. Enemies within this cone must make a Constitution saving throw against a DC equal to 8+ your Constitution modifier+ your proficiency bonus. On a failure, the enemy is Blinded for one turn. Once you use this ability, you can't use it again until you finish a short or long rest. This ability can also be used passively for short periods of time to create light in a 15 foot cone.
Harvesters. You have proficiency in the Survival skill.
Hooked Claws. You have a climbing speed of 30 feet.
Languages. You can read and write Galactic Basic and Nosaurian.
Aleena
Visual Characteristics
Skin Color Blue, tan, purple Hair Color None Eye Color Blue Distinctions Short stature, scaly skin, crested head
Physical Characteristics
Height 2'0" +2d6" Weight 35 lbs. x(1) lb.
Sociocultural Characteristics
Homeworld Aleen Language Aleena
Biology and Appearance
Aleena are a diminutive reptilian creatures, easily recognized for their large mouths and disproportionately long torsos.
Despite their short arms and stumpy legs, Aleena have remarkably fast reflexes.
Because of the predatory fauna of their homeworld, Aleena are adapted to eating rapidly whilst staying on the move. Because of this graze-like style of eating, Aleena have extremely high metabolisms that quickly convert food.
Society and Culture
Aleena are a naturally amicable species, quick to socialize and make new friends. Despite their gregarious nature, Aleena typically live in small, familial tribes with chieftains that represent each tribe in the government.
Aleena are known for being adventurous and inquisitive creatures with a penchant for tourism. They tend to travel with their families and it is rare an Aleena by themselves.
Names
Aleena names are generally short and guttural, with longer names being saved for royalty. Surnames are based on their tahiko, or tribal lineage.
Male Names. Zetts, Gratz, Wakka, Zakan, Batts
Female Names. Sutci, Tsuon, Harza, Yenn, Arkei
Surnames. Anares, Targae, Kylar, Ors, Practes
Aleena Traits
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 live to be about 80.
Alignment. Aleena's benevolent yet curious nature causes them to tend toward Chaotic Light side, though there are exceptions.
Size. Aleena typically stand 2 to 3 feet tall and generally weigh about 35 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Bite. As a bonus action, you can make a special bite attack. If the attack hits, it deals 1d4 kinetic damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
Galactic Travelers. You have proficiency in Lore.
Aleena Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Nimble Escape. You can take the Disengage action as a bonus action on each of your turns.
Racer's Reflexes. Whenever you make a Dexterity skill check, you can choose to add 1d4 to the result. You can choose to do this after the check is rolled, but before the DM determines if you've passed or failed the check. You cannot do so again until you complete a short or long rest.
Languages. You can speak, read, and write Galactic Basic and Aleena. Aleena is characterized by its use of short syllables and energetic movements to convey urgency and emotion.
Artiodac
Visual Characteristics
Skin Color Gray, Pink, or Tan Hair Color None Eye Color Black, Brown, or Green Distinctions Flat, broad noses and thick, leathery skin
Physical Characteristics
Height 4'10" +2d6" Weight 160 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Artiod Minor Language Artiodac
Biology and Appearance
Artiodacs are a broad shouldered,hunchbacked species, about the same size as a Gamorrean. Like the Gamorrean, Artiodacs have thick, leathery skin that lacks hair, but unlike the Gamorrean, Artiodacs have the capability of being quite dextrous and quick with their fingers.
Most Artiodacs are muscular and have deep, booming voices, but they are quiet, wise, and reserved by nature. Until provoked or coerced, Artiodacs tend to choose to remain neutral during times of trial.
Society and Culture
Artiodacs have been used for slave labor and bloodsport for generations now, turning them into a hardened and resilient race. Because of their intimidating presence and muscular builds, Artiodacs are commonly used as hired muscle by criminals across the galaxy. Despite this reputation, a few Artiodacs they have been able to make an honest living for themselves, working in bustling diners at the heart of the galaxy, or at cantinas in the quiet corners of the outer rim.
Artiodac Names
Artiodac names are usually very simple, harsh soundings words, that commonly end in vowels.
Male Names. Stronk, Besmo, Poonk, Rumo
Female Names. Orna, Ugna, Lorma, Unday
Surnames. Nubbs, Ooda, Targ, Pluts
Artiodac Traits
As an Artiodac, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, your Constitution score increases by 1, and your Intelligence score is reduced by 1.
Age. Artiodacs reach adulthood in their late teens and often live for several centuries.
Alignment. Artiodacs' reserved nature causes them to lean towards the Light side, though there are exceptions
Size. Artiodacs typically stand 5 to 6 feet tall and generally weigh about 180 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Gentle Giant Some find your muscular build to be intimidating. You have proficiency in the Intimidation skill.
Swamp Native Artiodacs are acclimated to their cool, swampy homeworld of Artiod Minor. You do not treat swamps as difficult terrain.
Thick Hide Artiodacs have very thick, leathery skin. When you are not wearing armor, your AC is 13+ your Dexterity modifier
Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Languages. You can speak, read, and write Galactic Basic and Artiodac.
Narquois
Visual Characteristics
Skin Color Blue Hair Color Blue Eye Color Blue, Red Distinctions Short Stature, Almost Completely Blue
Physical Characteristics
Height 3'5" +2d6" Weight 65 lb. x(1) lb.
Sociocultural Characteristics
Homeworld Narq Language Narquois
Biology and Appearance
Having evolved from tree-dwelling animals, the Narquois inherited a completely blue appearance. They adopted this color in order to increase chances of survival in the blue fungal forests of their homeworld. Narquois have five-fingers and fully opposable thumbs. Their blue faces are round, with sloping forheads and small, downturned mouths. Blue hair-like filaments grow on the sides and tops of their heads.
Society and Culture
Narquois are known to be very intelligent and well versed in the technology. Despite their aptitude for technology, the Narquois were reduced to performing solely manual labor when the neighboring Neimoidians took over. Following the formation of the New Republic, the Narquois were freed from their enslavement. Even though they had been freed, many chose to return back to the mines, becoming more accustomed to mining than technology over time.
Narquois Name
Narquois names vary greatly, but both male and females of the species tend to have short, one to two syllable names.
Male Names. Miz, Dimko, Fleto, Qex
Female Names. Vim, Luu, Tisa, Dipu
Surnames. Divel, Lemlant, Contrad, Zunit
Narquois Traits
As a Narquois, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Age. Narquois reach adulthood in their early teens and live less than a century.
Alignment. Narqouis are still figuring out their place in the galaxy. Narquois lean toward no particular alignment.
Size. Narquois typically stand 3 ½ to 4 ½ feet tall and generally weigh between 50-80 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Programmer. Whenever you make an Intelligence (Technology) check related to computers, you are considered to have expertise in the Technology skill.
Inherited Ability. The jogan doesn't fall far from the tree. You have a climbing speed of 25 feet.
Tech Dabbler. You know the On/Off at-will tech power. When you reach 3rd level, you can cast the Scramble Interface tech power once per day. When you reach 5th level, you can also cast the Shutdown tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Languages. You can speak, read, and write Galactic Basic and Narquois.
Blarina
Visual Characteristics
Skin Color Varying shades of pink, Brown Hair Color None Eye Color Black, Brown, Gold Distinctions Short Stature, Pudgy Apperance, Elongated porcine snout
Physical Characteristics
Height 3'0" +2d6" Weight 40 lb. x(1) lb.
Sociocultural Characteristics
Homeworld Rina Major Language Blarinan
Biology and Appearance
Blarina are a diminutive species hailing from the planet of Rina Major. Appearing to be small and weak, Blarina are actually extremely rugged beings, able to withstand large amounts of damage before succumbing to their wounds. Their toughness can be attributed to the thickness of their hide-like skin, which offers them protection from extreme temperatures, decompression in starships, along with protection from poison and disease.
Aside from their toughness, Blarina are also very light on their feet, able to dash under and around larger enemies.
Blarina's mouth's are filled with a multitude of short, sharp teeth, and they have short claws at the end of each finger, but they are usually covered up by the Blarina's Vac-Suit.
Society and Culture
Blarina have a very strong penchant for words and every year, their homeplanet of Rina Major hosted an annual monologuing competition. Blarina often use this expertise with words to talk their way out of trouble. This is extra effective on members of other species who cannot tell different Blarina apart from eachother.
Blarina naturally form family-like groups with their compatriots and can become fiercely loyal to them.
Because of their quick reflexes and resistance to the effects of decompression, Blarinas make great pilots.
Blarina Names
Blarinan is made up of clicks, hisses, and cackles, and this is reflected in their short names.
Male Names. Ohm, Ditko, Keb, Praka
Female Names. Pimka, Volliwa, Bev, Minga
Blarina Traits
As a Blarina, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Dexterity score increases by 1.
Age. Blarina reach adulthood in their early teens and live less than a century.
Alignment. Blarinas are naturally free-spirited creatures and lean towards Chaotic Balanced alignment, though there are exceptions.
Size. Narquois typically stand 3 to 4 feet tall and generally weigh between 40-60 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Hide Blarina have very thick and tough skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier.
Blarinan Resistance. You have advantage on saving throws against poison and disease, and you have resistance against poison damage (explained in Chapter 9).
You've the Wrong Guy! Members of other species couldn't tell Blarina apart if they tried. You make Charisma (Deception) checks with advantage if you are trying to convince someone that you are not the person they are looking for.
Climate Adaptation Your thick hide is naturally adapted to protect from both cold and warm climates as described in Chapter 9 of the Dungeon Masters Guide.
Pilot. You have proficiency in the Piloting skill
Languages. You can speak, read, and write Galactic Basic and Blarinan.
Dressellian
Visual Characteristics
Skin Color Light to Dark tones Hair Color None Eye Color Yellow Distinctions Extremely wrinkled heads, Elongated Skulls, Lack of body hair
Physical Characteristics
Height 5'0" +2d6" Weight 120 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Dressel Language Dressellese
Biology and Appearance
Dressellians are known for their extremely unique apperance, that is viewed by some members of the galaxy as unattractive. They have two hands, each with five stumpy fingers. Their elongated skulls house a high functioning brain, making them naturally more intelligent than the average human.
Society and Culture
Despite their heightened intelligence, at the time of their discovery by Bothan scouts, Dressellians were considered relatively primitive, relying on slugthrowers instead of blasters to defend themselves. Following the Imperial invasion of Dressel, the Dressellians aligned themselves with the Rebel Alliance, and began a campaign of devastating guerilla warfare against their invaders. This earned the species a reputation as remarkably stoic freedom fighters.
Dressellian Names
Dressellian names typically contain multiple vowels and tend to be soft sounding, but there are exceptions.
Male Names. Gan, Lormcha, Pol, Neemako
Female Names. Woana, Oyani, Lotsara, Corla
Surnames. Pondit, Wessels, Cepot, Borseen
Dressellian Traits
As a Dressellian, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1.
Age. Dressellians reach adulthood in their early teens and live less than a century.
Alignment. Because most Dressellians are aligned with the Alliance, Dressellians tend to lean towards the Light side, though there are exceptions.
Size. Dressellians typically stand from 5 to 6 feet tall and generally weigh between 120 to 190 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Defiant. Dressellians are known to be stubborn and often refuse to give up, even against the worst odds. You can add 1d4 to a skill check or saving throw, after rolling but before you know the outcome. You must then finish a short or long rest before you can use this feature again
Primitive Weaponry. Relying on industrial era technology to protect themselves from the Empire, Dressellians becam highly skilled with crude weaponry. You have proficiency with Slugthrowers and Slugpistols.
Guerilla Warfare. Dressellians are masters of hit and run style warfare. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
Languages. You can speak, read, and write Galactic Basic, Bothan, and Dressellian.
Abednedo
Visual Characteristics
Skin Color Brown, Tan, Cream, Pink Hair Color Brown, Blonde, White, Black Eye Color Black Distinctions Long sloping faces, Dangling face tendrils
Physical Characteristics
Height 5'5" +2d6" Weight 120 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Abednedo Language Abednedish
Biology and Appearance
Abednedo are a humanoid species who are almost biologically identical to Humans, besides their fish-like faces and three toed feet. Despite their piscine apperance, Abednedo are mammalian and can grow scraggly hair on their heads and the sides of their faces.
While they might be the Abednedo's most notable trait, their facial tendrils are actually vestigial and serve no real purpose.
Society and Culture
The Abednedo are a keen-minded and sociable species, know for being incredibly peaceable and cooperative. They are generally inquisitive and exploratory, travelling across the Galaxy and settling wherever they are accepted.
Their homeworld of Abednedo was once covered in expansive, chaotic cities filled to the brim with color and decor, but these cities were subjected to the Empire's Climate Disruption Array in 4 ABY. The ensuing natural disasters coated the planet's surface in a thick coat of white ash, turning the previously beautiful and unique buildings into indistinguishable copies of eachother.
Abednedo have notably served as bureaucrats, pilots, slicers, and freedom fighters.
Abednedo Names
Abednedo names are typically simple and bisyllabic. Female names tend to end in A's.
Male Names. Brudo, Uper, Meclo, Proo
Female Names. Busha, Muura, Roawn, Klika
Surnames. Lek, Nau, Ornala, Lorlo
Abednedo Traits
As an Abednedo, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Charisma increases by 1.
Age. Abednedo reach adulthood in their early teens and live less than a century.
Alignment. Abednedo are naturally kind and talkative, which causes them to lean towards the Light side, though there are exceptions.
Size. Abednedo typically stand about 5 to 6 feet tall and generally weigh around 170 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Enthralling Conversation. Abednedo are extraordinarily engaging conversationalists. When you engage in conversation with any nonhostile humanoid for at least 1 minute, any allies within 10 feet have advantage on Stealth checks made to avoid being seen by them.
Sharp-Witted. You have advantage on saving throws against being charmed, and force powers can’t put you to sleep.
Linguistic Ability. Abednedo have a remarkable penchant for learning new languages. When learning a new language via Training, both the time required and the cost are halved. Additionally, you may attempt to decipher any language you do not know. This requires an Intelligence (Lore) check against a gradually decreasing DC based on how many times you have encountered it. DC 30 for 1, DC 25 for 2, DC 20 for 3, and DC 15 for 4+.
Charming. You have proficiency in Deception or Persuasion.
Languages. You can read and write Galactic Basic and Abednedish.
Iakaru
Visual Characteristics
Skin Color Light to Dark tones Hair Color Black, Brown, White Eye Color Black, Brown, Orange Distinctions Long Facial Whiskers, Flat Upturned Nose
Physical Characteristics
Height 5'5" +2d6" Weight 130 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Iakar Language Iakaru
Biology and Appearance
Despite their stocky builds, Iakaru are a suprisingly dexterous species, able to rapidly scale trees and swing from branch to branch in the tree canopies of Iakar. Along with their agility, Iakaru have a highly developed vestibular system which grants them heightened spacial awareness, balance, and eyesight. All of these adaptations, coupled with their remarkable toughness, help the Iakaru outrun the dangerous fauna that is native to the jungles of their homeworld.
Society and Culture
Due to the fact that Iakaru have not yet developed a method of hyperspace travel, interaction with the Galaxy has been extremely limited.
Iakaru live together in small, familial tribes deep in the heart of the jungle. This was not their original home, they use to be able to roam the planet freely, but forced relocation at the hands of the Galatic Empire pushed them deeper and deeper into the jungle.
Iakaru Names
Iakaru names are typically simple and gutteral. Lastnames are usually tribe-based.
Male Names. Crodon, Jarkan, Tremku, Qulltan
Female Names. Kroomakka, Varkee, Wampallu, Yuma
Iakaru Traits
As an Iakaru, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Dexterity increases by 1.
Age. Bistan reach adulthood in their early teens and live several centuries.
Alignment. Naturally peaceful, Iakaru's distain for their invaders drives most Iakaru to fight for the Rebellion, which causes them to lean towards Chaotic Light alignment, though there are exceptions.
Size. Iakaru typically stand about 5 to 6 feet tall and generally weigh from 150-200 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
The Strong Will Survive. The harsh environment of Iakar turns all who live there into experienced survivialists, able to take the worst of beatings and still get up. When you take damage, you may use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage taken by that total. Once you use this feature, you can not use it again until you finish a short or long rest.
Unmoveable. Iakaru have an enhanced sense of balance. You have advantage on Strength (Athletic) checks made to avoid being Shoved
Vine Swinger. You have proficiency in Dexterity (Acrobatics)
Treeclimber. You have a climb speed of 30 feet.
Languages. You can read and write Galactic Basic and Iakaru. Your vocal cords allow you to speak only Iakaru.
Talpini
Visual Characteristics
Skin Color Light to Dark tones, Orange Hair Color White, Brown, or Orange Eye Color Blue, Brown, or Black Distinctions Extremely short stature, Snubnosed Face, Coverage of light fur
Physical Characteristics
Height 2'5" +2d6" Weight 35 lb. x(1) lb.
Sociocultural Characteristics
Homeworld Tal Pi Language Talpini
Biology and Appearance
Talpini are diminitive species, standing slightly smaller than Ewoks. Despite this, Talpini are known for their ferociousness in combat. They are able to easily blend in with crowds, quickly weaving between the legs of the much larger creatures in the galaxy.
Talpini have fully opposable thumbs and five-fingered hands which are covered in coarse fur. They have round, snub-nosed faces with large, permanantly downturned mouths filled with small razor-sharp teeth. Coarse fur grows around the sides of their heads, but never on the top.
Society and Culture
Not much is known about Talpini because of a lack of Talpini interaction with the universe. Despite the lack of knowledge of the culture, it is generally understood that Talpini culture encourages members of the species to be determined, courageous, and fearless. There have been multiple occasions of Talpini in the galaxy working for criminal enterprises and combative factions.
Talpini Names
Talpini names are usually very simple, two part names made up of harsher tones. Talpini speak in slightly higher pitched rapid chatter. Most names are gender neutral.
Names. Geeyee, Ponjee, Yoonmun, Teemdot
Surnames. Ilu-Tah, Tremja, Y'Pallo, Neemum
Talpini Traits
As a Talpini, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age. Talpini reach adulthood in their late teens and live less than a century.
Alignment. Most Talpinis are combative in nature, which causes them to lean more towards the Dark side, but there are exceptions.
Size. Talpini typically stand about 2 to 3 feet tall and weigh about 40 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Brave. You have advantage on saving throws against being Frightened
Fury of the Small. When you damage a creature that is larger than you with an attack or power, you can cause the attack or power to deal extra damage equal to your level. Once you use this trait, you can't use it again until you finish a short or long rest.
Anklebiter. Talpini mouths contain extremely sharp teeth, capable of tearing apart flesh. Your teeth are natural weapons that you are proficient in, dealing piercing damage equal to 1d4 + your Strength modifier on a hit.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is your size or larger than you.
Languages. You can speak, read, and write Galactic Basic and Talpini.
Tynnan
Visual Characteristics
Skin Color Light to Dark tones Hair Color Brown, Black, White Eye Color Brown, Black Distinctions Pronounced Front Teeth, Coverage of Thick Fur, Semi-Aquatic Nature
Physical Characteristics
Height 4'0" +2d6" Weight 85 lb. x(1) lb.
Sociocultural Characteristics
Homeworld Tynna Language Tynnan
Biology and Appearance
Tynnans are a mustilid species whos layer of blubber and thick, water repellent fur allow them to thrive in the frigid waters of their aquatic homeworld. While Tynnan's blubber gives them a slightly pudgy apperance, they are in reality suprisingly lightfooted.
Tynnans have naturally poor eyesight, but they made up for this with their extraordinarily sensitive ears and heightened sense of smell.
Tynnans are able to hold their breathes for extensive periods of time, using their five-fingered paws and long tails to propel themselves through the water.
Society and Culture
Tynnan culture encourages pragmatic thought and extensive forethought. Tynnan can be expected to think of all possible outcomes of a situation before acting. This foresight has helped to preserve Tynna from invasion for centuries.
Most Tynnans are very politically aware and the majority of Tynnans found work as bureaucrats or federal employees. Their government functions on an isolationist policy that Tynnans are not afraid to enforce despite threats by much more powerful foes.
Tynnan Names
Tynnan names tend contain a descriptive word and then an object or item. The order of these words is random, but they commonly incorperate water.
Male Names. Rockskip, Pondson, Ottmin, Surfspray
Female Names. Dorsa, Shimmertail, Riverwatch, Suuri
Tynnan Traits
As a Talpini, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.
Age. Talpini reach adulthood in their late teens and live less than a century.
Alignment. Most Talpinis are combative in nature, but some choose to fight for the Rebellion. Talpini tend towards no particular alignment.
Size. Talpini typically stand about 3½ to 4½ feet tall and weigh about 70-90 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Brave. You have advantage on saving throws against being Frightened.
Bite. Your sharp teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d4 + your Strength modifier.
Academic Pursuit. You are proficient in one of the following skills of your choice: Lore, Investigation, Medicine, or Technology. You are also proficient with one tool of your choice.
Prime Mediators. Tynnan's bureaucratic nature causes them to be experts at negotiating. You have advantage whenever you make a Charisma (Persuasion) check involving negotiation.
Semi-Aquatic. You can hold your breath for 30 minutes at a time and you have a swim speed of 30 feet. Additionally, your body is adapted to cold environments.
Languages. You can speak, read, and write Galactic Basic and Tynnan.
Gigoran
Visual Characteristics
Skin Color Black Hair Color Black, Brown, Grey, and White Eye Color Black, Red, Yellow, Brown Distinctions Rigid Head Crest, Canine-like Jowls
Physical Characteristics
Height 6'0" +2d12" Weight 250 lb. x(2d6) lb.
Sociocultural Characteristics
Homeworld Gigor Language Gigoran
Biology and Appearance
Gigorans are hulking, fur-covered behemoths, similar in height to Wookiees. What sets Gigorans apart from Wookiees is their sheer mass, Gigorans are much more heavyset than their jungle-dwelling cousins.
Gigorans are covered in a heavy coat of long fur that allowed them to survive in the frigid climate of their homeworld. They have four-finger hands with opposable thumbs that are hidden in amongst this hair.
Society and Culture
Gigorans live in small, family-based clan systems in caves deep in the mountains of Gigor. Despite their fearsome apperance, Gigorans are a naturally docile species, which made them ideal targets for slavers.
Slavers run a lucrative business shipping the hardy youths offworld. Gigorans sold into slavery often end up as enforcers and hired guns, serving criminals and Rebel sects alike.
Gigoran Names
Gigoran names are usually bisyllabic and harsh sounding. Surnames are clan-based.
Male Names. Tarkoff, Rubuush, Grussk, Artyok
Female Names. Morsin, Losku, Kluffa, Tallruff
Gigoran Traits
As a Gigoran, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Gigorans reach adulthood in their late teens and live less than a century.
Alignment. Gigorans tend towards no particular alignment. the best and worst are found among them.
Size. Gigorans typically stand 6 to 7 feet tall and generally weigh about 400 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Extraordinary Endurance When you take damage, you can use your reaction to roll a 1d12+Con modifier and reduce damage by that much. Recharges on short or long rests.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Protective Pelt Your thick layer of hair and tough skin provide you considerable protection. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. Additionally, you are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.
Languages. You can read and write Galactic Basic and Gigoran. Your vocal cords allow to speak only Gigoran.
Polis Massan
Visual Characteristics
Skin Color Pale Purple, Grey Hair Color Black, Red Eye Color None Distinctions Featureless faces, Telepathic Ability
Physical Characteristics
Height 4'8" +2d6" Weight 40 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Kallidah Language Massan
Biology and Appearance
Polis Massans are a short and slim species of humanoids known for their lack of mouth and nostrils. Instead of consuming food through traditional means, Polis Massans absorb the nutrients from food through the osmotic membrane on their faces. They use this same membrane to both breath and hydrate.
They have two hands, each with three long fingers and opposable thumbs.
Society and Culture
Originally hailing from the planet Kallidah, Polis Massans are an extremely curious species native to the asteroid mining colony of Polis Massa. The origin of their species remains a mystery even to themselves, a fact that bothers them greatly. Believing that they are descendants of an exict race known as the Eellayin, Polis Massans seek to revive this part of their past using cloning techniques learned from the Kaminoans.
Polis Massans are generally regarded as a kind and gentle species, known for being nurses, scientists, and explorers. Aggressive Polis Massans are extremely rare, but not unheard of.
Polis Massan Names
Polis Massan names are often exotic sounding and typically contain multiple syllables. Polis Massan surnames tend to start with X.
Male Names. Ozechi, Udotei, Dazaano, Zorif
Female Names. Nazili, Ooli, Ohnbera, Saadah
Surnames. Xup, Xutan, Xam, Orl
Polis Massan Traits
As a Polis Massan, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Age. Polis Massans reach adulthood in their early teens and live less than a century.
Alignment. Polis Massans compassionate nature causes them to lean towards the Light side, though there are exceptions.
Size. Polis Massans typically stand about 4½ feet tall and generally weigh around 80 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Calming Presence. You know the Calm Emotions 2nd level force power. Wisdom or Charisma (your choice) is your forcecasting ability for this power. Once you cast this power, you cannot cast it again until you take a short or long rest.
Subterrean Explorers. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Additionally, You can move across difficult terrain made of earth or stone without expending extra movement.
Alternative Communication. You can speak telepathically in the form of broken sentences to any creature within 30 feet of you. Additionally, you can communicate using hand signs in any language you know, with any character that can see you.
Master of Medicine. Polis Massan's compassionate nature makes them natural caretakers. You have proficiency in the Medicine skill.
Languages. You can read and write Galactic Basic and Massan.
Lutrillian
Visual Characteristics
Skin Color White, Brown, Pink Hair Color Grey, Black, Brown, White Eye Color None Distinctions Wide Faces, Furry Jowls, Flat Upturned Nose
Physical Characteristics
Height 5'0" +2d6" Weight 150 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Lutrillia Language Lutrillian
Biology and Appearance
Lutrillians are a mammalian species native to frigid planet of Lutrillia. In order to survive on their homeworld, Lutrillians developed thick, blubbery skin, which folds in deep creases on their face. They have a flat up-turned noses, seperated by a cleft which runs from the top of their nose down to their top lip.
They grow dense, bushy hair on their heads and sides of their faces, along with shorter hair on the rest of their bodies. They also have tall ears with heightened sensitivity that allow them to hear slightly better than Humans.
Society and Culture
Lutrillians are naturally adventurous creatures, constantly exploring the Galaxy. On their homeworld, Lutrillians live nomadic livestyles, constantly moving from place to place in order to escape the many native predatory species. This inspires many Lutrillians to go off-world.
They are typically quite an agreeable species, and mix well with native populations. Despite their agreeable nature, Lutrillians are known for having a small issuse with greed that often manifests in the form of prestigious business careers and an affection for gambling. Notable Lutrillians have been politicians, military officers, and businessmen. Lutrillians practical nature makes them great leaders.
Lutrillan Names
Lutrillian names are typically long and melodic, gently rolling off the tongue.
Male Names. Simbyano, Aurangzeb, Mongke, Bayda
Female Names. Thurda, Pomapana, Mayeth, Roze
Surnames. Doval, Babuchan, Quintuk, Palkenap
Lutrillian Traits
As a Lutrillian, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.
Age. Lutrillians reach adulthood in their late teens and less than a century.
Alignment. Lutrillians kind and orderly nature causes them to lean towards Lawful Light alignment, though there are exceptions.
Size. Lutrillians typically stand 5 to 6 feet tall and generally weigh from 150-190 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Inspiring Direction. Choose one ally within 30 feet of you that you can see. That ally gains temporary hit points equal to your Charisma modifier. This ability can be used once per long rest.
Blubber. You have a thick layer of blubbery skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.
One Eye Open. Because of the predatory fauna on Lutrillia, Lutrillians are always vigilant. Instead of falling asleep, you maintain a state of semiconsciousness for 8 hours. During this state, you cannot be Surprised, but your party members can.
Prime Mediators. Lutrillian's managerial nature causes them to be experts at negotiating. You have advantage whenever you make a Charisma (Persuasion) check involving negotiation.
Languages. You can read and write Galactic Basic and Lutrillian.
Bardottan
Visual Characteristics
Skin Color Red, Green, Yellow, Grey, Purple, Blue Hair Color Red, Brown Eye Color Red, Orange, Green, Brown Distinctions Narrow Snout, Long neck, Backwards Bending Legs
Physical Characteristics
Height 5'0" +2d10" Weight 110 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Bardotta Language Bardottan
Biology and Appearance
Bardottans are a reptillian species, similar in apperance to the Gungans of Naboo. While males cannot grow any type of hair, females grow thick, feather-like sprouts from the top of their heads. Bardottans have both three-fingered hands and three-toed feet.
Society and Culture
Bardottans are a proud race of religious and academic scholars. Bardottans are rather seclusive and actively reject help from other planets, which made recovering from their revolution difficult.
Once ruled by Dark side of the force worshippers called the Frangawl Cult, Bardotta was thrown into chaos when the Dagoyan Order overthrew them. The Dagoyan Order now makes up the religion of Bardotta, while the Bakh-Tov Council presides over the government. To this day, members of the Frangawl Cult remain, scattered across the planet, secretly practicing their dark rituals.
Bardottan Names
Bardottan names are typically long and melodic, gently rolling off the tongue.
Male Names. Simbyano, Aurangzeb, Mongke, Bayda
Female Names. Thurda, Pomapana, Mayeth,
Surnames. Doval, Babuchan, Quintuk, Palkenap
Bardottan Traits
As a Bardottan, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2
Age. Bardottans reach adulthood in their late teens and less than a century.
Size. Bardottans typically stand 5 to 6 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Force-Tradition. Bardottans have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on saving throws against force powers.
Dagoyan Order Bardottan Traits
As a Dagoyan Follower, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 1.
Alignment. Dagoyan Order member's dedication to the Way of The Force causes them to lean towards any Light alignment.
Speed. Your base walking speed is 30 feet.
Force Sensitive. You know the Guidance at-will force power. When you reach 3rd level, you can cast the Force Trance force power once per day. When you reach 5th level, you can also cast the Improved Battle Meditation force power once per day. Wisdom is your forcecasting ability for these powers.
Scholar. You have proficiency in the Lore skill.
Frangawl Cultist Bardottan Traits
As a Frangawl Cultist, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 1.
Alignment. The Dark side's influence over Frangawl Cultists causes them to lean towards any Dark alignment.
Speed. Your base walking speed is 30 feet.
Force Sensitive. You know the Denounce at-will force power. When you reach 3rd level, you can cast the Horror force power once per day. When you reach 5th level, you can also cast the Siphon of Life force power once per day. Charisma is your forcecasting ability for these powers.
Deceptive. You have proficiency in the Deception skill.
Defel
Visual Characteristics
Skin Color Black, Brown, or Grey Hair Color Brown, Black, Grey, or Silver Eye Color Red, Black, Orange Distinctions Ability to Absorb light, Keen Sense of Smell
Physical Characteristics
Height 5'0" +2d6" Weight 110 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Af'El Language Defel
Biology and Appearance
While Defel appear to be visually similar to the Shistavanen, they are very different on a biological level. Defel have the ability to bend waves of light in such a manner that it renders them practically invisible to the human eye. Despite this ability, they could be still be spotted by force-users and keen-eyed individuals.
Defel have extremely high perceptive ability because of their large ears, sensitive noses, and keen eyes. Because of the heightened levels of visual stimuli their eyes experience, Defel are nearly blinded by sunlight but can see rather well in the dark.
Society and Culture
Defel live in tight-knit, interdependent communites underground. The harsh environment on Af'El turned the Defel into rugged survivors, able to hold their own in the Galaxy.
Defel have a strong sense of honor and will not associate with individuals that do not keep their word.
Because Defel have yet to achieve interplanetary travel, they are a rare sight in the galaxy.
Defel Names
Defel names tend to sound dark and mysterious, and are mostly composed of multiple syllables. Defel Surnames are stern and simple.
Male Names. Claustro, Varsiin, Alustair, Tenebris
Female Names. Soliel, Lhantra, Stroika, Zavtra
Surnames. Gauss, Neura, Tume, Vecherom
Defel Traits
As a Defel, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.
Age. Defel reach adulthood in their early teens and live less than a century.
Alignment. Defel tend towards no particular alignment, the best and worst are found amongst them.
Size. Defel typically stand 5 to 6 feet tall and generally weigh between 130-170 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Partial Invisibility. You can turn partially invisible at will. Creatures attempting to see you must first pass a Wisdom (Perception) check DC 6+ your Stealth modifier. Moving will partially invisible grants them advantage on this check.
Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Sunlight Sensitivity. You wear protective eyewear, and if your goggles are removed while you are in an area of bright light, you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
Sneaky You are proficient in the Stealth skill.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Surprise Attack If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
Languages. You can speak, read, and write Galactic Basic and Defel.
Dashade
Visual Characteristics
Skin Color Olive green, dark gray, or black Hair Color None Eye Color Orange, red, or black Distinctions Heat dissipation, high Force-resistance, radiation resistance
Physical Characteristics
Height 5'1" +2d10" Weight 140 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Urkupp Language Dashadi
Biology and Appearance
Dashade are a hulking reptillian species known for their strength and aggression. They have three fingers on each hand, each tipped with a long, curving claw.
Their most notable feature is their natural resistance to the power of the Force. Along with their resistance to the Force, Dashade possess a high tolerance of radioactive energy, able to withstand contact with radioactive materials much longer than Humans.
Despite the thick skin Dashade possess, they have the uncanny ability to control the rate that heat dissipates from their skin. This allows them to regulate their body temperature at will.
Society and Culture
Dashade's brute strength and Force resistance makes them prime candidates for mercenary and assassin work.
Dashade society is clan-based. Theses clan's often feud over honor and reputation, a trait that the Dashade as a species exhibit.
Names
Many Dashade names are short, dominated by harsher sounds, while others are longer and seperated by an apostrophe. Surnames are clan based, but not all Dashade use surnames.
First Names. Levvus, Vos, Anarin, Set, Vattix, Rak'vhul
Surnames. Sen, Ferrex, Kruyel, Orath, Xeng, Gusar, Zath
Dashade Traits
As a Dashade, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.
Age. Dashade reach adulthood in their late teens and live less than a century.
Alignment. Dashade's aggressive yet loyal nature causes them to tend toward lawful dark side, though there are exceptions.
Size. Dashade typically stand 5 and a half to 6 and a half feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Force Resistance. Dashade have a natural resistance to the Force and its powers. You have advantage on saving throws against force powers.
Heat Dissipation. Dashade have an innate ability to dissipate heat from their body, making them difficult to detect on scanners. You have proficiency in the Stealth skill.
Radioresistant. Dashade are naturally able to resist radiation. You have resistance to necrotic damage.
Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Languages. You can speak, read, and write Galactic Basic and Dashadi.
Melitto
Visual Characteristics
Skin Color Green, Gray Hair Color White, Black Eye Color None Distinctions Chitinous Face Plate, Sensory Hairs
Physical Characteristics
Height 5'5" +2d6" Weight 110 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Li-Toran Language Melitto
Biology and Appearance
Melitto are humanoids easily recognizable for their chitinous face plates. These plates cover the entirety of their face, including where their eyes and mouth would be located if they were Human. Melitto biology as a whole varies greatly from that of Humans. Instead of seeing in the traditional manner, Melitto are covered in minuscule hair-like cilia which can detect objects in third-dimensional environments. Instead of consuming food in the traditional manner, Melitto drink liquified sugary substances through tubes which connect directly to their facial plates.
Society and Culture
Melitto live in hive-like, matriarchal colonies with rigid social castes. These colonies war constantly, with the male Melitto serving as foot soldiers. The survivors on the losing side of these conflicts are subject to exile. The only Melitto encountered in the galaxy are these exiles, known as Ronins. Ronins are hardened survivors and are fiercely independent beings.
Melitto Names
Melitto names tend to sound incomprehensible to Basic-Speakers, so Ronins often take human names.
Melitto Traits
As a Melitto, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.
Age. Melitto reach adulthood in their early teens and live less than a century.
Alignment. Melitto Ronins are fiercely independent outcasts. Their solitary nature causes most of them to lean towards Chaotic Balanced alignment, though there are exceptions.
Size. Melitto typically stand 5 to 6 feet tall and generally weigh between 120-200 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Sensory Sight. Melitto perceive their environment through vibration. You have blindsight up to 30 ft.
Foreign Biology. Melitto rely on a breathing apparatus to survive in foreign atmospheres. If your breathing apparatus is removed while you are in such an environment, you lose consciousness.
Keen Senses You have profiency in Wisdom (Perception) checks.
Faceless You have profieciency in Charisma (Deception) checks.
Languages. You can read and write Galactic Basic, but your vocal cords allow you to speak only Melitto. Melitto is characterized by humming noises generated by rapidly grating their facial plates against eachother.
Fosh
Visual Characteristics
Skin Color White, Purple, Red, Yellow, Green Hair Color Red Eye Color None Distinctions Color Shifting Feathers, Head Antennae
Physical Characteristics
Height 3'8" +2d6" Weight 60 lb. x(1) lb.
Sociocultural Characteristics
Homeworld REDACTED Language Fosh
Biology and Appearance
Fosh are an avian species known for their agility. While they might not able to fly due to their lack of wings, they can jump considerably higher than most species due to their light weight.
Fosh are capable of secreting tears that influence the emotions of those around them. Fosh have been known to use these tears to attract potential mates or to take advantage of oblivious victims.
Fosh are unique in the fact that their feathers shift color based on their mood: Green indicates thoughtfulness, Orange indicates happiness, and Grey represents anger.
Society and Culture
Fosh are a very impersonal species, preferring to spend time by themselves instead of in the presence of others. Because of their preference for isolation, Fosh have had very limited interaction with the Galaxy, to the point were their existence is still being debated. Fosh that have been encounter have been scheming, manipulative, and bigotted creatures. It is said that the only time a Fosh is kind is when a Fosh is lying.
Fosh Names
Fosh names are often dark and twisted sounding. Fosh either do not keep or disclose their family names.
Male Names. Verkon, Shod, Zensor, Mordreck
Female Names. Erzephon, Thessalia, Bruxa, Noirax
Fosh Traits
As a Fosh, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Age. Fosh reach adulthood in their early teens and live up to two centuries.
Alignment. Fosh's manipulative nature causes them to lean towards Lawful Dark alignment, though there are exceptions.
Size. Fosh typically stand about 4 feet tall and generally weigh around 60 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Potent Tears. You can use your pheromones to influence individuals of both sexes. Whenever you roll a 1 on a Charisma (Persuasion) check, you can reroll the die and must use the new roll. Additionally, once per short or long rest, you can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.
Hollow Bones. When you make a long jump, you can cover a number of feet up to twice your Strength score + your Dexterity (Acrobatics) modifier. When you make a high jump, you can leap a number of feet up into the air equal to 4 + twice your Strength modifier.
Avian Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Deceptive. You have proficiency in the Deception skill
Languages. You can read and write Galactic Basic and Fosh.
Translating Vocoder
Communications, Gear
Cost. 100 Credits
Description. Vocoders, also known of voice-translator boxes, are used to translate the voices of species that would normally be incapable of speaking Basic.
Attributes. While a Vocoder might only cost 100 Credits, most Vocoders only come stock with Galatic Basic installed. A specialist can install a new language on the Vocoder for 250 Credits and 1 work day of labor. Alternatively, you can attempt to add one language of your choice over the period of one work week in your downtime for 10 Credits per day.
Advanced Vocabulator
Communications, Gear
Cost. 4,500 Credits
Description. While most Class III droids come stock with Vocabulators able to mimic the language of almost any creature in the Galaxy, Class II droids do not. Installing an Advanced Vocabulator in a Class II droid gives it the same linguistic capabilities of the Class III droids.
Attributes. Advanced Vocabulators give Class II droids the same linguistic capacity as Class III droids. This upgrade must be installed over the period of a long rest. This work must be done by someone proficient with astrotech's tools.
Carbon-Freezing Chamber
Object, Environmental
Description. Carbon-Freezing Chambers are room dedicated to encasing objects or creatures in frozen Tibanna gas, known as Carbonite, suspending them in an inanimate state. While it is most commonly used to extend the life of perishable goods during transit, Carbonite is most famous for its role in simplifying the transport of dangerous criminals. Creatures removed from Carbonite often suffered from side-effects of the freezing called Hibernation Sickness.
Attributes. Unless the creature volunteers to be frozen, a creature must be either Restrained, Paralyzed, Incapacitated, Stunned, or Unconscious for three consecutive turns, during which they must be on the center platform of the chamber as it lowers. Once the platform is lowered all the way, the freezing process begins. The freezing process takes 1 minute. If the Carbon-Freezing Chamber is turned off via the control panel during this time, the process reverts and the creature is returned to the surface. A creature frozen in Carbonite is Petrified. This effect ends only if the creature is let out by a non-frozen ally with an Intelligence (Technology) check DC 10. A creature removed from Carbonite must make a Constitution check DC 20 or suffer 1 point of Exhaustion and be Blinded.
Carbonite Repulsor Sled
Medium Construct, Unaligned
- Armor Class 10
- Hit Points 15(1d10 + 5)
- Speed 15 ft.
STR DEX CON INT WIS CHA 11 (+1) 5 (-3) 13 (+1) 10 (+0) 10 (+0) 7 (-1)
- Condition Immunities Poison, Disease
- Senses -
- Languages -
- Challenge 1/8 (2032 XP)
- Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
- Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.
- Release. As an Action, the Pilot of the Carbonite Repulsor Sled can choose to release it's contents. If so, the Pilot must succeed on an Intelligence (Technology) check DC 10.A creature that is removed from Carbonite must make a Constitution check DC 20 or suffer 1 point of Exhaustion and be Blinded.
Farkiller
Martial Blaster, Legendary Weapon (Requires Attunement)
Cost. 20,000 Credits
Description. The Farkiller is a legendary prototype weapon, created by an outcast of the Jedi Order. Farkiller combines the blaster components of a high power sniper rifle with the internal power components of a lightsaber, resulting in a devastating combination. The power that surges through Farkiller's Kyber crystal produces bolts of energy with power unmatched by any other blaster. These bolts can travel hundreds of feet and still hit their target with lethal precision. Two Jedi died in the creation of Farkiller but there will be many more to die by it.
Attributes. Because of Farkiller's alternative power source, it is not necessary to Reload this weapon. However, the unconventional design of the rifle makes it susceptible to malfunctioning. If you roll a natural 1 to hit, you must roll a 1d100 on the malfunction table.
Cursed. The Kyber crystal inside of the Farkiller is tainted with the influence of the Dark side. Attuning to it curses you until you are targeted by the Remove Curse force power. While you are attuned to Farkiller, it can communicate with you telepathically, drawing you to it's location.
Properties. 2d12 Energy Damage, Strength 15, Weight 30, Two-Handed, Ammunition (Range 300/750), Sentient
Malfunction
1d100 | Result |
---|---|
1-5 | The Kyber crystal shatters |
5-10 | Weapon misfires, hitting nearest creature |
11-20 | Weapon jams, Requires action to Unjam |
21-50 | The Power Cell fails to ignite |
51-80 | Weapon falters, make next attack with Disadvantage. |
81-94 | Weapon falters, taking -5 off next roll to hit |
95-100 | Weapon becomes critcally overcharged, adding an extra 3d6 to your next shots damage |
Farkiller's Crystal
Sentient, Chaotic Balanced
- Armor Class -
- Hit Points -
- Speed -
STR DEX CON INT WIS CHA - - - 12 (+1) 12 (+1) 18 (+4)
- Condition Immunities -
- Senses -
- Languages All Languages
- Challenge -
Allure. Farkiller's Crystal can use telepathy to communicate with the creature attuned to it, telling the creature its location whenever it is out of view. The attuned always knows where Farkiller is located, unless the crystal is removed.
Paranoia. The crystal makes you paranoid, driving you to take pre-emptive action against any presumed threats. When within 30 feet of non-hostile enemies, make a DC 15 Wisdom saving throw. On a fail, your paranoia overwhelms you, causing you attack the nearest enemy with Farkiller.
Volatile. If Farkiller or Farkiller's crystal is destroyed, the release of energy from the crystal is released in the form of a devastating explosion. Creatures with in 30 ft. of Farkiller or Farkiller's crystal must succeed on a DC 15 Dexterity saving throw or take 7d6 Energy damage.
Conduit Worm
Tiny Beast, Unaligned
- Armor Class 10
- Hit Points 1(1d4)
- Speed 5 ft.
STR DEX CON INT WIS CHA 2 (-4) 5 (-3) 7 (-2) 8 (-1) 5 (-3) 3 (-4)
- Condition Immunities Shocked, Prone, Frightened
- Senses -
- Languages -
- Challenge 0 (10 XP)
- Absorption. If damaged by an attack with dealing Lightning damage, the Conduit Worm doesn't take damage. Instead, the Conduit Worm gains 1d6 hit points until the end of the turn.
- Infestation. Infestation can only target one Droid within 5 ft. The target must make a Constitution saving throw DC 15 or become infested with Conduit Worms. A Droid that is infested with Conduit Worms become increasingly drained as the infestation spreads. An Intelligence (Technology) check with a scaling DC is required to remove the Worms, after which they die.
Duration | DC |
---|---|
12 Hrs | 15 |
24 Hrs | 20 |
48 Hrs | 25 |
72 Hrs | 30 |
96 Hrs | 35 |
120 Hrs | 40 |
Effect |
---|
1 Points of Exhaustion |
2 Points of Exhaustion |
3 Points of Exhaustion |
4 Points of Exhaustion |
5 Points of Exhaustion |
Death |
Special thanks to...
Hostile Turtle for help with the Snivvian traits
Aziz and Dangerous Video for help with Toong names, giving feedback, and helping me choose which species to make. Hugehuman for help with semantics and formatting advice, as well as feedback on races. Drake Ryzer for the help with design and appearance. Anti-Squeaker for the feedback on Klatooinians. Eredpool92 and Joel for the feedback and helping me choose which races to make. Galiphile for making this community in the first place.If you feel that you belong on this list, but have been left out, please contact me.