Contents
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Heretic's Guide to the Galaxy
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Species
- pg1Abednedo
- pg2Adarian
- pg3Askajian
- pg4Avogwi
- pg5Bardottan
- pg6Belugan
- pg7Bimm
- pg8Bivall
- pg9Blarina
- pg10Bravaisian
- pg11Calibop
- pg12Chalactan
- pg13Charon
- pg14Chev
- pg15Chistori
- pg16Columi
- pg17Cosian
- pg18Coway
- pg19Cragmoloid
- pg20Cyclorrian
- pg21Dantari
- pg22Devlikk
- pg23Drabatan
- pg24Drall
- pg25Dressellian
- pg26Dulok
- pg27Dybrinthe
- pg28Ebruchi
- pg29Elom
- pg30Elomin
- pg31Em'liy
- pg32Epicanthix
- pg33Farfallan
- pg34Farghul
- pg35Feeorin
- pg36Firrerreo
- pg37Fosh
- pg38Frozian
- pg39Gigoran
- pg40Gossam
- pg41Gree
- pg42Hassk
- pg43Hiromi
- pg44H'nemthe
- pg45Holwuff
- pg46Iakaru
- pg47Iotran
- pg48Ishi Tib
- pg49Kerestian
- pg50Kerkoiden
- pg51Keshiri
- pg52Kessurian
- pg53Khil
- pg54Kian'thar
- pg55Kitonak
- pg56Kobok
- pg57Koorivar
- pg58Kowakian Monkey-Lizard
- pg59Krevaaki
- pg60Krish
- pg61Lamproid
- pg62Lepi
- pg63Lorrdian
- pg64Lutrillian
- pg65Melitto
- pg66Morseerian
- pg67Mrlssi
- pg68Myneyrsh
- pg69Nagai
- pg70Nazzar
- pg71Nimbanel
- pg72Noehon
- pg73Nosaurian
- pg74Nuiwit
- pg75Ongree
- pg76Pacithhip
- pg77Parwan
- pg78Patitite
- pg79Polis Massan
- pg80Ranat
- pg81Revwien
- pg82Ruurian, Larvae
- pg83Rybet
- pg84Sakiyan
- pg85Sanyassan
- pg86Sarkan
- pg87Sathari
- pg88Sephi
- pg89Shawda Ubb
- pg90Siniteen
- pg91Skakoan
- pg92Skel
- pg93S'kytri
- pg94Skrilling
- pg95Sluissi
- pg96Snivvian
- pg97Swokes Swokes
- pg98Sylphe
- pg99Talortai
- pg100Talpini
- pg101Teedo
- pg102Teek
- pg103Terrelian
- pg104Thakwaash
- pg105Tholothian
- pg106Tof
- pg107Toong
- pg108Trianii
- pg109T'surr
- pg110Tynnan
- pg111Ubese
- pg112Utai
- pg113Vagaari
- pg114Vahla
- pg115Vodran
- pg116Vor
- pg117Vratix
- pg118Vulptereen
- pg119Vuvrian
- pg120Whiphid
- pg121Woostoid
- pg122Wroonian
- pg123Xamster
- pg124Yam'rii
- pg125Yarkora
- pg126Yinchorri
- pg127Yuzzum
Abednedo
Visual Characteristics
Skin Color Brown, tan, or cream Hair Color Brown, blond, or white Eye Color Black Distinctions Dangling mouth tendrils, sloping faces
Physical Characteristics
Height 4'9" +2d8" Weight 105 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Abednedo Language Abednedish
Biology and Appearance
Abednedos are a humanoid, sentient, mammalian species with fleshy nose slits and black eyes, which belong to sockets that protrude from the side of the individual's elongated head. They also possess dangling mouth tendrils, that are remnants of sensory organs which helped their ancestors to navigate underground in the dark. They can grow hair above their eyes and on the side and back of their heads.
Society and Culture
A gregarious and clever species, the abednedos' curiosity and acceptance of other species, as well as their skill with languages, make them a common sight in the galaxy. With this, abednedos are found in multiple, contrasting professions, including freight crewers, soldiers, bureaucrats and slicers. Because of their upbringing, abednedo are fervent and vocal supporters of traditional democracy, which oftentimes leads them into unfavorable situations in areas where democracy is unpopular or outlawed. The abednedos' precursors evolved underground and carved out tunnel-dens to create massive cathedrals housing tens of thousands of family units. They eventually took to living on the planet's surface and constructed sprawling metropolises bristling with ornamental spires, flagpoles, and riotously colored carvings. While these cities strike outlanders as chaotic, the abednedos find them endless sources of amusement and interest.
Names
Abednedo names are quite diverse in nature, but are generally simple to pronounce, with familiar surnames. Abednedo parents try not to give children complex names, as that would make conversation more difficult for them in the future.
Male Names. Gouldd, Miksa, Paales, Skien
Female Names. Csavota, Eell, Hosta, Llysens
Surnames. Buuro, Comaatii, Ohtieek, Shul'bet
Abednedo Traits
As an abednedo, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.
Age. Abednedos reach adulthood in their late teens and can live for centuries, up to 275 years.
Alignment. Abednedos' kind and accepting nature causes them to tend toward the light side, though there are exceptions.
Size. Abednedos typically stand 5 to 6 and a half feet tall and generally weigh about 160 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Quick Learner. When using downtime for learning a new language or training with a set of tools, it takes half the amount of time and credits necessary to complete.
Skill Versatility. You gain proficiency in one skill of your choice.
Socialite. Abednedo are extremely skilled conversationalists. You have proficiency in the Persuasion skill. Additionally, you have advantage on Charisma saving throws.
Languages. You can speak, read, and write Galactic Basic, Abednedish, and one language of your choice. Abednedish is low and rumbling, but is till upbeat and friendly sounding to outsiders. The Abednedish script is often praised by linguists for its intricacies and structure, making it easier to learn compared to other languages
Adarian
Visual Characteristics
Skin Color Blue, gray, brown, or yellow Hair Color Clear Eye Color Black or gold Distinctions Large cranium, acute senses of smell and hearing
Physical Characteristics
Height 4'9" +2d8" Weight 110 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Adari (adopted) Language Adarese
Biology and Appearance
A humanoid species of mammalians, the adarians have elongated skulls made distinct by the large hole which penetrates it. Lacking ears and noses, their skulls are covered in fine hairs which are very sensitive to sound waves, and their skin is underlaid by glands that allow them to detect odors. Sharp, bony ridges around their mouths substitute for lips seen in other species. The adarians have distendable throat pouches; elongating them to emit a loud subsonic call which helps in communication over long distances, reaching over 20 kilometers.
Society and Culture
Adarian society is based around a rigid caste system known as sceel'sara. Their governmental headquarters is the Hall of Decisions from which the upper tier of society has absolute control over those in lower classes. Operating a corporation-like government, the adarians boast that their society has never suffered from civil strife. Adarians carefully weigh their options before reaching any decision, but once the decision is made, they are rarely moved to change their minds. Adarians implicitly trust the judgment of those of higher status, and only the most flippant and rebellious adarian would disregard orders or advice from a member of a higher caste. Adarians have keen minds for business and a natural drive to succeed. They devote considerable time and energy to ensure the prosperity of their businesses. Most adarians active in the galaxy are scouts under the employ of mining corporations or the adarian government, searching for mineral-rich planets or moons to exploit.
Names
Adarians use melodic sounding agendered names.
First Names. Ador, Denka, Luur, Zuree
Surnames. Beldune, Meekel, Nelru, Tenefor
Adarian Traits
As an adarian, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence score increases by 1.
Age. Adarians reach adulthood in their late teens and live for an average of 65 years.
Alignment. The adarians' structured society causes them to tend towards lawful alignments, though there are exceptions.
Size. Adarians typically stand 5 to 6 and a half 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.
Impose Order. As a bonus action, you can command each ally within 15 feet of you to move up to half that ally's speed as a reaction. This movement does not provoke attacks of opportunity. Once you use this trait, you can’t use it again until you finish a short or long rest.
Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.
Sonic Scream. As an action, you can violently expel air in a 15-foot cone. When you do so, each creature in the area of the exhalation must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). A creature takes 2d6 sonic damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level. This ability has no effect on constructs. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you complete a long rest.
Languages. You can speak, read, and write Galactic Basic and Adarese. Adarese consists of a collection of tonal inflections that are easily formed by an adarian's naturally rigid mouth. Adarians are able to communicate silently over long distances with each other by using booming, subsonic tones.
Askajian
Visual Characteristics
Skin Color Light to dark tones Hair Color Black, blond, brown, gray or white Eye Color Blue, brown, gray, green, or hazel Distinctions Six breasts, two hearts, water storage
Physical Characteristics
Height 4'8" +2d10" Weight 90 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Asakaj Language Askajian
Biology and Appearance
Externally, they appeare very similar to humans, mainly differing in the thick, wrinkled skin on their foreheads, their six breasts, and their girth. Internally, the askajians aer adapted to desert survival with large epidermal sacs for water storage. This allows them to go for several weeks without water. An askajian can shed up to sixty percent of the water in his or her body with no effect other than tremendous slimming. Askajians are normally slender, and imbibing huge volumes of water increased their girth considerably. Askajians also had two hearts.
Society and Culture
Askajians live in a primitive, tribal society, living mostly by gathering plants and hunting herds of large, woolly beasts called tomuons. Askajians use their meat, milk, fat, wool, hooves, and bones for fabric, food, shelter, and other essential items. One of the most important figures in an askajian tribe was the weaver, who knows the secret techniques to create tomoun cloth: a strong, yet soft and wrinkle-resistant fabric that is a high-demand luxury item as far away as the Core Worlds. Dancers are also important in askajian culture. A skilled dancer acts as a shaman and loremaster, re-enacting tribal history and legend and leading worship of their main goddess, the Moon Lady, which was the moon of Askaj. The shamans of the Moon Lady teach that joy can be found in just about everything, and that tragedy is the best time for mirth. They encourage folks to laugh even as they die.
Names
Askajians have three tribal names, the first being personal, and the second two familiar.
Male Names. Boul, Hanno, Shuwa, Wardu
Female Names. Hovva, Muthgu, Padem, Vurge
Middle Name. g'if', n'uk', r'ep', y'on'
Surnames. Barbud, Khumere, Siklopp, Toryus
Askajian Traits
As an askajian, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.
Age. Askajians reach adulthood in their late teens and live less than a century.
Alignment. Askajians are survivalists, but try to stay optimistic despite circumstances, causing them to tend toward neutral light side, though there are exceptions.
Size. Askajians tend to be slender, typically standing 5 to 6 feet tall and rarely weighing more than 150 lbs when not storing water. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Adept Harvester. You have proficiency in the Survival skill. Additionally, you have advantage on Wisdom (Survival) checks to harvest from plants or dead creatures.
Desert Adaptation. You have advantage on Constitution saving throws made to avoid exhaustion due to extreme heat. Additionally, you are able to go a number of days without food equal to 3 + twice your Constitution modifier before suffering exhaustion.
Proud Dancers. Askajians are best known for their hereditary skill in dancing. Whenever you make a Charisma (Performance) check involving dancing, you are considered to have expertise in the Performance skill.
Second Heart. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Tribal Talents. You have proficiency with your choice of synthweaver's implements or one musical instrument of your choice.
Languages. You can speak, read, and write Galactic Basic and Askajian.
Avogwi
Visual Characteristics
Skin Color White or gray Hair Color Orange with black, white, or brown undertones Eye Color Yellow, green, red-orange, or brown Distinctions Large raptors, bright orange feathers
Physical Characteristics
Height 4'8" +2d10" Weight 60 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Altor 14 Language Avogwa
Biology and Appearance
Avogwi, often misidentified as altorians, are sentient predatory birds native to Altor 14, also home to the nuiwit. Except for their muscular, scale-covered legs, their bodies are covered in orange feathers, which camouflage them against Altor's orange skies. They have three fingers at the joint of each wing, which serve as hands when not in flight. Avogwi view the nuiwit as merely another prey species, though tastier than most. They react violently to suggestions that the two species evolved from a common ancestor.
Society and Culture
Due to their entirely carnivorous diet and clumsy hands, avogwi society is relatively primitive, based solely on hunting and water gathering. Avogwi are not social, living in mated pairs which can claim about fifty square kilometers as their exclusive territory. They also have very little technology, and distrust that of other species. Despite this, they developed a complex philosophy based on the teachings of the legendary hero Toro-toral, said to be the first avogwi to fly. The basic tenets are that all creatures that want to live must kill, and that all creatures that will not kill will die so that others can live. The sayings of Toro-toral are repeated by the avogwi at their only large-scale gatherings: ceremonial duels to the death to determine the avogwi leader, or Avog. Avogwi refuse to trade what little they have, as they are unable to understand why offworlders would trade them anything useful in exchange for anything the avogwi owned, unless it was to make the avogwi weaker.
Names
Avogwi co-opt names from other humanoids, causing their names sound unremarkable and common.
First Names. Daven, Gishad, Nemat, Tolok
Surnames. Airtov, b'Nul, k'Der, Sasith
Avogwi Traits
As an avogwi, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age. Avogwi reach adulthood at 10 and live about 60 years.
Alignment. Avogwi culture breeds deadly hunters unburdened by conventional morality, causing them to tend toward the dark side, typically chaotic dark side, though there are exceptions.
Size. Avogwi typically stand 5 to 6 and a half feet tall and rarely weigh more than 80 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 25 feet.
Type. Your creature type is beast.
Altorian Hunter. You have proficiency in the Stealth and Survival skills. Additionally, you have advantage on Constitution saving throws made to avoid exhaustion due to extreme heat.
Beak and Talons. Your sharp talons and serrated beak are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d6 kinetic damage.
Flight. You have a flying speed equal to your walking speed. While wearing medium or heavy armor, your flying speed is reduced by half.
Scavenger. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Tech-Impaired. While avogwi can figure out basic technology, they experience difficulty using more complex equipment like wristpads. You can not use tech powers or take levels in techcasting classes.
Underdeveloped Hands. Your primitive claws make it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic Basic and Avogwa. The avogwi language largely consists of primitive screeching and cawing.
Bardottan
Visual Characteristics
Skin Color Green, yellow, gray, red, or purple Hair Color Red or orange (female) Eye Color Red, orange, or green Distinctions Long, curving neck, pointed snouts, crested heads
Physical Characteristics
Height 4'1" +2d12" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Bardotta, Phu (colony) Language Bardottan
Biology and Appearance
Bardottans, also known as phuii, are a species of thin reptiles. Their lower legs bend backwards and end in three-toed feet; their short forearms ended in three fingers and a thumb. Bardottans have long, curved necks atop which is a pointed skull with a beak-like snout dominating their face. While males do not possess hair, female bardottans have thick feather-like fibers that cover their heads.
Society and Culture
Developing a society with a rich Force-tradition early on in their history, bardottans were war-like demon worshipers in their earliest years, led by the Frangawl Cult in worshiping Malmourral. When the Dagoyan Order came to power, the Frangawl religion was banned and the Dagoyan practices of peace, meditation, and contemplation became socially entrenched in the culture of Bardotta. The Dagoyan Order represents the religious aspects of the bardottans, while the Bahk-tov Council and the Monarch of Bardotta preside over the government. All education on the world takes place in Dagoyan schools, though belief in the tradition is not mandatory. Valuing knowledge and spiritual devotion, bardottans are scholarly and insular when it comes to outsiders and sharing their knowledge. Cities on Bardotta are clustered around different academic and religious studies, studying in their own fields and sharing with other cities if asked.
Names
Bardottan names are short and soft, often with names inspired by offworlders. Most bardottans don't use surnames, but some use personal ones.
Male Names. Ceres, Jacob, Korvuu, Retett
Female Names. Hallat, Isabella, Mel, Vesta
Surnames. Daii, -ellet, Nowah, Van
Bardottan Traits
As a bardottan, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence or Charisma score increases by 1.
Age. Bardottans reach adulthood in their early teens and live less than a century.
Alignment. Typical bardottans are scholarly and wise, causing them to tend toward the light side, while followers of the savage Frangawl Cult tend towards the dark side, though there are exceptions.
Size. Bardottans typically stand 4 to 6 and a half feet tall and generally weigh about 130 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Academic. You have proficiency in one of the following skills: Insight, Medicine, Investigation, or Nature.
Closed Mind. Bardottans have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.
Force Tradition. You have proficiency in Lore. Additionally, you are considered to have expertise in Intelligence (Lore) checks made to learn or recall something about the Force. Lastly, when you reach 3rd level, you can cast your choice of the heroism or sap vitality force power once per day. Your forcecasting ability is Wisdom or Charisma (depending on power alignment).
Homeworld Talent. Most bardottans come from their ancestral homeworld of Bardotta, or the socialite colony of Phu, individuals from both possessing different talents. You have proficiency with your choice of one musical instrument or one gaming set of your choice.
Languages. You can speak, read, and write Galactic Basic, Bardottan, and one language of your choice. Bardottan is a language spoken by scholars and mystics across the galaxy, sounding soft and melodic in tone.
Belugan
Visual Characteristics
Skin Color Brown-gray Hair Color None Eye Color White Distinctions Four-sectioned mouths, fleshy sideburns
Physical Characteristics
Height 5'1" +2d10" Weight 125 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Quarzite Language Quarzit
Biology and Appearance
Belugans are an aquatic species that hail from the planet Quarzite. Humanoid in stature, belugans are most identifiable by their bald heads and four-sectioned jaws. Belugan faces are adorned with colorful "sideburns" which are actually fleshy extensions of their cheeks. Belugans have white eyes with black, vaguely star-shaped irises. Their unique, four-sectioned jaws, which have orange tips, hid baleen-like teeth and a prehensile tongue.
Society and Culture
The belugans are a technologically advanced species that share their world with the human-like kage species. Both species live under Quarzite's surface, as the planet is wracked with highly pressurized environmental storms that do not provide a livable atmosphere. However, a space station was constructed at some point by the belugans. The space station, built far outside the planet's atmosphere, descended under Quarzite's surface with a series of massive turbolifts. This allowed the belugans to travel between their world and the space station, and in theory, leave the system. In addition, the belugans also maintain a network of subtrams that weave through Quarzite's massive cave system. Quarzite and its inhabitants are ruled by the belugan dictator, who leads an elite military force from a fortified compound. The dictator's forces are tangled in a conflict with the Kage Warriors, a group of vigilante kage who oppos the dictatorship over Quarzite. Despite the ruler's troops best efforts, the belugan soldiers are ineffective against the Kage Warriors.
Names
Belugans use rounded regal-sounding names, with familiar surnames.
First Names. Dinetta, Forreres, Otega, Ujeti
Surnames. Foid, Geb, Nun, Vait
Belugan Traits
As a belugan, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.
Age. Belugans reach adulthood in their early teens and live less than a century.
Alignment. Belugans have a tendency to respect strong authorities without question, causing them to tend towards lawful dark side, though there are exceptions.
Size. Belugans typically stand 5 and a half to 6 and a half 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.
Amphibious. You can breathe air and water.
Darkvision. You’ve lived most of your life without direct sunlight. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Technician. You have proficiency in the Technology skill.
Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage and have the finesse property.
Swim. You have a swimming speed of 30 feet.
Languages. You can speak, read, and write Galactic Basic and Quarzit. The Quarzit language sounds akin to revolting gurgling in various tones.
Bimm
Visual Characteristics
Skin Color Light to dark tones (both) Hair Color Tan, brown, black, or gray (both) Eye Color Brown, amber, or black (only for furred) Distinctions Small stature (near-human), floppy ears (furred)
Physical Characteristics
Height 2'10" +2d10" Weight 75 lb. x1 lb.
Sociocultural Characteristics
Homeworld Bimmisaari Language Bimmini
Biology and Appearance
Although the bimms are biologically unrelated, they are each small in stature. The near-human bimm are likely related to humans, and are only distinguished by being smaller and typically having a prominent beard. The furred bimm are more unique, with a long muzzle, pointed ears, and black eyes.
Society and Culture
Upon colonization, the near-human bimm assimilated with the native species of bimm, merging their culture and society into one. Though the bimms have lived together for almost all of their recorded history, certain aspects of their culture are more associated with one species than with another. Both species call themselves simply "bimms" and live harmoniously with each other in shared forest cities. Near-human bimms are fond of art, music, and storytelling; their favorite stories involve heroic adventures, though they are usually content to hear stories rather than inspire to take part in adventures themselves. Furred bimms are particularly good merchants, and feel the day is incomplete without a good round of shopping and haggling. The art of bargaining is respected in their culture, and fair dealing is highly honored. However, cheating and theft are tantamount to murder in their society. Bimms are also known for their yellow clothing. Both are noted for their mild-tempered, peaceful tendencies, which is the reason the two species lived together in harmony. This tendency extends to non-bimm visitors from offworld, who are treated as honored guests.
Names
Bimm names are simple and pleasing to hear.
Male Names. Daleh, Tuka, Ryten, Vasnish
Female Names. Ajah, Drinu, Roki, Sythis
Surnames. Kay, Morjara, Rygher, Udaake
Bimm Traits
As a bimm, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.
Age. Both bimms reach adulthood in their late teens and live for more than 120 years on average.
Alignment. Bimms are cheery and peaceful, causing them to tend toward the light side, though there are exceptions.
Size. Bimms typically stand 3 to 5 feet tall and generally weigh about 80 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Business Savvy. A common trait of all bimms is their shrewd business sense and their ability to haggle any deal. Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.
Jungle Dweller. Growing up in the forest cities of Bimmisaari has left an impact. You don’t treat jungle terrain as difficult terrain.
Musician. You are proficient in one musical instrument of your choice.
Socialite. You are proficient in Performance, Persuasion, or Deception (your choice). Additionally, you have advantage on Charisma saving throws.
Storyteller. Whenever you make a Charisma (Performance) check to tell one or more creatures a story, whether the story is true or not, you are considered to have expertise in the Performance skill.
Thriving Culture. You have proficiency in one of the following skills: Lore, Insight, or Nature.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic Basic, Bimmini, and one more language of your choice. Bimmini was described as a harmonious singsong, sounding like a collection of ballads sung in five-part harmony.
Bivall
Visual Characteristics
Skin Color Green, red, or white Hair Color None Eye Color Gold or green Distinctions Crested heads, eye stalks, skinny bodies, amphibious
Physical Characteristics
Height 4'9" +2d6" Weight 95 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Protobranch Language Bivall
Biology and Appearance
A thin species of aquatic ancestry, the Bivall have long limbs but are relatively weak. They have skin in shades of pink and light green, and they lack hair. Not unlike the Rakata, Bivall have a thin head with eyes protruding from its sides. They have a crest atop their head, and their somewhat beak-like mouth is covered by a thin strand of flesh drooping over it. They were native to Protobranch, a planet located in the Core Worlds. The species' lives revolved around water, but they did not need it to thrive and could settle far from it.
Society and Culture
Bivall are soft-spoke intellects, with a penchant for research and study. A Bivall might find themselves immersed in a number of different fields, and in their lifetime might earn degrees in most of those. Known mostly as academics, Bivall value knowledge above all else and tend to focus on understanding problems rather than solving them, so it is rare to see them doing work that isn’t highly theoretical. Although their abstract way of thinking makes them excel as theoretical physicists or mathematicians, many of them enjoy the arts. However, their tastes are so incredibly abstract that their arts and literature are incomprehensible and bafflingly random to almost all other species. Bivall are intellects at their core, and most that travel offworld usually due to to expand on their studies.
Names
Bivall names are medium in length and typically have a melodic tinge to their, using surnames based on their birth-pod, biological familiarity meaning little.
Male Names. Akoden, Ivotta, Scavei, Yus
Female Names. Coves, Kyrap, Ovancis, Vioser
Surnames. Dal, Gein, Payd, Ressi
Bivall Traits
As a bivall, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Age. Bivall reach adulthood in their late teens and for about a century.
Alignment. Bivall are well known as intelligent, creative, and abstract thinkers, causing them to tend toward the light side, though there are exceptions.
Size. Bivall typically stand 5 to 6 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Amphibious. You can breathe air and water.
Crafters. You have proficiency with with one set of artisan’s implements of your choice.
Problem Solver. Because of your upbringing, you have excellent problem-solving skills. You can treat a d20 roll of 9 or lower on an Intelligence check or saving throw as a 10. You can use this trait a number of times equal your proficiency bonus. You regain all uses of this feature when you finish a long rest.
Researchers. You are proficient in Lore and one of the following skills: Investigation, Medicine, Nature, or Technology.
Swim. You have a swimming speed of 30 feet.
Languages. You can speak, read, and write Galactic Basic and Bivall. The Bivall language is short-worded and quickly spoken.
Blarina
Visual Characteristics
Skin Color Pink Hair Color None Eye Color Gold Distinctions Tough skin, weak and pudgy appearance
Physical Characteristics
Height 3'1" +2d12" Weight 40 lb. x1 lb.
Sociocultural Characteristics
Homeworld Rina Major Language Blarinan
Biology and Appearance
Blarina are a short, pudgy bipedal sentient species who are not especially strong, but make up for it by being incredibly quick, rugged and resourceful. With tough skin, they are capable of surviving in both high and low temperature extremes, and are also resistant to poison and disease. Most other sentient species have trouble telling blarina apart based on their appearance (which some blarina use to their advantage when dealing with others), with members having broad faces with short, wide snouts and a small pair of eyes, with slitted pupils. Below their snout, the blarina have a mouth with more sharp teeth than a human mouth contains, including incisors. The species' skin is scaly, and they have five fingered hands with claws at the end of each digit.
Society and Culture
Amongst the most notable traits of the highly sociable Blarina are their fondness for words and speech, which causes some members of the species to be quick with words, able to convey sarcasm, despair, delight and amusement through their tones in rapid succession. The species are also famously known for being accomplished liars, with many blarina often lying about their identities in order to avoid trouble and take advantage of the problems other species had in identifying individual blarina. They often hiss during speech and make a cackling hiss when delighted. Blarina are not especially known for their hospitality, but will stick together when faced with species of larger size, often forming family-based guilds or mercantile associations.
Names
Blarina have short and sharp names, not varying by gender and gaining surnames when joining a guild.
First Names. Alivat, Hakan, Ihn, Praxus, Yez
Surnames. Bae, Dov, Flak, Owt, Shos
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 at 8 and live less than a century.
Alignment. Blarina's deceptive nature causes them to tend toward the dark side, though there are exceptions.
Size. Blarina rarely stand higher than 4 feet and weigh about 50 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Blarinan Resistance. You have advantage on saving throws against poison and disease, and you have resistance against poison damage (explained in Chapter 9).
Deceitful. You have proficiency in the Deception skill.
Fleet-Footed. As a bonus action, you can move up to your speed away from an enemy of your choice that you can see or hear. You must end this move further from the enemy than you started.
Hide. You have thick skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. Additionally, you have advantage on Constitution saving throws made to avoid exhaustion due to extreme heat or cold.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic Basic and Blarinan. Blarinan is infamous for how easily it is to change emotional tones mid-sentence, leading to easy misunderstandings when spoken non-native speakers.
Bravaisian
Visual Characteristics
Skin Color Light to dark blue Hair Color None Eye Color Black Distinctions Dexterous tongue, long snouts, sensitive eyes
Physical Characteristics
Height 3'0" +2d8" Weight 40 lb. x1 lb.
Sociocultural Characteristics
Homeworld Bravais Language Bravaiese
Biology and Appearance
Bravaisians are a humanoid sentient species that stand at a diminutive height, with blue, leathery skin. They have snouts that fade to pink at their end. These snouts contain a prehensile tongue as dexterous as their fingers. Bravaisians will alternate between using their fingers and their tongues. Bravaisians evolved from pack hunters, that used their tough, flexible snouts to dig through soil and dirt in order to find their prey, which were tubers and nests of insects. They would then suck up these with their long muscular tongues.
Bravaisians are nocturnal due to the intense heat and lack of life on Bravais during the day. As a result, they have small eyes that can easily be overwhelmed by light. For this reason, most members of the species are rarely seen without protective goggles while offworld. Some even have their eyes surgically removed to combat this problem.
Society and Culture
Bravaisians are infamously meticulous, carefully analyzing even the most innocent of objects, often leading bravaisians towards appraisal jobs when they are found off of their homeworld. Because of this, bravaisians are commonly seen in merchant jobs, making them a common sight in galactic markets. Due to them being nocturnal, bravaisians view other species' insistence on doing business during daylight hours with a mix of pity and contempt. As a result, on planets that are dark a majority of time, bravaisians are much more common, as merchants or otherwise.
Names
Bravaisians use three syllable names with a distinctly melodious tone. Their names are agendered and they do not use surnames.
First Names. Gongari, Kinkuto, Linteba, Vaniti
Bravaisian Traits
As a bravaisian, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.
Age. Bravaisians reach adulthood in their early teens and live less than a century.
Alignment. Bravaisians' inquisitive nature causes them to tend towards neutral balanced, though there are exceptions.
Size. Bravaisians typically stand 3 to 4 feet tall and rarely weigh more than 50 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Careful Analysis. You have proficiency in the Investigation skill and your choice of archaeologists kits, scavenging kits, or jeweler's implements. Additionally, once per day, you can cast the analyze tech power. Your techcasting ability is Intelligence. You do not require use of a wristpad for this power.
Darkvision. You’ve lived most of your life without direct sunlight. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dexterous Tongue. You are able to use your long flexible tongue for various tasks. You have proficiency in the Sleight of Hand skill. Additionally, when you make a Dexterity (Sleight of Hand) or Intelligence (Technology) check to interact with creatures or objects, your reach is 5 feet greater than normal.
Foragers. Whenever you make a Wisdom (Survival) check to forage for food you are considered to have expertise in the Survival skill.
Shadow People. You can attempt to hide even when you are only lightly obscured by dim light.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic Basic and Bravaiese. Bravaiese sounds like hurried squawking and rapid squeaking.
Calibop
Visual Characteristics
Skin Color Pale yellow Hair Color Brown, white, blonde, or gold Eye Color Blue or yellow Distinctions Avian, mane, prehensile wing tips
Physical Characteristics
Height 5'5" +2d10" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Cali Language Calian
Biology and Appearance
Calibops are a tall avian sentient. Mostly humanoid in build, calibops have a bushy mane and tail, appearing to be a cross between some sort of feline and bird. Calibops have a big beak that can be used to whinny in the species' equivalent to a sigh, or to expel sounds created in the depths of the calibop's throat. Calibops have a robust voice generated in the beak. Calibops have big wings that do not allow them to fly, but an individual can flutter them to increase their walking speed. The wings can be folded either in front or behind the person, and are strong enough to be used in melee combat. The tips of the wings are prehensile like fingers.
Society and Culture
The calibops have a reputation for being particularly rhetorical, even if it detracts their skill for other activities seen as more active. The calibops themselves are familiar with their stigma, but many of them believe that words are useful at certain times, even if only actions can be useful at other times. Calibops are excellent diplomats, and are often skilled negotiators and heavily involved in politics. Derision directed at calibops often calls them cowardly, as they will almost always seek nonviolent solutions to any problems. Unlike most other nonviolent species, calibops can become very flustered, and have been known to have outbursts of emotion when frustrated. Their manes puff up and their tails lash from side to side when agitated, and though they seem to be in control of their emotions, they are as easily provoked as any other species.
Names
Calibop given names are short and punctual, and use more diverse familiar surnames.
First Names. Boc, Fild, Saam, Ret
Surnames. Calehen, Dristam, Nasapes, Renebo
Calibop Traits
As a calibop, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence or Wisdom score increases by 1.
Age. Calibops reach adulthood in their mid 20s and live less than a century.
Alignment. Calibops' kindly and pleasant nature causes them to tend toward the light side, though there are exceptions.
Size. Calibops typically stand 6 to 7 feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Call for Peace. As an action on your turn, you can emphatically demand that your foes cease fighting, thereby distracting them. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
Darkvision. You have a bird’s keen senses, 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.
Diplomat. You have proficiency in the Persuasion skill.
Powerful Wings. Your strong wings are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage.
Languages. You can speak, read, and write Galactic Basic and Calian. The calibop's beak allows them to speak their language using guttural croaks and bill-clicking as punctuation.
Chalactan
Visual Characteristics
Skin Color Light to dark tones Hair Color Black, brown, or gray (usually with age) Eye Color Amber, blue, brown, gray, green, or hazel Distinctions Near-human, religious piercings
Physical Characteristics
Height 4'8" +2d10" Weight 105 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Chalacta Language Chalacta
Biology and Appearance
While they are not genetically compatible with humans, chalactans are otherwise fairly similar to humans. Most are also distinguished by their facial piercings.
Society and Culture
Chalactans are a spiritual people who are focused on meditation, self-control, and discipline. While they focus greatly on knowledge and their mind, they are more philosophical than practical. They prefer to teach by using riddles. On the other side of this, they are a simpler people who are trusting and benevolent. Their spirituality and philosophy often makes them not get along entirely well, especially with those who do not share their values. However, they are a very calm people who are typically cool and collected. Almost all chalactans fall into the religion of Chalactan Adepts. The Chalactan Adepts focus on many of the views that distinguish the chalactans as a whole. They are a mystical people with a complex philosophy. They strive constantly to receive illumination, also called Enlightenment. This is best defined as an understanding of the natural laws of the universe, which they also believe to exist in every single sentient person. All Adepts have a piercing near the top of their nose referred to as the Lesser Mark. It symbolizes their quest for Enlightenment. Once a Chalactan Adept has received Enlightenment, they receive a Greater Mark of Illumination in the lower middle of their forehead. Both these marks are small golden beads featuring the “Unclosable Eye” that are attached on by piercing.
Names
Chalactans use graceful, elegant sounding names, with familiar surnames.
Male Names. Andup, Bhrashwan, Illam, Koyat
Female Names. Chodrin, Omi, Param, Shassa
Surnames. Bachola, Dhunyur, Lehi, Sheja
Chalactan Traits
As a chalactan, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence score increases by 1.
Age. Chalactans reach adulthood in their late teens and live less than a century.
Alignment. Chalactan culture values discipline and benevolence, causing them to tend towards lawful light side, though there are exceptions.
Size. Chalactans typically stand 5 to 6 feet tall and weigh around 150 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Adept Philosophy. You have proficiency in the Insight and Lore skills.
Meditative. When you reach 3rd level, you learn and can cast your choice of the sense force, battle precognition, or sense emotion force powers once per day. Wisdom is your forcecasting ability for this power.
Unclosable Eye. You have advantage on saving throws against being charmed, and you can't be put to sleep.
Inscrutable. Your calm demeanor and control make you hard to read. Wisdom (Insight) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would read your thoughts.
Languages. You can speak, read, and write Galactic Basic and Chalacta. Chalacta is a calm language described as sounding peaceful, like a flowing river.
Charon
Visual Characteristics
Skin Color Dark grays, browns, and greens Hair Color Translucent Eye Color Yellow Distinctions Arachnoid, eight limbs, large eyes
Physical Characteristics
Height 6'3" +2d12" Weight 190 lb. x(2d6) lb.
Sociocultural Characteristics
Homeworld Unknown (in otherspace) Language Charon
Biology and Appearance
Charon resemble a cross between humanoids and arachnids, encased by a thick mottled carapace, with distinctly arachnoid features, such as spinnerets in the abdomen. They have four arms with triple-clawed hands, and four insectoid legs, with clawed feet. Their uppermost pair of arms is slightly larger than the other pair. Their multiple limbs have several advantages; charon are exceptional climbers, are extremely stable on their feet, and their claws make deadly weapons. Extremely powerful, they are also able to lift objects which are far too heavy for most other species. Charon have mandibular chelicerae at the sides of their small mouths and bulging eyes. Charon have a large trailing abdomen, capable of spinning strands of sticky webbing several times a day.
Society and Culture
Most charon are dangerous, bent on killing every other being they encounter. They come from a dimension known as otherspace, a region beyond the confines of the known galaxy, but the name of their homeworld and its location are mysteries yet to be solved by others who have encountered them. The proximity of their home to a black hole gave birth to a ruling death cult that believes the mission of the charon should be to destroy all life. The cult seeks to cast every living thing "Into the Void of Death." A figure known as the Prophet of the Void governs charon society. Just prior to the Battle of Endor, a splinter group calling themselves the Cult of Light secretly constructed the charon's first ever hyperdrive. Many disillusioned with the savage ways of the cult left to find a new life.
Names
Traditional charon do not have personal names. Charon defectors sometimes adopt names, usually after meeting other species in the known galaxy.
First Names. Fa'chak, H'zish, Ry'shyrr, Sya'kalia
Charon Traits
As a charon, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Constitution or Intelligence score increases by 1.
Age. Charon reach adulthood by 6 and live for less than half a century, usually up to 60.
Alignment. Charon are devoted to destroying all life, causing them to tend towards lawful dark side, though there are exceptions, such as the defectors who tend towards lawful light side.
Size. Charon tend to tower over other species, standing 6 and a half to 8 feet tall and generally weighing around 300 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Type. Your creature type is both aberration and humanoid.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d6 kinetic damage.
Exoskeleton. You have a thick exoskeleton. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.
Four-Armed. Charon 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).
Powerful Build. Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.
Spider Climb. You have a climbing speed of 30 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing, and while climbing you always have two hands free.
Sure-Footed. You have advantage on ability checks and saving throws against being knocked prone.
Web. As an action, you can shoot webbing at a Large or smaller creature within 30 feet. When you do so, the target must make a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is restrained until it is freed. A creature can use its action to repeat the saving throw, freeing itself or another creature within its reach on a success. The webbing has an AC of 10, 5 hit points, vulnerability to fire damage, and resistance to all other damage. Destroying the webbing frees the creature without harming it and immediately ends the webbing's effect. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you complete a long rest.
Languages. You can speak, read, and write Galactic Basic and Charon.
Chev
Visual Characteristics
Skin Color Pale white, sandy brown, slate gray Hair Color Blond or white Eye Color Black to violet Distinctions Lidless eyes, two hearts
Physical Characteristics
Height 4'9" +2d6" Weight 105 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Vinsoth Language Chev
Biology and Appearance
The outward appearance of the chevs is generally similar to that of humans, with pale skin, no facial hair, and heavy brows. Their hair is often dyed in bright colors to identify them as property of a particular chevin. Their lidless eyes are protected by thin transparent membranes. They are physiologically much like other humanoid species, with their twin hearts being a notable exception.
Society and Culture
The chevs originally developed a civilization on Vinsoth, thriving for some time before they were enslaved by the chevin. Since the chevin are a nomadic people, the chevs are forced to live that same lifestyle as well. Their temporary settlements of tents and lean-tos were ruled by a chevin overseer, with the oldest female chev acting as the leader among the slaves. Giving what political power the chevs had to the oldest among them is criticized by some younger chevs, who believe this simply perpetuates the system of slavery. Generations of subjugation has left most chevs docile and submissive. Despite this, they will gather at night to try and understand the strengths and weaknesses of their masters, in hopes that a future generation might someday have the courage and the opportunity to free their people. The chevs even have legends which foretell that someday, they will become masters of the galaxy. Unlike many other slave populations, such as those of the hutts, the chevs are well educated and as informed about the galaxy at large as their chevin masters, perhaps even more so.
Names
Chevin owners give chev their names, so they follow the same naming conventions, not varying by gender and surnames being community-based.
First Names. Matholas, Nepnad, Setrine, Siphiet
Surnames. Arma, Goetia, Libo, Yonn
Chev Traits
As a chev, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Age. Chevs reach adulthood in their late teens and live less than a century.
Alignment. Most chevs are submissive towards their slavers, causing them to tend towards lawful or true balanced, though there are exceptions.
Size. Chevs typically stand 5 to 6 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Crafters. You have proficiency with with one artisan’s implements of your choice.
Cultured. You have proficiency in the Lore skill.
Nomadic. You have proficiency in the Survival skill.
Protective Membrane. You have advantage on saving throws against being blinded.
Second Heart. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Tinker. You have proficiency with tinker’s implements. 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, create a bright colorful flashing light for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.
Languages. You can speak, read, and write Galactic Basic, Chev, and Chevin. While the Chev language has been heavily influenced by the Chevin language over time, it holds a distinctly more eloquent tune compared to the gruff sounds of Chevin.
Chistori
Visual Characteristics
Skin Color Blue and purple on the back, brown and tan on the abdomen (typically) Hair Color None Eye Color Purple, yellow, blue, orange, or red Distinctions Reptilian, powerful jaws
Physical Characteristics
Height 5'5" +2d10" Weight 115 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Unknown Language Chistori
Biology and Appearance
The saurian chistori are tall and have lithe, though muscled, builds. Like many reptilian species, they are cold-blooded, and like the trandoshans, they have a durable hide made out of thick scales. Their most pronounced feature is a large snout under which is a hinged jaw filled with sharp teeth, perfect for rending flesh.
Society and Culture
The chistori are a highly obscure race. So scarce is the information of these people that even the Jedi Archives have no information on the chistori homeworld, and many chistori who wander the galaxy either have forgotten where they come from, or guard this information with their lives. What little is known about this species comes from their interactions with others. Fierce and warlike, they are quick to anger and tend to use excessive force to deal with even the smallest slights. As a result, few spacefaring species have any reason to seek them out.
The same talents that make them excellent warriors shows through in the chistori's interactions with other species, with most encounters ending in violence. Chistori are an impatient species and have little use for the rigidity of order and discipline, preferring instead to go their own way and do as they please. Chistori have no knowledge of the Force, neither as the Jedi know it, nor as a local religion. Thus the exceptionally few Force-sensitives born to this species are feared and persecuted by their fellow chistori.
Names
Chistori names are smooth sounding, with sharp surnames. Some chistori do not grant their children surnames as a symbol of disavowment early in life.
First Names. Fedenn, Hylos, Kentei, Saddem
Surnames. Conn, Keet, Lex, Tarn
Chistori Traits
As a chistori, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.
Age. Chistori reach adulthood in their late teens and live less than a century.
Alignment. Chistori's aggressive personalities cause them to tend towards chaotic dark side, though there are exceptions.
Size. Chistori typically stand 6 to 7 feet tall and generally weigh about 160 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Bite. Your sharp teeth are a natural weapon, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d6 kinetic damage. Lastly, as a bonus action, you can perform a special bite attack. On a hit, the target suffers the attack’s normal effects, you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can’t use this trait again until you finish a short or long rest.
Cold Sensitivity. You have disadvantage on Constitution saving throws made to avoid exhaustion due to extreme cold.
Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Languages. You can speak, read, and write Galactic Basic and Chistori. Chistori is made up of snarls, clicks, and terrifying cries.
Columi
Visual Characteristics
Skin Color Gray or sandy brown Hair Color None Eye Color Black or red Distinctions Very large cranium, atrophied limbs
Physical Characteristics
Height 2'10" +2d10" Weight 65 lb. x1 lb.
Sociocultural Characteristics
Homeworld Columus Language Columin
Biology and Appearance
Columi are easily recognizable due to their large cranial cavities, their heads taking up a third of their height. Another notable feature is their immense black lidless eyes with worm-like veins on their temples. However, their mental evolution had an impact on their physical bodies with their physiques deteriorated. As a result, their boneless arms and legs became appendages that no longer are able to support their own body weight, even on lower gravity worlds. Thus, their bodies became simply repositories for their lungs, hearts, and other invaluable bodily organs. This evolution also resulted in their vital organs being drawn up towards their cranial activity. Their brains contain four cerebrums and over one hundred lobes with each being dedicated to an independent function. The other organ that had developed in importance amongst their kind is their eyes, which are the only link between their highly evolved brains and the world around them. These developed more than being photoreceptors as they are able to see all the wavelengths in the electromagnetic spectrum. This resulted in them being able to "hear" through their eyes by detecting and analyzing the frequency of sound or radio waves.
Society and Culture
This devotion to mental pursuits has led to a deep disdain for physical activities with them holding the view that there is no dignity in any activity except those relating to thought. As a result, they often look down at races that make use of physical forms of labor, while columi use droids and hoverpods for such needs.
Names
Columi names often have multiple meanings, parents taking extreme pride in picking the perfect name. Names are agendered and surnames familiar.
First Names. Bygman, Padra, Telos, Xak'silith
Surnames. Dreth, Jobe, Klirth, Yeth
Columi Traits
As a columi, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Age. Columi reach adulthood at around 10 and live less than a century.
Alignment. Columi's intelligent, yet self-centered nature causes them to tend toward lawful balanced or lawful dark side, though there are exceptions.
Size. Columi typically stand 3 to 5 feet tall and generally weigh about 70 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 20 feet.
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.
Honed Mind. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against force and tech powers.
Hyperadvanced Vision. Columi possess incredibly receptive vision. You have proficiency in the Perception skill. Additionally, Whenever you make a Wisdom (Perception) check involving sight, you are considered to have expertise in the Perception skill.
Mental Discipline. You have resistance to psychic damage.
Pintsized. Your weak stature makes it hard for you to wield bigger weapons. You can’t use medium or heavy shields. Additionally, you can’t wield weapons with the two-handed or versatile property, and you can only wield one-handed weapons in two hands unless they have the light property.
Psychoreceptive Technology. You have proficiency in the Technology skill. Additionally, you know the on/off at-will tech power. Your techcasting ability is Intelligence. You do not require use of a wristpad for this power.
Puny. Columi are too weak to pack much of a punch. You have disadvantage on Strength saving throws, and when determining your bonus to attack and damage rolls for weapon attacks using Strength, you can’t add more than +3.
Languages. You can speak, read, and write Galactic Basic and Columin. Columin has one of the most expansive vocabularies of any language, with over 3,000,000 words.
Cosian
Visual Characteristics
Skin Color Mottled green Hair Color White to blue Eye Color Orange or yellow Distinctions Beaked mouths, Long tails ended with tuft of hair
Physical Characteristics
Height 4'9" +2d6" Weight 105 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Cosia Language Cosian
Biology and Appearance
Cosians are a species of sentient reptilian humanoids from Cosia who have beaked mouths, four-fingered hands, eyes with lids that blink upward instead of down, and a long tail that ends in a tuft of hair. Able to reach up to two hundred years of age, cosians are one of the longest lived species in the galaxy.
Society and Culture
Cosians are calm, straightforward thinkers. They often only take action after they are assured of the outcome, making them masterful players of Dejarik and other tests of wit and strategy. Cosians have a hunched posture and gentle demeanor that leaves an impression of harmlessness, helplessness, or even senility—but that could not be further from the truth. The sharp minds and keen senses of the Cosian are valued among adventurers, constantly observing and eager to learn more about the larger galaxy. The combination of an aged sense of wisdom and a genuine childlike excitement at the discovery of new places and beings casts the Cosian as a bit of a paradox. Any Cosian will tell you that they are simply taking each day as it arrives, and that anyone who believes they have learned all there is to learn is doing themselves a great disservice. Though welcoming diversity and negotiation, the villages on Cosia have been virtually untouched by technology—starports being built well outside the boundaries of their settlements.
Names
Cosian names are often short, sometimes forgetting to introduce themselves to strangers, as names are not very important to them. Surnames are familiar.
Male Names. Dasa, Eylan, Liua, Zev
Female Names. Fesh, Hela, Penn, Yalra
Surnames. Eshora, Rube, Sulube, Wuun
Cosian Traits
As a cosian, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence score increases by 1.
Age. Cosians reach adulthood at 20 and have been known to live for more than 200 years.
Alignment. Cosians' benevolent nature causes them to tend toward the light side, though there are exceptions.
Size. Cosians typically stand 6 feet tall when standing upright and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Acute Senses. You have proficiency in the Perception skill.
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.
Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.
Inscrutable. Your calm demeanor and control make you hard to read. Wisdom (Insight) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would read your thoughts.
Mentor. You know the guidance at-will force power. Wisdom is your forcecasting ability for this power.
Wizened. You have proficiency in the Lore skill.
Languages. You can speak, read, and write Galactic Basic and Cosian. Cosian sounds soft and low, often spoken so slowly and deeply others forget they were talking mid-sentence.
Coway
Visual Characteristics
Skin Color Red Hair Color None Eye Color Gray or blue Distinctions Tribal, warrior culture, skilled at hiding in nature
Physical Characteristics
Height 4'9" +2d6" Weight 115 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Mimban Language Coway
Biology and Appearance
Coway, known as mimbanese to offworlders, have dark eyes covered in a thin membrane which are capable of seeing into the infrared spectrum, which they use to survive in the subterranean darkness. A coway's diet typically consists of fruits, lichens, raw meats and fungus which would be poisonous to them if not for the strong amino acids of their digestive systems. Coway have the unsettling ability to disappear in the mud and murk of their homeworld.
Society and Culture
Compared to the space-age cultures of the rest of the galaxy, the coway are a primitive lot. Their main technological achievements are fire and weapons made of flowstone. They have little to no sense of higher learning or technology and were fond of charms. They treat death as an inevitable, everyday occurrence. Coway tribes live in large villages where order is maintained by brute force. Any outsiders who venture too close will be attacked. Males are dominant in coway society and each village is ruled by a triumvirate of chiefs who answer only to the will of Canu, a warrior god. If the chiefs encounter gridlock when they attempt to resolve an issue by themselves, they submit the problem to Canu. Because the coway believe that Canu demands strength from his followers, the greatest warriors of the conflicting parties will face each other in single combat until one quit or died.
Names
Coway names are quite different between tribes, with some using tribal surnames, and some forgoing them all together.
Male Names. Iorna, Koppes, O'ben, Vendak
Female Names. Disera, L'fen, P'kard, Rerra
Surnames. Bol, Mode, Symm, Trag
Coway Traits
As a coway, you have the following special traits.
Ability Score Increase. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 1.
Age. Coway reach adulthood in their early teens and live less than a century.
Alignment. Coway's aggressive nature causes them to tend toward the dark side, though there are exceptions.
Size. Coway typically stand 5 to 6 feet tall and generally weigh about 160 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
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.
Crude Weapon Specialists. Coway are used to making do with less. You can spend 1 hour, which you can do over the course of a short rest, crafting a weapon out of loose materials. You can craft any simple kinetic weapon, but the weapon’s damage suffers a -1 penalty.
Swamp Dweller. Growing up in the swamps of Mimban has left an impact. You don’t treat swamp terrain as difficult terrain.
Natural Antitoxins. Coway have a strong resistance to poisons, allowing them to eat foods that would be toxic to other species. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).
Languages. You can speak, read, and write Galactic Basic and Coway. The Coway language is gutteral and grating to the ears.
Cragmoloid
Visual Characteristics
Skin Color Gray, brown, or green Hair Color Brown or gray Eye Color Red Distinctions Trunks, tusks
Physical Characteristics
Height 6'5" +2d12" Weight 200 lb. x(2d6) lb.
Sociocultural Characteristics
Homeworld Ankus Language Cragii
Biology and Appearance
Cragmoloids are a rare species of intimidating pachydermoids with massive builds, big, flat ears, and manipulative trunks. While some cragmoloids have only one trunk, others have two smaller, secondary trunks surrounding the main one. Cragmoloids also have natural tusks under the trunk. These can be used in combat to impale an opponent or during a wrath-driven charge. Some cragmoloids have two big tusks, while others have four smaller ones. These tusks are extremely valuable to hunters. When crying, each of their eyes shed half a liter of water as a tear.
Society and Culture
Cragmoloids are proud and value a promise as a bond. They consider that losing one's tusks is a severe humiliation. They also prefer to face setbacks with direct answers instead of what they consider to be dishonorable tricks—something that does not stop them from pursuing careers in organized crime. Duplicity and deception commonly exasperates cragmoloids, who are prone to violent attacks of rage when angered. Notwithstanding their physical prowess, cragmoloids believe that unjustified violence is barbaric and to be avoided. Their civilization is organized into clans. Cragmoloids are so close to their families that they suffer severe depressions if separated from their homes or their friends. A cragmoloid always prefers chatting about kinship to talking about any other subject, and they commonly praise their direct relatives. Aliens speaking with a cragmoloid sometimes resort to asking about their families to obtain the cragmoloid's trust—although only after enduring many minutes of speeches.
Names
Cragmoloids use guttural names, without surnames.
Male Names. Akoom, Darak, Nauga, Urun
Female Names. Dombar, Ormoj, Rotto, Vuula
Cragmoloid Traits
As a cragmoloid, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
Age. Cragmoloids reach adulthood in their late teens and live for more than a century, typically around 120 years or more.
Alignment. Cragmoloids' straightforward nature causes them to tend towards lawful alignments, though there are exceptions.
Size. Cragmoloids tend to tower over other species, reaching heights over 8 feet and weighing 400 pounds. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.
Menacing. You are proficient in the Intimidation skill.
Powerful Build. Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.
Powerful Charge. If you move at least 10 feet in a straight line before hitting with a melee weapon attack, you can attempt to trip the target prone as part of the same attack. Once you use this trait, you can't use it again until you finish a short or long rest.
Trunk. You have supreme control over your trunk and can use it to manipulate objects as well as your hands.
Tusks. Your sharp tusks are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d6 kinetic damage.
Languages. You can speak, read, and write Galactic Basic and Cragii. Cragii sounds like loud trumpeting and gruff snorts. Non-verbal aspects of Cragii is not a widely-known subject: a grunt can be construed to mean either acknowledgment, amusement or digestive upset.
Cyclorrian
Visual Characteristics
Skin Color Light to dark gray Hair Color None Eye Color Iridescent Distinctions Antenna, compound eyes
Physical Characteristics
Height 2'10" +2d4" Weight 50 lb. x1 lb.
Sociocultural Characteristics
Homeworld Cyclorr 4 Language Cyclorrik
Biology and Appearance
Cyclorrians are an insectoid sentient species who live in hives alongside the rest of their swarm. They have antenna for navigating their darkened hives, compound eyes, and adhesive feet. Cyclorrians have a powerful sense of smell, often to their own detriment, as areas saturated with multiple powerful scents can overwhelm parts of a cyclorrians' brain. To combat this, a majority of cyclorrians wear damp 'scent-cloths' made to dull the smells around them.
Society and Culture
Cyclorrians live together in hives, enormous compounds made up of natural materials where cyclorrian swarms live. These swarms are made up of multiple family groups of hundreds of cyclorrians coexisting closely, constantly repairing and expanding the hive. The main goal of the hive is to expand the hive outwards, this societal obligation causing cyclorrians to be efficient workers when found outside of their hives. Industrious beings, their social structure means that behaviors others would find overbearing and rude are acceptable, such as a lack of personal space. While they are well known for working together effectively, they are also highly individualistic, with some members learning activities such as sabacc from other beings in the brief rest periods allowed.
Names
Cyclorrians names have a distinct buzzing tone to them, dominated by the letter 'Z' in both personal and surnames. When an egg hatches, the young cyclorrian is brought before a hive's 'namers.' These namers will then spend hours, or even days, locked in their chambers deciding on the perfect name for the child. Cyclorrian names are agendered, and despite their hive-based society, they use familiar surnames.
First Names. Fezzap, Kizzic, Wazzet, Yizzur
Surnames. Calezz, Kozzem, Riptez, Zeketz
Cyclorrian Traits
As a cyclorrian, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.
Age. Cyclorrians reach adulthood in at 8 and live less than a century.
Alignment. Cyclorrians' diligent mindsets cause them to tend towards lawful alignments, though there are exceptions.
Size. Cyclorrians typically stand 3 to 4 feet tall and generally weigh about 50 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Adhesive Pads. You have a climbing speed of 25 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.
Antenna Reception. Cyclorrians perceive the environment around them through use of their antenna. You have blindsight out to 30 feet. If another trait would grant you blindsight, the range is increased by half as many feet.
Exoskeleton. You have a thick exoskeleton. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.
Keen Smell. You have advantage on Wisdom (Perception) checks that involve smell.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic Basic and Cyclorrik. Cyclorrik is difficult for other species to reproduce, as its chittering high-pitched sounds are made using the multitudes of tiny mandibles in a cyclorrians' mouth.
Dantari
Visual Characteristics
Skin Color Light to dark tones (tanned) Hair Color Black Eye Color Brown, gray, amber, hazel, or black Distinctions Heavy muscle structure, large faces
Physical Characteristics
Height 5'1" +2d10" Weight 110 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Dantooine Language Dantarian
Biology and Appearance
The dantari are Dantooine's native intelligent lifeform. A near-human species, they look very much like baseline humans, except that they are much more muscular and well-built. All dantari sport large, flat faces, dark hair, and tan, leathery skin.
Society and Culture
As a whole, the dantari are a stone level, technologically ignorant civilization. Even during multiple Galactic Civil Wars, they still were completely unaware that starships traveled in space over Dantooine. They have not developed agriculture as a means of subsistence, nor have they discovered the secret of metallurgy. The dantari spend their lives wandering across the plains searching for food, using simple weapons such as stone axes and spears to hunt animals. Usually, they will establish a temporary village at the end of each day and subsequently fold up their tents every morning before continuing their endless journey. Those villages are made of simple, animal-skin shelters, with multiple campfires in front of them. Although they do not have a king or a chief, one particular individual is regarded as an authority of special importance by their peers: the garoo. A highly respected member of the tribe, the garoo is a cross between a priest and a sorcerer. He is thought to be capable of commanding the animal spirits, and the dantari say that a garoo never lies. The dantari have an extensive knowledge of the medicinal properties of the local flora and fauna. They also participate in an elaborate form of gift exchange as a way of establishing ties between individuals and tribes.
Names
Dantari use primitive single-syllable names, typically named after words for nature in Dantarian.
Male Names. Dayan, Jendar, Norr, Tuber
Female Names. Esada, Norra, Sembod, Uladi
Dantari Traits
As a dantari, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age. Dantari reach adulthood at 12 and typically live live up to 70.
Alignment. Dantari's overwhelming will to survive cause them to tend toward neutral balanced, though there are exceptions.
Size. Dantari typically stand 5 and a half to 6 and a half feet tall and generally weigh less than 200 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Crude Weapon Specialists. Dantari are used to making do with less. You can spend 1 hour, which you can do over the course of a short rest, crafting a weapon out of loose materials. You can craft any simple kinetic weapon, but the weapon’s damage suffers a -1 penalty.
Defiant. Dantari are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll’s outcome. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Forced March. Dantari are able to maintain a fast pace longer than other species. Dantari have advantage on Constitution saving throws made to avoid Exhaustion due to prolongued travel, as described in Chapter 8.
Natural Survivalist. You have proficiency in the Nature and Survival skills, and with the bioanalysis kit.
Powerful Build. Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.
Tanned. You have tough, leathery skin. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.
Tech-Impaired. While dantari can figure out basic technology, they experience difficulty using more complex equipment like wristpads. You can not use tech powers or take levels in techcasting classes.
Languages. You can speak, read, and write Galactic Basic and Dantarian. Dantarian only uses a limited set of spoken words, which they supplement with facial expressions and hand gestures.
Devlikk
Visual Characteristics
Skin Color Tan, yellow, or green Hair Color Lime green Eye Color Red Distinctions Green feathers, short lifespan, long claws, short stature
Physical Characteristics
Height 2'10" +2d10" Weight 50 lb. x1 lb.
Sociocultural Characteristics
Homeworld Ord Radama Language Devlikk
Biology and Appearance
Devlikks are a shorter avian species with unique proportions, including a small tail, a long neck, and stubby legs. Their bodies are accented with prominent lime-colored feathers, and their faces feature red eyes and a long beak. Their digits end in a dark claw for traction, as they often run on all fours to make up for their short legs. Their most unique ability is a sensitivity to magnetic fields, which they use for navigation, as they always know which way is north. They have a very short lifespan, maturing to adulthood in two years and typically dying before the age of ten.
Society and Culture
Although they are capable of using technology and living in advanced societies, devlikks have a strong preference for nature and seek to preserve the wetlands and bogs that they live in. The devlikk homeworld of Ord Radama, once a swampy one, has been overtaken by human immigrants, who make up the majority of the population and hold most of the wealth and power. It sits at a major hyperlane crossroad and plays a major role in galactic trade, particularly in exporting its mineral deposits and wines. While the biggest cities, like Livien Major and New Raido, are very advanced, most devlikks live in slums such as the Barrows. Their original architecture, mostly buried underground, is a maze-like network of small tunnels. While offworlders find the configuration off-putting, devlikks have little trouble navigating the passageways due to their innate magnetic sense and small size.
Names
Devlikk use short, simple, pleasant sounding names, with no distinction between male and female naming.
First Names. Dul, Nellida, Saiba, Ven
Surnames. Benmyd, Raeves, Tinlave, Wandurge
Devlikk Traits
As a devlikk, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.
Age. Devlikks have incredibly short lifespans, reaching adulthood at 2 and living up to 10 years on average.
Alignment. Devlikks are a calm and amicable people, causing them to tend toward the light side, though there are exceptions.
Size. Devlikks typically stand 3 to 5 feet tall and generally weigh about 55 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Claws. Your sharp talons are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage and have the finesse property.
Expert Navigators. You are considered to have expertise in Wisdom (Survival) checks made to navigate.
Magnetic Awareness. Devlikks are able to sense magnetic fields around them, assisting them with navigation and coordination. You always know which way is north. Additionally, you have blindsight out to 30 feet. If another trait would grant you blindsight, the range is increased by half as many feet.
Naturalist. You have proficiency in the Nature skill.
Swamp Dweller. Growing up around the old swamps of Ord Radama has left an impact. You don’t treat swamp terrain as difficult terrain.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic Basic and Devlikk.
Drabatan
Visual Characteristics
Skin Color Green-gray Hair Color None Eye Color Black Distinctions Amphibious, large mouths
Physical Characteristics
Height 4'7" +2d6" Weight 90 lb. x(2d6) lb.
Sociocultural Characteristics
Homeworld Pipada Language Drabatese
Biology and Appearance
Drabatans are amphibious humanoids with small dark eyes and a massive mouth. They are excellent swimmers (though they strongly dislike salt water) and dine on a variety of insects, fish, and algae. They also developed large lungs and strong diaphragms, which enable them to achieve powerful vocals while singing or shouting.
Society and Culture
Drabatans are a passionate species dedicated to the performing arts, especially song. Critics describe their music as hauntingly beautiful and insist that drabatan music requires no translation for anyone to appreciate the ethereal, melancholy tones. Performance troupes throughout the galaxy count drabatans, who often play the heel, among their number. Drabatan voices are pitch-perfect, and many consider seeing a live performance of the Pipada Symphony Chamber Chorus to be life changing. Song is firmly entrenched throughout everyday drabatan life, in areas ranging from entertainment to education. Drabatan families have unique songs that detail their lineage and history, often performed at gatherings by the family's best vocalist and rearranged for the occasion. Drabatan culture values free artistic expression and opposes censorship. It is said that the only thing a drabatan likes more than a song is a cause.
Names
Drabatans receive notoriously long non-gendered names that preserve a record of each individual's clan, distinct familial branch, and chief living forebearers at the time of hatching. Drabatans are responsive to nicknames given by outsiders.
First Names. Klikek'Filiti'Nam Yab'Trikota'Druumot Huloi'Jitinsk'Colito Uta'Wio'Kentiga'Lajit, Lunda'Nintoso'Hijalla'Bak Bramt'Incosa'Ooto'Radam Ghinta'Ionit'Djam Wenti'Flugoe'Hinsodot
Drabatan Traits
As a drabatan, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.
Age. Drabatans reach adulthood by 10 and live less than a century.
Alignment. Drabatan society values freedom and expressiveness, causing them to tend towards chaotic alignments, though there are exceptions.
Size. Drabatans typically stand 5 to 5 and a half feet tall and generally weigh about 160 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Hold Breath. Drabatans have a great lung capacity and can hold their breath for up to 15 minutes at a time.
Musical. You have proficiency in Performance and one musical instrument of your choice.
Sonic Scream. As an action, you can violently expel air in a 15-foot cone. When you do so, each creature in the area of the exhalation must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). A creature takes 2d6 sonic damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level. This ability has no effect on constructs. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain one use of this feature when you finish a long rest.
Swamp Dweller. Growing up in the swamps of Pipada has left an impact. You don’t treat swamp terrain as difficult terrain.
Swim. You have a swimming speed of 30 feet.
Languages. You can speak, read, and write Galactic Basic and Drabatese. Drabatese is a complex language that strings together discrete syllables into long, unwieldy words that encompass multilayered ideas. It is also spoken very loudly; context, tense and other grammatical concepts being determined by volume. When quieter speech is required, they switch to a secondary form of communication in which they passed air through a vocal pouch.
Drall
Visual Characteristics
Skin Color Pink Hair Color Brown, black, or reddish-gray Eye Color Black Distinctions Small size, furry, shrewd and inquisitive nature
Physical Characteristics
Height 2'11" +2d4" Weight 45 lb. x1 lb.
Sociocultural Characteristics
Homeworld Drall Language Drallish
Biology and Appearance
The drall are being small bipeds with furry features who are descended from burrowing animals. Their bodies are covered with fur, and have short limbs with clawed hands and feet. Females are generally larger.
Society and Culture
Drall take pride in being viewed as well mannered and considerate. They are intelligent, reasonable, and difficult to anger. Drall are honest in their business dealings, and if they promise to perform a task for a certain payment, they always do so to the best of their ability. They expect others to behave in a similarly. As a species, they are methodical researchers, careful observers, and considered among the best theoretical thinkers in the galaxy. Drall are primarily interested in abstract concepts and accumulating knowledge for the sake of knowledge. Therefore, despite the advanced nature of their scholarly pursuits, the planet Drall trails behind the rest of the galaxy in technological achievement, and the drall themselves usually implement technology developed by others. Drall society is a clan-based combination of a matriarch and a meritocracy. No elected or direct hereditary leaders exist on their homeworld. Instead, each family heeds a "Duchess," a female drall who is deemed the most fit to lead. Once appointed, the Dutchess becomes the owner of all the family's property, and she holds the position for life or until she steps down and passes the title and property along to a suitable heir. Most drall clans follow the overall direction set by the Dutchess of the most prosperous and powerful of all the clans.
Names
Drall names are eloquent and specific, while still being short usually. Surnames are not used.
Male Names. Albahan, Beggs, Mevall, Ritann
Female Names. Eiselia, Ennel, Fensa, Lanshma
Drall Traits
As a drall, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Constitution or Wisdom score increases by 1.
Age. Drall reach adulthood at 8 and live less than a century.
Alignment. Drall's shrewd and intelligent nature causes them to tend towards balanced alignments, though there are exceptions.
Size. Drall typically stand 3 to 4 feet tall and generally weigh about 50 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage.
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.
Methodical. You can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn't already include your proficiency bonus.
Shrewd Demeanor. You have proficiency in two Intelligence, Wisdom, or Charisma skills of your choice.
Storyteller. Whenever you make a Charisma (Performance) check to tell one or more creatures a story, whether the story is true or not, you are considered to have expertise in the Performance skill.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Superior Memory. You can double your proficiency bonus for it when you make an Intelligence (Lore) check to recall information you have learned, or to recall the details of your experiences.
Talented. You have proficiency with one set of artisan’s implements and one specialist's kit.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic Basic and Drallish. Drallish is a complex language of squeaks and clicks spoken rapidly, with a comically expansive list of different specific words, with many who try to learn the language keeping a dictionary on hand for reference.
Dressellian
Visual Characteristics
Skin Color Light to dark brown Hair Color None Eye Color Yellow or orange Distinctions Elongated skulls, teal-colored blood
Physical Characteristics
Height 5'3" +2d6" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Dressel Language Dressellese
Biology and Appearance
Dressellians are a tall, thin, mammalian humanoid species with elongated, hairless skulls, wrinkled skin, and teal blood. Their wrinkled skin has earned them the callous nickname "Prune Face," to which all dressellians take offense.
Society and Culture
Dressellians are fiercely independent loners by nature. Originally dresselians were simple hunters, but by two centuries later, they'd evolved into a burgeoning industrial-level society with a loose coalition government, often in contact with the bothans, who decided to leave the natives low-tech alone. Dressel's isolation ended after the Galactic Empire took control of the system, the Imperials descending on the planet, moving to set up bases and exploit Dressel's natural resources. The dressellians, despite having only a loose political organization and barely industrial-level technology, formed a resistance movement. At first, their resistance had limited effect, but over time, dressellians became masters of guerrilla warfare, making the continued occupation of Dressel very costly for the Empire. Later, the bothans supplied the resistance with weapons, and mercenaries to train the dressellians. In the end, the Imperials decided the occupation was not worth the cost, and abandoned Dressel. The Imperials made a lasting impression, dressellians generally wary of "outlanders", besides the bothans, who they hold in high regard given their shared history of peace. Although self-serving and quick to anger, dressellians are loyal to others who have aided them, asking for nothing in return.
Names
Dressellian names are very simple by galactic standards, and do not surnames.
Male Names. Barriet, Cellith, Samak, Ulrachel
Female Names. Akijanus, Grett, Nella, Zillizera
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 late teens and live less than a century.
Alignment. Dressellians' uncooperative nature and passion for freedom causes them to tend towards chaotic alignments, though there are exceptions.
Size. Dressellians typically stand 5 and a half 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.
Defiant. Dressellians are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll’s outcome. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Guerilla. You have proficiency in the Stealth and Survival skills.
Primitive Weaponry. Dressellians are highly skilled with crude weaponry. You have proficiency with the slugthrower and slugpistol.
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 Dressellese. Dressellese is a simple language that took thousands of years to evolve, including its written form, a symbol-based system. Due to the close relations that dressellians have with the bothans, Dressellese borrowed a great number of Bothese terms into its lexicon. Eventually, dressellians rejected their own, archaic graphic system to write their language, adopting the Bothese alphabet.
Dulok
Visual Characteristics
Skin Color Light to dark pink or gray Hair Color Green, blue-gray, brown, or gray Eye Color White, yellow, orange, pink, or red Distinctions Hairy, unkempt
Physical Characteristics
Height 4'9" +2d6" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Forest Moon of Endor Language Ewokese
Biology and Appearance
Duloks are a sentient species native to the swamps of the Forest Moon of Endor. They are gangly with sharp claws and thin, expressive, tufted tails. They are excellent climbers. Members of the species are covered in dull-looking fur. Most of a dulok's fur is relatively uniform in length except for a longer shock atop the head. The features of a dulok's broad face are screwed up into a constant scowl. A full set of teeth filled the mouth, and the two sharp canines jut from their lower jaw. Dulok eyes are sensitive to bright light, but in low-light conditions, their pupils narrow to vertical slits. While they groom themselves using the materials available to them, such as stolen ewok soap, euloks have a hard time keeping clean. As a result, their fur often becomes mangy, unkempt, foul smelling, and infested with parasitic insects.
Society and Culture
Although ewoks and duloks speak mutually intelligible dialects and acknowledge a common heritage, their interactions are seldom cordial. The duloks hate and envy the ewoks for enjoying what the duloks see as the better lifestyle in the bountiful forests. Most eke out a living in marshlands, based in villages of caves, logs, and stumps. While they rarely show the pluck and flair so often attributed to their forest cousins, duloks excel at fighting, raiding, and stealing. The dearth of resources in their swamp habitat give them little choice, and a preference for idleness and their might-makes-right culture both add to the appeal of such behavior. Some dulok bands range several days from their home, basing themselves in camps while away.
Names
Duloks typically have short, guttural, one-word names without surnames, tribal or otherwise.
Male Names. Bumphuk, Durgat, Krugbu, Trugeegh
Female Names. Arob, Bulak, Rogmesh, Sharamph
Dulok Traits
As a dulok, you have the following special traits.
Ability Score Increase. Your Strength or Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Duloks reach adulthood in their late teens and live for around a century or more, some up to 150 years, despite their unkempt nature.
Alignment. Duloks' raider culture causes them to tend towards chaotic dark side, though there are exceptions.
Size. Duloks typically stand 4 to 5 feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Crude Weapon Specialists. Duloks are used to making do with less. You can spend 1 hour, which you can do over the course of a short rest, crafting a weapon out of loose materials. You can craft any simple kinetic weapon, but the weapon’s damage suffers a -1 penalty.
Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Stealthy Hunter. You have proficiency in the Survival and Stealth skills.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Swamp Dweller. Growing up in the swamps of the Forest Moon of Endor has left an impact. You don’t treat swamp terrain as difficult terrain.
Treeclimber. You have a climbing speed of 30 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.
Languages. You can speak, read, and write Galactic Basic and Ewokese. The dulok's dialect of Ewokese is intelligible to their distant relatives, if somewhat gruffer.
Dybrinthe
Visual Characteristics
Skin Color White (bright) Hair Color None Eye Color Blue, black, white, purple, or indigo Distinctions Bright skin, gill-like respiratory system, wide eyes
Physical Characteristics
Height 4'9" +2d6" Weight 105 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Dybrin 12 Language Dybrin
Biology and Appearance
Dybrinthe are a bipedal humanoid species with bright skin, wide eyes, and a gill-like respiratory system. Due to their moon's poisonous and highly pressurized atmosphere, dybrinthe out of Dybrin 12 are required to wear large breathing apparatus that supply them with processed atmosphere via hoses. They also have to wear suits that simulate the higher pressure and temperature that they are use to. Due to spending extended periods underground, they developed exceptional night vision, which is noticeably stronger on worlds with clearer atmospheres.
Society and Culture
The species live in clans, with each clan controlling its own territory. Fuel, bubbling up from Dybrin 12's vast underground oceans, is collected by mobile refinery-cities, which will then process the fuel. It is commonplace for dybrinthe clans to raid and sabotage other clans, though this became less prevalent. However, rival clans will still tunnel underground and attempt to divert fuel to their own clans. Within clans, dybrinthe society is ordered into castes, such as engineering and diplomacy castes. Few dybrinthe leave their homeworld, though most of those who do are scientists drawn from the engineering castes, as technological professions are the highest in demand on nearby worlds. Because of this, dybrinthe of other castes tend to learn mechanical or computer skills when traveling off world to make themselves more appealing to potential employers.
Names
Dybrinthe parents assign their children personal names based unique on clan algorithms, additionally using clan-based surnames.
First Names. Domaust, Chayad, Roctack, Trothcor
Surnames. Keats, Guuld, Thesk, Vocce
Dybrinthe Traits
As a dybrinthe, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.
Age. Dybrinthe reach adulthood in their early teens and live less than a century.
Alignment. Dybrinthe's focused nature and strong work ethic causes them to tend towards lawful alignments, though there are exceptions.
Size. Dynrbinthe typically stand 5 to 6 feet tall and generally weigh about 160 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You’ve lived most of your life traveling throughout underground tunnels. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dybrinthe Resistance. Dybrinthe are adapted to the blisteringly poisonous atmosphere of Dybrin 12. You have advantage on saving throws against poison and disease, and you have resistance against poison damage (explained in Chapter 9). Additionally, you have advantage on Constitution saving throws made to avoid exhaustion due to extreme heat.
Foreign Biology. Dybrinthe struggle in atmospheres other than those of their homeworld. You wear a filter mask and pressure suit, and if your mask or suit is removed while you are in such an environment, you lose consciousness.
Fuel Technician. You have proficiency in the Technology skill. Additionally, whenever you make an Intelligence (Technology) check related to fuel or fuel technologies, you are considered to have expertise in the Technology skill.
Specialist. You have proficiency in one specialist's kit of your choice.
Languages. You can speak, read, and write Galactic Basic and Dybrin. Dybrin consists mainly of dry coughing noises with low rumbling vocalizations.
Ebruchi
Visual Characteristics
Skin Color Creamy white, gray, or greenish white Hair Color None Eye Color Black Distinctions Mouths surrounded by tentacles
Physical Characteristics
Height 4'1" +2d10" Weight 75 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Unknown Language Ebruchese
Biology and Appearance
The ebruchi have a roughly humanoid configuration, with a squat, lumpy build similar to that of gands. Their heads house two wide-set eyes that never blink and a hidden mouth ringed by writhing, fleshy feelers. These tentacles are always in motion as they sample airborne scents and can grasp chunks of food to force them down the ebruchi's narrow gullet. This process is messy and, to most species, revolting. The ebruchi are omnivorous. They can survive on rotting garbage if necessary, but their appetites lean toward the sadistic. They love nothing more than swallowing the wet flesh of freshly killed prisoners. A typical outfit consists of animal skins topped with medallions, rings, or crowns.
Society and Culture
They are ruthless pirates whose homeworld is not known and whose history is devoted to conquest. While they are seen as war-like, the ebruchi themselves tend to use small starships for travel rather than large fleets of bigger ships. Many believe that the race are barbaric nomads who have traveled in space for so long that they have forgotten, as well as forsaken, their planetary heritage. To some, the ebruchi are a terror. To militarily superior forces, such as the chiss and the vagaari, the ebruchi are a perpetual annoyance. The ebruchi are driven by the basest of emotions: greed and fear. Unwilling to give an edge to any other being-including members of their own species-they overcompensate to the point of overkill. Still, the ebruchi are not foolish, and they take such drastic actions only if they believe themselves to be safe from retaliation. This tendency, of course, makes them bullies of the worst stripe. The ebruchi show no kindness unless they gain something in the process.
Names
Ebruchi use dulcet sounding single-names.
First Names. Corke, Firnees, Reydes, Sommon
Ebruchi Traits
As an ebruchi, you have the following special traits.
Ability Score Increase. Your Strength or Constitution score increases by 2, and your Charisma score increases by 1.
Age. Ebruchi reach adulthood in their early teens and live for about 65 years.
Alignment. Ebruchi's cruel, brutal, and self-serving nature causes them to tend towards chaotic dark side, though there are exceptions.
Size. Ebruchi typically stand 4 to 5 and a half feet tall and generally weigh about 100 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Galactic Scourge. You are proficient in Intimidation and Piloting.
Iron Guts. Ebruchi are able to eat any organic material, from raw flesh to rotting garbage. As a result, you cannot suffer exhaustion from starvation, unless you are in an environment completely lacking organic material.
Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Unsettling Visage. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Once you use this trait, you can't use it again until you finish a short or long rest.
Languages. You can speak, read, and write Galactic Basic, Ebruchese, and your choice of Minnisiat or Sy Bisti. Ebruchi converse among themselves using an idiosyncratic jargon incomprehensible to outsiders.
Elom
Visual Characteristics
Skin Color Tan or pink Hair Color Dark gray, light green, sandy brown, dark brown Eye Color Black Distinctions Tough claws, excellent nightvision
Physical Characteristics
Height 4'8" +2d10" Weight 110 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Elom Language Elom
Biology and Appearance
Eloms are short, stocky mammalian bipeds with tough skin under a thick, oily pelt of dark and stringy fur. They have several layers of fat, evolved to capture moisture, making them equipped for life in the harsh, desert environment of their home. Eloms' hands and feet each have hard, hooked claws, perfect for digging, and prehensile toes on each foot, which can be used as grip tools. Their hands and feet are also covered with thick calluses resulting from the rigorous lives they live. Because of their subterranean existence, eloms have exceptional night vision. However, their small eyes are easily overpowered by bright light. They also have two hard, sharp tusks protruding from their mouths, with thick, pouchy jowls in which they are able to store food. Eloms evolved in a dry environment, and their biological systems are adapted for desert survival. Eloms have the ability to move quickly, even when laden down with a heavy load. Some eloms also have long, white tails which almost reached their feet.
Society and Culture
Eloms are an extremely peaceful and unsophisticated species who live deep beneath the surface of their homeworld. Strict herbivores, the eloms are content to live in their underground homes, raising their young. Although they are highly intelligent and ambitious, eloms often underestimate the capacity for wrongdoing exhibited by other species and therefore are often able to be manipulated by others to do their bidding. Eloms are generally easygoing, kind, forgiving and eager to learn.
Names
Elom names come from instinctual feelings, being sharp and to the point, with surnames being familiar.
First Names. Arik, Greth, Nulus, San, Tef
Surnames. Aijest, Brenap, Elitz, Franzep, Louid
Elom Traits
As an elom, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Eloms reach adulthood in their late teens and live less than a century.
Alignment. Eloms' kind and pacifistic nature causes them to tend toward the light side, though there are exceptions.
Size. Eloms typically stand 4 to 6 feet tall and generally weigh less than 200 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Your vision can easily cut through darkness. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Desert Hide. You have a thick hide. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. Additionally, you have advantage on Constitution saving throws made to avoid exhaustion due to extreme heat. Lastly, you are able to go a number of days without water equal to 3 + twice your Constitution modifier before suffering exhaustion.
Flexible Cheeks. Elom have flexible cheeks in which they can store small goods. 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.
Nimble 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.
Powerful Build. Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.
Prehensile Feet. You have supreme control over your feet and can use them to manipulate objects as well as your hands.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Tooth and Nail. Your claws and tusks are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage.
Languages. You can speak, read, and write Elom. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Elom sounds like unsophisticated bestial clicking, but is very intricate in reality.
Elomin
Visual Characteristics
Skin Color Orange, red, brown, purple, black Hair Color Brown or black Eye Color Black, red, blue, or white Distinctions Crown of horns, tusks on cheekbones
Physical Characteristics
Height 4'9" +2d6" Weight 115 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Elom Language Elomin
Biology and Appearance
The elomin are thought by some xenoarchaeologists to be descended from a lost colony of zabrak who settled Elom in the distant past.
Elomin skin features a variety of colors from bright pink to dark purple. Features of their anatomy which distinguishes them from baseline humans include neck wattles, spanchons, four stomachs, generative nodes, six-chambered hearts, nose tusks, long hairs which grew behind their ears, and horns.
Society and Culture
Elomin have difficulties relating to other species, which they view as perpetrators of chaos. Culturally, the elomin try to discover or create order in all things. They view the universe as a logical, organized puzzle, and endeavor to find the pieces and bring them to their logical places. When confronted with something that doesn't fit into the pattern they have defined, they may try to redefine the pattern, but are just as likely to attempt to ignore the discordant details.
Such was the case when the elomin first discovered the existence of the underground-dwelling eloms, another sentient species native to their world. The elomin first denied the existence of the eloms, and then later denied they were sentient so they could press them into service as servants and laborers.
The elomin are obsessed with personal hygiene, combing their long ear hair and polishing their horns.
Names
Elomin names are long and complex, consisting of a unique personal name, a small middle name chosen during their coming of age, and a longer familiar surname.
First Names. Moratikof, Ralirus, Synavilsa, Zherinefa
Middle Names. C'thon, F'rak, Ve, N'vak
Surnames. Ethrikalton, Indumiseg, Rullian, Snialvalra
Elomin Traits
As an elomin, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.
Age. Elomin reach adulthood in their early teens and live less than a century.
Alignment. Elomin's domineering and orderly nature causes them to tend toward lawful alignments, though there are exceptions.
Size. Elomin typically stand 5 to 6 feet tall and generally weigh about 160 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Authoritative. You have proficiency in Persuasion or Intimidation (your choice).
Desert Dweller. Generations of elomin have tread upon the desert sands of Elom. You don’t treat desert terrain as difficult terrain.
Impose Order. As a bonus action, you can command each ally within 15 feet of you to move up to half that ally's speed as a reaction. This movement does not provoke attacks of opportunity. Once you use this trait, you can’t use it again until you finish a short or long rest.
Problem Solver. Because of your upbringing, you have excellent problem-solving skills. You can treat a d20 roll of 9 or lower on an Intelligence check or saving throw as a 10. You can use this trait a number of times equal your proficiency bonus. You regain all uses of this feature when you finish a long rest.
Tech Resistance. As an elomin, you take to new technology quickly. You have advantage on Dexterity and Intelligence saving throws against tech powers.
Languages. You can speak, read, and write Galactic Basic, and Elomin. Elomin has very structured grammatical rules to go along with its complex tones and sounds, but the elomin more commonly use Galactic Basic.
Em'liy
Visual Characteristics
Skin Color Blue, green, orange, or tan Hair Color Dark tones Eye Color Black or white Distinctions Dark eyes, muscled bodies
Physical Characteristics
Height 5'2" +2d10" Weight 140 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Shalyvane Language Em'liy
Biology and Appearance
Em'liy are fairly tall and robust by human standards. Their faces have no visible noses and small, dark eyes. They have no body hair, though they do grow dark hair on their heads. This hair is styled in one to three topknots, depending on caste.
Society and Culture
The em'liy once had a relatively sophisticated society, though they were apparently not starfarers. This changed after the Galactic Empire's forces attacked Shalyvane. The attack left their capital city, Chinshassa, in ruins. After this attack, the region around the capital was ruled by nomadic tribes, armed with a mixture of primitive weapons and blasters. Em'liy are born survivors, raised to hunt for every morsel of food and fight for every drop of water. They take nothing for granted and tend to possess a fatalistic approach toward life. They expect no favors and express only contempt for the lazy, spoiled, or domineering. Angered Em'liy are dangerous foes and loyal friends. Entire wars have ended because one em'liy general sufficiently impressed another in the course of battle. Since their fail from grace, however, much of their arrogance has left them, replaced with feeling of loss and restlessness. Em'liy are deadly warriors, with a ferocity in battle unmatched by many warrior species. Observes have labeled this ferocity "berserker" behavior, though this is not entirely accurate. Warring em'liy give themselves over completely to a fight, letting the course of battle define their actions and thoughts. They control their own actions, but their so-called "spirit of battle" helps refine that control.
Names
Em'liy use relatively complex names, with archaic surnames that span back hundreds of generations.
First Names. Cir'belt, Evir'zan, Ji'kata, Shanzar
Surnames. Belochog, Jelevos, Neth, Tez'ra
Em'liy Traits
As an em'liy, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Strength or Wisdom score increases by 1.
Age. Em'liy reach adulthood in their late teens and live for an average of 65 years.
Alignment. Em'liy are ferocious and independent, causing them to tend towards chaotic balanced, though there are exceptions.
Size. Em'liy typically stand 6 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.
Heat Adaptation. You have advantage on Constitution saving throws made to avoid exhaustion due to extreme heat.
Protective Membrane. You have advantage on saving throws against being blinded.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Spirit of Battle. Once per day, you can enter an extreme state of focus as an action. For 1 minute, or until you lose your concentration (as if you were concentrating on a power), you are immune to being frightened and gain temporary hit points equal to your Constitution modifier (minimum of 1) at the start of each of your turns. When this state ends, you lose any remaining temporary hit points from this feature.
Wastelanders. You are proficient in Survival and one of the following skills: Intimidation, Investigation, or Stealth.
Languages. You can speak, read, and write Galactic Basic and Em'liy.
Epicanthix
Visual Characteristics
Skin Color Light to dark tones Hair Color Brown to black Eye Color Brown or green Distinctions Narrow eyes, dark hair, mental shielding against the Force
Physical Characteristics
Height 4'9" +2d6" Weight 110 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Panatha Language Epicant
Biology and Appearance
Physically, epicanthix are generally human in appearance, possessing faces that are somewhat longer than usual, with narrow eyes, dark hair, and lithe builds with powerful musculature that tends to be willowy and graceful due to a cultural focus on physical training and combat readiness. Most epicanthix possess a natural unconscious talent to shield their minds from Force-assisted mental tricks, influence, domination, and mind reading, with the talent being widespread enough that many groups sought out the epicanthix for use as spies.
Society and Culture
A race of warriors known for their their combination of militaristic mindsets and high regard for art and culture, the epicanthix train and hone their bodies in preparation for war - with great value being placed on an individual's combat readiness - while simultaneously broadening their minds by studying art, music, and literature. Practical yet praising aesthetic, the Epicanthix worked this duality into much of their way of life; their starships were beautiful yet lethal, their hair was tied in ceremonial styles that were not only attractive but practical for combat, and while they trained their bodies for strength they simultaneously toned them for beauty. Even when conquering an enemy, the Epicanthix would absorb their conquered subject's culture, regarding a subjugated people's art and culture as equally important as their material wealth.
Names
Epicanthix names are short and exotic, with surnames being familiar.
Male Names. Taw, Vu, Yix, Zun
Female Names. Qiy, Rev, Xa, Yav
Surnames. Halber, Lanse, Poyn, Spera
Epicanthix Traits
As an epicanthix, you have the following special traits.
Ability Score Increase. Your Strength or Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Epicanthix reach adulthood in their late teens and live less than a century.
Alignment. Epicanthix are focused and dedicated, causing them to tend toward lawful alignments, usually lawful balanced, though there are exceptions.
Size. Epicanthix typically stand 5 to 6 feet tall and generally weigh about 160 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Artistic Culture. You have proficiency with artist's implements, constructor's implements, or one musical instrument of your choice. Additionally, you are considered to have expertise in Intelligence (Lore) checks made to learn or recall something about a culture’s art.
Closed Mind. Epicanthix brains have an unusual composition which made them resistant to influence from the Force. You have advantage on Wisdom and Charisma saving throws against force powers.
Elegant Influence. You have proficiency in Lore, and one of the following skills: Acrobatics, Athletics, Technology, or Insight.
Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage and have the finesse property.
Warrior's Discipline. Epicanthix are trained as warriors from a young age, making them skilled in various weapons. You have proficiency in two vibroweapons or blasters of your choice.
Languages. You can speak, read, and write Galactic Basic and Epicant. Epicant sounds very similar to Galactic Basic upon first listening, but in fact the language has evolved far beyond its initial roots, sounding like a more melodic and structured offshoot.
Farfallan
Visual Characteristics
Skin Color Light to dark tones Hair Color Brown, white, grey, black, or blonde Eye Color Red Distinctions Unguligrade legs, pointed ears
Physical Characteristics
Height 4'9" +2d8" Weight 120 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Farfalla Language Bothese
Biology and Appearance
There exists in the galaxy a sentient species that is supposedly half-bothan, calling themselves farfallans. The hybrid species is humanoid and exhibits several equine characteristics. For instance, the species is ungulate; that is, they walk on cloven hooves, with the hock joint high up the leg. Their legs are thickly furred down to the knee, and a long, hair tail grew from the posterior to almost to the ground. Farfallans prance, and can run sure-footed in even dim light. The species has pointed ears, and some members of the species grow two twisted, pointed horns from the top of their craniums.
Society and Culture
The farfallan species developed a royal lineage in the form of the Farfalla Bloodline, key figures in this hierarchy being the king and prince heir-to-be. The royal Farfalla family have distinctive colors—variations of yellow and red—and wear elaborate attire. Farfallan accessories include circlets, jewelled bracelets, and earrings. Farfallans wear their head hair long, often in ponytails, and their tails are often bound in cloth straps. In combat, farfallans wear body armor, gloves, and protection on the upper thighs composed of curved panels hung together by chain. Weaponry of choice includes axes, pikes and sabers. Farfallans are often considered temperamental or volatile, a characteristic that is attributed by some to their equine heritage. When confronted with the death of a peer, it is tradition for farfallans to fast ritually for the deceased.
Names
Farfallan names are longer and melodic, though some harsher tones do appear, with familiar surnames.
Male Names. Andufa, Fafiel, Reynorel, Virrani
Female Names. Caibano, Endyme, Heldara, Jennares
Surnames. Farfalla, Gaeldres, Isinda, Shoraphon
Farfallan Traits
As a farfallan, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Strength or Dexterity score increases by 1.
Age. Farfallans reach adulthood in their late teens and live less than a century.
Alignment. Farfallans are often volatile, but often with strong moral compasses, causing them to tend towards chaotic light side, though there are exceptions.
Size. Farfallans typically stand 5 to 6 and a half feet tall and generally weigh about 170 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Careful Footing. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
Cultured. You have proficiency in the Lore skill.
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.
Farfallan Training. You have proficiency with light and medium armor and with the vibroaxe, vibroblade, and vibropike.
Powerful Charge. If you move at least 10 feet in a straight line before hitting with a melee weapon attack, you can attempt to trip the target prone as part of the same attack. Once you use this trait, you can't use it again until you finish a short or long rest.
Sure-Footed. You have advantage on ability checks and saving throws against being knocked prone.
Languages. You can speak, read, and write Galactic Basic and Bothese. Xenobiologist have long theorized about the farfallans' label as "half-bothans" and their true heritage. An interesting aspect of this bothan connection comes from the farfallan's usage of Bothese, implying some deeper legacy with the spacefaring species.
Farghul
Visual Characteristics
Skin Color Light to dark brown Hair Color Tawny Eye Color Yellow or green Distinctions Prehensile tails, natural con artists
Physical Characteristics
Height 5'2" +2d10" Weight 120 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Farrfin Language Farghul
Biology and Appearance
Farghul are felinoid sentients native to Farrfin. They have claws, incredible strength and speed, and are covered with tawny fur and possess prehensile tails. Their hands feature stubby fingers with retractable, sharp claws.
Society and Culture
The species has a reputation for being both fearsome fighters as well as cunning thieves. Despite this, farghul prefer to rely on cunning and trickery rather than direct confrontation and force. Something has gone wrong somewhere along the way if a farghul ends up in a fight, and it takes a lot of provocation to cause one to lose his or her good humor. A farghul tries talk and bribery before resorting to violence. The farghul are also generally distrustful of politicians and are considered slightly xenophobic. The farghul in general have playful and mischievous personalities. They delight in puns, plays-on-words, sleight-of-hand tricks, and intellectual puzzles. They are good-natured, boisterous, and always ready with a wide smile and a terrible joke. Rigged games of chance are favorite pastimes among the farghul, and if someone ever sees through such a con, they willingly return any money gained and cheerfully explain how they fixed the game. As such, they have a reputation as a species of unrepentant con-artists and thieves- and as far as adventuring farghul are concerned, this is not far from the truth. Farghul are very conscious of their appearance and they are never seen in public without the highest quality of clothing they can afford, not to mention the latest fashions.
Names
Farghul names are light and flowing, and typically have a pleasing ring to them, forgoing surnames.
Male Names. Crelfax, Pashira, Rish, Terath
Female Names. Delfas, Lyrrin, Shanifer, Terasa
Farghul Traits
As a farghul, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Strength or Charisma score increases by 1.
Age. Farghul reach adulthood at 11 and live less than a century.
Alignment. Farghul's disposition as good natured pranksters causes them to tend towards chaotic light side, though there are exceptions.
Size. Farghul typically stand 5 and a half to 6 and a half feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 35 feet.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage and have the finesse property.
Con Artist. You have proficiency in the Deception skill and one gaming set of your choice.
Darkvision. You have a cat’s keen senses, 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.
Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.
Thieving. You have proficiency in the Sleight of Hand skill and the security kit.
Languages. You can speak, read, and write Galactic Basic and Farghul.
Feeorin
Visual Characteristics
Skin Color Blue, green, or yellow, rarely black or white Hair Color None Eye Color Yellow Distinctions Head and face tendrils, volatile temperament
Physical Characteristics
Height 5'5" +2d10" Weight 90 lb. x(2d6) lb.
Sociocultural Characteristics
Homeworld Odryn Language Feeorin
Biology and Appearance
The average feeorin has thick tendrils hanging from the backs of their heads and much smaller and thinner ones hanging from their face. The feeorin can live for up to four hundred years, and due to a unique metabolism, they grow stronger with age rather than weaker, until they die, dropping dead suddenly of old age. Curiously, some feeorins had noses while others lacked any nasal openings. Feeorin are reputed to be brutal and dangerous. While this is not entirely the case, they are quick to anger and highly impersonal. They typically place their own affairs above others, causing other species to regard them as selfish.
Society and Culture
Feeorin are known to come from the planet Odryn, a planet of severe climatic extremes. They believe that the spirits of their fallen Elders reside at the Sanctum of the Exalted, where they forge Odryn's seasons. Little else is known about the world, given the closed nature of feeorin society. Few feeorin venture from their homeworld, and those few outsiders who have survived a visit there tell of a world well suited for the feeorin, but nobody else.
Feeorin who travel offworld typically select careers compatible with their self-serving and aggressive nature. Feeorin encountered on their homeworld display a greater range of personality and motivation. In either case, feeorin do not seek out acquaintance with members of other species.
Names
Feeorin often name their children after famous Elders of their species, having simple names composed of no more than 4 or 5 letters. Surnames are not used.
Male Names. Bral, Dod, Kren, Nym, Zun
Female Names. Crayl, Deyla, Fein, Nor, Pryn
Feeorin Traits
As a feeorin, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Feeorins reach adulthood in their late teens and are known to live for more than 400 years.
Alignment. Feeorins’ aggressive personalities cause them to tend toward the dark side, though there are exceptions.
Size. Feeorins typically stand 6 to 7 feet tall and generally weigh about 275 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Inborn Resilience. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Languages. You can speak, read, and write Galactic Basic and Feeorin. The Feeorin language is gruff and dry sounding and has many different words for forms of combat, these phrases being borrowed by other species often.
Firrerreo
Visual Characteristics
Skin Color Gold, silver when angry or scarred Hair Color Black, blond, brown, or gray Eye Color Blue, brown, gray, green, or hazel Distinctions Near-humans, two-tone hair, nictitating eyelids, gold-colored skin
Physical Characteristics
Height 4'9" +2d6" Weight 90 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Firrerre Language Firrerreo
Biology and Appearance
Firrerreo had developed canine teeth, two-tone hair, and nictitating membranes protecting eyes that are able to see into the ultraviolet range of the spectrum. These membranes also protect the eyes from intense flashes of light, as well as flying debris. They also have tremendous ability to heal quickly, able to survive even a direct blaster shot if the damage didn't harm anything vital to the heart or brain. Firrerreo also possess a deceptive strength, with even a weak and starved firrerreo capable of surprising force. Firrerreo have gold skin, which will turn silver when angry or frightened, and when wounded will scar over silver. Firrerreo metabolism also requires high amounts of protein, and as a result, firrerreo often pick the meat out of their food before eating the rest. Firrerreo are prone to animal like behaviors, from deep growls, baring teeth, snarls, and animal like keening in grief. Their ears hear well into the upper spectrum.
Society and Culture
Firrerreo are self-sufficient and independent to a fault, incredibly race-centric, caring for their own race to the exclusion of all others. Their society is organized in clans, and members of one clan will care little for the well being of non-clan-members.
Names
Firrerreo believe that one can 'own' another's name, and therefore will almost never give out their name to another, unless it is their mate or close friend. "Firrerreo" is used as common pseudonym in conversation. Speaking another's name is considered a form of power over that individual, and will do so at any chance they have. They use familiar surnames.
Male Names. Athric, Huldok, Leo, Thalnas
Female Names. Oni, Panthera, Sovlu, Zellulli
Surnames. Fuln, Gubon, Nao, Surr
Firrerreo Traits
As a firrerreo, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Constitution or Wisdom score increases by 1.
Age. Firrerreo reach adulthood in their late teens and live less than a century.
Alignment. Firrerreo's species-centric nature causes them to tend towards lawful balanced, though there are exceptions.
Size. Firrerreo 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.
Enhanced Senses. Whenever you make a Wisdom (Perception) check related to hearing or sight, you are considered to have expertise in the Perception skill.
Feral Combatant. Firrerreo are ferocious fighters, their enemies seeing them as wild and dangerous. You have proficiency in the Intimidation skill. Additionally, your unarmed strikes deal 1d4 kinetic damage.
Protective Membrane. You have advantage on saving throws against being blinded.
Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.
Languages. You can speak, read, and write Galactic Basic and Firrerreo.
Fosh
Visual Characteristics
Skin Color White or pink Hair Color Red and purple, but changes with mood Eye Color Red Distinctions Avian, antennae, color-shifting feathers
Physical Characteristics
Height 3'1" +2d12" Weight 55 lb. x1 lb.
Sociocultural Characteristics
Homeworld Unknown Language Fosh
Biology and Appearance
Fosh are avians with delicate arms and talon-like hands that evolved over tens of thousands of years from wings. Due to their frail bodies, fosh tend to shy away from conflict. Their necks in particular are vulnerable, and are reflexively guarded during combat. They are, however, agile creatures with a digitigrade stance and flay-toed feet useful for jumping. Their feathers shift color depending on the fosh's mood: green indicates inquisitiveness, thoughtfulness or amusement; orange is a sign of happiness; and gray is anger, disgust, irritation or seriousness. One of the most intriguing aspects of the species is the chemical makeup of its tears. Fosh have lacrimal glands that enable them to alter their tears to produce a variety of pheromonal substances that affect mates during mating season and can manipulate others.
Society and Culture
Fosh are very private, preferring to remain unnoticed by the larger galaxy. However, they are adept at political intrigue, and culturally, they are a manipulative species similar to the bothans, but much more devious. Many fosh are bigots, looking upon other races as inferior, sometimes even as toys for their own amusement. They will create plots within plots to achieve either highly complex or at times very simple goals. They speak indirectly to others, rarely revealing their true desires, and are fond of riddles and analogies designed to confuse and confound. Because of this, the fosh are a highly self-serving, self-interested species that are only generous when their actions hide an ulterior motive.
Names
Fosh names are often dark and twisted sounding, either not using surnames, or not revealing them.
Male Names. Krosh, Sorzen, Thaldred, Valkor
Female Names. Agravail, Bruten, Raynal, Zaraphiel
Fosh Traits
As a fosh, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age. Fosh reach adulthood in their late teens and live less than a century.
Alignment. Fosh's self-serving and deceptive nature causes them to tend toward the dark side, though there are exceptions.
Size. Fosh stand about 4 feet tall and generally weigh about 60 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
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.
Deceitful. You have proficiency in the Deception and Insight skills.
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.
Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic Basic and Fosh. The Fosh language sounds malicious and foreboding, despite its soft tones.
Frozian
Visual Characteristics
Skin Color White or tan Hair Color Light to dark brown or tan Eye Color Brown Distinctions Extra joint in each limb, fur, whiskers
Physical Characteristics
Height 6'4" +2d12" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Froz Language Frozian
Biology and Appearance
Frozians have an extra joint in each limb that, to most, looks like a breach in a bone. Their movements are perceived as off putting and their gait is seen as weird, partly because they trot like the animals they evolved from. Frozians are clumsier than humans, but they have more acute senses and are better abstract thinkers. Experiencing the standard gravity found on most inhabitable planets is particularly difficult for frozians. While a frozian can reach one century of age under light gravity conditions, eighty years of age means death to frozians under standard gravity. Furthermore, frozians can only breed in light gravity conditions and under the influence of some specific vegetables from their homeworld.
Society and Culture
Frozians have a well-deserved reputation for probity, honesty and diligence. They are proud hard-workers and respect the letter of a promise to death, even if the other party has already betrayed it, making them highly valued civil servants. A strong-willed, good-willing people, frozians tend to help whoever is in need, and can become worried for those around them. Frozians tend to make an extra effort to take care of people they perceive as needing it. A trait common to the species is melancholy: frozians tend to see the worst possible outcome of everything, resigning themselves to their own doom, or accepting any government ruling them, even if they dislike it. They have a tendency to depress, except sometimes when helping other people, and they have a natural skill to wreak havoc on the mood of anyone around them—even if the frozians would never intend or want that. Frozians tend to reject contact with other frozians.
Names
Frozians use longer, eloquent sounding single-names.
First Names. Carlisgontoris, Rocatrinicel, Scorylance
Frozian Traits
As a frozian, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.
Age. Frozians reach adulthood in their early teens and live for about a century in light gravity, and less than 80 in standard.
Alignment. Frozians' generous and diligent nature causes them to tend toward lawful light side, though there are exceptions.
Size. Frozians typically stand 6 and a half to over 8 feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Acute Senses. You have proficiency in the Perception skill.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Melancholic. Your depressive demeanor and mood make you hard to manipulate. Charisma (Persuasion) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would force you to take an action against your will.
Peripheral Awareness. If you are surprised, you may act normally on your first turn. Once you’ve used this trait, you can’t use it again until you finish a short or long rest.
Unbalanced. Frozians are unsteady and weaker on worlds with standard gravity. You have disadvantage on ability checks and saving throws against being knocked prone.
Languages. You can speak, read, and write Galactic Basic, Frozian, and one more language of your choice.
Gigoran
Visual Characteristics
Skin Color Black Hair Color White, brown, cream, gray, or black Eye Color Black, brown, red, or yellow Distinctions Tall, physically strong, thick pelt, commonly enslaved
Physical Characteristics
Height 4'9" +2d6" Weight 200 lb. x(2d6) lb.
Sociocultural Characteristics
Homeworld Gigor Language Gigoran
Biology and Appearance
Gigorans are a species of furry giants, in many ways similar to the wookiees. They are similar in appearance to primates found on other worlds, their bodies covered in fur, having evolved from cave-dwellers on their arctic home planet. They have clawed hands with four fingers and an opposable thumb. Gigorans are exceptionally strong and hardy, but their empathic and peaceful makes them a target for slavers such as the zygerrians.
Society and Culture
Gigor is a cold, mountainous planet. The gigorans evolved from group-oriented primates who lived in caves. As they developed intelligence, they took to living as hunter-gatherers while keeping their cavern homes. The species divides itself into home-clans made up of around 50 members who divide themselves into three to five family groups. There is no higher government than the home-clan on Gigor, each under the leadership of the most skillful hunter. Gigorans are fiercely loyal to these familial home-clans, as well as extremely protective. This dedication to family often carries over to their close friends, being equally protective over them. Gigor is largely unsettled, and it has very little in the way of high-technology. Despite their appearance and strength, they are normally peaceful and docile in their native environment, however, when necessary, gigorans are powerful and effective opponents. Gigorans are often enslaved and exploited for their strength.
Names
Gigorans have typically harsh sounding names, not using surnames, for they treat all of gigoran kind as their family.
Male Names. Motoof, O'arr, Porffom, Raroff
Female Names. Dennar, Imma, Lunt, Noont
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 typically live longer than a century, though many die earlier due to enslavement.
Alignment. Gigorans' docile nature causes them to tend toward the light side, though there are exceptions.
Size. Gigorans tend to tower over other species, reaching heights over 8 feet and weighing 400 pounds. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Hide. You have a thick hide covered in thick hair. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier. Additionally, you have advantage on Constitution saving throws made to avoid exhaustion due to extreme cold.
Inborn Resilience. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Powerful Build. Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.
Languages. You can speak, read, and write Gigoran. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Gigoran sounds like rough grunts and growls.
Gossam
Visual Characteristics
Skin Color Pale blue or green Hair Color Brown, gray, blue, or none Eye Color Yellow or black Distinctions Wrinkled skin, elongated necks, small shriveled heads
Physical Characteristics
Height 3'8" +2d6" Weight 50 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Castell Language Gossam
Biology and Appearance
Gossam are diminutive reptilian humanoids known for their shrewd and cunning nature. They have pebbly green or blue skin, elongated necks, wide eyes and a tapered head that sloped back on an incline. Gossam balanced their thin bodies on two three-toed feet, and had long, graceful three fingered hands.
Society and Culture
Gossam hold their appearances as extremely important, and dress in elaborate clothing in an attempt to impress other sentients. Females use oil-based creams to mold their hair into a wave that traditionally sweeps up from the back of their heads. Wealthy gossam aristocrats and trade negotiators often wear elevated footwear to appear taller when dealing with other species, in addition to the exotic robes and finery favored by most gossam.
Most gossam are selfish, scheming beings skilled at the art of business. Most gossam traveling the galaxy are either legitimate merchants or shady smugglers. Though most gossam are intelligent and independently minded, many spend much of their lives working for the Commerce Guild, who offers them food, housing and a decent income for a ten year exclusive contract. Gossam goods are generally cheap to manufacture, and overpriced. Always looking for an angle they can play to come out on top, gossam are considered untrustworthy by other beings. A gossam's word means precious little in most other species' opinions.
Names
Gossam names are rarely more than 4 letters, strictly named before hatching, with familial surnames being separated by an apostrophe or space.
Male Names. Fen, Man, Sate, Xim
Female Names. Lei, Net, Pess, Siri
Surnames. Chi, Fi, Mae, Zen
Gossam Traits
As a gossam, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.
Age. Gossam reach adulthood at 10 and live to be around 70.
Alignment. Gossam's cunning and self-serving nature causes them to tend toward the dark side, though there are exceptions.
Size. Gossam typically stand 4 to 4 and a half feet tall and generally weigh about 90 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Business Savvy. A common trait of all Gossams is their shrewd business sense and their ability to haggle any deal. Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.
Crafter. You have proficiency with with one artisan’s implements of your choice.
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.
Shady. You are proficient in disguise kits or forgery kits (your choice).
Sharp Wit. Whenever you make a Charisma ability check, attack roll, or saving throw, 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.
Shrewd. You have proficiency in Insight and your choice of Deception or Persuasion.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Wealthy. During character creation, you start with additional credits equal to your level x your proficiency bonus x 1,000 cr.
Languages. You can speak, read, and write Galactic Basic and Gossam. Spoken Gossam includes croaks, lispy vocalizations, and trills, while the Gossam alphabet is jagged and combines into short words and long sentences, unlike spoken Gossam.
Gree
Visual Characteristics
Skin Color Gray, blue, green, or yellow Hair Color None Eye Color Black or gold Distinctions Six-armed cephalopods, caste system, technological prowess
Physical Characteristics
Height 2'11" +2d4" Weight 65 lb. x1 lb.
Sociocultural Characteristics
Homeworld Gree Language Gree
Biology and Appearance
The gree are a six-tentacled race of cephalopod creatures that have an unusual anatomy with large sad-looking eyes along with tall foreheads. These features support an immense brain sac which flops oddly behind their heads. There is no visible mouth present on their faces though it is thought that multiple fleshy folds beneath the eyes served vocal oral communication needs. Their evolution on their homeworld means that they are comfortable in Type II atmospheres with Type I being unpleasant to them. As such, when traveling through such an environment, they wear odd spongy communication devices to cover their communication folds. Gree possess multiple tentacles with each holding a particular function. The first pair serves as fine manipulators, another as heavy grippers, and the third as ambulators.
Society and Culture
Gree mark their foreheads with hieroglyphic tattoos to denote caste and rank. Crafters produce devices, Researchers create new technologies, Operators know how to "Play" the devices, and Administrators function as the Gree government. The gree lacked any form of a warrior caste and instead had used droids in the past for such a role. As gree engineering reached its zenith, the Operators came to dominate the other castes. Eventually, the Researchers and Crafters disappeared entirely. Their society became apathetic, with the Operators and Administrators concerned only with maintaining their cultural purity and keeping what devices they can still understand in operation.
Names
Gree names are agendered and do not use surnames, but all gree names end with an apostrophe followed by the letter 'K' to denote their connection to gree-kind.
First Names. Alot'k, Felat'k, Kratak'k, Tira'k
Gree Traits
As a gree, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Strength or Wisdom score increases by 1.
Age. Gree reach adulthood at 20 and live for more than a century, around 130 years.
Alignment. The gree's nature has become apathetic over time, causing them to tend towards neutral balanced, though there are exceptions.
Size. Gree typically stand 3 to 4 feet tall and generally weigh about 70 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Foreign Biology. Gree struggle in atmospheres other than those of the planet Gree. You wear a filter mask, and if your mask is removed while you are in such an environment, you lose consciousness.
Four-Armed. Gree 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).
Gree Intellect. You have proficiency in the Technology skill and one other Intelligence skill of your choice.
Honed Mind. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against force and tech powers.
Tech Dabbler. You know your choice of the reboot, mending, or short circuit at-will tech powers. Your techcasting ability is Intelligence. You do not require use of a wristpad for this power.
Tinker. You have proficiency with tinker’s implements. 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, create a distortion of light for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic Basic and Gree. Gree makes broad use of metaphors based on geometry and colors. To outsiders, it would look as if they used the very same words to mean entirely different things.
Hassk
Visual Characteristics
Skin Color Blue or gray Hair Color Cream, black, or brown Eye Color Orange Distinctions Sensitive ears, keen night vision, flesh-tearing fangs
Physical Characteristics
Height 4'9" +2d6" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Hasskyn Language Hassky
Biology and Appearance
Hassks are a species of subhumanoids almost entirely covered with coarse stringy fur. Their faces, however, are hairless, revealing dry skin. They have sensitive ears, two large forward-facing eyes that give them a keen night vision, all the better for hunting. Their eyes are their most distinctive feature, leading to the phrase "caught in a hassk's gaze," referring to someone caught in a dangerous situation. Their mouths are filled with flesh-tearing fangs. Hassk are near-feral, and are thought of by most as wild animals.
Society and Culture
When they were first confronted with advanced technology, the hassks were not prepared for its impact on morality. Consequently, many leave Hasskyn to roam the galaxy with their littermates, making trouble in places of ill repute. Because of this, most hassks seen in the galaxy are found in professions of ill repute, such as pirate or gang member, which leads to the preconceived notion in many species that hassks are naturally inclined towards these destructive activities. The most important thing to all hassks is their litter, which they are seldom seen without. A litter typically consists of three to four hassks who travel together for all of their lives, as the bond between littermates is incredibly strong. A hassk seen alone is often thought of with a mix of confusion and worry.
Names
Hassks are named after natural phenomena, animals, and other words that people would consider intimidating or dangerous. Mothers name the first litter, while subsequent litters are named by the previous children as to form bonds between them early on. Hassks do not use surnames.
Male Names. Brakk, Graiv, Narvust, Ripper
Female Names. Growl, Harkas, Klau, Rulsk
Hassk Traits
As a hassk, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age. Hassks reach adulthood in their early teens and live less than a century.
Alignment. Hassks' savage instincts cause them to tend towards chaotic dark side, though there are exceptions.
Size. Hassks typically stand 5 to 6 feet tall and generally weigh about 160 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Bite. Your sharp teeth are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d6 kinetic damage.
Darkvision. Your vision can easily cut through darkness. 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.
Hunter. You have proficiency in the Survival skill.
Keen Hearing. You have advantage on Wisdom (Perception) checks that involve hearing.
Languages. You can speak, read, and write Galactic Basic and Hassky. Hassky sounds like animalistic growls and snarls, leading many to wonder if the hassks truly are sentient.
Hiromi
Visual Characteristics
Skin Color Brown, olive, or green Hair Color None Eye Color Yellow Distinctions Two antennae
Physical Characteristics
Height 4'9" +2d6" Weight 75 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Unknown Language Hirot
Biology and Appearance
Hiromi are a bipedal, sentient, insectoid species. They have yellow eyes, two long antennae on their heads, and unlike many insectoid species, tongues.
Society and Culture
The most prominent trait of the hiromi is their instinct for self-preservation. One of their favorite activities is, in their words, "not getting beaten up". Hiromi become very fearful when the possibility of being in danger came up, and are quick to suggest alternatives to fighting—including bringing in reinforcements to fight in their stead, hiding, and going home. Nonetheless, when they are truly needed, the hiromi charge headlong into whatever task is required of them, though they are no less afraid as they do so. The hiromi have a grandiose image of themselves, claiming to be "glorious conquerors," though their short attention spans mean that their grand long-term plans, such as galactic control, are frequently derailed by thoughts of food or play. Other words they use to describe themselves included "glorious", "ruthless", and "supreme". Hiromi secretly dream of galactic conquest, and have been waiting for the opportunity to take control of the entire galaxy, but when they do so, their attempts will be abysmal. Hiromi consider themselves to be ruthless masters of interrogation, and back this claim up by making subjects crack in a short time by relentlessly bombarding them with shouts of "Talk!". Another activity the hiromi enjoy greatly is cheering. Whenever they achieve any kind of victory, they will praise themselves and let out a cheer. This is a very important part of any activity. Finally, the hiromi have a great passion for food.
Names
Hiromi names are blunt and grating to outsiders, forgoing surnames for a unified species-wide "family."
First Names. Gedrol, Hecuba, Phoodog, Tukkyr
Hiromi Traits
As a hiromi, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.
Age. Hiromi reach adulthood by 10 and live for half a century on average.
Alignment. Hiromi are self-centered to a fault, wrapped up in their own delusions of grandeur, causing them to tend towards neutral dark side, though there are exceptions.
Size. Hiromi typically stand 5 feet tall and generally weigh about 100 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Coercive. You have proficiency with Persuasion or Intimidation (your choice).
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of its turns.
Skittish. You can choose to reroll Initiative checks, but you must use the new roll.
Unscrupulous. You have proficiency in one specialist's kit or the light pistol and blaster pistol.
Victory Lap. Your drive to survive helps boost your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll.
Languages. You can speak, read, and write Galactic Basic and Hirot.
H'nemthe
Visual Characteristics
Skin Color Bluish-gray to pink Hair Color None Eye Color Green or yellow Distinctions Long curved noses, four horns
Physical Characteristics
Height 4'9" +2d6" Weight 120 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld H'nemthe Language H'nemthe
Biology and Appearance
H'nemthe are humanoid reptilians with long noses and ridged, bony faces. H'nemthe have four small horns, actually sensory cones, on their heads. These cones are used much like the way gotals use their cones—to sense electromagnetic fields and weather patterns. These cones are also able to sense heat differences in their environment as well as the emotional state of other beings, making them skilled hunters.
Society and Culture
The highly structured h'nemthe society is shaped by the natural ratio of the sexes: only one female is born for every twenty males. Despite this imbalance, their culture is based primarily on the search for true love and the creation of new life, which they consider to be the ultimate in spiritual fulfillment. When a female h'nemthe consummates her relationship with a male, she eviscerated him with her knife-shaped tongue, considering it a proof of love. As a result, mating happens very rarely, and then only in the case of true love. Since virgin females are rare, they live a sheltered existence, and are seldom allowed to leave their homeworld. Strict traditions also restrict females to a vegetarian diet, ensuring that their first lover's flesh is the first meat they taste. The males are timid and spend a considerable amount of their lives looking for true love. H'nemthe prize music, and their music in turn is considered pleasant by non-h'nemthe. They also value calligraphy, and h'nemthe who have either of these skills are given great accord in their culture. Poetry is also very important to the h'nemthe, and it is traditional for lovers to write each other poems.
Names
H'nemthe use swooping tones, with only females taking their mates' name as a surname after mating.
Male Names. Garriel, H'rassh, Ledaf, Vir'roc
Female Names. Do'niiya, Liakkor, S'basso, Vishki
H'nemthe Traits
As a h'nemthe, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.
Age. H'nemthe reach adulthood at 11 and live less than a century.
Alignment. H'nemthe have a highly structured society, but their passionate nature causes them to tend toward the light side, particularly chaotic light side, though there are exceptions.
Size. H'nemthe 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.
Creative. You have proficiency with with one artisan’s implements of your choice.
Energy Sensors. H'nemthe perceive the environment around them through use of electromagnetic sensors held in their cranial horns. You have blindsight out to 30 feet. If another trait would grant you blindsight, the range is increased by half as many feet.
Musician. You are proficient in one musical instrument of your choice.
Natural Empathy. H'nemthe's electromagnetic sensors allow them to sense the emotions in those around them. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.
Languages. You can speak, read, and write Galactic Basic and H'nemthe. H'nemthe is mainly formed by squeals and squeaks, many other species finding it irritating. On written form, the language uses a wispy contiguous line, so that letters string together forming words.
Holwuff
Visual Characteristics
Skin Color Brown or gray Hair Color Gray, black, or brown Eye Color Black Distinctions Large bodies, tusks, adept craftsmen and artists
Physical Characteristics
Height 6'2" +2d12" Weight 190 lb. x(2d6) lb.
Sociocultural Characteristics
Homeworld Alliga Language Alligan
Biology and Appearance
The holwuff are large creatures believed to be distant evolutionary cousins of the whiphids. It is hypothesized that they are yet another experiment conducted millennia ago by arkanian mad geneticists. As such, they share the whiphids' large frame, long snout, and small tusks. Their skin is even thicker, and slightly less hairy.
Society and Culture
Hailing from the Outer Rim planet of Alliga, the holwuff are best known as driven craftsmen who relish artistically expressing themselves through technology. They tend to enjoy reverse engineering existing technology and giving it an elegance thought unachievable in the mundane. They are very cultured, and live lives filled with art.
Their people are renowned throughout the galaxy as being able to craft the finest luxury technology items. Many of the rich among the upper class contract holwuff specialists to create personalized, functional works of art. These fine works range from items as small as commlinks to as large as star cruisers. The entire planet’s economy is dependent on the niche market, and the holwuff people are masters at plying their trade. The holwuff keep a careful eye on the galactic exchange, paying close mind to shift not only their products, but their political support to whatever faction seems to control the market.
Names
Holwuffs use gruff sounding names, with family-based surnames. Holwuffs are often known to use alien naming traditions for their children, as to seem more innovative to other holwuffs.
Male Names. Borgath, Dralga, Oldair, Valwort
Female Names. Corwud, Rhathok, Tulfor, Wyvast
Surnames. Algorah, Dalvuros, Till, Wavol
Holwuff Traits
As a holwuff, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.
Age. Holwuffs reach adulthood in their late teens and live less than a century.
Alignment. Holwuffs are dedicated to their craft above all else, causing them to tend towards balanced alignments, though there are exceptions.
Size. Holwuffs tend to tower over other species, standing between 6 and a half to 8 feet tall and weighing 300 pounds. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Crafters. You have proficiency with with one set of artisan’s implements of your choice.
Cultured. You have proficiency in the Lore skill.
Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.
Powerful Build. Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.
Technological Affinity. You have proficiency in the Technology skill. Additionally, you have advantage on Intelligence (Technology) checks made to understand, utilize, or modify technology that you are unaware of or have never seen before.
Tinker. You have proficiency with tinker’s implements. 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, set off small harmless fireworks for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.
Languages. You can speak, read, and write Galactic Basic and Alligan. Alligan is a language consisting of growls, roars, barks and body language.
Iakaru
Visual Characteristics
Skin Color Light to dark tones Hair Color Black, brown, white, or gray Eye Color Orange or brown Distinctions Long facial whiskers, spacial awareness
Physical Characteristics
Height 4'3" +2d4" Weight 110 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Iakar Language Iakari
Biology and Appearance
Despite their stocky builds, iakaru are a surprisingly dexterous species, able to rapidly scale trees and swing from branch to branch in the tree canopies of Iakar. Having evolved in a jungle canopy, iakaru have exceptional spatial awareness, aided by sensitive brow tufts. Swinging through the dense trees requires keen eyesight, accurate depth perception, and quick reflexes, all traits the iakaru possess. All of these adaptations, coupled with their remarkable toughness, help the iakaru outrun the dangerous fauna that are native to the jungles of Iakar.
Society and Culture
For most of recorded history, iakaru have been an uncommon sight in the galaxy, as they haven't developed hyperdrive technology. Their homeworld Iakar has been visited by interstellar trade for nearly centuries however. Pharmaceutical corporations draw valuable organic compounds from the lush rain forests girdling the planet. During the Clone Wars, companies set up major research installations on Iakar, which drove the iakaru deeper into the jungle and strained the tentative trading relationships the natives had established with the offworlders.
Iakaru live together in small, familial tribes deep in the heart of the jungle. This was not their original home, as they use to be able to roam the planet freely, making homes on the edges of the jungles. However the constant misuse of their homeworld's resources by offworlders, often assisted by hostile militaries, pushed them deeper and deeper into the jungle.
Names
Iakaru typically have simple guttural names, without using surnames. Ancient iakaru used to use tribal surnames, but the practice has long since died out.
Male Names. Bazoo, Cinipar, Pistar, Raffel
Female Names. Hamor, Makin, Qroket, Suka
Iakaru Traits
As an iakaru, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.
Age. Iakaru reach adulthood in their early teens and live less than a century.
Alignment. Iakaru's survival mindset causes them to tend towards neutral alignments, though there are exceptions.
Size. Iakaru typically stand 4 to 5 feet tall and generally weigh more than 150 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Heightened Reflexes. Whenever you make a Dexterity ability check, attack roll, or saving throw, 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.
Jungle Dweller. Growing up in the jungles of Iakar has left an impact. You don’t treat jungle terrain as difficult terrain.
Keen Sight. You have advantage on Wisdom (Perception) checks that involve sight.
Treeclimber. You have a climbing speed of 30 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.
Vine Swinger. You have proficiency in the Acrobatics skill.
Languages. You can speak, read, and write Iakari. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Iakari mostly consists of loud guttural whoops and screeches, the intricacies of the language being difficult to pick up on.
Iotran
Visual Characteristics
Skin Color Dark brown to black Hair Color None Eye Color Yellow Distinctions Strength, protruding spikes, militaristic
Physical Characteristics
Height 4'8" +2d8" Weight 140 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Iotra Language Tranese
Biology and Appearance
Iotrans have smooth skin with a broad, flat nose, no discernible ears, and two-toed feet. They have distinctive spots on their bald heads, knobby protrusions at their temples, and short, stubby spikes protecting their shoulders, elbows, and hands.
Society and Culture
Iotrans firmly believe in a strong, stable culture, and see that as only achievable through a strong military tradition. Even before their planet was unified, their nations possessed strong militaries, until these militaries were merged into the Iotran Police Force (IPF), which enforces law and provides emergency services on Iotra and throughout the Iotran Expanse. From an early age, iotrans are trained for military service, and in their fourteenth season, (approximately 18 standard years of age) they are inducted into the IPF for approximately six standard years. At any given time, nearly half of the population is part of the IPF in one form or another. Especially talented enlistees in the IPF often become Iotran Bracemen, which track down fugitives outside of the Iotran Expanse, often without regard for local laws or for what other species call "jurisdiction"; this often results in diplomatic incidents. Iotran technology is primitive by galactic standards, typified by slugthrowers, surface vehicles, and simplistic computer and droid technology. However, they adopted galactic standard technology for much of their defense industry, and most iotrans are quite at home with modern tech. Iotrans, though not generally respectful toward other cultures, do respect stability and might.
Names
Iotran names are simple yet punctual, using surnames based on the military division they were trained by.
First Names. Anvon, Pirim, Rova, Terika
Surnames. Etan, Gat, Trig, Zad
Iotran Traits
As an iotran, you have the following special traits.
Ability Score Increase. Your Strength, Dexterity, and Constitution scores increase by 1.
Age. Iotrans reach adulthood in their late teens and live less than a century.
Alignment. Iotrans believe in strength and structure, causing them to tend towards lawful balanced, though there are exceptions.
Size. Iotrans typically stand 5 to 6 and a half feet tall and generally weigh about 190 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Athletic. You have proficiency in the Athletics skill.
Enforcer. You are proficient in the Intimidation skill. When you take the Help action to give an ally advantage on an Intimidation check, they gain a bonus to the roll equal to your proficiency bonus.
Fearless. You have advantage on saving throws against being frightened.
Military Training. You have proficiency with light and medium armor as well as the slugpistol and slugthrower.
Languages. You can speak, read, and write Galactic Basic and Tranese. Tranese is a rich language, showing simplicity and accuracy in both its words and its construction. Iotrans consider Galactic Basic a convoluted and rude language; however, they understand the advantages of learning it.
Ishi Tib
Visual Characteristics
Skin Color Green Hair Color None Eye Color Orange or yellow Distinctions Eyestalks, salt water dependancy
Physical Characteristics
Height 5'0" +2d6" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Tibrin Language Tibranese
Biology and Appearance
The ishi tib are amphibious beings with large eyes on stalks and beak-like mouths. Their heads are star-shaped, with their eyestalks, beaks, and cheek pouches forming a five-pointed star. Their lungs double as internal gills, and they have an acute sense of smell on land or in the water. Their green skins retain humidity, but an ishi tib have to bathe in salt water every thirty hours or so, or their skin would crack open.
Society and Culture
Ishi Tib live in schools, communal groups of thousands of individuals, governed by elected representatives who hold office for one-year terms. An ishi tib does not know the identity of his or her birth parents, because each ishi tib school assumes responsibility for the welfare of its hatchlings, creating a strong sense of community and promoting the needs of the group over those of an individual. Unlike species that have wrecked environmental havoc upon their homeworlds, ishi tib protect their planet with extensive laws legislating ecological preservation.
Ishi Tib are considered meticulous strategists and managers. The minority of ishi tib who leave Tibrin often find work offworld as executives, accountants, and project managers. Their organizational skills and drive to complete their projects place them in high demand, making many offworld ishi tib quite wealthy. Ishi Tib often choose to work in positions where reverence for nature was as or more important than profit.
Names
Ishi Tib names are assigned at birth, with surnames based off their school, but these surnames are optional, teachers often keeping these surnames. Their names make no distinction between genders.
First Names. Alisran, Fennit, Lep, Pax, Sune
Surnames. Elad, Grone, He, Jenn, Oist
Ishi Tib Traits
As an ishi tib, you have the following special traits.
Ability Score Increase. Your Dexterity, Intelligence, and Wisdom scores increase by 1.
Age. Ishi Tibs reach adulthood at 12 and live less than a century.
Alignment. Ishi Tibs' benevolent nature causes them to tend toward the light side, though there are exceptions.
Size. Ishi Tibs typically stand 5 and a half to 6 feet tall and generally weigh about 130 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Amphibious. You can breathe air and water.
Beak. Your sharp beak is a natural weapon, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage.
Keen Smell. You have advantage on Wisdom (Perception) checks that involve smell.
Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. 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.
Naturalist. You have proficiency in the Nature skill.
Swim. You have a swimming speed of 30 feet.
Languages. You can speak, read, and write Galactic Basic and Tibranese. Tibranese is spoken by clacking the beak and producing squeals and honks. As a memory of their old history, when simple hierogliphs were the only thing that could be written on soft objects in their environment, ishi tibs have kept for millennia this old graphic alphabet.
Kerestian
Visual Characteristics
Skin Color Yellow to tan Hair Color Black or brown Eye Color Green, yellow, or orange Distinctions Breather tubes on face, darkstick use
Physical Characteristics
Height 6'0" +2d12" Weight 120 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Kerest Language Kerestese
Biology and Appearance
Kerestians are tall and broad-shouldered with pale skin, slit-pupiled eyes, and twin manes of long, thick hair. The breather tubes on their faces were once used for long-range, high-frequency communication, but that ability was lost over time.
Society and Culture
At one point, the kerestians had developed a sophisticated civilization, complete with fusion technology and sublight space travel. However, disaster struck when their variable sun went into an inactive cycle. The sun's power was greatly reduced, and the amount of light and heat reaching Kerest was greatly diminished. Temperatures plunged, and the glaciers advanced to cover all of Kerest save a thin band around the equator. Their civilization descended into barbarism. The surviving kerestians became aggressive, determined hunters, even killing one another without remorse if necessary to survive, or even for sport. Over the centuries, the kerestian species approached extinction. Perhaps because of the reduction of their sun's power, kerestians developed a mythology that upon death, the soul of an individual is doomed for all eternity to wallow in the Great Darkness. Kerestians are unafraid of such a fate, instead embracing it and attaching it to the ritualistic significance behind their traditional darksticks. Before their civilization collapsed, several sublight colony ships were launched. The kerestians on board, when taken out of cryogenic suspension, prove to be a highly civilized and disciplined people, quite different from their savage cousins.
Names
Kerestians use exotic sounding names, with surname use depending on the individual's tribe.
First Names. Anzella, Meergolo, Ossune, Sallabas
Surnames. Fefret, Keth, Thun, Vise
Kerestian Traits
As a kerestian, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Strength or Dexterity score increases by 1.
Age. Kerestians reach adulthood in their late teens and live less than a century.
Alignment. Savage mainline kerestians tend towards the dark side, while the cultured lost kerestians tend more towards lawful alignments, though there are exceptions.
Size. Kerestians typically stand 6 to 8 feet tall and weigh up to 300 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Ancestry. Kerestians come from two distinct heritages. The ancient kerestians were cultured and advanced in their technology, and the few that remain lie in suspended animation. While the majority of kerestians left descended into savagery and brutality. Choose one of the following ancestries.
- Lost. You have proficiency in one of the following skills: Piloting, Technology, or Lore. Additionally, you have advantage on Dexterity and Intelligence saving throws against tech powers.
- Mainline. 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. Additionally, you have advantage on Constitution saving throws made to avoid exhaustion due to extreme cold. Lastly, if you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Darkstick Training. You have proficiency with darksticks, techblades, and vibroswords.
Hunter. You have proficiency in the Survival skill.
Into the Abyss. Kerestians don't fear death, knowing their souls will be doomed to the Great Darkness after they pass. You have advantage on saving throws against being frightened.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Languages. You can speak, read, and write Galactic Basic and Kerestese.
Kerkoiden
Visual Characteristics
Skin Color Green to dark blue Hair Color None Eye Color Red or orange Distinctions Snout, long claws, jutting teeth
Physical Characteristics
Height 4'9" +2d6" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Kerkoidia Language Kerkoidese
Biology and Appearance
Descended from the quadruped predators of the savannas and jungles of Kerkoidia, kerkoiden are hunched beings with rough skin. Their bodies still show signs of predatory physiology, namely their long claws and jutting teeth. Kerkoiden have tall, slender heads with long snouts and narrow eyes.
Society and Culture
The kerkoiden species as a whole has fought to evolve beyond their predatory ancestry and prove to the galaxy that they are sophisticated and civilized. Many kerkoiden nobles pride themselves on superior breeding and also on being refined and sophisticated enough to rub elbows with the galaxy's elite on Coruscant. Of course, this also leads to elitism among the kerkoidens, which does the species no favors on the galactic scene. The kerkoiden have shifted many of their cunning predatory instincts over to the social arena, becoming savory politicians on a galactic scale. Most kerkoiden are pushy if not outright aggressive. They regard everyone with suspicion, and expect deception from their political and social rivals. Additionally, many kerkoiden would like to believe that their people are more evolved and sophisticated than their heritage suggests, leading them to be both elitist and arrogant at times. Economically, they have become very industrialized and believe strongly in capitalism, which they see as an indicator of a true civilization. They specialize in narrow fields of work, and they typically begin schooling for their specific career as early as ten years old.
Names
Kerkoiden typically have gruff, intimidating names, with several royal bloodlines reaching back thousands of years.
First Names. Dram, Pheel, Rott, Var
Surnames. Bothren, Cashral, Despyce, Hoshar
Kerkoiden Traits
As a kerkoiden, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.
Age. Kerkoiden reach adulthood in their late teens and live less than a century.
Alignment. Kerkoiden's ruthless business-like mindsets cause them to tend toward lawful dark side, though there are exceptions.
Size. Kerkoiden typically stand 4 to 5 feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Claws. As uncivilized as it may be, your claws and jutting fangs are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage.
Forceful Presence. When you make a Intimidation or Persuasion check, you can do so with advantage once per long rest.
Impose Order. As a bonus action, you can command each ally within 15 feet of you to move up to half that ally's speed as a reaction. This movement does not provoke attacks of opportunity. Once you use this trait, you can’t use it again until you finish a short or long rest.
Relentless Industrialist. You have proficiency in one of the following skills: Lore, Intimidation, Insight, or Persuasion.
Sharp Wit. Whenever you make a Charisma ability check, attack roll, or saving throw, 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 Kerkoidese. Kerkoidese is spoken with long sloping nouns and gruff exclamations. Kerkoiden speaking Galactic Basic do so in long, drawling voices.
Keshiri
Visual Characteristics
Skin Color Burgundy, pale purple, mauve Hair Color Brown, silver, white, or white Eye Color Black, red, or violet Distinctions Powerfully built, purple skin
Physical Characteristics
Height 4'8" +2d10" Weight 120 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Kesh Language Keshiri
Biology and Appearance
Keshiri are a near-human species native to the planet Kesh. Powerfully built, they have purple skin and are typically found to be very attractive by human standard, although the two species are different enough to be biologically incapable of reproduction. Separate populations of keshiri exhibit slight phenotypic differences. For instance, the keshiri of the continent Keshtah have lower foreheads, narrower faces, and smaller and more narrowly set eyes in comparison to the keshiri of the Alanciar landmass.
Society and Culture
Keshiri have long traditions of crafting and the arts, with glassblowing being a particular specialty and pantomime a favorite art form. They are a very religious species, worshiping gods known as the Skyborn. A group of sith crashed onto the continent of Keshtah in their starship after being knocked off-course during a hyperspace jump. The keshiri there believed the newcomers to be the Skyborn and gave themselves over to lives of service to the sith. Keshiri civilization developed independently on at least two of Kesh's landmasses, Keshtah and Alanciar. Those from Keshtah were once deeply religious, but their religion eventually evolved to worship their sith overlords, and in more recent millenia, it has disappeared entirely. The Alanciari were once very militarized in order to protect themselves from a sith invasion, but once the sith encountered them, war was averted, they were manipulated into disarming themselves, and the sith ended up ruling both as a single society.
Names
Keshiri use diverse names dominated by vowels, with open sounds being common. Surnames are familiar.
Male Names. Cayen, Rodu, Segh, Takete
Female Names. Ehvi, Idara, Kiba, Veede
Surnames. Ceelom, Faas, Yehln, Zaed
Keshiri Traits
As a keshiri, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Strength score increases by 1.
Age. Keshiri reach adulthood in their late teens and live less than a century.
Alignment. Since their unification under the sith, the keshiri have become focused on coorperation and unity, causing them to tend toward the light side, though there are exceptions.
Size. Keshiri typically stand 5 to 6 feet tall and generally weigh about 170 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Alluring. You have proficiency with Deception or Performance (your choice).
Martial Proficiency. You have proficiency with light armor as well as the vibroblade and vibropike.
Powerful Build. Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.
Seafaring. Keshiri are accustomed to life by the sea. You have a swimming speed of 20 feet.
Sith Artisanry. You have proficiency in your choice of archaeologist kits, artist's implements, constructor's implements, jeweler's implements, or surveyor's implements.
Spiritual. You have proficiency in Lore. Additionally, you are considered to have expertise in Intelligence (Lore) checks made to learn or recall something about a culture’s religion.
Languages. You can speak, read, and write Galactic Basic, Keshiri, and Sith. The Keshiri language is often described as melodic and beautiful to listen to.
Kessurian
Visual Characteristics
Skin Color Red Hair Color Brown or gray Eye Color Brown Distinctions Elongated ears, montrals
Physical Characteristics
Height 4'9" +2d8" Weight 115 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Kessur Language Kessurian
Biology and Appearance
Kessurians are a humanoid sentient species. They have typically red skin, elongated and pointed ears, and hornlike montrals above their ears. They also have rounded nubs above their eyes and below their montrals. The skin on their ears, montrals, cheeks and foreheads is mottled with lighter spots than the rest of their skin. Kessurian montrals serve to increase their senses. This ability make them adept in space-perception.
Society and Culture
The kessurians are known for an inherent sense of wanderlust and bravery. Their homeworld of Kessur still uses a caste system of royalties and nobility, spread out among countless city-states and countries. Those seeking societal advancement can do so with personal accomplishments and feats of bravery, though such adventurous kessurians often just leave Kessur to ply their skills in the greater galaxy. A kessurian's sharp wit and mind allow them to excel in the greater galaxy, especially within the Old and New Republics. The social environment on Kessur translates well to the halls of the senate, and kessurian senators are well-established during those times. On Kessur, reared in a traditional caste system, kessurians become calm and collected individuals. A great number of kessurians, those with a wanderlust for the greater galaxy, break free of such a rigid system, and often use their wits and intelligence to make a living on the outskirts of the galaxy.
Names
Kessurian names are smooth sounding and pleasant to hear. An air of mystique and wonder is often associated with kessurian names.
Male Names. Geevair, Lacher, Rimbos, Sawil
Female Names. Alvyst, Raigina, Stephyles, Talestra
Surnames. Cece, Lest, Sheltest, Zuiyo
Kessurian Traits
As a kessurian, you have the following special traits.
Ability Score Increase. Your Wisdom or Charisma score increases by 2, and your Dexterity score increases by 1.
Age. Kessurians reach adulthood in their late teens and live less than a century.
Alignment. Despite their rigid caste system, kessurians are a free spirited and brave people, causing them to tend towards chaotic alignments rather than lawful, though there are exceptions.
Size. Kessurians 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.
Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.
Montral Reception. You have tremorsense out to 30 feet. You can detect and pinpoint the origin of vibrations within a specific radius, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures.
Spacial Awareness. You have proficiency in Perception or Piloting (your choice).
Languages. You can speak, read, and write Galactic Basic and Kessurian. Kessurian has a simplistic and practical structure.
Khil
Visual Characteristics
Skin Color Dark gray to green-gray Hair Color None Eye Color Black Distinctions Melodious voices, hullepi
Physical Characteristics
Height 4'5" +2d12" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Belnar Language Khilese
Biology and Appearance
Physically, khil are warm-blooded, hairless humanoids with grayish skin and a wide variation in height. Their mouths are their most distinctive features: instead of jaws, khil have many fleshy tendrils hanging from their lower face and neck. Khil breathe through these organs, called hullepi in Khilese. Khil communicate by breathing through hullepi of different lengths, thus producing various musical tones. This makes them natural musicians. Organic debris and moisture absorbed through the hullepi, along with vegetable and fruit juices, makes up the khil diet.
Society and Culture
In general, khil are dedicated and ambitious people, with little tolerance for laziness or time-wasting. From infancy, they are taught to work hard and strive for leadership positions. They are often slightly arrogant, convinced that nothing is beyond their abilities if they only apply enough effort. Though their tenacity usually serves them well, they are sometimes prone to severe mood swings, and even nervous breakdowns, when faced with high stress or a lack of progress. They become especially frustrated with those who would impede their progress, whether an individual or government. Their intensely driven, sometimes arrogant nature is tempered by a strong loyalty to family and a usually polite and friendly demeanor.
The khil are technologically advanced and easily integrate non-khil neighbors into their culture. Their cosmopolitan cities attested to their willingness to live in harmony with other peaceful species.
Names
Khil are often named after family members that are important to them, using familiar surnames.
Male Names. Fald, Gorlven, Portor, Xeldon
Female Names. Dorel, Gelad, Morri, Varla
Surnames. Carlor, Gannos, Nared, Tallinos
Khil Traits
As a khil, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.
Age. Khil reach adulthood in their late teens and live for about a century.
Alignment. Khil's arrogant yet polite nature causes them to tend toward balanced alignments, though there are exceptions.
Size. Khil typically stand 4 and a half to 6 and a half feet tall and generally weigh about 130 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Hullepi. Khil are able to absorb nutrition through the tentacles on their faces, called hullepi, drawing nourishment from almost any environment. As a result, you cannot suffer exhaustion from starvation, unless you are in a sterile environment.
Melodious. You have proficiency in the Performance skill and one other Charisma skill of your choice.
Saving Face. Khil are careful not to show failure in front of their allies, for fear of being looked down on for slacking. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.
Tech Resistance. Growing up around technology leaves an impact on khil. You have advantage on Dexterity and Intelligence saving throws against tech powers.
Languages. You can speak, read, and write Galactic Basic and Khilese. Khil produced their language using their hullepi, drawing air around and through hullepi of different thickness or length. The result was a melodious language that other species find calming, but none can fully reproduce.
Kian'thar
Visual Characteristics
Skin Color Purplish-pink Hair Color None Eye Color Yellow, black, orange, or white Distinctions Keratin plates, empathic abilities, scaly bodies
Physical Characteristics
Height 5'5" +2d12" Weight 140 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Shaum Hii Language Kian'thar
Biology and Appearance
The kian'thar are reptilian humanoids who evolved in the dark swamps of Shaum Hii. At some point in their evolution, they moved out of the swamps and onto the shores. They have shifting keratin plates protecting their necks and large, deep-set glassy eyes. One of their most distinctive features is the two dangling, tentacle-like olfactory organs on their faces. The kian'thar emotion sense is their most notable feature. They use this ability to avoid conflicts with others, though unscrupulous kian'thar use it to manipulate people and start conflicts. Though this puts kian'thar in demand on other planets, others are wary of the kian'thar's empathic ability.
Society and Culture
Kian'thar are natural empaths who are prone to wanderlust and flights of fancy—the same qualities that spurred their ancestors to leave the marshes and assume a more nomadic lifestyle. Kian'thar are also hard workers, accustomed to few technological advances. Although they have mood swings, most kian'thar prefer to resolve disputes peacefully rather than settle them through violence. Kian'thar usually lived in small villages near marshes and shorelines. Their main economic activity is the ranching of derlacs, large grazing beasts that roamed Shaum Hii's oceans. These herds roamed freely, with each kian'thar family branding the derlacs of their individual herd to avoid confusion when it comes time to take them to market. Derlac herders travel on bentails, large flying beasts. Kian'thar ranchers frequently develop close bonds with their mounts.
Names
Kian'thar use simplistic single names, separated with an apostrophe. Kian'thar do not use surnames.
First Names. Eret'Nah, Liuva'Gen, Rhen'Vil, Tteeg'Kaz
Kian'thar Traits
As a kian'thar, you have the following special traits.
Ability Score Increase. Your Constitution, Wisdom, and Charisma scores increase by 1.
Age. Kian'thar reach adulthood in their late teens and live less than a century.
Alignment. Kian'thar are peaceful with a penchant for wanderlust, causing them to tend towards chaotic light side, though there are exceptions.
Size. Kian'thar typically stand 6 to 7 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.
Animal Handler. You are proficient in Animal Handling.
Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.
Natural Empathy. Kian'thar's powerful olfactory senses allow them to sense the emotions in those around them. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.
Survivor. You have proficiency in the Survival skill.
Swim. You have a swimming speed of 30 feet.
Languages. You can speak, read, and write Galactic Basic and Kian'thar. Kian'thar is a language of croaks, honks, and water bubbling sounds. Written Kian'thar uses a simple alphabet and short phrases.
Kitonak
Visual Characteristics
Skin Color Off-white to pink Hair Color None Eye Color Black Distinctions Leathery skin, tiny eyes, ears, and mouth, slow movement
Physical Characteristics
Height 2'11" +2d12" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Kirdo III Language Kitonese
Biology and Appearance
Kitonaks have tough skin which folds to seal vulnerable openings, a trait evolved to protect them from the harsh environment of Kirdo III's deserts. They also have some double organs, including two pairs of lungs, which can store oxygen, allowing them to hold their breath for up to four hours. Their ears, eyes, and mouth can be sealed, and are almost too small for the casual observer to see. Kitonaks move slowly, as they walk by expanding and contracting their foot muscles, or slither slowly in a prone position. Their feet anchor them during windstorms, while they lean into the wind with their aerodynamically shaped bodies and heads. In worse storms, when rocks begin to fly, they burrow into the dunes. Their bodies release a vanilla-like smell.
Society and Culture
Kitonaks live in nomadic tribes of about one hundred kitonaks, following migrating chooba herds. Due to their nomadic lifestyle and the tendency for what possessions they have to blow away in windstorms, kitonak technology is limited to crude, temporary tools and musical instruments. Their tribes are united in a planet-wide participatory democracy, though slow communications and their deliberate thought processes means that years would pass before decisions are made (by which time, the problem would often have solved itself). The "Telling of the Story" is the highlight of a kitonak tribe's day. Each night, the members of the tribe will take turns at storytelling, with each Kitonak adding his or her own details and plot twists. A single story can take several nights to conclude.
Names
Kitonak names are short with thick tones. They do not use surnames, and names are not gendered.
First Names. Archii, Cruks, Rento, Sulc, Treet
Kitonak Traits
As a kitonak, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Kitonaks reach adulthood in their early teens and live less than a century.
Alignment. Kitonaks' easy going nature causes them to tend toward the light side, though there are exceptions.
Size. Kitonaks typically stand 3 to 5 feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 20 feet.
Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier. Additionally, if you remain motionless while prone, you are indistinguishable from an arid desert plant.
Hold Breath. You can hold your breath for up to 4 hours at a time.
Keen Smell. You have advantage on Wisdom (Perception) checks that involve smell.
Metabolic Endurance. You are able to go a number of days without food equal to 3 + twice your Constitution modifier before suffering exhaustion.
Musician. You are proficient in one musical instrument of your choice.
Sure-Footed. You have advantage on ability checks and saving throws against being knocked prone.
Survivors of the Sands. You are proficient in Survival. Additionally, you don’t treat desert terrain as difficult terrain. Lastly, you have advantage on Constitution saving throws made to avoid exhaustion due to extreme heat.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic Basic and Kitonese. Kitonese is well known, and often ridiculed, for how slow the language must be spoken.
Kobok
Visual Characteristics
Skin Color Yellow, orange, green, off-white, black, or brown Hair Color Light gray Eye Color Red or orange Distinctions Three eyes, deadly stingers
Physical Characteristics
Height 4'8" +2d10" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Koboth Language Kobothi
Biology and Appearance
The koboks are a species of thin insectoids. Strong and nimble despite a skeleton-like frame, a kobok is a formidable opponent in combat due to spikes that project from each limb; the natural weapons deliver a potent venom capable of knocking out human-sized targets for long periods. Not even koboks are immune to such effects. Each member of the species possess three eyes, two at the front of the head and one at the back, which provides a 360-degree field of vision. Although yellow koboks are most common, the coloration of a kobok's carapace depends on the region of their homeworld from which the individual comes from. The carapace features several spikes and protrusions, and it is rigid and fairly durable. This covering affords the koboks resistance to the harmful effects of exposure to radiation. Koboks are covered in a thin fuzz, and they are able to grow the hair on their faces long, with some individuals even gathering their facial fuzz into a sort of ponytail beard.
Society and Culture
The koboks hail from the planet Koboth, where they are governed by the united body of the Koboth Union. A history of violence and warfare, coupled with the harsh and unforgiving nature of their homeworld, make the koboks a hardy and calculating species. This temperament make them particularly suited for military and mercenary work. Non-koboks in the galaxy at large see them as crafty killing machines, a perception only solidified by the koboks' proclivity for violent professions.
Names
Koboks are born with a single name, but as they age they get additional names, based on accomplishments in life. They can have up to four names.
First Names. Coestin, Fuallki, Kasj, Tiska, Shieeef
Kobok Traits
As a kobok, you have the following special traits.
Ability Score Increase. Your Strength, Dexterity, and Intelligence scores increase by 1.
Age. Koboks reach adulthood their late teens and live for about 75 years, though rarely some have lived longer.
Alignment. Koboks' violent and merciless nature causes them to tend toward chaotic dark side, though there are exceptions.
Size. Koboks typically stand 4 to 6 feet tall and generally weigh about 130 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Exoskeleton. You have a thick exoskeleton. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.
Panoramic Vision. Koboks have two eyes on the front of their head and one on the back, giving them a 360-degree field of vision. Whenever you make a Wisdom (Perception) check related to sight, you are considered to have expertise in the Perception skill. Additionally, if you are surprised, you may act normally on your first turn. Once you’ve used this trait, you can’t use it again until you finish a short or long rest.
Radiation Resistant. Kobok carapaces are naturally able to resist radiation. You have resistance to necrotic damage.
Venomous Stingers. Your retractable stingers are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d6 kinetic damage. Lastly, as a bonus action, you can perform a special stinger attack. On a hit, the target suffers the attack’s normal effects, and it must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target is stunned until the end of its next turn, and you can’t use this feature again until you complete a short or long rest.
Languages. You can speak, read, and write Galactic Basic and Kobothi. Kobothi is composed of tonal hisses, often described as intimidating to outsiders.
Koorivar
Visual Characteristics
Skin Color Black, blue, green (male), magenta, or mauve (female) Hair Color None Eye Color Green or yellow Distinctions Cranial horns, scaly reptilian skin
Physical Characteristics
Height 5'0" +2d10" Weight 105 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Unknown, Kooriva (adopted) Language Koorivar
Biology and Appearance
A tall humanoid species, koorivar craniums are studded with several small twisting horns, all of which surrounded a central spiraling one. The spiraling horn is a mark of status in koorivarn culture; those koorivar with a genetic disposition to growing larger horns dominate the upper class of society. The horn itself develops in adolescence during puberty, and continues to grow taller and thicker until reaching adulthood. In addition to their cranial horn, koorivar are marked by banded ridges that stud their brows and nose.
Society and Culture
Native to a lost world, the koorivar were forced to abandon their home when its life-giving star became unstable. Traveling the galaxy, they settled on the tropical planet Kooriva, formally leasing it from the Republic. After centuries of living on the world, they petitioned the senate to allow them to purchase the world, only to be turned down and ousted by the indigenous people, forced to wander the galaxy. Instead of being defeated, the koorivar strove to gain sway over members of the senate through bargaining and corporate trickery. As a society, koorivar prize financial prowess so much that all schools and academies on their home planet focus on the business arts. It is not uncommon for children as young as ten years to have begun working or to have started their own business. Most koorivar find jobs as merchants or nobles, ascending to the top of corporations across the galaxy and locking in a controlling interest in many different enterprises.
Names
Koorivar use medium-to-long smooth-sounding agendered names, with familiar surnames.
First Names. Denlace, Leosa, Menas, Shand
Surnames. Essil, Neyrr, Sachoore, Vantare
Koorivar Traits
As a koorivar, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.
Age. Koorivar reach adulthood in their late teens and live less than a century.
Alignment. Koorivar's underhanded nature causes them to tend toward the dark side, though there are exceptions.
Size. Koorivar typically stand 5 and a half to 6 and a half feet tall and generally weigh about 160 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Business Savvy. A common trait of all koorivar is their shrewd business sense and their ability to haggle any deal. Koorivar have been in the practice of negotiating, bargaining and haggling for untold centuries. Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.
Colonist Versatility. You gain proficiency in one skill of your choice.
Discerning. You have proficiency in the Insight skill.
Inscrutable. Your calm demeanor and control make you hard to read. Wisdom (Insight) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would read your thoughts.
Wealthy. During character creation, you start with additional credits equal to your level x your proficiency bonus x 1,000 cr.
Languages. You can speak, read, and write Galactic Basic and Koorivar. The Koorivar language uses whispers and soft sibilants, which have to be combined with subtle hand gestures to be fully meaningful. This aids them in the business world when communicating in Galactic Basic, as they can pick up on others gestures more acutely.
Kowakian Monkey-Lizard
Visual Characteristics
Skin Color Yellow, brown, red, green, light blue Hair Color Black, brown, orange, green, purple, light blue Eye Color Yellow Distinctions Cackling, sharp beaks, mischievous
Physical Characteristics
Height 1'10" +2d4" Weight 20 lb. x1 lb.
Sociocultural Characteristics
Homeworld Kowak Language None
Biology and Appearance
Kowakian monkey-lizards are reptilian bipeds, with thin, almost twig-like limbs, and a small, triangular head atop slender shoulders. They have two large, highly sensitive, floppy ears, which curve backwards and narrow into a thin, hairy point, and often have several small holes in them, though not always. Some monkey-lizards wear piercings in those ears. In place of a nose, monkey-lizards have a wide, hooked, dark-colored beak, like that of a reptile, which can be opened to reveal a large, toothless mouth.
Society and Culture
Kowakians are greedy, nefarious beings that revel in others suffering. They often use their ceaseless, loud laughter to scare off any potential attackers. They travel in groups, making as much noise as possible in an attempt to intimidate other creatures in the jungles. After finding a corpse, monkey-lizards spend time fighting over the food instead of sharing it. Kowakians are known to be extremely cruel and mean-spirited to both other monkey-lizards and to members of other species. They have a clear sense of mischief and humor, and are known to mock others, laugh at them, and even fling objects towards them simply because they find it amusing. They are able to perfectly mimic almost any language, and according to certain studies, communicate in those languages if they wish. Monkey-lizards are also known to laugh at appropriate times during conversations, and can often repeat back what they hear fairly accurately.
Names
Kowakians don't put much stock in names, being given entertaining nicknames by others typically.
First Names. Bibidi, Fikoot, Glutch, Kneve, Lecherous
Middle Names. D., R., C., S., B.
Surnames. Flim, Morsel, Rakrak, Tiketa, Zilch
Kowakian Monkey-Lizard Traits
As a monkey-lizard, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age. Monkey-lizards reach adulthood in their early teens and live for less than half a century.
Alignment. Monkey-lizards are cruel and mischievous, causing them to tend toward chaotic balanced, though there are exceptions.
Size. Monkey-lizards typically stand around 2 feet tall and generally weigh about 20 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 30 feet.
Type. Your creature type is beast.
Bite. Your sharp beak is a natural weapon, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage.
Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Devious. Without squeezing, you can move through and stop in a space large enough for a Tiny creature.
Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Tech-Impaired. While monkey-lizards can somewhat manage basic technology, they experience difficulty using more complex equipment like wristpads. You can not use tech powers or take levels in techcasting classes.
Treeclimber. You have a climbing speed of 30 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.
Vicious Mockery. You know the feedback at-will force power. Charisma is your forcecasting ability for this power.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic Basic and one more language of your choice, but you can only speak using your Mimicry trait.
Krevaaki
Visual Characteristics
Skin Color Red, black, or brown (rarely) Hair Color None Eye Color Black Distinctions Cephalaopidal tentacles, alien faces that are hard to read
Physical Characteristics
Height 5'8" +2d8" Weight 105 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Krevas Language Dromnyr
Biology and Appearance
Evolved from shallow-water crustaceans, krevaaki have a protective shell and glassy black eyes. Krevaaki lack noses, but compensate by detecting scents with six feelers around its mouth. Krevaaki use their eight segmented tentacles for increasingly specialized tasks as they grow older. A krevaaki child uses all its tentacles, but adults stand upright on six of them, using the other two the way other beings use their hands. Some tentacles develop protrusions similar to opposable thumbs. Tentacles used as legs become stronger but less able to dexterously grasp and manipulate smaller objects.
Society and Culture
Krevaaki are a peaceful, spiritual Species. With minimal interest in acquiring wealth, power, or fame, they seek wisdom through exploration and meditation. Although they are an ancient spacefaring species, krevaaki are rarely encountered in the galaxy at large. Krevaaki prefer not to draw attention to themselves, and they are thoughtful, wise, and spiritual, refocusing their negative emotions through meditation and seeking to resolve conflicts peacefully. In response to other species' xenophobia, the krevaaki cloak their tentacled bodies with heavy robes or similar garments, leaving only their two dominant tentacles exposed like humanoid arms. More than a few beings have been caught unaware by the sudden appearance of additional tentacles from beneath the folds of a krevaaki's garments.
Names
Kravaaki names are exotic, some using hyphens between two-part names, and others with singular ones. Krevaaki use familiar surnames.
First Names. Chal-Vosa, Kion-Tas, Tauj, Visto
Surnames. Craasadi, Jol, Skaasad, Vosa
Krevaaki Traits
As a krevaaki, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.
Age. Krevaaki reach adulthood in their late teens and live for more than a century.
Alignment. Krevaaki's spiritual nature causes them to tend towards neutral light side, though there are exceptions.
Size. Krevaaki typically stand 6 to 7 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Amphibious. You can breathe air and water.
Hardened Carapace. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.
Inscrutable. Your calm demeanor and facial structure makes you hard to read. Wisdom (Insight) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would read your thoughts.
Prehensile Feet. You have supreme control over your lower tentacles and can use them to manipulate objects as well as your upper ones.
Spiritual Peace. The krevaaki are a species at one with the world around them, able to refocus negative emotions and end confrontations peacefully as they progress through life. When you reach 5th level, you learn and can cast the calm emotions force power once per day, targeting yourself. Wisdom is your forcecasting ability for this power.
Swim. You have a swimming speed of 20 feet.
Languages. You can speak, read, and write Galactic Basic and Dromnyr. Dromnyr is a language of hums and deep acoustics.
Krish
Visual Characteristics
Skin Color Sandy, white, purple, grey, or brown Hair Color Black, brown, orange, or red Eye Color Grey, red, green, or brown Distinctions Bony facial ridge, pointed teeth, proclivity towards games
Physical Characteristics
Height 4'9" +2d8" Weight 130 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Sanza Language Krish
Biology and Appearance
The krish are smooth-skinned humanoids with large, wide heads and muscular bodies. Their faces are dominated by bony ridges above the eyes and along the nose, and their mouths are filled with rows of tiny, pointed teeth. Krish grin widely even when only mildly amused. They also have short, wiry hair.
Society and Culture
Krish love games; games of any sort, as they provide a way to focus their aggressive psychology. They are incredibly competitive, and they responde well in the face of difficult puzzles or extreme adversity. However, when faced with easier tasks, they will often intentionally make it harder for themselves. Their love of games also has a distracting effect, so they are highly unreliable when it comes to business matters or other jobs they consider unexciting. Their economy and culture are based on gaming, and gambling, and rigorous sports. The higher the stakes, the more intriguing the game. Krish unabashedly scour the galaxy in search of danger, excitement, and new distractions. They like to incite conflict, take risks, and gamble with the lives of other. Such pursuits have led many krish to become pirates, gamblers, mercenaries, and bounty hunters. Although they enjoy being part of the galactic community, the species has contributed precious little to its advancement. The krish allow their preoccupation with various cultural pastimes to interfere with their work, and they allow self-interest to rule their lives. Krish officials are often corrupt, treating politics as any other game and a means to gain personal prestige and power.
Names
Krish use simplistic names with a lavish ring to them.
First Names. Endelor, Demralon, Lamfad, Ziegg
Surnames. Betros, Darvat, Gaigoc, Virex
Krish Traits
As a krish, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Intelligence or Charisma score increases by 1.
Age. Krish reach adulthood in their late teens and live less than a century.
Alignment. Krish are always looking for a new challenge, causing them to tend towards chaotic alignments, though there are exceptions.
Size. Krish typically stand 5 to 6 and a half feet tall and generally weigh about 190 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Athletic. You have proficiency in the Athletics skill.
Gambler. Krish are competitive, and love games of all kinds. You have proficiency in one gaming set of your choice. Additionally, you have proficiency in one of the following skills: Deception, Insight, or Sleight of Hand.
Problem Solver. Because of your upbringing, you have excellent problem-solving skills. You can treat a d20 roll of 9 or lower on an Intelligence check or saving throw as a 10. You can use this trait a number of times equal your proficiency bonus. You regain all uses of this feature when you finish a long rest.
Languages. You can speak, read, and write Galactic Basic and Krish. Krish is formed of grunts, bellows and crude vocalizations. The written form of this language includes a different alphabet with confusingly mixed in words that have the minimum available amount of syllables.
Lamproid
Visual Characteristics
Skin Color Brown, gray, gray-green, or pink Hair Color None Eye Color Black or pink Distinctions Serpentine appearance, venomous stinger, six limbs, clawed pincers
Physical Characteristics
Height 4'3" +2d4" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Florn Language Florna
Biology and Appearance
Lamproids, also known as Florn Lamproids, descended from intestinal parasites that had evolved into independent, intelligent predators. The countless dangers of their homeworld shaped them into consummate predators: they have well-muscled, serpentine coils that can constrict with deadly force, and mouths that can deliver mortal blows from rings of keen fangs. They employ a venomous stinger at the tip of the tail and a milky venom in their saliva. The lamproid body is segmented and has six short limbs with clawed pincers. A tiny, wet sensory filament curls from between their fangs to detect scent, and light stalks on their heads sense a range of the spectrum beyond that of most species. Despite being considered primitive, their brains are excellent at solving puzzles. This makes them popular prey for unscrupulous hunters seeking a challenging hunt.
Society and Culture
Lamproids have no obvious culture and create no art, so many beings consider them little more than simple animals. They thrive on jungle and forest planets, although they are known even on desert worlds. Lamproids are aggressive, natural-born hunters, reputed to be among the most dangerous predators in the galaxy—their instincts are so honed for the hunt that the smell of blood alone is enough to make a lamproid's tail shake. Lamproids form mating pairs and feel genuine affection for one another and convey their compassion by intertwining their bodies.
Names
Lamproid names are short and simple, with very little thought being put into them. Surnames are familiar, and their names make no distinction between gender.
First Names. Galo, Hazz, Lair, Shaus
Surnames. Gogwe, Ittaewo, Mohau, Pendekan
Lamproid Traits
As a lamproid, you have the following special traits.
Ability Score Increase. Your Strength or Dexterity score increases by 2, and your Constitution or Intelligence score increases by 1.
Age. Lamproids reach adulthood at 10 and live less than a century.
Alignment. Lamproids' nature as deadly hunters causes them to tend toward neutral dark side, though there are exceptions.
Size. Lamproids typically stand 4 to 5 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 35 feet.
Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Deadly Predator. Your claws, teeth, and stinger are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d6 kinetic damage. Lastly, as a bonus action, you can perform a special bite or stinger attack. On a hit, the target suffers the attack’s normal effects, and it must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target is poisoned until the end of its next turn, and you can’t use this feature again until you complete a short or long rest.
Photosensitive. Whenever you make a Wisdom (Perception) check related to sight, you are considered to have expertise in the Perception skill.
Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.
Six-Armed. Lamproids have six 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).
Languages. You can speak, read, and write Galactic Basic and Florna. Florna is often mistaken as bestial hissing, while having many emotional nuances that even those fluent in the language have trouble understanding.
Lepi
Visual Characteristics
Skin Color Pink or gray Hair Color Green, dark blue, white, or gray Eye Color Black, red, or pink Distinctions Long ears, buck teeth, strong legs, lagomorph form
Physical Characteristics
Height 4'9" +2d6" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Coachelle Prime Language Lepese
Biology and Appearance
The lepus carnivorus, more commonly known as the lepi, are sentient bipedal lagomorphs with large feet, long sensitive ears, and lanky frames. The strong legs of the lepi are capable of great speeds as well as delivering powerful kicks, often used in fights to bludgeon their opponents. Lepi also have tails, although these differ in length from stubby to quite long. Lepi have large eyes—likely adapted for dark warrens—which gave them sharp vision. A number of long whiskers grow from their short snouts. Long incisors, occasionally referred to as "buck teeth," jut from their jaws, useful in their omnivorous diets. Lepi have a very high metabolism such that they are virtually always in motion, giving them an appearance of flightiness. That skittishness is also influenced by their evolution from high-strung herbivores; their "fight-or-flight" instinct very much favored flight.
Society and Culture
Lepi society revolves around the vast warrens they build under the surface of their planets. Larger families live in their own smaller burrows. Lepi are fiercely loyal and proud of their families. They are quick to anger and prone to violence, especially in reaction to insults to their family or species. Their awkward appearance subjects them to mockery. However, as a whole, lepi are typically a gregarious species, quick witted with a strong sense of humor. The lepi are often curious and impulsive, leading many to seek out adventure far from their homeworlds, making it common among Lepi to find a determination to achieve great deeds.
Names
Lepi don't take much stake in names, giving themselves a second name sometimes instead of a surname.
Male Names. Gazz, Rensa, Tufrat, Veff
Female Names. Finne, Janra, Kett, Lennin
Lepi Traits
As a lepi, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age. Lepi reach adulthood at age 10 and typically live up to 60 or 75.
Alignment. Lepi's skittish and adventurous nature causes them to tend toward chaotic alignments, though there are exceptions.
Size. Lepi typically stand 5 to 6 feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 35 feet.
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.
Fleet-Footed. As a bonus action, you can move up to your speed away from an enemy of your choice that you can see or hear. You must end this move further from the enemy than you started.
Powerful Leap. If you jump at least 10 feet in a straight line before hitting with a melee weapon attack, you can attempt to shove the target prone as part of the same attack. Once you use this trait, you can’t use it again until you finish a short or long rest.
Skittish. You can choose to reroll Initiative checks, but you must use the new roll.
Strong Kicks. Your legs are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage.
Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.
Languages. You can speak, read, and write Galactic Basic and Lepese. Lepese, also known as Lepp, sounds like rapid chittering sometimes followed by quiet squeaks.
Lorrdian
Visual Characteristics
Skin Color Light to dark tones Hair Color Black, brown, or gray (usually with age) Eye Color Black, blue, brown, gray, green, or hazel Distinctions Strong scent, expressive body language, skilled mimics
Physical Characteristics
Height 4'9" +2d6" Weight 90 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Lorrd Language Galactic Basic, Kinetic Communication
Biology and Appearance
Lorrdians are a sentient bipedal near-human species that give off a strong, distinctive natural scent. Other than that distinction, they appear identical to baseline humans, although they tend to have darker skin and hair. Because of this, lorrdians are sometimes identified as simply a unique human culture.
Society and Culture
Thousands of years in their past, the lorrdians were enslaved by the argazdan Myrialites who forbade them from speaking on pain of death. As a consequence, the lorrdians were forced to develop a system of subtle gestures, facial expressions, and body postures to talk to each other, which eventually became kinetic communication. This language allowed them to easily coordinate resistance in a way that the argazdans could not recognize. They also learned how to interpret the body language of others to determine their emotional state and intentions with uncanny accuracy. The newly liberated lorrdians continued to pass their knowledge of kinetic communication down to each generation and they became famous offworld for these special abilities. Thousands of years later, lorrdians also became among the galaxy's best mimics, able to imitate a wide variety of mannerisms and voices (even those of many non-humanoids). Due to their experience as slaves under the argazdans, many are outspoken anti-slavery critics and activists who try to ensure that the galaxy's populace do not forget the lessons of lorrdian history.
Names
Lorrdian names are short and smooth, with hyphen use in personal and surnames depending individually on the family in question.
First Names. Fena, Kellor, Shay, Zolc
Surnames. Deb, ep-Riada, Torad-Jelios, Urwele
Lorrdian Traits
As a lorrdian, you have the following special traits.
Ability Score Increase. Your Wisdom, Charisma, and one other ability score of your choice increases by 1.
Age. Lorrdians reach adulthood in their late teens and live less than a century.
Alignment. Lorrdians are known for their discipline and composure, causing them to tend towards lawful balanced, though there are exceptions.
Size. Lorrdians 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.
Beguiling. Lorrdians are talented at masking their emotions from others. You have proficiency in Insight and your choice of Deception or Performance.
Coordination. As a bonus action, you can command each ally within 15 feet of you to move up to half that ally's speed as a reaction. This movement does not provoke attacks of opportunity. Once you use this trait, you can’t use it again until you finish a short or long rest.
Insightful. Lorrdians are adept at determining moods thanks to their kinetic communication. You have advantage on Wisdom (Insight) checks to determine emotions.
Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Languages. You can speak, read, and write Galactic Basic and one extra language of your choice. You also know Kinetic Communication, a sophisticated gestural language "spoken" by the lorrdians through complex body language. Beginning as a simple battle tongue used to co-ordinate guerrilla groups, this eventually became a sophisticated language still in use millennia later. You can communicate with other lorrdians within 30 feet without speaking through use of kinetic communication.
Lutrillian
Visual Characteristics
Skin Color White, brown, tan, or pink Hair Color Gray, black, or brown Eye Color Brown, gray, black, or pink Distinctions Broad faces, thick skin, insulating blubber
Physical Characteristics
Height 4'6" +2d12" Weight 120 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Lutrillia Language Lutrillian
Biology and Appearance
Lutrillians are sentient humanoid bipeds. Thick skin protect them from damage, and a deep layer of fat keeps them insulated from frigid temperatures. Some lutrillians have sharp, claw-like fingernails, while others have blunt nails. Their faces are broad and wrinkled, with big, cleft mouths, wide, flat noses, and large, wide-set eyes with heavy lids.
Society and Culture
Lutrillians are astute and clever with an inclination toward adventure and nomadism. They are natural risk-takers, a penchant that manifests even more strongly when personal gain—especially monetary gain—is at stake. This combination of greed and risk make them gifted entrepreneurs and hagglers. Other races generally find the lutrillians to be friendly and easy to get along with, although the lutrillians' experience living in overcrowded conditions make them a bit clueless as to what other beings consider personal space. On their homeworld, Lutrillia, the lutrillians inhabit enormous wheeled platform-cities that barrel across the tundra. At any one time, there are about 100 such contraptions roaming the planet's equatorial regions, half headed east and the rest west, pausing only to gather supplies such as food, water, and raw materials from the surface. Smaller and faster transports ferry passengers and cargo between the giants. Each city is governed by an independent city council.
Names
Lutrillians have two distinct naming conventions: longer, more foreign sounding single names, or simpler names with familiar surnames.
Male Names. Atheloe, Hwarrthi, Pompan, Roze
Female Names. Bayda, Erathewen, Flewel, Luthinoe
Surnames. Babuchan, Doval, Palkenap, Quintuk
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 live less than a century.
Alignment. Lutrillians' haggling instincts cause them to tend towards balanced alignments, though there are exceptions.
Size. Lutrillians typically stand 5 to 6 and a half feet tall and generally weigh about 170 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Mercantile. Whenever you make a Charisma (Persuasion) check related to conducting business, you are considered to have expertise in the Persuasion skill.
Polar Dweller. Your body is well accustomed to extreme cold, giving you resistance to cold damage.
Thick Blubber. You have a thick hide covering a layer of protective blubber. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.
Well-Travelled. You have proficiency in Lore or Survival (your choice).
Languages. You can speak, read, and write Galactic Basic and Lutrillian. Lutrillian is characterized by short, throaty vocalizations and snorts.
Melitto
Visual Characteristics
Skin Color Gray or green Hair Color White or gray Eye Color None Distinctions Eyeless, "see" via super-sensitive cilia, expert trackers
Physical Characteristics
Height 4'9" +2d6" Weight 60 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Li-Toran Language Melitto
Biology and Appearance
While humanoid, the segmented chitin visible on their heads and hairy forearms betray the melitto's insectile nature. Their faces are covered in four plates, the largest being at the top, but do not feature visible eyes or mouth. The small bristles lining their body are in fact specialized, feathery cilia that can sense vibrations and detect electrical fields. Additionally, these cilia give the melitto a keen sense of smell. Their extraordinary scent-memories not only help them navigate, but also give them extensive identification and tracking skills. When operating in atmospheres different from their own, the melitto wear breathing tubes and carry dispensers filled with sugary nutrient fluid.
Society and Culture
Melitto are eusocial beings who live in hives ruled by queens and their adolescent female servants—called myrmitrices—who in turn control their own stables of male workers—or myrmites—who gather food, build the physical hive structure, and battle other hives as soldier-myrmites. Whenever a hive's population increases too much for it to operate at full efficiency, it becomes necessary to found a new hive. The myrmitrices then start fighting each other with the help of their warrior followers. When a victor emerges, she gains the right to be queen of a new hive. The myrmites who have the misfortune of surviving their myrmitrix's defeat are cast away from their hive, becoming ronin. Most ronin leave their homeworld to become expert hunters and thieves.
Names
Melitto names tend to sound incomprehensible, so ronins often take human names. Melitto have hive-based surnames, but ronins often forsake them in favor of personal surnames. Melitto are responsive to nicknames given by outsiders.
Melitto Traits
As a melitto, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.
Age. Melitto reach adulthood in their early teens and live less than a century.
Alignment. Hive-based melitto are usually focused on their hive, causing them to lean towards lawful alignments, but ronins' fiercely independent natures tends them towards chaotic alignments, though there are exceptions.
Size. Melitto typically stand 5 to 6 feet tall and generally weigh under 100 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Faceless. The chitinous plates on your face make you hard to read. Wisdom (Insight) checks made against you have disadvantage.
Foreign Biology. Melitto struggle in atmospheres other than those of Li-Toran. You wear a breathing apparatus, and if your apparatus is removed while you are in such an environment, you lose consciousness.
Keen Smell. You have advantage on Wisdom (Perception) checks that involve smell.
Sensory Sight. Melitto perceive the environment around them through use of sensitive cilia detecting vibrations and electrical fields. You have blindsight out to 30 feet. If another trait would grant you blindsight, the range is increased by half as many feet.
Tracker. Melitto's powerful scent-memories make them skilled trackers. You are considered to have expertise in Wisdom (Survival) checks made to track a creature if that creature has a scent.
Languages. You can speak, read, and write Melitto. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Melitto is characterized by humming noises generated by rapidly grating their facial plates against each other.
Morseerian
Visual Characteristics
Skin Color Translucent; gray, white, green, purple, tan, or brown Hair Color None Eye Color Black Distinctions Four arms, elongated head
Physical Characteristics
Height 4'9" +2d8" Weight 105 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Unknown Language Morseerian
Biology and Appearance
Morseerians are distinguished by four arms and methane-based respiration. These extra arms make them adept climbers and multi-taskers and aided them while grappling in combat or wielding multiple weapons. Most of a morseerian's body is covered in semitransparent skin that shows the underlying internal organs. The exception is the elongated head, which features large eyes, a small nose, and a thin, triangle-shaped mouth. When on planets with an oxygen-rich atmosphere, morseerians wear full environment suits and breath masks that provide the methane they need to survive. Such suits provide protection against airborne toxins, but made their wearers vulnerable to fire, which could ignite the methane supply.
Society and Culture
Morseerians are introverted, laconic, and secretive. They prefer to keep to themselves, talking to strangers only to obtain information from them. This loner nature prompts morseerians to avoid confrontation, although they are more than willing to defend themselves if targeted by others. The morseerian obsession with secrecy is perhaps most pronounced with regard to the name and location of their homeworld. The planet is uncharted by any but the morseerians themselves, although rumor places it in the Outer Rim Territories. Morseerians will rather die than give up the location of the world. As a result, little is known about their native culture and customs.
Names
Morseerians use one or two syllable names with surnames. Their reasoning for surnames is unknown.
Male Names. Bargeth, Kantol, Nilek, Shalthan
Female Names. Flyri, Iyell, Myor, Shiet
Surnames. Devker, Leids, Rillion, Sacorbel
Morseerian Traits
As a morseerian, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Age. Moorseerians reach adulthood in their late teens and live less than a century.
Alignment. While generally peaceful, morseerians are secretive and withdrawn, tending them towards neutral alignments, though there are exceptions.
Size. Morseerians typically stand 5 to 6 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Adept Climbers. You have a climbing speed of 30 feet.
Flammable. The methane in your suit makes you especially vulnerable to fire. You have disadvantage on saving throws against effects that would deal fire damage.
Foreign Biology. You cannot breathe oxygen. The morseerians have created a special environmental suit and breathing apparatus to negate the negative effects of living in an oxygen rich environment, but if your mask is removed while you are in such an environment, you lose consciousness. Additionally, while wearing your mask, you have advantage on saving throws against poison and disease, and you have resistance against poison damage (explained in Chapter 9).
Four-Armed. Morseerians 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).
Keen Hearing. You have advantage on Wisdom (Perception) checks that involve hearing.
Mysterious. You have proficiency in Deception and Stealth.
Languages. You can speak, read, and write Galactic Basic and Morseerian. Morseerian is a quiet language consisting of quick sharp phrases.
Mrlssi
Visual Characteristics
Skin Color Blue Hair Color Gray on body, brown on head (bright colors developing with age) Eye Color Yellow, orange, or black Distinctions Flightless avians
Physical Characteristics
Height 2'5" +2d8" Weight 60 lb. x1 lb.
Sociocultural Characteristics
Homeworld Mrlsst Language Tsi
Biology and Appearance
Mrlssi are flightless avian humanoids covered in gray feathers, while their head is bare except for a fringe of feathers covering the back of their head. Their head feathers are brown in young mrlssi, but becomes more colorful with age. Their arms, legs, and faces are covered in scales. Mrlssi speak in high, piping voices.
Society and Culture
Mrlssi are quick-witted and detail-oriented beings who value knowledge over physical possessions. Even the richest mrlssi live modestly, although they often have huge libraries consisting of rare and obscure texts. Mrlssi are seldom impressed by shows of wealth or power, but they always have great respect for talented intellectuals and scientists. Mrlssi are natural problem-solvers, and they love mysteries and puzzles. This quality, coupled with keen analytical abilities, is what makes their engineers so good at improving upon existing designs. They can spot a design weakness and work at it until they have found the key to fixing the limitation. mrlssi enjoy intelligent conversations and tinkering with gadgets, and they love nothing more than friendly debates over the relative strengths of various starships or speeders. They also delight in jokes and wordplay, considering themselves among the galaxy's foremost humorists. However, mrlssi humor is often so dry or based on convoluted premises that members of other species can have a difficult time knowing when a mrlssi is joking.
Names
Mrlssi names are melodic in nature, despite their structure, with a majority of mrlssi names being dominated by double 'S's or other consonants. They have agendered names with familiar surnames.
First Names. Crlisst, Kepor, Krssibel, Virssl
Surnames. Dagwa, Herssek, Jasst, Waray
Mrlssi Traits
As a mrlssi, you have the following special traits.
Ability Score Increase. Your Intelligence, Wisdom, and Charisma scores increase by 1.
Age. Mrlssi reach adulthood at 9 and live less than a century.
Alignment. Mrlssi's intellectual and analytical nature causes them to tend toward the light side, though there are exceptions.
Size. Mrlssi typically stand 2 to 4 feet tall and generally weigh about 70 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Academic. You have proficiency in one of the following skills: Lore, Investigation, Medicine, Nature, or Technology.
Detail Oriented. You are practiced at scouring for details. You have advantage on Intelligence (Investigation) checks within 5 feet.
Problem Solver. Because of your upbringing, you have excellent problem-solving skills. You can treat a d20 roll of 9 or lower on an Intelligence check or saving throw as a 10. You can use this trait a number of times equal your proficiency bonus. You regain all uses of this feature when you finish a long rest.
Scholarly. You have proficiency in the Insight skill.
Superior Memory. You can double your proficiency bonus for it when you make an Intelligence (Lore) check to recall information you have learned, or to recall the details of your experiences.
Tinker. You have proficiency with tinker’s implements. 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, vibrate loudly for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic Basic and Tsi. Tsi, also known as Mrlsstese, has high piping sounds that some species find delightful and others exasperating. It is considered a difficult language to learn.
Myneyrsh
Visual Characteristics
Skin Color Blue Hair Color Brown, green, or purple Eye Color White Distinctions Four arms, natural glass armor
Physical Characteristics
Height 5'5" +2d10" Weight 140 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Wayland Language Myneyrsh
Biology and Appearance
Myneyrshi are tall, thin, sentient, bipedal humanoids. They have two upper torsos, positioned in such a way that one is on top of the other. Each torso has a pair of long, muscular arms, giving a myneyrsh four arms that aids their ability to climb. Myneyrshi have upward-pointing ears, which they often pierce and hang things from. Instead of a nose, myneyrshi have a short, downward-pointing snout. Myneyrshi are covered in a layer of smooth, crystalline flesh, which make them look as if they were made of a type of glass. The crystalline skin acts as a sort of armor to basic weapons similar to their own—arrows, spears, and knives. Republic scientists theorize that this layer exists as a result of a chemical reaction to the moisture and oxygen in the air.
Society and Culture
Myneyrshi are obstinate beings, especially when dealing with humans and other offworlders. Their experience with Wayland being occupied and their enslavement has soured them toward humans and technology. Myneyrshi consider anything technological in nature an "Item of Shame" and avoid even being near it when possible. A primitive, warlike species, they are constantly at war with another of Wayland's sentient species—the psadans. A myneyrsh lives an extremely ritualistic life, with rituals for everyday actions such as walking, eating, and sleeping. Myneyrshi are excellent hunters and trackers, and can move through forested areas without making a sound. Their awareness of their environment is so responsive that Jedi liken their perception skills to those of a Force-sensitive.
Names
Myrneyrshi use simplistic tribal names, often named after ancestral heroes of the past.
First Names. Chani, Ory, Pay'an, Resh
Myneyrsh Traits
As a myneyrsh, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Strength or Dexterity score increases by 1.
Age. Myneyrshi reach adulthood in their late teens and live less than a century.
Alignment. Myneyrshi's dogmatic nature causes them to tend towards balanced alignments, though there are exceptions.
Size. Myneyrshi typically stand 6 to 7 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.
Crude Weapon Specialists. Myneyrshi are used to making do with less. You can spend 1 hour, which you can do over the course of a short rest, crafting a weapon out of loose materials. You can craft any simple kinetic weapon, but the weapon’s damage suffers a -1 penalty.
Crystalline. Myneyrshi are covered in a layer of biological crystals, functioning as natural armor. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.
Forest Dweller. You don’t treat forest terrain as difficult terrain.
Four-Armed. Myneyrshi 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).
Hunter. You have proficiency in the Survival 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.
Perceptive. You have proficiency in the Perception skill.
Treeclimber. You have a climbing speed of 30 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.
Languages. You can speak, read, and write Galactic Basic and speak Myneyrsh. Myneyrsh is a primitive language of rough vocalizations, snorts and honks. There is no written Myneyrsh, as the myneyrshi prefer to pass on knowledge orally.
Nagai
Visual Characteristics
Skin Color Pale white Hair Color Black Eye Color Gray Distinctions Pale skin, individualistic expression forms
Physical Characteristics
Height 4'9" +2d6" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Nagi Language Nagaian
Biology and Appearance
Nagai are tall and thin with angular features. Considered attractive, yet gaunt and frail looking, they are aware of the effect their appearance has on others, and often allow others to see them as weak until the time is right to reveal their true skills. Possessing lightning fast reflexes, nagai are known for their speed and agility in and out of combat. Nagai are noted as being especially charismatic; a quality that is by and large the product of their enhanced vocal range, allowing them to modulate and tailor their speech. Described as incredibly soothing and hypnotic, a nagai can use their voice to influence others, provided their voice can be heard, and their words understood.
Society and Culture
Nagai are well known for their individualistic expression, with clothing and hair styles varying wildly from individual to individual depending on personal tastes and the image that a nagai wanted to convey. Intense, focused, and highly disciplined warriors, they are known to kill without hesitation if it suited them, particularly if honor demanded it; and are known to fear nothing, aside from losing their own freedom. Honor is everything to a nagai; if a nagai's honor is stripped away, whether forcefully or unknowingly, the nagai had to take his own life. If the nagai failed to do so, then it is the duty of others to fulfill that honor. As passionate in loving as they are in killing, a nagai's honor tells them that devotion to one's lover is the most important devotion one can ever offer; even if that devotion is unreturned.
Names
Nagai names vary widly, using familiar surnames.
Male Names. Cor, Ghei, Luharkomon, Varn
Female Names. Harlulon, Kyn, Men, Tin
Surnames. Kidife, N’menzorfo, Silen, T’li
Nagai Traits
As a nagai, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age. Nagai reach adulthood at 20 and live less than a century.
Alignment. Nagai's passionate nature causes them to tend towards chaotic alignments, though there are exceptions.
Size. Nagai typically stand 5 to 6 feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 35 feet.
Acrobatic. You have proficiency in the Acrobatics skill.
Blade Master. You are proficient with the vibroknife and your choice of the vibroblade, vibrorapier, vibrosword, or techblade.
Charismatic. You have proficiency with Deception or Persuasion (your choice).
Fearless. You have advantage on saving throws against being frightened.
Heightened Reflexes. Whenever you make a Dexterity ability check, attack roll, or saving throw, 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.
Hypnotic Voice. You can tailor your soothing voice 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.
Languages. You can speak, read, and write Galactic Basic and Nagaian. Nagaian is characterized by slight variations of tone and pitch, resulting in what some regard as a musical, lilting quality.
Nazzar
Visual Characteristics
Skin Color Black or brown Hair Color Orange, grey, black, brown, or blonde Eye Color White Distinctions Long ears, strength and speed
Physical Characteristics
Height 5'5" +2d10" Weight 140 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Nazzri Language Nazzar
Biology and Appearance
Nazzar are bipedal, sentient humanoids, with distinctly elongated equine heads, and are known to be a physically powerful and agile species with a thin coat of fur. The species is distinguished by long ears that lay limp at the sides of their heads, and strong hands. A common piece of a nazzar regalia is a harness-like set of straps worn around the muzzle.
Society and Culture
Nazzar are deeply spiritual and distant, and extremely intolerant of other forms of religion and belief, especially those dissimilar to their own. The offworld nazzar who eventually overcome their xenophobia and natural prejudice form friendships with many other species in the galaxy, and are said to make trusted and loyal companions. Nazzar follow a state religion, which is known as Ulizra, and the nazzar government expects strict adherence to the tenets of the fourteen sects, each ruled by a praefect of the religion. These tenets include the concepts that outsiders will contaminate and taint nazzar society and culture; that nazzar individuals should remain in seclusion from the rest of the galaxy; that all philosophical systems are in disagreement with Ulizra; and that the group is always more important than the individual. Because of these beliefs, it is very difficult for other species to set up trade relations with the nazzar, or even for nazzar to befriend those of another species. Although legally allowed, outsiders who stay on Nazzri usually receive a less than warm welcome.
Names
The Nazzar language is dominated by 'R's and other hard consonants, bleeding into their naming conventions. Surnames are based on a familiar lineage within a specific sect.
First Names. Brryg, Drrn, Kohn, Roqar, Vot
Surnames. Kanas, Tallak, Srrn
Nazzar Traits
As a nazzar, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.
Age. Nazzar reach adulthood in their late teens and can typically live for up to 125 years.
Alignment. The nazzar are a spiritual but intolerant species, causing them to tend towards lawful balanced and dark side, though there are exceptions.
Size. Nazzar typically stand 6 to 7 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.
Athletic. You have proficiency in the Athletics skill.
Child of Nazzri. Nazzar found off their homeworld are sharp-tongued, typically preachers or inquisitors of their Ulizra religion or exiles who went against the praefect institutions. You have proficiency in one of the following skills: Insight, Investigation, Persuasion, or Lore.
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.
Powerful Build. Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.
Single-Minded. Nazzar are bull-headed and obstinate, trusting in their own causes and beliefs above all else, making them hard to manipulate. Charisma (Persuasion) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would force you to take an action against your will.
Languages. You can speak, read, and write Galactic Basic and Nazzar. The Nazzar language consists of high tones and grunts.
Nimbanel
Visual Characteristics
Skin Color Brown, pink, red, or white Hair Color Brown, green, or white Eye Color Black or purple Distinctions Walrus-like heads, stringy beards
Physical Characteristics
Height 4'9" +2d6" Weight 105 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Nimban Language Nimbanese, Huttese
Biology and Appearance
The nimbanels are humanoid, warm-blooded reptilians with pinniped-like heads and stringy beards who evolved from grazing animals on the planet Nimban.
Society and Culture
Nimbanese evolution was driven by the need to develop problem-solving skills in order to get food from the traveling plants of Nimban, such as the puzzleflower and the boyy'lo. As their society developed, competitive puzzle-solving skills were used to settle clan rivalries instead of the open warfare used by other primitive cultures. In competitions called muhndees, a clan would present its rivals with a logic puzzle or mathematical problem to be solved within a year. This interest in competitive logic led the nimbanese to develop new ways to obfuscate and convolute meaning. Over the centuries, this led to the development of a highly complex bureaucracy. Rather than stockpiling weapons, rival clans will stockpile information and challenge one another with mountains of paperwork. The nimbanels, having been tested by their own complex bureaucracy, easily found niches in the comparatively simple systems of the Republic.
They are best known as the only species to petition the hutts and voluntarily enter their service. Since becoming associates of the hutts, nimbanels are found throughout the galaxy as bureaucrats and administrators for legitimate businesses, governments, and hutt criminal interests.
Names
Nimbanel names are often chosen because other families didn't choose them. Surnames are clan-based, but optional.
Male Names. Entelev, Fekk, Fenep, Gharijh, Kal
Female Names. Beshed, Inno, Ressef, Shinda, Umee
Surnames. Akua, Olvarak, Shin-Torr, Teff, Yinnef
Nimbanel Traits
As a nimbanel, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.
Age. Nimbanels reach adulthood in their late teens and live less than a century.
Alignment. Nimbanels' cooperative and intelligent nature causes them to tend toward the light side, though there are exceptions.
Size. Nimbanels typically stand 5 to 6 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Bureaucratic. You have proficiency in the Persuasion skill.
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.
Inquisitive. You have proficiency in the Investigation skill.
Mathematical Savant. Whenever you make an Intelligence (Technology) check involving mathematics, you are considered to have expertise in the Technology skill.
Problem Solver. Because of your upbringing, you have excellent problem-solving skills. You can treat a d20 roll of 9 or lower on an Intelligence check or saving throw as a 10. You can use this trait a number of times equal your proficiency bonus. You regain all uses of this feature when you finish a long rest.
Languages. You can speak, read, and write Galactic Basic, Nimbanese, and Huttese. Nimbanese is spoken by rapidly vibrating the blubber on nimbanels' faces, making it difficult to speak by outsiders. Because of this, people trying to communicate with nimbanels usually learn Huttese instead.
Noehon
Visual Characteristics
Skin Color Mottled green Hair Color None Eye Color Red Distinctions Four-armed insectoids, musk glands
Physical Characteristics
Height 2'9" +2d6" Weight 45 lb. x1 lb.
Sociocultural Characteristics
Homeworld Noe'ha'on Language Noehonese
Biology and Appearance
Noehons have large compound eyes, with facets responsible for different aspects of vision; such as motion or fine details. They have mandibles, and a soft, bristly carapace. They have four arms for using tools or brachiating through the jungles of their homeworld. Since they are used to hanging upside-down, they are resistant to disorientation and motion sickness, which afflict others in zero-gravity. Every noehon has a pair of scent glands, one of each side of their mouth, which produce a strong, musky scent. Each has a unique scent, which they use to mark possessions, territory, and their subordinates. The scent is difficult to remove. Noehons are typically possessive, frequently marking items and rarely discarding them when they think they might be useful later. They also tend to organize their possessions, ensuring everything is in its proper place.
Society and Culture
Noehon society is based on tightly-knit communities called welds, containing anywhere from a few hundred to ten thousand members. Welds are ruled by a single dominant "alpha" male, their "harem" of females treated as commodities, with excess females traded to other welds for technology or valuables. Adolescent males in the weld are driven off by the alpha as soon as they come of age. Elderly leaders will usually be killed by younger males, who then take control of the weld. Despite the rigidity of gender roles, noehons do not treat female and male offworlders differently. Regardless, they understand society in a hierarchical way: bullying subordinates while fearing and trying to appease superiors. Noehons have a natural talent for managing others through intimidation.
Names
Noehons names are incredibly difficult to pronounce, without using surnames.
First Names. Gi'kha, Ki'nakra, Ri'zat, Zak'r
Noehon Traits
As a noehon, you have the following special traits.
Ability Score Increase. Your Dexterity, Wisdom, and Charisma scores increase by 1.
Age. Noehons reach adulthood by 5 and live for less than half a century.
Alignment. Noehons are abusive and combative, causing them to tend toward the dark side, though there are exceptions.
Size. Noehons typically stand 3 to 4 feet tall and generally weigh about 50 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Compound Eyes. Whenever you make a Wisdom (Perception) check related to sight, you are considered to have expertise in the Perception skill.
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.
Equilibrium. You have advantage on saving throws against slow effects.
Four-Armed. Noehons 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).
Menacing. You have proficiency in the Intimidation skill.
Notorious Slavers. Whenever you make an ability check related to the buying, selling, or controlling of slaves, you are considered proficient in the check. If you would already be proficient, you instead have expertise.
Organized. Your society values organization, and as such you are good at making good use of the space provided. Your carry capacity is doubled, and if you are in charge of packing a ship you can increase the carry capacity by 1/4 the base cargo capacity.
Treeclimber. You have a climbing speed of 25 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic Basic and Noehonese. You can communicate with other noehons within 30 feet without speaking through use of pheromones. Force attuned individuals can detect the communication but can’t understand it.
Nosaurian
Visual Characteristics
Skin Color Red, orange, yellow, green, blue, brown, white, gray, or black Hair Color Same as scales (fall out at adolescence) Eye Color Pink, yellow, white, brown, or gray Distinctions Horns, luminescent mouth lining
Physical Characteristics
Height 4'9" +2d6" Weight 80 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld New Plympto Language Nosaurian
Biology and Appearance
Nosaurians are sentient bipedal reptiles who stand slightly shorter than the average human. Each digit on their fingers and toes sport sharp claws. Their hides are tough and covered in scales. Nosaurians are nimble acrobats with acute combat reflexes. One trait that distinguishes nosaurians from other reptilians is a crest of horns that grow atop their heads. Most display six bony spikes of varying lengths, although children can have fewer, and some adults have many more, often growing on the back of the skull as well. These horns are quite strong, nosaurians using their spikes as defensive impaling weapons. They see only in black and white, although they typically learn to distinguish the subtle differences of what other species perceived as color, at least much of the time. Nosaurians have the ability to light up the lining of their mouths at will. The resulting flash is bright enough to briefly illuminate a room and even blind someone, but it cannot be sustained for long.
Society and Culture
Nosaurians are divided into clans. Some of these live in isolated villages, while others band together to create city-states, the highest form of government on the world. Nosaurians rely on outside traders for much of their food, communications gear, high technology, and weapons. In exchange, they offer simple products and their world's major export, the eggs of a native crustacean. A few nosaurians are clanless, thus outcasts to society.
Names
Nosaurians use short and guttural names with clan surnames. Clanless ones create their own surnames.
Male Names. Gegan, Lorab, Onor, Zuff
Female Names. Cici, Ghul, Kleff, Xenk
Surnames. Boltstep, Feelfar, Rivergaze, Whitebranch
Nosaurian Traits
As a nosaurian, you have the following special traits.
Ability Score Increase. Your Strength, Constitution, and Wisdom scores increase by 1.
Age. Nosaurians reach adulthood in their late teens and live for about a century.
Alignment. Nosaurians' tribal nature causes them to tend towards neutral alignments, though there are exceptions.
Size. Nosaurians typically stand 4 to 5 feet tall and generally weigh about 160 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Adept Harvester. You have proficiency in the Survival skill. Additionally, you have advantage on Wisdom (Survival) checks to harvest from plants or dead creatures.
Blinding Flash. You can use your action to create a blinding flash of light from your mouth in a 10-foot cone. When you do so, each creature in the area of the flash must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, a creature is blinded until the end of its next turn. This ability has no effect on constructs. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you complete a long rest.
Claws and Spikes. Your body is covered in dangerous implements, whether its your horns, your teeth, or the claws on your hands and feet. These are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d6 kinetic damage.
Crafters. You have proficiency with with one artisan’s implements of your choice.
Hide. You have a thick hide. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier.
Jungle Dweller. Growing up in the jungles of New Plympto has left an impact. You don’t treat jungle terrain as difficult terrain.
Treeclimber. You have a climbing speed of 30 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.
Languages. You can speak, read, and write Galactic Basic and Nosaurian. Nosaurian's phonemes consist of hisses, barks, and warbles, and its syntax commonly uses metaphors related to weather, nature, and the seasons. Nosaurians are able to communicate silently over long distances with each other by using short mouth flashes.
Nuiwit
Visual Characteristics
Skin Color Golden to dark brown or gray-green Hair Color None Eye Color Green, blue, or black Distinctions Reptilian, semi-quadrupedal
Physical Characteristics
Height 3'10" +2d6" Weight 65 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Altor 14 Language Nui
Biology and Appearance
Nuiwit, often misidentified as altorians, are a lizard-like sentient species from Altor 14. In contrast to Altor 14's other natives, the predatory avogwi, the nuiwit are strictly herbivorous. Nuiwit have evolved adaptations to escape predators like the avogwi, such as bulging eyes which give them 360 degree vision, and a tail that can be detached if grasped by a predator. (A detached tail can be regrown after about four weeks.) Nuiwit are cold-blooded, limiting their activities to the morning and twilight hours when the temperature is moderate. Nuiwit are generally quadrupedal, but can raise themselves on two legs by supporting themselves with their tail.
Society and Culture
The need to escape predators also drove the development of nuiwit society, as the need to form close-knit communities to protect themselves from the avogwi soon led to the development of agriculture and civilization. Having fully functional hands on their forelimbs, unlike the avogwi, the nuiwit had developed a fairly high level of technology when their homeworld was discovered. With more extensive contacts in the outside galaxy post-discovery, and relatively advanced technology, it would be simple for the nuiwit to conquer or even exterminate the avogwi. However, the nuiwit are strictly pacifistic, horrified by any kind of violence. As a result, they are content to wait until the avogwi are driven away by the ever-expanding nuiwit settlements and farms. This pacifism shapes every part of their society, including their politics. Nuiwit are led by co-operating "Councils of Elders" who make decisions by consensus.
Names
Nuiwit names are short and primitive, often with elongated sounds. They don't use surnames.
First Names. Chessc, Erdug, Mirr, Sleff
Nuiwit Traits
As a nuiwit, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Nuiwit reach adulthood in their early teens and live less than a century.
Alignment. Nuiwit's pacifistic nature causes them to tend toward the light side, though there are exceptions.
Size. Nuiwit typically stand 4 to 5 feet tall and generally weigh about 100 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Type. Your creature type is both beast and humanoid.
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.
Cold Sensitivity. You have disadvantage on Constitution saving throws made to avoid exhaustion due to extreme cold.
Hide. You have advantage on Constitution saving throws made to avoid exhaustion due to extreme heat.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of its turns.
Panoramic Vision. Nuiwit have bulging eyes that give them a 360-degree field of vision. Whenever you make a Wisdom (Perception) check related to sight, you are considered to have expertise in the Perception skill. Additionally, if you are surprised, you may act normally on your first turn. Once you’ve used this trait, you can’t use it again until you finish a short or long rest.
Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic Basic and Nui. Nui is low pitched and sounds like clicks and gurgling.
Ongree
Visual Characteristics
Skin Color Yellow or brown Hair Color None Eye Color Red or orange Distinctions Eyestalks, inverted looking face, awkward stance
Physical Characteristics
Height 4'9" +2d6" Weight 120 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Skustell Language Ongreenen
Biology and Appearance
Ongree are an amphibious sentient species characterized by yellowish or brownish skin and elongated, tapering heads with beaked mouths. Two flexible eyestalks protrude from either side of an ongree's head, allowing them to see an object from many angles.
Their lipless mouths are located above four nostrils and their other facial features, giving them an "upside-down" facial appearance. They possess two thick fingers and an opposable thumb on each hand. Despite the apparent lack of dexterity inherent in their makeup, ongree are nevertheless able to hold even small objects with ease. Their natural agility is belied by their humpbacked, awkward appearance.
Society and Culture
Ongree are commonly seen as a diplomatic, measured species. This opinion is fostered by the arrangement of their eyestalks; since ongree can see an object from multiple angles, it is thought that this ability gives the species a unique mindset, allowing them to examine a situation from all possible perspectives. It is believed that their literal and figurative outlooks are linked by a psychological trait.
Due to their unique psychologies, many members of the species are adept negotiators, diplomats, and politicians, though this characteristic is also exploited for less wholesome activities, and some are known to consort with crime lords and gangsters.
Names
Ongree usually take a long time to settle on names for their children, usually asking close friends and family for naming advice. Surnames are familiar.
Male Names. Atrov, Betwen, Cortes, Kaiman, Khiroc
Female Names. Dautir, Jayman, Llij, Mutra, Yojaw
Surnames. -Frek, Nivek, Oej, -Prah, -Troz
Ongree Traits
As an ongree, you have the following special traits.
Ability Score Increase. Your Wisdom or Charisma score increases by 2, and your Dexterity or Intelligence score increases by 1.
Age. Ongree reach adulthood in their late teens and live less than a century.
Alignment. Ongree's inquisitive mindsets cause them to tend toward balanced alignments, though there are exceptions.
Size. Ongree typically stand 5 to 6 feet tall and generally weigh about 170 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Amphibious. You can breathe air and water.
Detail Oriented. You are practiced at scouring for details. You have advantage on Intelligence (Investigation) checks within 5 feet.
Inquisitive. You have proficiency in the Insight and Investigation skills.
Unique Perspective. As an ongree, you are skilled in looking at things from different perspectives, giving you a unique mindset. When you make an Investigation or Persuasion check, you can do so with advantage once per long rest.
Unsettling Visage. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Once you use this trait, you can't use it again until you finish a short or long rest.
Languages. You can speak, read, and write Galactic Basic and Ongreenen. Ongreenen sounds like a cacophony of loud sounds that are horrific and unsettling to most other species.
Pacithhip
Visual Characteristics
Skin Color Gray to green or blue Hair Color Black Eye Color Light to dark blue or green typically Distinctions Two tusks, trunks
Physical Characteristics
Height 4'8" +2d10" Weight 110 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Shimia Language Shimiese
Biology and Appearance
Pacithhip are pachydermoids with stubby legs and a long tail, which gives them a low center of gravity and makes them surefooted and stable. Nevertheless, these short limbs make them slower than most species and prevents them from operating standard machinery and vehicles. Many pacithhip wear robotic stilts that raise their height and give them the proportions of an average humanoid. Their skin is thick and tough, which affords them some resistance to damage, and adjusts easily to environmental extremes. A thick ridge of bone at the back of the skull protects the pacithhip head. Above this and high on the sides of the head are two large eyes that give the pacithhip a full 360-degree field of vision. A long proboscis juts from the front of the face and a pair of elaborate tusks grow from the base of the skull ridge and stick out to either side of the nose—although at least some pacithhips have no tusks at all.
Society and Culture
Pacithhip are divided into three castes: scholars act as legal experts, judges, administrators, and teachers; warriors uphold the mandates of the scholars and provide pacithhip communities with defense; and while farmers originally were responsible for food production and textile work, in later years they have taken on manufacturing tasks on a greater scale. Membership in a particular caste is determined by the shape of a pacithhip's tusks. This can be determined early in a pacithhip's life through genetic testing, but the tusks of a few pacithhip failed to differentiate, making their place in society liminal.
Names
Pacithhip names are punctual and strong, using agendered names and optional familiar surnames.
First Names. Aruka, Gepto, Ossom, Runkara
Surnames. Elkoud, Hukudi, Okwar, Wekwa
Pacithhip Traits
As a pacithhip, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Intelligence or Charisma score increases by 1.
Age. Pacithhip reach adulthood in their late teens and live less than a century.
Alignment. Pacithhip's dictated lives cause them to tend towards lawful alignments, though there are exceptions.
Size. Pacithhip typically stand 4 to 5 feet tall naturally, reaching heights over 6 feet using their mechanical stilts, and weigh less than 200 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 25 feet.
Caste Specialization. Your position in the pacithhip caste system as a scholar, warrior, or farmer gives you unique talents. You have proficiency in one of the following skills: Insight, Lore, or Athletics.
Hide. You have a thick hide. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. Additionally, you have advantage on Constitution saving throws made to avoid exhaustion due to extreme heat or cold.
Panoramic Vision. Pacithhip have large eyes that give them a 360-degree field of vision. Whenever you make a Wisdom (Perception) check related to sight, you are considered to have expertise in the Perception skill. Additionally, if you are surprised, you may act normally on your first turn. Once you’ve used this trait, you can’t use it again until you finish a short or long rest.
Sure-Footed. You have advantage on ability checks and saving throws against being knocked prone.
Trunk. You have supreme control over your trunk and can use it to manipulate objects as well as your hands.
Tusks. Your elegant tusks are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage.
Languages. You can speak, read, and write Galactic Basic and Shimiese. Shimiese is a language of snorts, trumpets and intricate vocalizations, adequate to a pacithhip's vocal structure. When speaking Galactic Basic, pacithhip have deep, gravely voices.
Parwan
Visual Characteristics
Skin Color Blue, brown, gray, green, yellow, or red Hair Color None Eye Color Gray Distinctions Floating physiology, mushroom-shaped heads, produce intense electrical fields
Physical Characteristics
Height 5'5" +2d10" Weight 70 lb. x1 lb.
Sociocultural Characteristics
Homeworld Parwa Language Parwan
Biology and Appearance
The parwan species are tall and gangly, with arms ending in three-fingered hands. They also have four dangling tentacles on the lower half of their bodies. They have three eyes and a mushroom-like head. Parwans have a unique physiology in that their bodies are essentially ambulatory bags of gas, which makes them lighter than air. The species can float on wind currents, and use their tentacles and arms to tether themselves to the ground.
The species also produce a naturally high electrical field, and crackle with the energy their bodies produces. Parwan can withstand high levels of electric power, and liquids, though the degree of how powerful this resistance is depend on the species' two different blood types.
Society and Culture
Parwans place value in emotion and expression, viewing it important to have and share their feelings. For this reason, they live in a tightly-knit family that sticks together for life. Since sharing negative feelings can have negative effects for everyone, they tend to lean on the optimistic side. They tend to work well in teams or groups and interact with people closely, often sharing their feelings but expecting the same from others. This nature makes many of them find interest in art, music, or literature. Their natural weapons and unique movement makes many parwans naturally fit for the profession of bounty hunting.
Names
While generally easy to pronounce, parwan names are infamous for sounding odd to outsiders. Whenever asked, parwans exhibit confusion, as their names are considered typical in their own language. They use agendered names without surnames.
First Names. Corbuldin, Gerachu, Jekoono, Perotkin
Parwan Traits
As a parwan, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Age. Parwans reach adulthood at 12 and live less than a century.
Alignment. Parwans' dedicated mindsets cause them to tend towards lawful alignments, though there are exceptions.
Size. Parwans typically stand 6 to 7 feet tall and generally weigh about 70 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Electrically Charged. Parwans can use their powerful electric fields to shock enemies. You know the electroshock at-will tech power. Your techcasting ability is Intelligence. You do not require use of a wristpad for this power.
Flight. You have a flying speed equal to your walking speed. While wearing medium or heavy armor, your flying speed is reduced by half.
Galvanized. You have resistance to lightning damage.
Languages. You can speak, read, and write Galactic Basic and Parwan. To non-speakers, Parwan sounds like absolute gibberish.
Patitite
Visual Characteristics
Skin Color Light green, blue, or purple Hair Color None Eye Color Yellow or orange Distinctions Tiny size
Physical Characteristics
Height 1'0" +2d6" Weight 3 lb. x1 lb.
Sociocultural Characteristics
Homeworld Patitite Pattuna Language Galactic Basic
Biology and Appearance
Patitites are diminutive, colorful humanoids with high-pitched voices. Their skin tones can range from light tones of blue or green, to darker shades of purple. They dress in elaborate headdresses, with protrusions extending from the sides. Males dress in green and gray clothing, while females wear more colorful outfits, often matching their own complexions. Despite their diminutive stature, they pack enough punch to take down an average droid. Though technologically primitive, they are bright-minded and do have a grasp on machinery.
Society and Culture
The patitites are socially primitive, living in a tyrannical dictatorship where all patitites are subservient to their absolute ruler for most of their recorded history. After the dictator was accidentally murdered by a pair of wandering droids, a simple democracy was installed on Patitite Pattuna. With the introduction of democracy, the patitites fell into civil war, with multiple patitites claiming leadership. This left a generation of patitites leaderless, and the subsequent civil war creating multiple splinter groups to form their own governments. Patitites are inquisitive and quick-tempered, with an intelligence that belies their low technological level. Patitites are skilled hunters, hiding in the underbrush of their homeworld with their traditional electric spears.
Names
Patitites are often named after their ancestors, not using surnames. Patitite leaders are given the suffix of "-zu" to represent their right to rule. Patitites are often given nicknames as prefixes to their own names as a way of showing off their skills or special traits.
Nicknames. Loud, Nimble, Quiet, Strong
Male Names. Bai, Felook, Gimjo, Routt
Female Names. Jimat, Ooles, Unun, Yoe
Patitite Traits
As a patitite, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and two other ability scores of your choice increase by 1.
Age. Patitites reach adulthood at 10 and live for less than 40 years.
Alignment. Patitites' volatile nature causes them to tend towards chaotic alignments, though there are exceptions.
Size. Patitites typically stand 1 foot tall and generally weigh about 10 lbs. Regardless of your position in that range, your size is Tiny.
Speed. Your base walking speed is 20 feet.
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.
Fury of the Small. When you damage a creature with an attack or a power and the creature’s size is larger than yours, you can cause the attack or power to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.
Hunter Training. You have proficiency in your choice of Investigation, Survival, or Stealth. Additionally, you are proficient with the electrobaton and electroprod.
Pintsized. Your tiny stature makes it hard for you to wield bigger weapons. You can’t use medium or heavy shields. Additionally, you can’t wield weapons with the two-handed or versatile property, and you can only wield one-handed weapons in two hands unless they have the light property.
Puny. Patitites are too small to pack much of a punch. You have disadvantage on Strength saving throws, and when determining your bonus to attack and damage rolls for weapon attacks using Strength, you can’t add more than +3.
Small and Nimble. You are too small and fast to effectively target. You have a +1 bonus to AC, and you have advantage on Dexterity saving throws.
Languages. You can speak, read, and write Galactic Basic and one more language of your choice. If the patitites ever had a language of their own, it has been lost to history.
Polis Massan
Visual Characteristics
Skin Color Gray or pale purple Hair Color None Eye Color Black Distinctions Commonly mute, lack of facial features
Physical Characteristics
Height 2'8" +2d10" Weight 60 lb. x1 lb.
Sociocultural Characteristics
Homeworld Kallidah, Polis Massa (adopted) Language Massan
Biology and Appearance
Kallidahin, also known as polis massans, are a race of sentient cetaceans native to the world of Kallidah, having obtained their misleading name due to their extensive century-spanning digs on their adopted home in Polis Massa. They have skinny bodies covered by soft skin that, being thick, smooth, and partially insulating, pointed to their aquatic ancestors. Their fibrous figures are also surrounded by growth rings similar to trees. They have a flat, pale face, covered by an osmotic membrane that leave them featureless. Most polis massans are mute due to a natural lack of vocal cords. Their telepathy functions by broadcasting thoughts and simple feelings to individuals in an area. A small subset, referred to as "speakers" by their people, did possess vocal cords and can physically speak languages.
Society and Culture
Polis Massans are known for their compassion and kindness, while their also characteristic discretion is not as widely known. They greatly value freedom and life in any form and have such a peaceful nature and respect for life that only rarely will they follow a soldier's career. They feel an overwhelming desire to gain data about other species, as they are analytical and feel the research is particularly important when related to the origins of their own species. The species also have galaxy-wide fame for their skill in the fields of archaeology and medicine. Their medics, while not as abundant as their excavators, are known for being dedicated healers.
Names
Polis Massans have exotic and unique names compared to other species, using short familiar surnames based around a family's "ancestral lineage."
First Names. Ilannit, Vok, Yunarav, Ztaraq
Surnames. Haid, Nume, Xhed, Xonn
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 late teens and live less than a century.
Alignment. Polis Massans' compassionate nature causes them to tend toward the light side, though there are exceptions.
Size. Polis Massans typically stand 3 to 4 and a half feet tall and generally weigh about 65 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Calming Presence. You have advantage on Charisma (Persuasion) checks meant to calm others. Additionally, once per day, you can cast the calm emotions force power, targeting yourself. Your forcecasting ability is Wisdom.
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.
Healer. You are proficient in the Medicine skill.
Mild Telepathy. You can telepathically communicate thoughts and feelings to creatures within 30 feet of you.
Subterranean Explorer. Polis Massans are experienced at exploring the underground caverns of Polis Massa, searching for information on the extinct Eellayin. You don’t treat rocky terrain as difficult terrain. Additionally, you have proficiency in your choice of archaeologist's kits, scavenging kits, or biochemist's kits.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can communicate, read, and write Massan. You can understand spoken and written Galactic Basic, but your lack of vocal cords makes you unable to speak it. Since they have no vocal cords, Massan is a sign language, which, combined with telepathy, allow them to communicate with each other. Massan falls outside of the normal audio range of most species.
Ranat
Visual Characteristics
Skin Color Pink Hair Color Blonde, brown, gray, red, or black Eye Color Black Distinctions Tusk-like incisors, long tail
Physical Characteristics
Height 2'8" +2d10" Weight 65 lb. x1 lb.
Sociocultural Characteristics
Homeworld Rydar II Language Ranat
Biology and Appearance
Ranats are a species of small rodents. Despite sharing many features in common with other sentient species, nevertheless, the status of ranats as fully sentient or merely semi-sentient has been the subject of galactic debate for centuries. Ranats have short, heavy-duty, retractable claws that, while of limited use in hunting or self-defense, allows a ranat to dig through soil and loose rock. The ranat body is tough, wiry, and partially flattened. Exceptional flexibility allow ranats to squeeze through small openings that would prove impenetrable to other beings of similar size. Their senses are acute: they can see in the dark and detect others' moods by scent. A ranat's bottom two incisors are sharp, pointed, and discolored. Because their incisors grow rapidly, ranats gnaw constantly to wear them down.
Society and Culture
Although they are not intelligent by most metrics, ranats are resourceful and crafty. They lack the higher emotions associated with other species, consumed instead by the simple desires to eat and fight. This makes them preeminent survivors and experts at scrounging, foraging, and getting into places that they do not belong. However, it makes them come off as belligerent, temperamental, self-centered, and stubborn to outsiders. Notions of honor and keeping one's word are only good as long as they do not interfere with the search for food. Ranats insist on their superiority to other lifeforms, calling themselves Con Queecon ("the conquerors") in their own language—ranat is an appellation from others that refers to their rodent-like appearance.
Names
Ranat names rely heavily on letters such as 'S' and 'E', using familiar surnames.
First Names. Engal, Kleef, Nestra, Veerz
Surnames. Jeers, Marbor, Pallik, Targan
Ranat Traits
As a ranat, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age. Ranats reach adulthood at 9 and live for about half a century.
Alignment. Ranats are crafty survivors, causing them to tend towards chaotic balanced, though there are exceptions.
Size. Ranats typically stand 3 to 5 feet tall and generally weigh about 70 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Type. Your creature type is both beast and humanoid.
Acute Senses. You have proficiency in the Perception skill.
Agile Flexibility. You have advantage on Dexterity (Acrobatics) checks that involve flexibility. In addition, without squeezing, you can move through and stop in a space large enough for a Tiny creature.
Darkvision. Your vision can easily cut through darkness. 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.
Foragers. Whenever you make a Wisdom (Survival) check to forage for food you are considered to have expertise in the Survival skill.
Natural Empathy. Ranats' acute sense of smell allows them to sense the emotions in those around them. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.
Stalker. You have proficiency in Stealth or Survival (your choice).
Tech-Impaired. While ranats can figure out basic technology, they experience difficulty using more complex equipment like wristpads. You can not use tech powers or take levels in techcasting classes.
Tooth and Nail. Your sharp teeth and claws are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage. Lastly, as a bonus action, you can perform a special bite attack. On a hit, the target suffers the attack’s normal effects, you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can’t use this trait again until you finish a short or long rest.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic Basic and Ranat.
Revwien
Visual Characteristics
Skin Color Blue, green, orange, purple, red, or yellow Hair Color Dark green to purpalish black and red Eye Color Yellow, blue, green, or white Distinctions Mobile plant-like species
Physical Characteristics
Height 4'3" +2d12" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Revyia Language Revwi
Biology and Appearance
The revwiens are a sentient, plant-like species. Their bodies are cylindrical and mounted atop several strong, prehensile leaves, which are used both for locomotion and manipulation of objects. A cluster of tiny budstalks connects a round, clear seedcase to the top of the body.
Society and Culture
Revwiens are peaceful beings who value honor with an eerie ability to remain calm in the most stressful situations.. They are often unfalteringly honest, even when faced with situations in which bending the truth would produce tangible benefits. Revwiens try to negotiate their way out of conflicts and take an extremely long-term view of issues, as reflected in the popular revwien idiom that "In time, things will work out as intended." Many revwiens also exhibit fatalistic tendencies, believing that all things happen for a reason. When no alternative to battle can be found, revwiens fight with honor, refraining from taking unfair advantage of their enemies. The revwiens are indigenous to Revyia, a planet on the northern edge of the Outer Rim Territories. Their homeworld is covered in jungle and plains, and the revwiens came to revere the jungle belt as sacred. They developed a philosophy known as the Tyia, which emphasizes spiritual unity between individuals. Adherents of the Tyia developed the ability to manipulate the Force. Revwien society is organized into small autonomous, semi-nomadic groups. Their technological innovation centered around plants, which they use for myriad purposes.
Names
Revwien names are difficult to pronounce, using many conflicting letters in Galactic Basic, with names being agendered and lacking surnames all together.
First Names. Povvcul, Qraftyyn, Rythgub, Vuhanthla
Revwien Traits
As a revwien, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.
Age. Revwiens reach adulthood at 20 and live for more than a century, usually around 130.
Alignment. Rewviens' peaceful nature causes them to tend toward the light side, though there are exceptions.
Size. Revwiens typically stand 4 to 6 and a half feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Type. Your creature type is both plant and humanoid.
Force Sensitive. You know your choice of the spare the dying, force push/pull, or necrotic touch at-will force powers. Your forcecasting ability is Wisdom or Charisma (depending on power alignment).
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Naturalist. You have proficiency in Nature skill.
Philosophical. You have proficiency in the Insight skill.
Photosynthesis. You do not need to eat.
Languages. You can communicate, read, and write Revwi. You can understand spoken and written Galactic Basic, but your physiology does not allow you to speak it. Revwiens communicate by creating vibrations throughout their bodies to form words and phrases.
Ruurian, Larvae
Visual Characteristics
Skin Color Tan, blue, white, green, or gray Hair Color Brown, red, blue, orange, yellow, purple, or green Eye Color Red or green Distinctions Feathered antennae, fourteen legs, long bodies, language skill, metamorphosis
Physical Characteristics
Height 2'9" +2d4" Weight 35 lb. x1 lb.
Sociocultural Characteristics
Homeworld Ruuria Language Ruurese
Biology and Appearance
Ruurians are a small caterpillar-like species known for their scholarly achievements and their linguistic ability. They are born as fourteen-legged larvae with each leg having four opposable fingers. First stage ruurians also have fine, wide antennae on their heads, and large, multifaceted eyes. They hatch from eggs as larvae and immediately enter the workforce, caring for their elders, manufacturing goods, and running Ruuria's government. Their second stage of life is the pupa stage. The larvae spin cocoons around themselves, and are transformed into the third stage, the beautiful Chroma-Wing Fliers, gaining bright, colorful wings. Chroma-Wings are simple-minded creatures concerned only with mating, eating, and sleeping, leaving societal matters to the younger generation.
Society and Culture
Larval ruurians are the most commonly encountered members of their species. They are sensitive, thoughtful, and responsible beings. Due to high intelligence and natural talent for learning languages, Ruurian larvae find work throughout the galaxy as diplomats and instructors. Many Ruurians demonstrate impressive artistic skills as well, becoming renowned musicians, architects, and designers. Chroma-Wings lose much of their intellectual acuity, are generally shy or aloof, and grow increasingly lazy over time, as all of their needs are seen to by their larval offspring. Those frightened larvae can get special treatments allowing them not to enter the final stage of their biology.
Names
Ruurian names are elegant and sweeping, optionally using a parent's name as a surname.
First Names. Bivikorn, Laalu, Reeor, Vobaa
Surnames. Daorjay, Eelunri, Phaanan, Raarbossi
Ruurian, Larvae Traits
As a ruurian, larvae, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and two other ability scores of your choice increase by 1.
Age. Ruurians reach adulthood by twelve and typically live for 30 to 40 years before entering the pupa stage, with full grown Chroma-Wings living for less than half a century on average.
Alignment. Larval ruurians are sensitive and dependable, causing them to tend towards lawful light side, though there are exceptions.
Size. Ruurians typically stand 3 to 4 feet tall and generally weigh about 40 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Artistic. You have proficiency in artist's implements, constructor's implements, or one musical instrument of your choice.
Communicative. You have proficiency with Persuasion or Insight (your choice).
Crafters. You have proficiency with with one set of artisan’s implements of your choice.
Eight-Armed. Ruurians have eight 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).
Quick Learner. When using downtime for learning a new language or training with a set of tools, it takes half the amount of time and credits necessary to complete.
Scholars. You have proficiency in one Intelligence or Wisdom skill of your choice.
Sure-Footed. You have advantage on ability checks and saving throws against being knocked prone.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic Basic, Ruurese, and two languages of your choice. Ruurese is an elegant language with sounds typical of many other languages. Written Ruurese consists of a complicated swirl of lines, all drawn at varying angles. Ruurians are capable of a wider range of vocalizations than most species.
Rybet
Visual Characteristics
Skin Color Bright green, deep olive Hair Color None Eye Color Orange or yellow Distinctions Sentient amphibians
Physical Characteristics
Height 3'10" +2d6" Weight 65 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Varl (possibly) Language Rybese
Biology and Appearance
Rybets are a species of sentient amphibians with rubbery skin and large eyes. Rybet females are typically larger than the males.
Society and Culture
They are an opportunistic species, well-suited for a nomadic lifestyle in space. Typically, they have a rather questionable grasp of morals and ethics, if any. Xenobiologists estimate that fewer than a billion rybet exist in the galaxy, possibly due to the pathological hatred male rybet have for female rybet and vice versa. The only thing that allows them to overcome this is their overwhelming urge to mate and reproduce, which happens only once every ten years after reaching adulthood. The only time where a male and female rybet live together for any length of time is in the first years of raising their young. Females typically raise a clutch of three to eight eggs. For the first year or two, the parents will stay together, slaving their starships together and taking their parts in raising the young. This arrangement doesn't last long, however—after the first one or two years, the male either leaves or else will find himself dead or severely maimed. This arrangement may sound disadvantageous to the young, but rybet young mature quickly. The mother will unceremoniously toss them off the ship when mature, leaving them to figure things out on their own, though in the case of females that kill their male mate, the mother will typically sell the dead male's ship and give the young the resulting credits as start-up money.
Names
Rybet names are short and punctual, each individual rybet giving themselves their own personal surname after coming of age.
Male Names. Feff, Garuth, Jebbit, Revver
Female Names. Mibis, Peralt, Qill, Ridden
Surnames. Foo, Golle, Porre, Wroov
Rybet Traits
As a rybet, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age. Rybet reach adulthood at 5 and live for more than half a century.
Alignment. Rybet's opportunistic nature causes them to tend towards neutral alignments, the more unscrupulous ones leaning towards the dark side, though there are exceptions.
Size. Male rybet typically stand 4 to 5 feet tall, with females even taller, generally weighing about 100 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Amphibious. You can breathe air and water.
Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. 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.
Galactic Nomads. You have proficiency in Survival and Piloting.
Keen Smell. Your flicking tongue helps you detect scents and pheromones in the air. You have advantage on Wisdom (Perception) checks that rely on smell.
Swim. You have a swimming speed of 25 feet.
Tongue Lash. You can use your action to lash out your long tongue to strike at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be pulled up to 10 feet in a straight line toward you and then take 1d8 poison damage if it is within 5 feet of you. This feature's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic Basic and Rybese. Rybese is spoken in the back of the throat, sounding akin to deep croaking.
Sakiyan
Visual Characteristics
Skin Color Normally black to deep violet, red, or green, with gray, plum, bronze, jade, pale blue, and pale pink also possible Hair Color None Eye Color Gray, silver, blue, yellow, orange,or red Distinctions Pointed ears, enhanced senses
Physical Characteristics
Height 4'9" +2d12" Weight 105 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Sakiya Language Sakiyan
Biology and Appearance
Sakiyans are resistant to extremes in temperature, able to operate comfortably at heat levels that might injure non-sakiyans, as well as frigid depths, although those are less appealing to them. Because their appearance is so similar to that of humans, many debate whether the sakiyans are a near-human species or completely unrelated. Those who argue for the latter cite the species' vastly different brain structure. The brain is nearly double the size of its human counterpart, a result of the organ's highly developed centers devoted to sensory input and reflexes. Indeed, the sakiyans reach nearly supernatural levels of sensory perception, surpassing even the large-brained bith in perceptual capabilities. The wide variety of wavelengths they see makes full-spectrum light seem almost like a glare. Sakiyan skin is also highly reflective.
Society and Culture
Sakiyan family structure separate into groups known as prides or clans. Each sakiyan recognize an individual known as a pride-father, and other individuals are known as pride elders. The sakiyans have highly developed concepts of honor that dictate how to respectfully treat others. In the case of a clan's reputation being besmirched, the members might go to great length to redeem their collective honor; indeed, piquing a sakiyan's honor even causes physiological response, such as a racing pulse.
Names
Sakiyan names are similar to those of humans, being easily translated into Galactic Basic. Surnames are pride based, but not always used.
Male Names. Darjer, Jonbri, Kornat, Terphi, Zacroy
Female Names. Cecian, Emeri, Kata, Sanden, Simcar
Surnames. Alliban, Cavleo, Heyros, Hinalb, Stalwri
Sakiyan Traits
As a sakiyan, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity or Wisdom score increases by 1.
Age. Sakiyans reach adulthood in their late teens and live less than a century.
Alignment. Sakiyans' honorable nature causes them to tend toward lawful alignments, though there are exceptions.
Size. Sakiyans typically stand 5 to 7 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Climate Adaptation. You have advantage on Constitution saving throws made to avoid exhaustion due to extreme heat or cold.
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.
Keen Senses. You have advantage on Wisdom (Perception) checks that involve hearing, smell, or sight.
Tracker. You have proficiency in the Survival skill. Additionally, you are considered to have expertise in Wisdom (Survival) checks made to track a creature if that creature has a scent.
Languages. You can speak, read, and write Galactic Basic and Sakiyan. Despite the complexities of the Sakiyan language, it is known for how easy it is to translate into more common languages, such as Galactic Basic and Huttese.
Sanyassan
Visual Characteristics
Skin Color Gray, green, pink, or purple Hair Color Black or white Eye Color Yellow, blue, or gray Distinctions Simian faces, four-fingered hands
Physical Characteristics
Height 5'5" +2d10" Weight 130 lb. x(2d6) lb.
Sociocultural Characteristics
Homeworld Sanyassa IV Language Sanyassan
Biology and Appearance
Sanyassans are a sentient species with reptilian physical traits and powerfully-built frames The sanyassans have tougher hides than most humanoids, which make them more resistant to physical or energetic damage. According to human observers, sanyassans' simian faces are skull-like in appearance (the skin pulled tautly over the bones).
Society and Culture
Sanyassan society is divided into clanic structures—united groups of households tracing descent from a common ancestor. Sanyassans observe no law prohibiting them from preying upon others. There exists a form of aristocracy, but social standing is gained by force, rather than birthright. The sanyassan upper class consists mainly of the strongest and tallest individuals. Their culture is brutal, based on warfare and exploitation of the weak. The species seem unforgiving, ruthless and calculating to outsiders. In the wider galaxy, these fierce brawlers are renowned for their bad tempers and low intellectual performance. Despite their aggressive nature, sanyassans are social beings and feel uncomfortable while alone. They prefer to be in large groups, as when marching out to raid. Technologically primitive by galactic standards, sanyassans formed a feudal-level civilization, with a crude hieroglyphic writing system. They never developed the secrets of space travel for themselves, but stole it from others. They have a rather rudimentary grasp on technology, which caused more harm than good when they try to use it.
Names
Sanyassan names are generally short, between two and three syllables. They lack surnames or familial names.
Male Names. Daj'ribal, Jutleth, Thorok, Yanden
Female Names. Cranna, Gogmig, Szinker, Torokay
Sanyassan Traits
As a sanyassan, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Strength score increases by 1.
Age. Sanyassans reach adulthood in their early teens and live about 70 years, though some live to be over 100.
Alignment. Sanyassan culture glorifies violence and warfare, causing most to tend toward the dark side, though there are exceptions.
Size. Sanyassans typically stand between 5 and 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Crude Armor Specialists. Sanyassans have a primitive technological culture, but are adept in scavenging materials to make their own armor. You can spend 1 hour, which you can do over the course of a short rest, crafting a set of improvised protective gear out of loose materials. While you are wearing this protection, you gain a +1 bonus to your unarmored AC.
Fisticuffs. Your unarmed strikes deal 1d4 kinetic damage.
Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.
Menacing. You have proficiency in the Intimidation skill.
Raider. You have proficiency with one vibroweapon and one blaster of your choice.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Tech-Impaired. While sanyassans can figure out basic technology, they experience difficulty using more complex equipment like wristpads. You can not use tech powers or take levels in techcasting classes.
Languages. You can speak, read, and write Sanyassan. You can speak and understand spoken Galactic Basic, but your simplistic mental faculties do not allow you to read or write it. Sanyassan features growls, guttural snarls, and shrieks.
Sarkan
Visual Characteristics
Skin Color Green to blue Hair Color None Eye Color Black, gray, or white Distinctions Cold-blooded, complex protocol rituals
Physical Characteristics
Height 5'7" +2d10" Weight 140 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Sarka Language Sarkese
Biology and Appearance
Sarkans are a tall species with sharp fangs, thick scaly skins, and small claws on their fingers. Sarkans' eyes give them excellent night vision. They are a cold-blooded species, who can die quickly if exposed to freezing temperatures. Sarkan claws are not their most effective weapon — instead, trained sarkan martial artists whip or bludgeon their opponents with their thick, muscular tails. Sarkans varnishe and paint their claws for decorative purposes.
Society and Culture
Sarkans are noted for the wealth of their society, thanks to the mineral riches of their home world. Sarka is the only known source of nova rubies, an exotic gemstone. Sarkans often wear loose robes decorated with gemstones. Though valued by non-sarkan "barbarians", sarkans actually consider the gems to be useless. Sarkans are also noted for their excruciatingly complex protocol rituals. When greeting an ambassador, they begin with a greeting in one of the five sarkan languages, including the greeter's life story, all of the battles the greeter has won, the value and number of gems mined, and all of the mates acquired in their life. Greetings can take up to eight hours. After the greetings come ritual dances, which can themselves take three hours. Though tailless species are excused this duty, any breach in the protocol of the dance by someone with a tail will be taken as a flagrant insult. Those who violate the protocols of the greetings or of the dances will be removed from an ambassador's presence, sometimes violently.
Names
Sarkan names are often considered odd, and do not use surnames, but sometimes give themselves a second personal name to fit in with non-sarkans.
Male Names. Cosee, Kovsie, Nun, Vasov
Female Names. Keker, Masa, Naiv, Rases
Sarkan Traits
As a sarkan, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age. Sarkans reach adulthood in their late teens and live less than a century.
Alignment. Sarkans' highly cultured causes them to tend towards balanced alignments, though there are exceptions.
Size. Sarkans typically stand 6 to 7 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.
Cold Sensitivity. You have disadvantage on Constitution saving throws made to avoid exhaustion due to extreme cold.
Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Elegant Dancers. You have proficiency in the Performance skill.
Hide. You have a thick hide. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier.
Jewelers. You are proficient in jeweler's implements.
Naturalist. You have proficiency in the Nature skill.
Powerful Tail. Your strong tail and teeth are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d6 kinetic damage.
Wealthy. During character creation, you start with additional credits equal to your level x your proficiency bonus x 1,000 cr.
Languages. You can speak, read, and write Galactic Basic and Sarkese. Sarkese is a blanket term referring to the five distinct, but connected, languages of Sarka. Regardless of which language is being spoken, Sarkese is a complex language using subtle body gestures as well as sounds.
Sathari
Visual Characteristics
Skin Color Green, pink, white, or yellow Hair Color Various, usually blue, purple, or white Eye Color Red or yellow Distinctions Large hand tipped wings
Physical Characteristics
Height 5'1" +2d10" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Arbooine Language Arbori
Biology and Appearance
Sathari are a humanoid species of avian ancestry native to the planet Arbooine. Though the sathari’s ancestors were likely once capable of true flight, this ability disappeared millions of years ago. However, their avian heritage is apparent in their plumage, which varies in color and pattern by individual, and in their rapid, precise movements. Of particular note are the facial plumes of the sathari, which grow outward from near the beak or eye. The relatively subtle sexual variance of the sathari species leads to adult males frequently having four such feathers and adult females frequently having two, although various genetic, environmental, cultural, and individual factors mean that plumage, sex, and gender vary across a spectrum and can appear in any grouping. Sathari skeletons are far less dense than those of most humanoid species, allowing them to move more quickly and dexterously, but leaving them more susceptible to fractures and other damage.
Society and Culture
Sathari are rarely encountered away from their home planet, for sathari culture values family above all else. For sathari, to travel off-planet or even to leave their hometown is seen as abandoning family, so few depart. Sathari are fiercely loyal to their family and friends, but many sathari are known to harbor significant grudges against their foes.
Names
Sathari names are usually melodic in tone, first names being short and more. When sathari introduce themselves, they always begin with their familiar surname, as the secondary name is more important in sathari culture.
Male Names. Dyr, Kae, Renn, Thoric
Female Names. Feyya, Kiraak, Leh, Nia
Surnames. Corren, Ithar, Runter, Shahwor
Sathari Traits
As a sathari, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Age. Sathari reach adulthood in their early teens and live less than a century.
Alignment. Sathari's loyal nature causes them to tend towards lawful alignments, though there are exceptions.
Size. Sathari typically stand 5 and a half to 6 and a half feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 35 feet.
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.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage and have the finesse property.
Feather Fall. You have large wings that you use to slow your fall or allow you to glide. When you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.
Languages. You can speak, read, and write Galactic Basic and Arbori. Sathari speech is by turns measured and raucous. Conversations are often begin restrained, then suddenly burst into lively discussions that sound like chirping chaos to many outsiders.
Sephi
Visual Characteristics
Skin Color Pale purple-blue, lavender, peach, white, or pinkish Hair Color Black, blond, gray, or white Eye Color Black, brown, green, or blue Distinctions Pointed ears, long lived, artistic culture
Physical Characteristics
Height 4'9" +2d6" Weight 105 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Thustra, Isobe Language Sephi
Biology and Appearance
The sephi are a species of sentient humanoids. Outwardly, they are very similar in appearance to human stock, the key difference being their long, pointed ears that can twitch, swivel and flatten in accordance with their emotional state. Many sephi are tall and healthy-looking, with a narrow waistline and long-fingered hands. However, smaller and overweight individuals are not unheard of. While many sephi have pale, purplish skin, some had more human-like skintones. Their long, straight hair ranges in color from black through blond to gray and white. Depending on personal status, it is common for upper-class sephi to fashion their hair into thick spirals adorned with gemstones and other decorations, making it a source of personal pride.
Society and Culture
Sephi are often driven act whenever they feel they must. Whether this be something as simple as helping another in need, to their choice to support a government. The sephi formed a space-level civilization led by a monarch. Due to the species' longevity, sephi sovereigns tend to stay in place for a long time. They have developed a culture of elegance and sophistication in art, which is even reflected in the delicate design of their walkers, flyers, tanks, and architecture. Additionally, sephi have an affinity with droids and machinery, often making work as engineers aboard spacecrafts or repairing malfunctioning or broken down droids when offworld.
Names
Sephi names are soft and melodic, forgoing surnames to promote a more individualist mindset for their children.
Male Names. Ennu, Mazered, Nerrus, Thelres
Female Names. Althe, Feryei, Ida, Naedi
Sephi Traits
As a sephi, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.
Age. Sephi reach adulthood in their late teens and have been known to live for more than 200 years, possibly up to 400.
Alignment. Due to their sophisticated nature, sephi tend towards the light side, though there are exceptions.
Size. Sephi typically stand 5 and a half to 6 feet tall and rarely weigh more than 140 lb. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Artistic. You are proficient in your choice of artist's implements, constructor's implements, or jeweler's implements.
Cultured. You have proficiency in the Lore skill.
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.
Mechanic. You have proficiency in mechanic's kits. Additionally, once per day, you can cast the repair droid tech power. Your techcasting ability is Intelligence. You do not require use of a wristpad for this power.
Vigilant. You can choose to have advantage on your next Initiative check. Once you use this trait, you can’t use it again until you finish a short or long rest.
Languages. You can speak, read, and write Galactic Basic and Sephi. Sephi largely consists of long vowels and hard consonants, but most sephi speak Galactic Basic more than their own language.
Shawda Ubb
Visual Characteristics
Skin Color Greenish-gray with yellow-green underbelly Hair Color None Eye Color Blue Distinctions Amphibious, paralyzing venom
Physical Characteristics
Height 1'11" +2d8" Weight 45 lb. x1 lb.
Sociocultural Characteristics
Homeworld Manpha Language Ubb
Biology and Appearance
Shawda Ubb, also known as Ubb, are diminutive, sentient amphibians with frog-like bodies. They have long, spindly limbs that end in three splayed digits each; the toes also sport yellow claws. Their skin is moist and elastic and covered in warts. Shawda Ubb are adapted to their moist, swampy homeworld, and feel physically weakened and emotionally withdrawn in dryer environments. They defend themselves by spitting a paralyzing venom, which is capable of immobilizing a human-sized mammal for up to fifteen minutes. Shawda Ubb are perceptive beings with a keen aptitude for observation. On Manpha, shawda ubb eat uncooked swamp plants and raw fish; they avoid cooked and processed food.
Society and Culture
Shawda Ubb are suspicious of strangers and are willing to defend themselves with their paralytic venom if the need arises. Accordingly, they prefer to live in settlements that are small enough to allow each inhabitant to recognize the other denizens. Such inclinations encourage the founding and habitation of hundreds of thousands of small towns and villages interspersed throughout the marshes of their homeworld's lone landmass. The shawda ubb economy is based on small-scale petroleum extraction and refining; community oil cooperatives pump fossil fuels from below the planetary surface and store it in barrels to be sold to national oil companies. Shawda Ubb are known for their indigenous musical instruments. For instance, the growdi, which resembles a combination of flute and water organ.
Names
Shawda Ubb have names with a tune, not using surnames and having agender names.
First Names. Bluugeras, Hippohaph, Jazstile, Punnki
Shawda Ubb Traits
As a shawda ubb, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.
Age. Shawda Ubb reach adulthood in their early teens and live less than a century.
Alignment. Shawda Ubb's isolated causes them to tend toward the light side, though there are exceptions.
Size. Shawda Ubb typically stand 2 to 3 feet tall and generally weigh about 50 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Amphibious. You can breathe air and water.
Community Industry. You have proficiency with your choice of audiotech's implements, bioanalysis kits, chef's kits, or scavenging kits.
Heat Sensitivity. You have disadvantage on Constitution saving throws made to avoid exhaustion due to extreme heat.
Musician. You are proficient in one musical instrument of your choice.
Natural Resistance. You have advantage on saving throws against poison and disease, and you have resistance against poison damage (explained in Chapter 9).
Paralyzing Venom. You can use your action to expel venom in a 10-foot cone. When you do so, each creature in the area of the exhalation must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, a creature is paralyzed until the end of its next turn. This ability has no effect on constructs. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you complete a long rest.
Perceptive. You have proficiency in the Perception skill.
Swamp Dweller. Growing up in the swamps of Manpha has left an impact. You don’t treat swamp terrain as difficult terrain.
Swim. You have a swimming speed of 25 feet.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic Basic and Ubb. Ubb, despite being made up of low growls, often sounds musical to outsiders.
Siniteen
Visual Characteristics
Skin Color Pale or dark orange, green, grey, or brown Hair Color None Eye Color Yellow Distinctions Large brain-like heads, pupilless eyes, extreme intelligence
Physical Characteristics
Height 4'9" +2d6" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Mileva Language Siniteen
Biology and Appearance
Siniteen are humanoids native to the industralized planet of Mileva. They have large, pupiless eyes and soft, hairless, fleshy heads that give the appearance of their brain being outside their skull. These heads house large and advanced brains capable of performing different types of complex mathematical calculations. Their skin runs from pale to dark in orange, green, grey or brown tones.
Society and Culture
They are known for their brilliance and arrogance, however, their brilliance is rarely recognized by others, and their unseemly appearance forces many of them into more physical lines of work. They are able to calculate a hyperspace jump without the aid of a computer because of their high levels of intelligence. Siniteen are arrogant, taking extreme pride in their heightened intelligence. While willing to work with others in their projects, few species can stand the siniteen's sense of self-worth. Siniteen working as enforcers or physical laborers are more often disgruntled and foul-tempered.
Names
Siniteen names might seem simple to many, but most siniteen parents spend long periods of time developing a "perfect" name for their child, babies going as long as twelve months nameless while the parents brainstorm ideas. Culturally, siniteen names tend to be short and to the point, separated from the familiar surname by a space or an apostrophe. Some siniteen have been known to abandon their surnames in an arrogant show of independence.
Male Names. Alves, Flec, Hedstron, Jek, Kil
Female Names. Briyant, Lel, Minh, Ret, Volaz
Surnames. Cobsae, Eren, Homm, Kaleidus, Kampus
Siniteen Traits
As a siniteen, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.
Age. Siniteen reach adulthood in their late teens and live less than a century.
Alignment. Siniteen's arrogant nature causes them to tend toward neutral alignments, particularly neutral dark side, though there are exceptions.
Size. Siniteen typically stand 5 to 6 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Hyperintelligence. You have advantage on Intelligence and Wisdom saving throws. Additionally, you have proficiency in two Intelligence or Wisdom skills of your choice.
Mathematical Savants. Whenever you make an Intelligence (Technology) check involving mathematics, you are considered to have expertise in the Technology skill.
Navigators. You have proficiency in surveyor's implements.
Languages. You can speak, read, and write Galactic Basic and Siniteen. Despite the complexities of their minds, the Siniteen language is surprisingly simple, mainly consisting of low rumbles followed by harsh vowels.
Skakoan
Visual Characteristics
Skin Color Grey, white, or green Hair Color None Eye Color Black Distinctions Atmospheric pressure sensitive
Physical Characteristics
Height 5'2" +2d8" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Skako Language Skakoform, Skakoverbal
Biology and Appearance
Native to the high-pressure atmosphere of Skako, skakoans breath a methane-based air supply. Skakoans have skin which hangs in folds over their skeletons, lack hair and have sunken, beady eyes. Thin nasal slits allow them to detect odor, while a thin, lipless mouth allows them to speak. Because skakoan do not ingest solid food, they lack teeth in their gaping mouths. Due to the nature of their homeworld's above-average pressure, traveling offworld means wearing a specialized protective suit which maintains internal pressure and feeds methane through special piping. Fear of decompression or rupturing of their suits keeps most skakoans on their world; only those driven by a very compelling motive are ever seen far from Skako.
Society and Culture
Skakoans are cool and calculating beings with a strong sense of self-preservation. Because outsiders only see skakoans encased in their pressurized suits, many non-skakoans believe the race to be emotionless and machine-like. In spite of the misconception, the skakoans are extremely emotional, harboring strong xenophobia for all non-skakoans. Skakoans are severe and self-centered, and focus on self-preservation above all else. They have a deep logic which allows them to solve nearly any problem and driving their society towards the mathematical, scientific and technological professions. A deeply spiritual people, the skakoans developed an advanced religion centered around a beast known as the Albino Cyclops.
Names
Skakoan names will often uniformly use the same number of syllables, but this is not a hard rule. Surnames are familiar.
Male Names. Bast, Gos, Hrent, Kolt, Rust, Vond
Female Names. Dul, Kus, Kym, Nam, Ramb, Wyt
Surnames. Doskos, Mantros, Nota, Tondar, Voskarr
Skakoan Traits
As a skakoan, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Age. Skakoans reach adulthood in their late teens and live more than a century.
Alignment. Skakoans' self-centered nature and logical mindsets cause them to tend to be lawful balanced, though there are exceptions.
Size. Skakoans typically stand 5 to 7 feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 25 feet.
Mechanically Inclined. You have proficiency in the Technology skill and your choice of armormech's implements, astrotech's implements, biotech's implements, mechanic's kits, or slicer's kits.
Methodical. You can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn't already include your proficiency bonus.
Pressurized Suit. Skakoans struggle in atmospheres other than those of Skako. When you are offworld, you have to wear a bulky pressure suit to maintain pressure and methane in your body. Due to your pressure suit, you can not wear armor, but you can have the armor professionally integrated into your pressure suit over the course of a long rest. This work must be done by someone proficient with armortech's implements. You must be proficient in armor in order to have it integrated. Additionally, while wearing your pressure suit, you have advantage on saving throws against poison and disease, you have resistance against poison damage (explained in Chapter 9), and are protected from the hazards associated with high pressure environments. Lastly, when you die (by any damage outside of poison or psychic), your suit ruptures and you explode in a 30 foot sphere. When this happens, each creature within range takes fire damage equal to your proficiency bonus x your character level. Finally, your body is disintegrated and you cannot be resurrected.
Problem Solver. Because of your upbringing, you have excellent problem-solving skills. You can treat a d20 roll of 9 or lower on an Intelligence check or saving throw as a 10. You can use this trait a number of times equal your proficiency bonus. You regain all uses of this feature when you finish a long rest.
Languages. You can speak, read, and write Galactic Basic, read and write Skakoform, and speak Skakoverbal. Skakoverbal is a complex form of machine code closely resembling Binary, with Skakoform resembling technical schematics.
Skel
Visual Characteristics
Skin Color Yellow Hair Color White and brown Eye Color Black Distinctions Tusks, large nose, thick fur
Physical Characteristics
Height 3'1" +2d12" Weight 60 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Hoth Language Skel
Biology and Appearance
Skels were a bipedal species of mammals native to the desolate ice-covered planet of Hoth. They were naturally agile, and featured protective tusks that grew out of their snouts. The hands of the Skels boasted tough, bony claws which could be used to burrow under snow and ice. Their fur was dense and thick, insulating them against extremely cold-weather environments, such as their homeworld. Such was the effectiveness of their fur that they could survive without shelter in conditions far colder than their homeworld's average temperatures.
Society and Culture
The skels have a primitive yet well-organized culture, and are aggressive by nature. They spend their time roaming the frozen wastelands of Hoth. Skels communicate through a series of loud snarls and grunts, often mistaken for beastial cries. They live in caves, located within Hoth's mountain regions, where they are provided with shelter. The skels hunt in packs, and are brazen in their work, due to the scarcity of food on Hoth. As such, they will attack anything without provocation, including scouting droids. Skels typically have fatalistic mindsets, seeing death as something to expect, rather than something to avoid. As a result, skels do not have any death rituals, simply allowing the corpse to remain until the snow eventually covers them. Some skels fashion clubs from severed hands or feet of other skels.
Names
Skels do not use names in the traditional sense. Skels are able to differentiate between each other through their speech patterns and unique scent, forgoing names entirely. Because of this, skels have difficulty understanding the concept of individual names unless it is specifically explained. However skels are responsive to nicknames given by outsiders.
Skel Traits
As a skel, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.
Age. Skels reach adulthood in their early teens and live less than a century.
Alignment. Skels' opportunistic nature causes them to tend toward the dark side, though there are exceptions.
Size. Skels typically stand about 4 feet tall and generally weigh about 90 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. Your vision can easily cut through darkness. 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.
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.
Polar Dweller. Your body is well accustomed to extreme cold, giving you resistance to cold damage.
Tooth and Nail. Your sharp claws and strong tusks are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d6 kinetic damage.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak Skel. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Skel consists of grunts and and snarls. Skel has no written form.
S'kytri
Visual Characteristics
Skin Color Blue (male) or green (female) Hair Color Violet, yellow, white, maroon, various others Eye Color Blue to silver Distinctions Flight-capable wings, stunning beauty, colored skin
Physical Characteristics
Height 5'5" +2d10" Weight 60 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Skye Language S'kytric
Biology and Appearance
The s'kytri from Skye are a species of tall, sentient mammals. In many respects, they look similar to humans. The most striking differences are their large, apparently membranous wings, their decidedly non-human skintones and their towering height. As they are a flying species, the s'kytri regard excessive body weight as both impractical and dangerous, which is why they are all thin and brawny. Additionally, their skeletons are hollow, much like a bird's, which allows them easier flight. Because of that and despite their exotic features, they are deemed beautiful by many other species in the galaxy. While most mammals give birth to live young, the s'kytri hatch from eggs. Any egg that is perceived to have a female with blue skin or a male with green, which is considered abnormal, is perceived as an abomination, and is thus immediately killed.
Society and Culture
The s'kytri are grouped into clans, which are themselves divided in two groups, the Lowland and the Highland Clans. The members of each group bare distinctive markings. These clans dwell in cities built in the mountains and are governed by a Supreme Council. The position of Patriarch, leader of all the s'kytri, is awarded alternately to the leader of either Councils. Once given the position, a clan's leader would hold it for a 22-year-long term, after which they are required to hand the title to the other clan.
Names
S'kytri names are distinct from the names of other species, accents emphasizing certain syllables. S'kytri do not use surnames.
Male Names. Caliél, Erigh, Lalémera, Talris
Female Names. Gairen, Kalish, Khira, Vashén
S'kytri Traits
As a s'kytri, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Strength score increases by 1.
Age. S'kytri reach adulthood in their early teens and live less than 80 years.
Alignment. S'kytri's benevolent nature causes them to tend toward the light side, though there are exceptions.
Size. S'kytri typically stand 6 and a half to 7 feet tall and generally weigh about 130 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Courageous. You have advantage on saving throws against being frightened.
Flight. You have a flying speed equal to your walking speed. While wearing medium or heavy armor, your flying speed is reduced by half.
Warrior Bard. You have proficiency with the vibrospear, vibroblade, and one musical instrument of your choice.
Languages. You can speak, read, and write Galactic Basic and S'kytric. S'kytric was long considered a dead language, until it became the basis of a folk revival due to its use by musicians and artists.
Skrilling
Visual Characteristics
Skin Color Gray, green, tan, blue Hair Color None Eye Color Brown or black Distinctions Breathing tubes, bony crest
Physical Characteristics
Height 4'9" +2d6" Weight 80 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Agriworld-2079 Language Skrilling
Biology and Appearance
Skrillings are stocky humanoids with wrinkled skin, deep set eyes, and eight breather tubes in place of a nose. They have several rows of sharp teeth for tearing meat, a bony ridge on their skulls running from their forehead to the nape of their neck (used by skrilling hatchlings to break out of their eggs), and three-fingered hands with a vice-like grip.
Their eight breathing tubes are among their most versatile organs. To help digestion, skrillings used a mild digestive acid produced in glands inside their breathing tubes. This acid can also be sprayed from their breathing tubes into the target's eyes as a defense mechanism. To make up for poor eyesight, skrillings rely on their keen sense of smell to discover food, by inhaling deeply through their breathing tubes. This produces a high-pitched whistle which can be heard for kilometers.
Society and Culture
They are scavengers by nature, feeding on the decayed carcasses of grazing herd animals. Skrillings can not digest meat that has not rotted for less than a week. Primitive skrillings quickly developed a complicated system to share carcasses with one another in order to avoid conflicts over the best pieces. Once they made contact with other species, this system of ritualized requests and appeasements translated into what seemed to non-skrillings as constant begging and bargaining. Skrilling wanderers often arrived on a planet soon after a battle, where they salvaged machines and corpses.
Names
Skrilling parents usually pick names on a whim, choosing to use surmanes on an individual basis. Names are agendered.
First Names. Dorn, Phejet, Shenra, Yenroth
Surnames. Enekin, Grelliet, Kefka, Vanescence
Skrilling Traits
As a skrilling, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.
Age. Skrilling reach adulthood in their early teens and live less than a century.
Alignment. Skrillings' understanding nature causes them to tend toward neutral light side, though there are exceptions.
Size. Skrillings typically stand 5 to 6 feet tall and generally weigh about 160 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Acid Spray. As an action, you can violently expel acid in a 15-foot cone. When you do so, each creature in the area of the exhalation must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). A creature takes 2d6 acid damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you complete a long rest.
Keen Smell. You have advantage on Wisdom (Perception) checks that involve smell.
Nomadic. You have proficiency in the Survival skill.
Scavenger. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Languages. You can speak, read, and write Galactic Basic and Skrilling. Skrilling sounds like high pitched wheezing at different volumes. Skrillings speak Galactic Basic with a nasal quality due to their breathing tubes, which gives them a whining accent.
Sluissi
Visual Characteristics
Skin Color Light-brown to deep green Hair Color None Eye Color Black or blue Distinctions Serpentine lower halves, forked tongues, mechanical skill
Physical Characteristics
Height 5'0" +2d6" Weight 90 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Sluis Van Language Sluissese
Biology and Appearance
They have long, legless, and distinctly serpentine bodies that are covered in fine scales. Their arms have almost winglike extensions of skin, which aids their movement while they were flat on the ground. Sluissi have round black eyes and a swooping, hoodlike fold of tough skin at the back of their heads. Like many reptiles, sluissi can use their forked tongues to sense heat.
Society and Culture
Sluissi are patient, sociable, relaxed, and easy-going beings, famous for remaining calm under pressure. Their patient, calm nature—combined with their seeming inability to become genuinely upset or angry—often baffles, and sometimes even infuriates other species. Extremely industrious, sluissi love to tinker with technology and mechanical objects, even those who do not pursue mechanical arts professionally dabble in them regularly, and sluissi technicians are able to improve the engine efficiency, power output, and system response in even archaic, worn out ships. The sluissi are extremely methodical, and work extremely slowly. To them, starship construction was an art form. Although jobs done by sluissi always take longer than expected, most clients are willing to be patient, because sluissi technicians can make improvements upon or salvage vessels when no other mechanics can.
Names
Sluissi names are soft and rythmic, often being spelled out in a whisper. Their names are often mispelled in Galactic Basic due to the sluissi's lisp. Surnames are familiar.
Male Names. Hass, Mektiss, Secles, Sekae
Female Names. Sirlahn, Ten, Usahn, Vsil
Surnames. Dorne, N'sehnor, Sonax, Uslopos
Sluissi Traits
As a sluissi, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.
Age. Sluissi reach adulthood in their late teens and live for about 75 years.
Alignment. Sluissi's calm and composed nature causes them to tend toward lawful alignments, though there are exceptions.
Size. Sluissi typically stand 5 and a half to 6 feet tall and generally weigh about 130 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Mechanic. You have proficiency with mechanic's kits. Additionally, once per day, you can cast the repair droid tech power. Your techcasting ability is Intelligence. You do not require use of a wristpad for this power.
Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.
Reptilian Senses. Whenever you make a Wisdom (Perception) check related to sensing heat, you are considered to have expertise in the Perception skill.
Technician. You have proficiency in the Technology skill.
Tech Resistance. Growing up around technology leaves an impact on sluissi. You have advantage on Dexterity and Intelligence saving throws against tech powers.
Tinker. You have proficiency with tinker’s implements. 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, fly around in a circle for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.
Languages. You can speak, read, and write Galactic Basic and Sluissese. Sluissese consists of quick serpentine syllables spoken quickly, sounding similar to a snake's hissing. When speaking Basic, sluissi tend to lisp and slur many words because of their snakelike mouths and viperine tongue.
Snivvian
Visual Characteristics
Skin Color Light to dark brown tones Hair Color None Eye Color Black, brown, or light gray Distinctions Thick skin, protruding jaws, short fangs, skilled artists
Physical Characteristics
Height 4'3" +2d6" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Cadomai Prime Language Snivvian
Biology and Appearance
Snivvians are a mammalian humanoid species. They are sometimes called "snaggletooths" due to their protruding jaws and short fangs. Because they come from a planet with a cold environment, evolution gave them thick skin instead of fur. Due to their oversized snouts, snivvians make excellent scouts and trackers.
Society and Culture
Snivvians are insightful and gentle. They contemplate and seek out life lessons to incorporate into their art. Snivvians are among the most renowned artists and authors in the galaxy. Their homeworld has extremely cold temperatures and long winters, forcing the snivvians to live long periods of time in subterranean caverns. During these long days, snivvians developed their artistic talents and sensibilities. They produced masterpieces in holography, painting, sculpture, music, and the written word, as well as a unique art form: the transnovel. Although technology would eventually lessen the need for this form of hibernation, snivvians still feel the need—biologically and culturally—to continue the tradition. Many snivvians travel throughout the galaxy in attempt to live the lives of the subjects of their future artistic works, even when it is dangerous. Snivvians have a reputation for sociopathic tendencies similar to the trandoshans, and they try to control their genetics in order to curtail such tendencies. When twin males are born, one of them will invariably display traits of psychotic genius.
Names
Snivvian names are typically exotic, varying in length, and unique using consonants such as 'Z' often. Surnames are familiar, but optional.
Male Names. Boltan, Jhogg, Kalat, Zarichrog
Female Names. Alateeput, Brourno, Malth, Zalviv
Surnames. Hatral, Sertti, Zabar, Zashuri
Snivvian Traits
As a snivvian, you have the following special traits.
Ability Score Increase. Your Constitution, Wisdom, and Charisma scores increase by 1.
Age. Snivvians reach adulthood at 12 and live for over a century.
Alignment. Snivvians' insightful and curious nature causes them to tend toward the light side, though there are exceptions.
Size. Snivvians typically stand 4 and a half to 5 and a half feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Cave Dweller. You don't treat rocky terrain as difficult terrain.
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.
Discerning. You have proficiency in the Insight skill.
Hide. You have advantage on Constitution saving throws made to avoid exhaustion due to extreme cold.
Talented Artisans. Because of their prolonged periods of practice, snivvians are adept in the arts. You have proficiency in the Performance skill. Additionally, you have proficiency in your choice of artist's implements, chef’s kits, disguise kits, forgery kits, or tinker’s implements.
Tracker. Snivvians are skilled at tracking thanks to their sensitive nostrils. You are considered to have expertise in Wisdom (Survival) checks made to track a creature if that creature has a scent.
Languages. You can speak, read, and write Galactic Basic, Snivvian, and one more language of your choice. Snivvian is highly symbolic in its language, but is spoken nasally, making most snivvians speak in a nasally accent when speaking Galactic Basic.
Swokes Swokes
Visual Characteristics
Skin Color Pale green to white Hair Color None Eye Color Black, red, white, or blue Distinctions Protruding teeth, conical heads, horns
Physical Characteristics
Height 4'6" +2d12" Weight 170 lb. x(2d6) lb.
Sociocultural Characteristics
Homeworld Makem Te Language Swoken
Biology and Appearance
Large, stocky creatures, they have sharp, protruding teeth, perpetually grinning mouths, a series of horns crowning their pallid heads, one to three nostrils, and no hair. Some swokes swokes have long, heavy, spiked tails. Swokes Swokes have the ability to regenerate lost body parts, although the process leaves scars. Regrowing a missing limb takes about 10 days, provided the individual avoids exertion. Swokes Swokes cannot regenerate heads, so beheading kills them instantly. Nevertheless, coupled with their naturally damage-resistant hides and resistance to pain, their regenerative properties make swokes swokes fierce, relentless opponents in battle. Swokes Swokes biology resembles that of more primitive lifeforms, such as flatworms. Their nervous system was underdeveloped in comparison to other sentients, lacking all but the most essential pain receptors. This gives them a remarkable pain threshold but deadens their sense of touch.
Society and Culture
The swokes swokes have a reputation as merciless, unscrupulous, overbearing ruffians who care only for personal prestige. The view of the swokes swokes as brutes is reinforced by official swokes swokes institutions and religious doctrines. Wealth is one measure of status, and expensive gifts are a sure way to gain an audience with a swokes swokes. A popular status symbol is to have gemstones surgically embedded in the flesh near vital organs.
Names
Swokes Swokes names are simple, often followed by another element, like a region of origin or a notable feature. Notable individuals adopt a double name as a symbol of fame.
First Names. Hoktek, Thoola, Urduk, Zurge
Epithets. of Bredan, the Hardy, of Thalak, the Torn
Swokes Swokes Traits
As a swokes swokes, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
Age. Swokes Swokes reach adulthood in their early teens and live less than a century.
Alignment. Swokes Swokes tend to lean towards chaotic alignments, especially chaotic dark side due to their self-centered and aggressive nature, though there are exceptions.
Size. Swokes Swokes typically stand 5 to 6 and a half feet tall and generally weigh about 300 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Crafters. You have proficiency with with one artisan’s implements of your choice.
Hide. You have a thick hide. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier.
Tooth and Nail. Your claws and teeth are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage.
Rapidly Regenerative. You heal quickly, both at will and in response to danger. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points. In addition, when you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.
Languages. You can speak, read, and write Galactic Basic and Swoken. Swoken is characterized by low grunts, with different emotions being conveyed by how loud it's being spoken.
Sylphe
Visual Characteristics
Skin Color Green (various shades) Hair Color Red, yellow, blue, green, pink, purple, orange, or brown Eye Color Blue, green, yellow, or black typically Distinctions Vegetal species, high psychic abilities
Physical Characteristics
Height 4'9" +2d6" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Sylvia IV Language Sylphen
Biology and Appearance
Sylphes are a botanical, humanoid species. Their skin is green, and long flowers and other various plants grow atop their heads. These flowers change with their emotions, wilting with a bad mood. Their metabolism requires high quantities of water, and an extended exposition to an arid climate can even be lethal. In addition to traditional language, sylphes communicate through pheromones. These pheromones are used to influence other species' during negotiations. They also display a form of powerful telepathy, noted to be similar to some Jedi abilities. Though botanical, sylphes are able to interbreed with humans, despite having a internal structure closer to vegetation than mammalian. A human/sylphe hybrid can be detected by an abnormal blood composition, and a extended lifespan more in line with their sylphe heritage.
Society and Culture
Living in homes made from vegetation, sylphes are a sophisticated and instructed species. They cultivate refined arts; their martial arts being no exception. They developed a lethal "war dance" called Sholân Kha. They favor the mental over the technological, and their technological development is quite low. Sylphes are organized into large clans of hundreds or more individuals, with solidarity being extremely rare, sometimes even being looked down upon or mocked by more community-focused sylphes. Many sylphe clans are pacifists and refuse to kill anyone if a better solution can be found.
Names
Sylphe names are smooth and melodic, not using surnames, for all traditional sylphes consider themselves a giant family.
Male Names. Aliashose, Pholere, Thouyine, Yahaina
Female Names. Chanje, Seliane, Temaris, Uhayna
Sylphe Traits
As a sylphe, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.
Age. Sylphes reach adulthood in their early teens and live for more than a century, usually living to about 150.
Alignment. Sylphes' dedicated care for their family causes them to tend toward the light side, though there are exceptions.
Size. Sylphes typically stand 5 to 6 feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Type. Your creature type is both plant and humanoid.
Cultured. You have proficiency in the Lore skill.
Enthralling Pheromones. 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.
Heat Sensitivity. You have disadvantage on Constitution saving throws made to avoid exhaustion due to extreme heat.
Naturalist. You have proficiency in the Nature skill.
Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.
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 Sylphen. Sylphen is often described as sounding "crystalline" by other species, sharp words being punctuated multiple times within the same sentence to show intensity.
Talortai
Visual Characteristics
Skin Color Gray or white Hair Color Gray, brown, black, or white Eye Color Black, green, or blue Distinctions Avian features, lack of aging, regeneration, force sensitivity
Physical Characteristics
Height 5'5" +2d6" Weight 120 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Talor Minor Language Talor
Biology and Appearance
The talortai are a mysterious race with both avian and reptilian qualities. They are scaled and bipedal with an upper jaw similar in appearance to a beak. They are immune to the effects of aging, and demonstrate the ability to rapidly regenerate injuries. Talortai are known to be Force-sensitive, able to distinguish between the light and dark sides of the Force, in addition to the ability to detect its presence, and could even use their affinity to navigate the galaxy with precision.
Society and Culture
Talortai hailed from Talor, an astronomical object that featured tropics. They are a proud race of warriors, and from a young age, talortai are taught in the ways of traditional combat and honor by special trainers on their homeworld. Talortai born offworld are most often instructed by their parents, or sometimes trainers hired by the parents, to preserve that warrior tradition. Talortai culture is dedicated to the completion of personal "conquests" in life, each talortai having to overcome their own personal battle, feeling that special sense of accomplishment being the main goal of most talortai before they die. While most talortai accomplish this by participating in battles and wars that matter to them, others' "conquests" can be something as simple as protecting a loved one. The talortai's sense of honor dictates most aspects of their life. From keeping their word in an agreement to rules of combat, talortai treat their personal honor seriously.
Names
Outsiders have a hard time deciphering the naming conventions of the talortai. However, it is known that their surnames are familiar.
Male Names. Jeroq, Ravoss, Sethet, Ureu
Female Names. Errin, Hiza, Irsat, Zanna
Surnames. Cif, Fer, Rak, Ten
Talortai Traits
As a talortai, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Strength or Dexterity score increases by 1.
Age. Talortai reach adulthood in their late teens and have been known to live for multiple centuries, as their bodies do not physically age the same way most species do.
Alignment. Talortai's honorable nature causes them to tend towards lawful alignments, though there are exceptions.
Size. Talortai typically stand 6 to 7 feet tall and weigh up to 300 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Expert Navigators. You are considered to have expertise in Wisdom (Survival) checks made to navigate.
Force Sensitive. Talortai are naturally sensitive to the Force, allowing them to distinguish between the Light and Dark sides. You can use your action to make a Wisdom (Insight) check against a target’s Charisma (Deception). On a success you learn the alignment of the target. On a failure, the target becomes immune to this feature for one day. This feature has no effect on droids or constructs. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses on a long rest. Additionally, once per day, you can cast the sense force force power. Your forcecasting ability is Wisdom.
Martial Training. Talortai are trained to fight from a young age. You have proficiency in two vibroweapons of your choice.
Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.
Languages. You can speak, read, and write Galactic Basic and Talori. Talori cannot be fully spoken by non-talortai, sounding like a deep rumbling supplemented by hard clicking created by their beaks and subsonic noises from an organ in the back of their throats.
Talpini
Visual Characteristics
Skin Color Light to dark brown or orange tones Hair Color Brown, gray, orange, or white Eye Color Black or blue Distinctions Tiny size
Physical Characteristics
Height 2'5" +2d6" Weight 35 lb. x1 lb.
Sociocultural Characteristics
Homeworld Tal Pi Language Talpini
Biology and Appearance
Talpini are diminutive species, standing slightly smaller than ewoks. Despite this, talpini are known for their combative and ferocious personalities. They are able to easily blend in with crowds, quickly weaving between the legs of the much larger creatures in the galaxy. Their size and stealthiness when in crowds has led the majority of the galaxy to be unknowledgable about the talpini's existence, even some xenobiologists remaining unaware of them.
Talpini have fully opposable thumbs and five-fingered hands which are covered in coarse fur. They have round, snub-nosed faces with large, permanently downturned mouths filled with small razor-sharp teeth. Their fur grows around the sides of their heads, but never on the top, leading many to give talpini the nickname "chromedome", a name which all talpini despise.
Society and Culture
Not much is known about the talpini and their homeworld of Tal Pi because of their lack of interaction with the rest of the universe, preferring solitude and the company of their own. Despite this lack of knowledge, the talpini that do travel offworld speak fondly about their home and culture, one that encourages courage, bravery, and making their own way. As a result of this, talpini in the galaxy are often seen working for criminal enterprises and combative factions.
Names
Talpini names are simple in nature, often including repetitive syllables. Talpini surnames are two part, the first part being the surname of the parent who proposed first, followed by a dash and the surname of the other parent. Talpini names are agendered.
First Names. Aaklaat, Hiiziin, Quujuu, Voonoof
Surnames. Kayu-Vee, Obl-Ken, Riu-Was, Teeay-Gai
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 early teens and live less than a century.
Alignment. Talpini are combative and headstrong, causing them to tend towards chaotic alignments, though there are exceptions.
Size. Talpini typically stand 2 to 3 feet tall and generally weigh about 40 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
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.
Fury of the Small. When you damage a creature with an attack or a power and the creature’s size is larger than yours, you can cause the attack or power to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Specialist. You have proficiency in one specialist’s kit of your choice.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic Basic and Talpini. Talpini is spoken in high-pitched whining bursts, sounding obnoxious to other species.
Teedo
Visual Characteristics
Skin Color Green or gray Hair Color None Eye Color Black or gray Distinctions Small size, interspecies telepathy, collective identity
Physical Characteristics
Height 2'9" +2d4" Weight 55 lb. x1 lb.
Sociocultural Characteristics
Homeworld Jakku Language Teedospeak
Biology and Appearance
Teedo are a sentient reptilian species. Although much of their body is covered in wrappings and a mask, they have an exposed cranial dome and hands and feet with three digits. Due to the limited water of their homeworld, Jakku, they have a system of filters and tubes which reclaim most of their bodies' water for recycling. They experience an unknown form of telepathic communication between individuals, and teedo can know things that were experienced by other teedo.
Society and Culture
Fiercely territorial, teedos live as scavengers, and they prowl the wastes of Jakku. They are secretive and suspicious of outsiders, often fighting with other scavengers over machinery that can be salvaged for sale. As scavengers, they are capable mechanics and tinkerers, and are gifted in finding useful things in their homeworld. They are treated with respectful caution by the residents of Jakku, due to their unpredictable nature. In order to protect themselves against Jakku's heat, teedos wear protective wrappings that cover much of their bodies. They make no distinction between individuals, and none have names, with each specific teedo being known as Teedo. They often ride luggabeasts, beasts of burden that are cybernetically enhanced for greater endurance. They live in trapdoor tunnel systems. They worship a goddess named R'iia, believing the violent storms on Jakku are her breath, or X'us'R'iia.
Names
Teedos make no distinction between individuals, and so each member of the species is simply named Teedo. This is exasperated by their species' telepathy causing memories to bleed over. However teedo are responsive to nicknames given by outsiders.
Teedo Traits
As a teedo, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Age. Teedo reach adulthood in their late early and live to be around 75.
Alignment. Teedo's "make do" attitude causes them to tend toward lawful or neutral balanced, though there are exceptions.
Size. Teedo typically stand 3 to 4 feet tall and generally weigh about 60 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
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.
Desert Protection. You have advantage on saving throws against being blinded.
Skilled Scavenger. You have proficiency in Investigation or Technology (your choice). Additionally, you are proficiency with mechanic's kits or the electrobaton and electroprod (your choice).
Survivors of the Sands. You are proficient in Survival. Additionally, you don’t treat desert terrain as difficult terrain. Lastly, you have advantage on Constitution saving throws made to avoid exhaustion due to extreme heat.
Teedo Telepathy. You can communicate with other teedo within 60 feet of you without speaking through the use of a specialized form of telepathy. Additionally, you can search the memories of other teedo as if they were your own. Force attuned individuals can detect the communication but can’t understand it.
Tinker. You have proficiency with tinker’s implements. 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, create bright electrical sparks for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic Basic and Teedospeak. Teedospeak is spoken rapidly, using various descriptions of words concurrently to display urgency.
Teek
Visual Characteristics
Skin Color Peach Hair Color White or gray Eye Color Black or brown Distinctions Extremely quick, attracted to trinkets
Physical Characteristics
Height 2'1" +2d4" Weight 35 lb. x1 lb.
Sociocultural Characteristics
Homeworld Unknown, Forest Moon of Endor (colony) Language Teek
Biology and Appearance
Teeks are an intelligent species of rodent with a colony on the forest moon of Endor. They are scruffy with thick fur covering their entire body; only their face and hands are devoid of fur. Teeks have an extremely fast metabolism, allowing them to run at speeds far faster than nearly all other species in the galaxy. At full speed, teeks look nothing more than a blur, and can often do tasks in mere seconds.
Society and Culture
Teeks are widely known as expert scavengers. They love trinkets, and often scavenge and steal various objects from animal nests, and occasionally from ewok villages as well, which they hoard together, hidden from outsiders. Teeks, however, do not feel as if they are thieves—they always leave a trinket or token behind that they feel is of similar or equal value to whatever they take. The original owners of whatever was taken, however, are rarely happy with the trade—teeks value certain items that others might not. Ewoks think of them as a plague, and feel that even seeing a teek is extremely bad luck. For these reasons, teeks are generally avoided, and keep to themselves. Teeks are never considered prey in the jungles, due to their extreme speed, which they use both to escape from predators and to flee from the angry victims of their thievery. They are generally afraid of outsiders, and often hide from them; though, after some time of basic contact with them, teeks usually manage to overcome their initial fear.
Names
Teek names are very similar to each other. Their names are spelled with four letters, with a double 'E' between two consonants. Teeks do not use surnames.
Male Names. Meeb, Teek, Veet, Zeeg
Female Names. Feek, Leev, Weep, Yeed
Teek Traits
As a teek, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Age. Teeks reach adulthood in their early teens and live for less than 80 years.
Alignment. Teeks are curious to a fault, causing them to tend towards chaotic alignments, though there are exceptions.
Size. Teeks typically stand 2 and a half 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 40 feet.
Fleet-Footed. As a bonus action, you can move up to your speed away from an enemy of your choice that you can see or hear. You must end this move further from the enemy than you started.
Inquisitive. You have proficiency in the Investigation skill.
Nimble 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.-
Thieves. You have proficiency in the Sleight of Hand skill.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Teek. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Teek is a primitive language spoken in yips and chirps, with many similarities to the native Ewokese. Teeks also know a complex sign language used to communicate with other teeks silently.
Terrelian
Visual Characteristics
Skin Color Dark to light blue and turquoise Hair Color Red Eye Color Light purple to dark red Distinctions Ability to leap vast distances
Physical Characteristics
Height 5'7" +2d10" Weight 80 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Terrelia Language Erreli
Biology and Appearance
Thin turquoise humanoids, terrelians, known throughout the wider galaxy as terrelian jango jumpers, are identifiable by their long lanky bodies and fiery red hair. Lighter blue coloration covers most of their faces, giving them a deathly visage. Terrelians were gifted with impressive physical abilities that made them natural athletes, included being capable of running great distances at great speeds for long periods of time, and being able to jump vast distances, comparable to the Force-enhanced jumps employed by Jedi.
Society and Culture
The athleticism of the jango jumpers is a result of their ancestors’ nomadic lifestyle, where they would wander in search of food and chase prey on foot. Their leaping ability proved essential in traversing valleys and catching prey over short distances. Although modern members of the species are more civilized, they never truly felt the need to develop permanent homes. As such, they continue to live in large speeders or other portable homes, and they prefer to take their jobs with them, making seasonal migrations back and forth. This tendency for travel has also made them a prominent sight in the spacelanes, and many enjoy tourism as a hobby. However, incidents of bigotry following their first contact have made them wary of outsiders, and some disguise themselves using face paint out of fear for such intolerance. Because of this, most Terrelians have become jaded and untrusting of others. Even those closest to a Terrelian are held at arm's length, making them sullenly isolationists.
Names
Terrelian names sound light and feminine to outsiders of their culture.
First Names. Defee, Piolia, Maropheli, Tailarun
Surnames. Aonig, Gilrel, Teffit, Weepyn
Terrelian Traits
As a terrelian, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age. Terrelians reach adulthood in their mid teens and live for 60 to 70 years.
Alignment. Terrelians are cautious and weary, causes them to tend towards balanced alignments, though there are exceptions.
Size. Terrelians typically stand 6 to 7 feet tall and generally weigh about 110 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 35 feet.
Acrobat. You have proficiency in the Acrobatics skill.
Athletic. You have proficiency in the Athletics skill.
Forced March. Terrelians are able to maintain a fast pace longer than other species. Terrelians have advantage on Constitution saving throws made to avoid Exhaustion due to prolongued travel, as described in Chapter 8.
Nimble 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.
Powerful Leap. If you jump at least 10 feet in a straight line before hitting with a melee weapon attack, you can attempt to trip the target prone as part of the same attack. Once you use this trait, you can’t use it again until you finish a short or long rest.
Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.
Languages. You can speak, read, and write Galactic Basic and speak Erreli. Terrelian is an ancient, nigh extinct, tongue used almost exclusively by Terrelia's natives. Erreli has no written form.
Thakwaash
Visual Characteristics
Skin Color Light to dark tones, typically dark Hair Color Brown, tan, or gray (with age) Eye Color Black Distinctions Large size, incredible strength, multiple distinct personalities
Physical Characteristics
Height 6'3" +2d12" Weight 190 lb. x(2d6) lb.
Sociocultural Characteristics
Homeworld Thakwaa Language Thakwaese
Biology and Appearance
Possessed of great strength, these large bipeds are best known for their uniquely non-human mindset. A single thakwaash mind contains several distinct personalities. Some thakwaash manifest dozens of different personalities and refer to themselves in the plural. This habit frequently leaves members of other species uncomfortable, because they are never certain of who they are speaking with, especially since thakwaash are likely to change personalities in the middle of conversations. Unlike most beings who exhibit a multiple-personality disorder, each individual thakwaash personality retains a basic knowledge of events and facts that the other personalities experience, although this rarely includes exact details. Conversations come to a halt when a thakwaash pauses and asks a new acquaintance's name as if they had not been introduced already. They also possess, on average, three times the strength of an average human male.
Society and Culture
Thakwaa is a temperate planet dominated by grassy plains. An isolated species, the thakwaash don't receive travel from a majority of the galaxy. While a strategically beneficial location for certain military campaigns, most armies give up trying to conquer Thakwaa. Because of their unpredictable nature, size, and immense strength, the thakwaash make powerful foes.
Names
To the surprise of outsiders, thakwaash use a singular name throughout their life, despite their various unique personalities. They use familiar surnames.
Male Names. Aythar, Ethoss, Narok, Wec
Female Names. Bashlo, Jiva, Lomatt, Shakwa
Surnames. Desh, Rahakas, Shelani, Taskelor
Thakwaash Traits
As a thakwaash, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and one other ability score of your choice increases by 1.
Age. Thakwaash reach adulthood in their late teens and live less than a century.
Alignment. The most defining aspect of thakwaash are their numerous personalities, as diverse and vibrant as any individual. Because of this, thakwaash tend toward no particular alignment, lawful light side and chaotic dark side able to reside in the same body. The best and worst are found among them.
Size. Thakwaash tend to tower over other species, reaching heights over 8 feet and weighing 300 pounds. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Divergent Persona. You gain proficiency with one tool of your choice. Define a unique identity associated with that proficiency; establish the name, gender, personality, and other details. While you are in that persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency.
Expert Forgery. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
Multiple Minds. Thakwaash have dozens of personalities, switching between them in rapid succession. Because of this brain composition, you are difficult to manipulate. You have advantage on saving throws against being charmed.
Powerful Build. Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.
Skill Diversity. Thankwaash are incredibly skilled, thanks to their multiple personalities. You gain proficiency in two skills of your choice.
Languages. You can speak, read, and write Galactic Basic and Thakwaese. Thakwaese consists of a variety of growls, snorts, and whinnies, while the written form is made up of intricate symbols.
Tholothian
Visual Characteristics
Skin Color Light to dark tones (bluish areas) Hair Color Red or white Eye Color Blue or indigo Distinctions Scaled cranium, fleshy tendrils
Physical Characteristics
Height 4'8" +2d10" Weight 110 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Tholoth Language P’olothin
Biology and Appearance
Tholothians are a species of seemingly ageless humanoids native to the planet Tholoth. They can be distinguished from typical humans by their partial bluish skin pigmentation, their scaled craniums and fleshy white or red tendrils that sprout from their skullcaps. Most many traditional tholothians cover their hair in a traditional tholoth headdress, made up of a fabric band with delicate chains. The species is rare, but those that do exist are often Force-sensitive.
Society and Culture
Few can boast a legacy like the tholothians. As one of the oldest, if most elusive, civilizations of the Republic, the people of Tholoth had fully integrated into the galaxy until the Republic fell. Under the rule of the Empire, the planet and culture of Tholoth was drastically altered. Once teeming with life from across the galaxy, Imperial censors diligently removed all non-tholothians from the planet and worked to remove anything considered foreign from the culture. Given the tholothians' early acceptance and integration of other societies, this greatly destabilized their people and culture. Tholothians' long relationship with the Republic means continual contact with Jedi and the Jedi Order. Most obvious Jedi temples were razed, but smaller, more isolated refuges went unnoticed, blending into the overgrowth as if Tholoth itself had gone feral. A small cave system or single-story building once used by the Jedi might now house tholothians communing with the Force or organizing in opposition to the Empire and its censors.
Names
Tholothian names are short and elegant-sounding, with familiar surnames.
Male Names. Adesas, Fen, Nomm, Potani
Female Names. Eva, Deless, Shall, Vadi
Surnames. Eliad, Hamav, Polinus, Raelien
Tholothian Traits
As a tholothian, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.
Age. Tholothians reach adulthood in their late teens and have been known to live for countless centuries, seemingly ageless.
Alignment. Tholothians are cultured and adaptive, causing them to tend towards balanced alignments, though there are exceptions.
Size. Tholothians 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.
Attuned. You know your choice of the battle insight, spare the dying, or resistance at-will force powers. Wisdom is your forcecasting ability for this power.
Cultural Assimilation. You have proficiency in Lore. Additionally, you are considered to have expertise in Intelligence (Lore) checks made to learn or recall something about a culture’s laws or customs.
Defiant. Tholothians are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll’s outcome. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Natural Roots. Your innate processes boost your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll.
Languages. You can speak, read, and write Galactic Basic, P’olothin, and one more language of your choice. P’olothin is considered somewhat archaic and impractical, so it is mostly used in formal situations in tholothian culture.
Tof
Visual Characteristics
Skin Color Green Hair Color Brown, gray, white, orange, or black Eye Color Gray, blue, or green Distinctions Green skin, large size
Physical Characteristics
Height 6'3" +2d12" Weight 120 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Tof Language Tof
Biology and Appearance
Tofs are largely human in appearance, although their skin bears a sickly green sheen and they tend to have massive physiques, either powerfully overmuscled or grossly rotund. This is evident in their slow movements though tofs are capable of flattening an opponent with one slap of their large palms.
Society and Culture
Tofs often act as if devoid of any compassion or morals, with the majority of their thoughts dwelling on the lust for battle. Typically, they are crude and enjoy rough humor, as well as pleasure in both food and drink. In tof society, the males dominate their culture, with females seldom seen and normally kept on-planet. They are typically visited only when a tof ship returns to port. Among the royalty, clothing tends to be tailored greatcoats with powdered wigs whilst soldiers carry cutlasses and cudgels, and prominently display their battle scars. As a tof climbs the military hierarchy, they begin to wear more ornate clothing. Simple low-ranking deckhands wear cloth shirts, leather vests and head-scarves while ship captains are given heavy buccaneer boots, sparkling rings on most fingers, and a waist sash which holds both their blaster pistol or a carved club. Since tofs do not bathe, they tend to cover their odor by way of heavy perfumes, sprayed upon their tunics and boots. Tof starships tend to resemble traditional sailing vessels with curved hulls and energy radiating sails. Since they are so immersed in their own culture, they see no need to understand the ways of other species.
Names
Tofs use melodic yet primitive sounding names, with some parents using words that represent "winning" in some way to name their children.
Male Names. Cheif, Dalsenor, Final, Sargothad
Female Names. Absolute, Bulestan, Kelena, Largode
Tof Traits
As a tof, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Tofs reach adulthood in their late teens and live for more than a century.
Alignment. Tofs' raider lifestyle and indifference to the culture's of non-tofs causes them to tend towards chaotic dark side, though there are exceptions.
Size. Tofs tend to tower over other species, reaching heights over 8 feet and up to 300 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Courageous. You have advantage on saving throws against being frightened.
Hide. You have a thick hide. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier.
Powerful Build. Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.
Unarmed Combatant. Your unarmed strikes deal 1d6 kinetic damage. Additionally, as a bonus action, you can perform a special shove attack. On a hit, the target suffers the attack’s normal effects, and if the creature is Large or smaller, it must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, the target is knocked prone, and you can’t use this feature again until you complete a short or long rest.
Vengeful Assault. When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. You cannot use the burst or rapid properties of weapons with this trait. Once you use this trait, you can't do so again until you finish a short or long rest.
Weapon Training. The tof are adept warriors. You are proficient with vibroblades and your choice of vibromaces or slugthrowers.
Languages. You can speak, read, and write Galactic Basic and Tof. Tof is a gruff and loudly spoken language.
Toong
Visual Characteristics
Skin Color Tan, yellow, blue, or green Hair Color None Eye Color Black, orange, or purple Distinctions Bulbous bodies, easily frightened
Physical Characteristics
Height 4'8" +2d10" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Toon'L, Tund (relocated) Language Toongese
Biology and Appearance
The toong have long thin legs, no neck, and bulbous bodies. Their eyes are set high on their slightly pointed heads, allowing for excellent peripheral vision, and their jowled cheeks can expand to store food (a legacy from the hairless rodents from which the species evolved).
Society and Culture
The toong retain a keen fight-or-flight instinct that frequently manifests as acute social anxiety, exhibiting extreme nervousness in social situations. They invariably give in whenever challenged vocally or physically, particularly when facing non-toong. A typical toong feels safe only with his or her immediate family. This has caused most other species to view the toong as cowards, but they do not fear combat and other dangerous situations. Rather, they dread face-to-face interaction with other beings. Offworlders are often surprised to learn that rocket-jumping, podracing, and aircar demolition debris are favorite pastimes among the toong.
When first discovered by the Galactic Republic, Toong'L was thrown into utter chaos due to the appearance of other species with advanced technology. As a result, a world war triggered. This came as a shock to the specialist who had observed the toong and documented them as being peace-loving and outgoing. It took weeks to re-establish contact with the toong, and took the intervention of Jedi and Coruscant specialists to stop the massive warfare that was threatening to doom the species.
Names
Toong have odd-sounding names with many vowels. They use familiar surnames.
Male Names. Derble, Glef, Jhon, Zoad
Female Names. Akwa, Hyke, Tigona, Salli
Surnames. Fonkin, Minamore, Wonkitz, Yaulkon
Toong Traits
As a toong, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Age. Toong reach adulthood at 20 and live for about a century.
Alignment. Despite their anxieties, toong are peace-loving and friendly, causing them to tend toward the light side, though there are exceptions.
Size. Toong typically stand 5 to 7 feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Fleet-Footed. As a bonus action, you can move up to your speed away from an enemy of your choice that you can see or hear. You must end this move further from the enemy than you started.
Flexible Cheeks. Toong have flexible cheeks in which they can store small goods. 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.
Peripheral Awareness. If you are surprised, you may act normally on your first turn. Once you’ve used this trait, you can’t use it again until you finish a short or long rest.
Pilot. You have proficiency in the Piloting skill.
Skittish. You can choose to reroll Initiative checks, but you must use the new roll.
Languages. You can speak, read, and write Galactic Basic and Toongese. Toongese sounds bubbly and high-energy, giving off a feeling of anxiety to listeners.
Trianii
Visual Characteristics
Skin Color Light to dark tones Hair Color Yellow, gray, brown, orange, black, green, white, and various others Eye Color Green, white, black, or yellow Distinctions Feline-like bodies, prehensile tails
Physical Characteristics
Height 5'5" +2d10" Weight 110 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Trian Language Trianii
Biology and Appearance
Their general form is in some ways similar to the togorians, cathar, and catuman warriors (indeed, many trianii that are found on other worlds are mistaken for the aforementioned species), and like them, trianii have excellent balance and eyesight, and a talent for leaping, jumping, and acrobatics. Unlike most other feline species, however, trianii have prehensile tails. Trianii females are generally stronger than their male counterparts, as well as being more dexterous and mindful of artistic values.
Society and Culture
Adventurers by nature, trianii feel a constant urge to explore, and they place a high value on independence. Tribunals of females called yu'nar govern their society. Trianii culture is organized around their religious beliefs, with dance, art, music, literature, and even industry and commerce all revolving around spirituality. At one time, the trianii had many different religions, but the leaders of these different faiths all agreed upon a specific moral code of conduct and brought together a religious coalition that has lasted for thousands of years. Most trianii are still active in the traditional faith of their families, though, and all religious figures are held in great regard.
The trianii usually wear no clothing, except when it is needed for utility or protection. The one common garment of the species is a belt, used to carry tools, weapons, or other items. Ceremonial garb is usually limited to jewelry, ribbons, and other such adornments.
Names
Trianii names are melodic, often using double letters in their names, and use no surnames.
Male Names. Duarrid, Hehkeen, Kreetak, Reakhas
Female Names. Cenndet, Shearran, Unneed, Vakkie
Trianii Traits
As a trianii, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Trianii reach adulthood in their late teens and live less than a century.
Alignment. Trianii's spiritual nature causes them to tend toward the light side, though there are exceptions.
Size. Trianii typically stand 6 to 7 feet tall and weigh less than 200 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Acrobatic. You have proficiency in the Acrobatics skill.
Acute Sight. Whenever you make a Wisdom (Perception) check related to sight, you are considered to have expertise in the Perception skill.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage and have the finesse property.
Darkvision. Your vision can easily cut through darkness. 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.
Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.
Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.
Sure-Footed. You have advantage on ability checks and saving throws against being knocked prone.
Languages. You can speak, read, and write Galactic Basic and Trianii. Trianii language is formed of purrs and growls, rolling its vocalizations.
T'surr
Visual Characteristics
Skin Color Blue Hair Color None Eye Color Red Distinctions Blue skin, red eyes, imposing builds
Physical Characteristics
Height 6'4" +2d10" Weight 170 lb. x(2d6) lb.
Sociocultural Characteristics
Homeworld T'surr Language T'surrese
Biology and Appearance
T'surr are a sentient humanoid species of blue skinned and blue blooded predators. Their appearance follows that of most humanoids, with a bipedal stance, two legs, and four arms. Two of their arms end in meaty hands, while the second pair is far smaller and weaker than the first and protrude from their upper torso or their upper main arms. Males are larger and physically stronger than females, being solidly built. A t'surr's head includes a mouth full of razor sharp teeth, a nose, and two sets of gleaming red pupiless eyes, with one set situated above the other or all in a row.
Society and Culture
Their desert homeworld is cold and dark due to its distant star and constantly windblown, with other species finding the high gravity there daunting and oppressive. These conditions created a race of survivors who have little empathy for other beings, making practices like slavery common and accepted. Within t'surr society wealth is judged based upon how many slaves an individual owns as well as their quality, t'surr with no slaves seen as worthless and looked down upon by others. Male t'surr are violent and cruel in nature, looking down upon weaker species and treating them as livestock to be controlled. A t'surr will use his strength and cunning to control other males of his own species as well as any member of other species, bullying them to get his way. This was not the case when it came to the treatment of females however, as the female t'surr control the species homeworld. Males will anxiously leave the female dominated T'surr, also allowing mothers to raise any children.
Names
T'surr names have rolling vowels, often using 'Y'.
Male Names. Dyrago, Reythan, Shyntak, Treykon
Female Names. Datynask, Feyrr, Jeneyd, Nyark
T'surr Traits
As a t'surr, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Intelligence or Charisma score increases by 1.
Age. T'surr reach adulthood in their late teens and can live for more than a century.
Alignment. T'surr are violent and domineering, causing them to tend toward the dark side, though there are exceptions.
Size. T'surr typically stand 7 to 8 feet tall and generally weigh about 300 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You’ve lived most of your life without direct sunlight. 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.
Menacing. You have proficiency in the Intimidation skill.
Notorious Slavers. Whenever you make an ability check related to the buying, selling, or controlling of slaves, you are considered proficient in the check. If you would already be proficient, you instead have expertise.
Powerful Build. Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.
Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Languages. You can speak, read, and write Galactic Basic and T'surrese.
Tynnan
Visual Characteristics
Skin Color Light to dark tones Hair Color Light to dark brown Eye Color Black or brown Distinctions Thick tails, tolerance to cold
Physical Characteristics
Height 2'8" +2d8" Weight 65 lb. x1 lb.
Sociocultural Characteristics
Homeworld Tynna Language Tynnan
Biology and Appearance
Having evolved from water mammals, tynnans are covered in fur and a thick layer of insulating blubber, which allow them to swim comfortably in the cold oceans of their homeworld. This gives tynnans a rounded appearance, which, combined with their short stature, make them appear cute and pudgy to many species. They have dark noses, poor eyesight (compensated by excellent hearing and smell), and pointed ears. Their muzzles sport two buckteeth. These incisors are an evolutionary holdover from ancestors who gnawed wood to build river dams; the species have long ceased this behavior, so each succeeding generation grow shorter teeth.
Society and Culture
Tynnans are a pragmatic race. They shy away from religion and mythology, which they believe often leads to conflict. They are meticulous planners who give attention to the smallest detail; these plans are then carried out with great enthusiasm and dynamism. For thousands of years, the tynnans selected their government representatives based on a planet-wide lottery. Their leaders then serve for one year, after which they are ineligible for reselection for the next six years. Tynnan society operates a state-run economy, and the government feed all industrial profits back into society. This funding provides all tynnans with complementary housing, education, food, and entertainment. However, many choose to boost their living standards by devoting themselves to the arts and sciences, or sometimes hunting.
Names
Tynnan either have traditionally simple names, or descriptive ones named after natural phenomena, all agendered. Tynnan are given surnames if elected.
First Names. Adumet, Foremist, Gos, Klarm, Pondsip
Surnames. Bluerun, Dositho, Irakles, Onet, Rokracer
Tynnan Traits
As a tynnan, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Strength or Constitution score increases by 1.
Age. Tynnans reach adulthood at 6 and live less than a century.
Alignment. Tynnans' intelligent nature causes them to tend towards neutral alignments, though there are exceptions.
Size. Tynnans typically stand 3 to 4 feet tall and generally weigh about 70 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Academic. You have proficiency in one of the following skills: Lore, Investigation, Medicine, or Technology.
Bite. As uncivilized as it may be, your buck teeth are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage.
Detail Oriented. You are practiced at scouring for details. You have advantage on Intelligence (Investigation) checks within 5 feet.
Hide. You have advantage on Constitution saving throws made to avoid exhaustion due to extreme cold.
Hold Breath. You can hold your breath for up to 1 hour at a time.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.
Swim. You have a swimming speed of 25 feet.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Wealthy. During character creation, you start with additional credits equal to your level x your proficiency bonus x 1,000 cr.
Languages. You can speak, read, and write Galactic Basic and Tynnan. Tynnan is sounds like rapid chittering, made using the tynnans' buck teeth.
Ubese
Visual Characteristics
Skin Color Variable (generally white) Hair Color Black Eye Color Variable (generally brilliant green or blue) Distinctions Raspy, whispering voices, slight build
Physical Characteristics
Height 4'9" +2d6" Weight 105 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Uba IV, Ubertica Language Ubese, Ubenial
Biology and Appearance
The ubese are near-humans who appear graceful but frail. They tend to have fair skin and dark hair, with eye colors of brilliant green or blue. They can not grow any facial hair, and their facial structure is narrow, with high cheekbones and eyes that appear much too large for their faces when compared to baseline humans. Their vocal cords cannot produce speech above a rasping whisper sound, so they use a highly refined form of sign language with other Ubese.
Society and Culture
Little is known about ubese culture. Away from their homeworld, wayward ubese seem to care little for other societies' laws, customs, and morals. They are mysterious wanderers, nomadic warriors who hide their inner secrets and agendas just as they hide their faces behind helmets and breath masks. They seem to be loyal to one another, despite nurturing a profound hatred toward most other members of the galactic community. They generally make their livings as mercenaries, bounty hunters, slavers, or assassins—professions where they get to vent their hatred without fear of retribution. Particularly vengeful "True Ubese", the survivors of their homeworld of Uba IV are known to hunt down yrak pootzck, a demeaning phrase referring to the ubese who were rescued and relocated to Ubertica, as part of a millennia-old blood feud. Above all else, however, ubese are united in their hatred toward the Jedi. They blame the "protectors of the galaxy" for what happened to their culture and homeworld; even ex-Jedi are not above their hatred.
Names
Ubese names are usually very sharp or guttural. They do not use surnames.
Male Names. Eucariss, Gunnut, Reeveth, Shoubo
Female Names. Arket, Fouresh, Kavaz, Tiat
Ubese Traits
As a ubese, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and one other ability score of your choice increases by 1.
Age. Ubese reach adulthood in their late teens and live to be about 70.
Alignment. Ubese's vengeful nature causes them to tend toward the dark side, though there are exceptions.
Size. Ubese typically stand 5 to 6 feet tall and can weigh up to 140 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Foreign Biology. Ubese struggle in atmospheres other than that of their homeworld. You wear a breath mask, and if your mask is removed while you are in such an environment, you lose consciousness.
Mysterious Wanderers. You have proficiency in Stealth and Survival.
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.
Vengeful Assault. When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. You cannot use the burst or rapid properties of weapons with this trait. Once you use this trait, you can't do so again until you finish a short or long rest.
Weapon Training. You have proficiency with the blaster rifle and marksman blaster.
Languages. You can speak, read, and write Galactic Basic and Ubese. Ubese also know Ubeninal, which is a sign language which consists of hand signals and gestures used to communicate with other ubese silently.
Utai
Visual Characteristics
Skin Color Pale pink Hair Color None Eye Color Black Distinctions Long eyestalks, two toes per foot, three fingers and one thumb per hand
Physical Characteristics
Height 2'9" +2d4" Weight 75 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Utapau Language Utai
Biology and Appearance
Generally short and chubby, the utai are pale-skinned and hairless, possessing large, oblong heads which slope backwards. Two glassy black eyes protrude on thick stalks from the utai's face, which is otherwise unremarkable, aside from a small, puckered mouth. A short-lived race in comparison to their neighboring species, the pau'an, the utai prefer to work with their hands and eventually evolved sharp night vision. Omnivores by nature, the utai prefer cooked meat to raw food, and seek food in the caverns that crisscross the sinkholes.
Society and Culture
An ancient race of diminutive humanoids, the utai made their homes in tunnels and caves amid the sinkholes that pockmarked their homeworld, colonizing them long before the surface dwelling pau'ans were forced to take refuge in the sinkholes after hyperwinds made life on the surface unbearable. Working together, the utai allowed the pau'ans to take the lead in all societal matters, although the utai make up more then seventy percent of the population on Utapau. Introducing the utai to wind power, the pau'ans took over governmental work in the sinkholes and relegated the utai to a labor class. Despite their role as laborers in Utapaun society, the utai are not mistreated and prefer their worker status. Many utai work as varactyl wranglers and dactillion tamers, as they possess an innate ability to commune with animals.
Names
Utai names are very simple, surnames being gained later in life from deeds. Male and female names are not distinct.
First Names. Elit, Gala, Matar, Shalis, Uraf, Velat
Surnames. Drat, Ganz, Malt, Seft, Thrak, Zand
Utai Traits
As an utai, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age. Utai reach adulthood at 10 and live about half a century.
Alignment. Utai's subservient and understanding nature causes them to tend toward lawful balanced, though there are exceptions.
Size. Utai typically stand around 4 feet tall and generally weigh about 110 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Animal Handler. You have a proficiency in the Animal Handling skill.
Beast Master. You have the ability to communicate in a limited manner with beasts. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. Additionally, whenever you roll a 1 on a Wisdom (Animal Handling) check, you can reroll the die and must use the new roll. Lastly, once per short or long rest, you can treat a d20 roll of 9 or lower on a skill check towards a beast as a 10.
Coorperative Labor. You are proficient in the Athletics skill and constructor's implements. Additionally, when you take the Help action to give an ally advantage on an Athletics or constructor's implements check, they gain a bonus to the roll equal to your proficiency bonus.
Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Powerful Build. Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic Basic, Utai, and Utapese. Utai is characterized as a series of burbling glottal hoots.
Vagaari
Visual Characteristics
Skin Color Tan or pink Hair Color None Eye Color Violet, pink, or red Distinctions Two mouths
Physical Characteristics
Height 4'8" +2d10" Weight 105 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Vagar Praxut Language Vagaari
Biology and Appearance
Vagaari have a large head dominated by wide eyes and small ears that lie flat against the skull. With their stubby limbs, vagaari are not capable of great speed, but they are far stronger than they look. The most distinctive vagaari feature is a jaw with two mouths, each studded with pebbly teeth. Vagaari have separate digestive and respiratory tracts. The upper mouth is used for breathing and speaking, and the lower mouth is used for eating. Thus, choking is virtually impossible, and many vagaari chew on stimulant-laced leather strips known as pureweed while conversing.
Society and Culture
The Vagaari Empire thrives on cruelty and terror. It is so effective at spreading fear that even other Unknown Regions Threats, such as the ebruchi and the rakata, flee from its forces. Arrogant speciesists, vagaari believe that all non-vagaari are idiotic cowards who exist only as resources to be farmed. Vagaari fashion is designed for maximum intimidation. They wear oversized fright masks that bear painted expressions of fury, horror, and agony. Off the battlefield, they dress in voluminous robes, with roomy folds to conceal hidden weapons and poisons. Vagaari soldiers wear body armor and decorate their full-face helmets with death's-heads and demon mouths. Males and females have separate but equally important roles within the empire. Males dominate soldiering, piloting, and political classes, and females make up castes responsible for invasion strategy, slave acquisition, and torture. Food preparation, sanitation, maintenance, and similar drudge work is performed by slaves.
Names
Vagaari have simple names, ending with 'sh', and do not use surnames.
Male Names. Balsh, Qresh, Vuulsh, Yalkesh
Female Names. Matesh, Nuish, Skrash, Tumiesh
Vagaari Traits
As a vagaari, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Strength or Wisdom score increases by 1.
Age. Vagaari reach adulthood in their early teens and live for more than a century, around 130 years.
Alignment. Vagaari's merciless and fearsome nature causes them to tend toward the dark side, though there are exceptions.
Size. Vagaari typically stand 4 to 6 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Menacing. You have proficiency in the Intimidation skill.
Notorious Slavers. Whenever you make an ability check related to the buying, selling, or controlling of slaves, you are considered proficient in the check. If you would already be proficient, you instead have expertise.
Unsettling Visage. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Once you use this trait, you can't use it again until you finish a short or long rest.
Vagaari Beast Training. Vagaari often hide beasts on their body in order to use them against their opponents. You have proficiency in the Animal Handling skill. Additionally, you can hide a Tiny willing beast on your person in stasis. You can hold a number of beasts on your person like this equal to half your proficiency bonus (rounded up). When you reach 5rd level, you can forgo holding several Tiny beasts to hide one Small willing beast on your person. As a bonus action, you can release any number of these beasts, allowing them to make one attack against any opponent within range with advantage. Once you use this feature, you can't use it again until you finish a long rest.
Languages. You can speak, read, and write Galactic Basic, Vagaari, your choice of Minnisiat or Sy Bisti, and one more language of your choice. Vagaari is a musical trilling language, but vagaari are also fluent in various trade languages and lingua franca, such as Minnisiat and Sy Bisti, both used in the Unknown Regions.
Vahla
Visual Characteristics
Skin Color Dusky brown to dark gray Hair Color Black, gray, white, and rarely red Eye Color Pale shades of blue, gray, or lavender Distinctions Force-sensitivity, cartilaginous skeletons
Physical Characteristics
Height 5'1" +2d6" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Unknown Language Vahla
Biology and Appearance
Vahla are tall, slightly-built near-Humans. Their physiology is largely similar to humans, with the marked exception that their skeletons are mostly composed of thick cartilage rather than bone; this unique adaptation gives the vahla greater flexibility than baseline humans. However, they are more physically frail than similar species.
Their hair color ranges from black to gray to white, with both or all three colors sometimes being present simultaneously. Occasionally, Vahla are born with red hair; those so endowed are often regarded as having been blessed by the goddess Vahl.
Society and Culture
Vahla are a shrewd people, often finding themselves on the darker side of galactic society. They are nomads who are forever in search of their lost homeworld. They are generally regarded as naturally bright and clever. Their small economy is stoked by petty theft, limited-scale piracy, and bounty hunting.
All Vahla are Force-sensitive, and whether aware or not, have ties to the dark side of the Force. Most Vahla are members of the Ember of Vahl, a dark side cult that worships Vahl, a goddess of fire and destruction. Though not all Vahla are members, all are expected to follow the orders of a six-priest central coven believed to have been "chosen" by the goddess. To show their faith and devotion, those Chosen will inflict scars upon themselves. The Chosen consult with Vahl through use of Force-empowered farseeing. They also interpret signs and portents, and make policy for the Vahla.
Names
Vahla take names similar to humans. Surnames are familiar.
Male Names. Cornic, Jakaust, Maljova, Theamar
Female Names. Alisshy, Celrose, Josvane, Kariday
Surnames. Allglad, Haghar, Lewhard, Redche
Vahla Traits
As a vahla, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age. Vahla reach adulthood in their late teens and live less than a century.
Alignment. Vahla's innate connection to the dark side of the Force causes them to tend toward the dark side, though there are exceptions.
Size. Vahla typically stand 5 and a half to 6 and a half feet tall and generally weigh about 110 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Cartilage Skeleton. Your cartilaginous skeleton allows you more flexibility than the average human. You have advantage on Dexterity (Acrobatics) checks that involve flexibility.
Eyes of Vahla. Whenever you make a Wisdom (Perception) check related to sight, you are considered to have expertise in the Perception skill.
Force Sensitive. You know the denounce at-will force power. When you reach 3rd level, you can cast the hex force power once per day. When you reach 5th level, you can also cast the force vision force power once per day. Your forcecasting ability is Charisma.
Shrewd. You are proficient in the Insight and Deception skills.
Languages. You can speak, read, and write Galactic Basic and Vahla. The Vahla language is rarely spoken, as most vahla speak Galactic Basic. Vahla is dominated by harsh, sharp sounds spoken in rapid succession, meant to confuse those trying to understand.
Vodran
Visual Characteristics
Skin Color Brown or olive green Hair Color None Eye Color Black Distinctions Leathery skin, horns around face
Physical Characteristics
Height 4'9" +2d6" Weight 120 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Vodran Language Huttese, Vodran (formally)
Biology and Appearance
Vodrans are a nimble, sturdy species of warm-blooded reptiles with acute senses and thick fingernails. Their bodies are covered with leathery skin that is hard enough to offer some protection from physical damage. Hard skin combined with underdeveloped muscles to restrict the range of emotions they can transmit through facial expressions. The face is ringed by a ridge of horns about the temples and on the chin.
Society and Culture
Vodrans have little sense of self and thus show little individual personality. They instead believe in "the value of many," seeing the whole species as a group. The restrictions on their facial movements prompt them to convey wishes and emotions with only body language and vocal inflection. As they think of the collective before themselves, they have trouble with advanced social conventions such as innuendo and etiquette. Although vodrans established an independent culture based on settlements made up of huts with dianoga hunters and spinefish fishers, after contact with an outside species, the hutts, the vodrans served the aliens as slaves for millennia with unswerving loyalty, a devotion that make them the most dedicated of the hutts' servant species. A mythology was created that suggested vodrans only existed once they began service to the hutts. While exceptions exist, the great majority of vodrans are absolutely loyal to hutt institutions, mostly represented as the kajidics. Vodrans eschew manifestations of individuality in their species, and they prioritize the well-being of their hutt masters, no matter how many have to die to protect their superiors' way of life.
Names
Vodran names are complex, using familiar surnames.
First Names. Hritho, Iodine, Odiwo, Wiz'leza
Surnames. Plooru, Lycri, Tanuu, Yydek
Vodran Traits
As a vodran, you have the following special traits.
Ability Score Increase. Your Strength, Dexterity, and Constitution scores increase by 1.
Age. Vodrans reach adulthood in their late teens and live less than a century.
Alignment. Vodrans' obedient nature causes them to tend towards lawful alignments, though there are exceptions.
Size. Vodrans 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.
Acute Senses. You have proficiency in the Perception skill.
Defiant. Vodrans are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll’s outcome. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Survivor. You have proficiency in the Survival skill.
Tanned. You have tough, leathery skin. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier. Additionally, you have advantage on Constitution saving throws made to avoid exhaustion due to extreme heat.
Languages. You can speak, read, and write Galactic Basic and Huttese. The vodrans used to possess their own ancient language, but during their servitude the hutts replaced it with the hutt tongue, Huttese.
Vor
Visual Characteristics
Skin Color Green with white or gray spots Hair Color None Eye Color Black Distinctions Winged, musical, reptilian
Physical Characteristics
Height 5'2" +2d10" Weight 65 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Vortex Language Vortexlex
Biology and Appearance
Vors are reptilian avian with flat, pointed heads, slender limbs, and translucent, membranous flaps of skin extending from their wrists to their haunches, The Vors use these wing flaps to fly, and their hollow bones enable them to fly gracefully despite their relatively short, 3-meters wingspan.
Society and Culture
Vors are creative, studious, and hard-working people who dislike conflict and make good use of their natural intelligence without rejecting manual work. To outsiders they are most famous as emotionless, imperturbable beings who seem not to react to important or dramatic events happening around them. As such, the species appear to be unaffected in moments of great tragedy, or even joy; however, this is a wrong impression. Vors are indeed concerned and touched by such events, like most other sentients; they simply do not express these feelings in a way that non-vors can easily interpret—except when they compose music with this goal. Indeed, the calm, peaceful, spiritual vors try to stifle their personal emotions and maintain composure when among others. Vor music has galaxy-wide reputation, as it can elicit emotions in other beings, although the exact feeling depends on the listener. Aliens consider vor voices to be particularly beautiful when in song—and the winged beings usually sing whenever working at something that does not require the use of their voice. However, non-vors find their speaking voices less appealing and weak. As a species, vors are much more centered around the needs of a collective before those of any individual, trying to grasp what they call "the bigger picture."
Names
Vors use melodic yet complex single names.
First Names. Inchilri, Krinishen, Sha-viri, Wiliran
Vor Traits
As a vor, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.
Age. Vors reach adulthood in their late teens and live for about 85 years.
Alignment. Vors’ emotional composure causes them to tend toward lawful alignments, though there are exceptions.
Size. Vors typically stand 6 to 6 and a half feet tall and generally weigh about 100 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Flight. You have a flying speed equal to your walking speed. While wearing medium or heavy armor, your flying speed is reduced by half.
Inscrutable. Your calm demeanor and control make you hard to read. Wisdom (Insight) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would read your thoughts.
Musical. You have proficiency in Performance and one musical instrument of your choice.
Languages. You can speak, read, and write Galactic Basic and Vortexlex. Vortexlex, also known as Vorese, uses soft chirps, lilting squawks, and trilling whistles to form a melodic language to hear. Vortexlex has its own alphabet, using diamond shapes and swirling lines to represent individual letters. You can communicate with other vors within 30 feet without speaking through use of pheromones. Force attuned individuals can detect the communication but can’t understand it.
Vratix
Visual Characteristics
Skin Color Greenish-gray Hair Color None Eye Color Black Distinctions Insectoid, hermaphrodites, two pairs of arms
Physical Characteristics
Height 4'9" +2d10" Weight 110 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Thyferra Language Vratix
Biology and Appearance
Vratix are an insectoid species with large compound eyes, long necks, and six limbs sprouting from a thorax. The pair closest to their heads, extending from their "shoulders," are triple jointed with tridactyl hands, and serve as "arms," but they also sport a hook-claw near the second articulation to assist in climbing. The second, middle pair are massive, strong "legs," allowing a vratix to perform impressive leaps. The last pair, situated at the end of the abdomen, are vestigial. Small, thin hairs cover their bodies and change color to express emotion. vratix excrete denin, a chemical that alters the color of their skin to reflect their mood.
Society and Culture
Vratix used bacta for thousands of years, and were not hesitant to share their secret with the galaxy at large, with thriving business based on selling and distributing bacta. Vratix are a logical and straightforward species that has trouble grasping abstract concepts like art and music. However, they can solve a complex problem by examining every detail and angle. Culture is centered on the hive mentality. They generally refer to themselves as the plural we rather than I, and usually under their hive name. They are generally a sociable species, preferring all information to be delivered personally. The vratix kept knytix, a smaller insectoid species, as pets and for the creation of dwellings (their saliva was used to make a mud-like paste that was then dried to make bricks). The vratix govern themselves through a representative council that was led by two canirs, their elected leaders.
Names
Vratix have a hive-based surname followed by a personal name, with names being non-gendered.
Surname. Huitzil, Klversh, Vekkov, Xarstun
Personal Names. Fenxix, Rlek't, Sruung, Yek
Vratix Traits
As a vratix, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.
Age. Vratix reach adulthood in their early teens and can live for more than a century.
Alignment. Vratix's logical and inquisitive nature causes them to tend toward lawful balanced, though there are exceptions.
Size. Vratix typically stand 5 to 6 and a half feet tall and generally weigh about 160 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Bacta Technician. You know the temporary boost at-will tech power. When you reach 3rd level, you can cast the bacta pack tech power once per day. When you reach 5th level, you can also cast the kolto dispenser tech power once per day. Your techcasting ability is Intelligence. You do not require use of a wristpad for this power.
Climb. You have a climbing speed of 30 feet.
Detail Oriented. You are practiced at scouring for details. You have advantage on Intelligence (Investigation) checks within 5 feet.
Exoskeleton. You have a thick exoskeleton. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.
Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.
Languages. You can speak, read, and write Galactic Basic and Vratix. You can communicate with other Vratix within 30 feet without speaking through use of telepathy. Force attuned individuals can detect the communication but can’t understand it.
Vulptereen
Visual Characteristics
Skin Color Green, yellow, blue, or gray on different parts of the body Hair Color None Eye Color Yellowish Distinctions Snouts with feelers, tusks, echolocation
Physical Characteristics
Height 2'8" +2d8" Weight 65 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Vulpter Language Vulpterish
Biology and Appearance
Vulptereens have six tusks protruding outward from their snouts, a feeler on their snout, and two pointed ears on top. Their eyes are capable of seeing in dark conditions, yet they lack good depth perception. This results in the use of echolocation in these conditions. The species' two arms end in clawed hands, that if dismembered can sometimes result in aphasia since they lack a central brain. However, they are quite hardy when exposed to a variety of environments and do not succumb to toxic conditions.
Society and Culture
Vulptereens are naturally optimistic and hopeful, traits that are slowly washed away as their homeworld's exploitation is continued. The vulptereen are native to the planet of Vulpter, a world that once contained a thriving ecosystem. The vulptereen, however, transformed their verdant homeworld into a wasteland due to their over-industrialization. They are as poor a people as can be found in the galaxy. Most members of the planet's populace work for corporations, operating massive underground drilling machines that carve out tunnels used for waste storage. Those not directly under the thumb of corporations live in the crumbling aboveground cities, producing the few airspeeders and other vehicles for which the planet is known. Whether toiling away in underground caverns or cranking out locally designed repulsorcraft, the people of Vulpter are constantly inundated with inferior products and cast-off merchandise.
Names
Vulptereen have short and simple single syllable names, these names not distinguishing between genders, and using familiar surnames.
First Names. Bar, Dun, Lod, Wok
Surnames. Greq, Kerg, Mol, Vent
Vulptereen Traits
As a vulptereen, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Vulptereen reach adulthood in their late teens and live for about half a century.
Alignment. Vulptereen have an optimistic outlook despite their circumstances, causing them to tend toward the light side, though there are exceptions.
Size. Vulptereen typically stand 3 to 4 feet tall and generally weigh about 100 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. Your vision can easily cut through darkness. 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.
Echolocation. Vulptereens supplement the perception of their environment around them through the use of echolocation. You have blindsight out to 30 feet. If another trait would grant you blindsight, the range is increased by half as many feet. You can’t use your blindsight while deafened.
Natural Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic Basic and Vulpterish. Vulpterish sounds like evenly toned grunts and drones, partially spoken by vibrating their feelers.
Vuvrian
Visual Characteristics
Skin Color Brown, gray, green, or tan Hair Color None Eye Color Black, yellow, orange, or green Distinctions Highly sensitive skin, twelve eyes
Physical Characteristics
Height 5'5" +2d10" Weight 120 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Vurdon Ka Language Vuvrian
Biology and Appearance
Vuvrians are lightly built, twelve-eyed bipedal insectoid sentients. They have an oblong-shaped head on top of their long, thin necks. They have twelve eyes and two long, thin antennae on their heads. Many other species find the vuvrians' appearance almost comical. As a species, the vuvrians evolved a highly fine sense of touch, a survival mechanism developed in response to the few predators that called Vurdon Ka home. A vuvrian's skin was so sensitive that an individual can, for example, feel the minute shifts in air temperature when another being walked into a room. Such heightened sense is often mistaken by other species for latent telepathic ability or even Force-sensitivity. As a vuvrian ages, however, their skin becomes increasingly wrinkled and less sensitive—a process that is accelerated in harsh offworld environments. Vuvrians do not deal well with pain.
Society and Culture
Vuvrians as a species are intelligent and inquisitive in nature. A warm, sincere, friendly people, vuvrians are very diplomatic, and are natural problem solvers. Although some species find the vuvrians' physical appearance somewhat disturbing, it is difficult to resist their outgoing, charismatic personality, and their skill in oration and logical argument often means others find it all but impossible not to see a vuvrian's point of view. The species' genuine interest in learning about other cultures, and to help others solve problems, ingratiates many vuvrians into the wider galaxy, and makes it easy for a vuvrian to notice the quirks in other species' cultures.
Names
Vuvrian names are noticeably complex and difficult to pronounce for offworlders, not varying by gender or using surnames.
First Names. Mylthea, Nilzilun, Swiegal, Weelax
Vuvrian Traits
As a vuvrian, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.
Age. Vuvrians reach adulthood in their late teens and live less than a century.
Alignment. Vuvrians' friendly nature causes them to tend toward the light side, though there are exceptions.
Size. Vuvrians typically stand 6 to 7 feet tall and generally weigh about 170 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Diplomatic. You have proficiency in the Persuasion skill.
Panoramic Vision. Vuvrian heads are covered in eyes, giving them a 360-degree field of vision. Whenever you make a Wisdom (Perception) check related to sight, you are considered to have expertise in the Perception skill. Additionally, if you are surprised, you may act normally on your first turn. Once you’ve used this trait, you can’t use it again until you finish a short or long rest.
Problem Solver. Because of your upbringing, you have excellent problem-solving skills. You can treat a d20 roll of 9 or lower on an Intelligence check or saving throw as a 10. You can use this trait a number of times equal your proficiency bonus. You regain all uses of this feature when you finish a long rest.
Sensitive Skin. Vuvrians’ skin is exceptionally sensitive to physical details. Whenever you make an Intelligence (Investigation) check related to touch, you are considered to have expertise in the Investigation skill.
Languages. You can speak, read, and write Galactic Basic and Vuvrian. Vuvrian is an odd language consisting of high pitched gurgles and whines.
Whiphid
Visual Characteristics
Skin Color Pink or gray Hair Color Brown, gold, or yellow-white Eye Color Black or blue Distinctions Large, tusked, cold-adapted, thick fur
Physical Characteristics
Height 6'2" +2d12" Weight 450 lb. x(2d8) lb.
Sociocultural Characteristics
Homeworld Toola Language Whiphid
Biology and Appearance
Whiphid faces are elongated, with prominent foreheads and long, bowed cheekbones. A whiphid's face is furless apart from a few hairs on the lips and chin. Two large tusks protrude from the lower jaw, and their massive arms end with thick three-fingered hands, the fingers ending in sharp claws. Female whiphids tend to be slightly shorter and heavier than the males. Their eyes protrude slightly from their heads. Young whiphids have shorter snouts and far less fur than adults. Since their homeworld of Toola is a cold planet of ice and snow, the whiphid's body maintain a thick layer of blubber, which serves to insulate and reduce heat loss. Their thick fur also helps to protect them from the harsh climate and is also covered with natural oil that repels water and allows them to swim in Toola's frigid oceans. In the warmer periods of the spring and summer on Toola, whiphids lose several centimeters of fur and burn off much of their fat reserves.
Society and Culture
Whiphids live together in tribes of three to ten couples. In the winter, the tribes are nomadic and travel across the icy plains of the planet in search of prey. They camp near hunting grounds using round hide tents. During summer, the tribes move to a permanent base that is constructed of stone and covered by animal hides and mud. A whiphid tribe is led by an elder called a Spearmaster, who decides where the group should camp and what prey to hunt.
Names
Whiphid names are diverse and unique, varying by tribe whether familiar surnames are used or abstained from, letters with an apostrophe instead used.
Male Names. Arap, Ch’Curtok, K’Tol, Tull, Vonkk
Female Names. D’Gel, Iar, K’Kola, Qui, Skajul
Surnames. Adiksin, Jur, Mararikal, Quinkk, Ton
Whiphid Traits
As a whiphid, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Whiphids reach adulthood in their late teens and have been known to live for more than 200 years.
Alignment. Whiphids' aggressive personalities cause them to tend toward the dark side, though there are exceptions.
Size. Whiphids tower over almost all other species, standing 6 and a half to 8 feet tall and can weigh up to 600 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier. Additionally, you have advantage on Constitution saving throws made to avoid exhaustion due to extreme cold.
Hunter. You have proficiency in the Survival skill.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Swim. You have a swim speed of 20 feet.
Tooth and Claw. Your sharp claws and strong tusks are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage.
Languages. You can speak, read, and write Galactic Basic, and speak Whiphid. Whiphid is formed of snorts, growls, and bellowing barks. The language's working vocabulary limited to eight thousand words. Whiphid has no written form.
Woostoid
Visual Characteristics
Skin Color Orange Hair Color Dark red Eye Color Black Distinctions Tall, wiry frames, long life spans, large eyes, intelligence
Physical Characteristics
Height 4'9" +2d6" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Woostri Language Woostese
Biology and Appearance
Woostoids are slender humanoids with dark orange skin and thick red hair. They have large, bulbous black eyes that rarely blink. Their logical minds give them a natural affinity for computer technology and database management.
Society and Culture
Woostoids are peaceful and are known as intelligent, logical thinkers who disdained abbreviations and shorthand in their communications with others. They find even the concept of warfare frightening. Their minds work in such a way that they always think of situations in an orderly manner, trying to create logical ties between events. When presented with chaotic situations or facts that have no logical pattern, they become confused and disorientated. In the days of The Old Republic, woostoids were often found at the head of bureaucracies devoted to the collection and analyzing of data, and Woostri was the single largest repository of Old Republic databases apart from Coruscant itself. Since the woostoids are so adept at computer technology, a large portion of Woostri's manufacturing and other production sectors are computer controlled and automated. This leaves them with a substantial amount of free time, so large portions of their economy are devoted to recreation. The world's white sand beaches, its many music and holo-theater complexes, and its vast amusement parks are always teeming with representatives of every spacefaring species. The woostoids welcome them all with open arms, delighting in the diversity it brings to their world.
Names
Woostoid names are simple and strange sounding.
First Names. Bzan, Nizu, Shome, Wan
Surnames. Akida, Didarri, Jopol, Trahan
Woostoid Traits
As a woostoid, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Age. Woostoids reach adulthood at 20 and are known to live for more than a century, possibly several.
Alignment. Woostoids are logically-minded to a fault, causing them to tend towards lawful alignments, though there are exceptions.
Size. Woostoids typically stand 5 to 6 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Analytical. You have proficiency in one of the following skills: Insight, Technology, or Investigation.
Call for Peace. As an action on your turn, you can emphatically demand that your foes cease fighting, thereby distracting them. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
Impose Order. As a bonus action, you can command each ally within 15 feet of you to move up to half that ally's speed as a reaction. This movement does not provoke attacks of opportunity. Once you use this trait, you can’t use it again until you finish a short or long rest.
Programmer. Whenever you make an Intelligence (Technology) check related to computers, you are considered proficient in the Technology skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages. You can speak, read, and write Galactic Basic and Woostese. Woostese is a very precise language with a great amount of dialects, each with its local idioms. Abbreviations and contractions were always rejected in Woostese. Woostoids consider that Woostese is a perfect language, needing no simplifications.
Wroonian
Visual Characteristics
Skin Color Blue Hair Color Black, silver, dark blue, or purple Eye Color Yellow Distinctions Near-human, blue skin
Physical Characteristics
Height 4'9" +2d6" Weight 90 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Wroona Language Wroonian
Biology and Appearance
Wroonians are a blue-skinned species of near-humans from the planet Wroona in the Inner Rim. Wroonians are humanoid in shape, differing from humans only through their blue skin and yellow eyes. This coloration causes them to be confused with the similarly blue-skinned pantorans, a misunderstanding not helped by their representation in the senate by a pantoran senator.
Society and Culture
Wroonian society is wealthy, fun-loving, and deeply spiritual; as a result, wroonians often wear ornate clothing and tattoos. Wroonians love travel both at sea and in space, making them a well-travelled species. Their society is based upon the desire for personal wealth and material possessions. Despite this, they are a carefree and mellow species that enjoy taking risks and living for the moment. Wroonians distrust all types of authority, thanks in part to their planetary government's near-constant instability.
Wroonians are a boisterous people, often adventuring just to brag to their fellow wroonians at it's conclusion, and overexaggerating their importance and courage. While not bragging however, wroonians become far more charming and friendly, and are known to liven up any social party with their wit and charisma.
Names
Wroonian names are diverse, often using naming the naming traditions of other species. Wroonians with these kinds of offworlder names are often considered attractive. Surnames are familiar. As a symbol of wealth, rich wroonians will sometimes change their name or surname to something unique and exotic.
Male Names. Fikseth, Res, T'kara, Vashan
Female Names. Dellia, Lithish, Navi, Oozana
Surnames. Drosou, Mackas, Ethaani, Fedilak
Wroonian Traits
As a wroonian, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age. Wronnians reach adulthood in their late teens and live less than a century.
Alignment. Wroonians' thrill seeking nature causes them to tend toward chaotic alignments, though there are exceptions.
Size. Wroonians 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.
Fearless. You have advantage on saving throws against being frightened.
Navigators. You have proficiency in surveyor's implements.
Pilot. You have proficiency in the Piloting skill.
Seafaring. Wroonians are accustomed to life by the sea. You have a swimming speed of 20 feet.
Smooth Talker. You have proficiency with Persuasion or Deception (your choice).
Storyteller. Whenever you make a Charisma (Performance) check to tell one or more creatures a story, whether the story is true or not, you are considered to have expertise in the Performance skill.
Wealthy. During character creation, you start with additional credits equal to your level x your proficiency bonus x 1,000 cr.
Languages. You can speak, read, and write Galactic Basic and Wroonian. The Wroonian language is made up of high consonants and drawn-out vowels.
Xamster
Visual Characteristics
Skin Color Yellow, green, dark blue, or purple Hair Color None Eye Color Red or green Distinctions Bat-like ears, bi-pointed beak, ridges of spikes along back and belly
Physical Characteristics
Height 3'2" +2d6" Weight 45 lb. x1 lb.
Sociocultural Characteristics
Homeworld Xagobah Language Xamster
Biology and Appearance
Xamsters are a species of sentient reptiles characterized by their large ears and bicuspid beaks. They have scaly skin, which sport several spiky crests. They have formidable claws and fangs, and their brains are capable of quickly and efficiently processing sensory input.
Society and Culture
Xamsters live in communities deep within the fungal forests of their homeworld. They coexist symbiotically with the fungi: a family of xamsters bind themselves to a particular type of fungus known as a malvil-tree and treat it like a beloved pet or even a member of the family. The reptiles give their own malvil-tree a name and tend to its growth and feeding. In return, the tree permits the xamsters to take up residence inside it and obey simple commands, like raising or lowering its branches to afford the caretaker a better look at the surrounding terrain. Most importantly, the family is able to harvest the tree's spores. They can use these fungal products for diverse tasks. For example, certain spores can be used to coat someone's eyes, granting the ability to peer through the fog of spores that shrouds the surface of Xagobah. These spores also grant safe passage through the forest to those who coat themselves in it; otherwise, other hungry trees might mistake the traveler for a meal. Xamsters know of many useful fungi, including Xabar, which can be used to make a potent form of spice with the power to paralyze the user. Offworlders use it to simulate death and maybe gain a glimpse of the afterlife, but xamsters use its properties to fake death to escape enemies.
Names
Xamster use melodic names with familiar surnames.
First Names. Naveen, Poxak, Relass, Xenet, Xineen
Surnames. Fii, Korr, Shaan, Tyy, Uura
Xamster Traits
As a xamster, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence score increases by 1.
Age. Xamsters reach adulthood in their early teens and live less than a century.
Alignment. Xamsters' harmonious nature causes them to tend toward the light side, though there are exceptions.
Size. Xamsters typically stand 3 to 4 feet tall and generally weigh about 50 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. Your vision can easily cut through darkness. 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.
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.
Naturalist. You have proficiency in the Nature skill.
Plant Communion. You have the ability to communicate in a limited manner with plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. You also have proficiency in bioanalysis kits.
Snap Senses. Thanks to your accelerated sensory input, you can sense incoming danger and react accordingly. When you roll for initiative, you can choose to gain advantage on the roll. Alternatively, if you are surprised, you may act normally on your first turn. Once you’ve used this trait, you can’t use it again until you finish a short or long rest.
Tooth and Nail. Your fangs and claws are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You can speak, read, and write Galactic Basic and Xamster. Xamster's sounds are predominately sharp clicks and guttural growls.
Yam'rii
Visual Characteristics
Skin Color Gray, brown, blue, or green Hair Color None Eye Color Red, gray, or yellow Distinctions Mantid bodies, shear-like arms
Physical Characteristics
Height 5'9" +2d8" Weight 110 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Huk Language Huk'siin
Biology and Appearance
Yam'rii, also known as Huk, are a sentient species of insects with mantis-like bodies, large, multifaceted eyes, thin torsos, knobby carapaces, and pointed feet. Their arms are shaped like giant clippers: the upper limb has a barbed, serrated cutting edge on its underside, and the lower part of the limb narrows to a point; together, both halves act like shears. They are strong, burly creatures, although they remain stealthy despite their size. Yam'rii are carnivorous, subsisting on meat and eggs—and, according to rumor, their own kind.
Society and Culture
Members of the species are known for their quick tempers and lust for the property of others. They show little concern for non-yam'rii; members of the species are known to eat the eggs of sentient species, so mothers and caretakers of such creches have to keep careful watch when in a yam'rii's company. In their hayday, they overran neighboring planets (such as Abbaji and Tovarskl), ruthlessly colonizing them and plundering their wealth. The insatiable yam'rii eventually attacked nearby Kalee, seeking to enslave the native kaleesh. They captured millions of kaleesh and sold them into slavery. Not ones to be oppressed, the kaleesh rebelled and the two races soon became locked in violent combat known as the Huk War. This led many kaleesh to derogatorily refer to the yam'rii as huks, translating as "soulless bugs".
Names
Yam'rii surnames were often complex and multifaceted. While they were familiar in nature, many yam'rii choose to abandon their surname as a sign of independence.
Male Names. Enetik, Hakk, Knet, Thurat
Female Names. Firyk, Krot, Trex, Voq
Surnames. Iriet'lot, Lakk'fent, Shet'that, Yenneth'mat
Yam'rii Traits
As a yam'rii, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age. Yam'rii reach adulthood by 8 and live less than a century.
Alignment. Yam'rii's self-centered and aggressive nature causes them to tend toward the dark side, though there are exceptions.
Size. Yam'rii typically stand 6 to 7 feet tall and generally weigh about 160 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Claws. Your serrated claws are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d6 kinetic damage and have the finesse property.
Hardened Carapace. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier.
Sneaky. You have proficiency in the Stealth skill.
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 Huk'siin.
Yarkora
Visual Characteristics
Skin Color Light to dark brown Hair Color White, brown, blonde, green, or gray Eye Color Light to dark brown, black, or orange Distinctions Two pancreases, four kidneys, three livers, two stomachs, powerful senses
Physical Characteristics
Height 5'2" +2d10" Weight 145 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Unknown Language Yarkora
Biology and Appearance
A bipedal mammalian species descended from hoofed ungulates, the yarkora evolved into a tall species with a long snout with wide nostrils, smooth fur, and rough tufts of hair. The yarkora possess two stomachs, one for digesting and the other for storing food, and multiple redundant organs that account for their longevity. Because of this redundancy, it is rare that a yarkora will die of natural causes and makes internal injury extremely treatable and non-life threatening. Having incredible eyesight and hearing abilities, some scientists believe they are also able to project empathetic abilities onto others, possibly identifying the species as highly Force-sensitive.
Society and Culture
Yakora are masters of manipulation. They are known as crafty con artists and scoundrels. They will masterfully dissect information from others, despite almost never talking about their own past, culture or interest. In this sense, the culture of these people remains a well-kept secret for centuries. Taking place over several years, mating rituals between yarkora includes the exchange of letters that will be dissected and analyzed until the topic is complete and another can begin. They are very solitary individuals; even married yarkora tend to live apart. All women are expected to bear at least one child due to low population numbers and the females of the species tend to raise their young. They often promote a distinguished appearance, even when dressed in the lowliest garb.
Names
Yarkora have two-part names, separated by a hyphen or a space. Because of this, they do not use surnames
Male Names. Daliv-Storc, Grenek-Yilach, Luif-Belal
Female Names. Alatc-Heka, Fashe-Qaet, Hrect-Golo
Yarkora 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. Yarkora reach adulthood in their late teens and live for longer than a century on average, sometimes even longer.
Alignment. Yarkora's manipulative nature causes them to tend toward the dark side, though there are exceptions.
Size. Yarkora typically stand 6 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.
Acute Hearing and Sight. Whenever you make a Wisdom (Perception) check related to hearing or sight, you are considered to have expertise in the Perception skill.
Charismatic. You have proficiency with Deception or Persuasion (your choice).
Empathic. Once per day, you can cast the sense emotions force power. Your forcecasting ability is Wisdom or Charisma (your choice).
Second Stomach. Yarkora have two stomaches, one for digestion and one for storage, allowing them to last longer without eating. You are able to go a number of days without food equal to 3 + twice your Constitution modifier before suffering exhaustion.
Three Livers. Yarkora have three livers, which makes them adept at filtering toxins. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).
Languages. You can speak, read, and write Galactic Basic and Yarkora. Yarkora sounds like low rumbling, spoken at different pitches to differentiate emotions. Yarkora is never spoken in the presence of non-yarkora.
Yinchorri
Visual Characteristics
Skin Color Green or brown Hair Color None Eye Color Yellow, orange, or red Distinctions Turtle-like humanoids, Force resistance
Physical Characteristics
Height 6'4" +2d10" Weight 170 lb. x(2d6) lb.
Sociocultural Characteristics
Homeworld Yinchorr Language Yinchorri
Biology and Appearance
Yinchorri, or yinchori, are sentient, reptilian humanoids with sturdy constitutions. The species is turtle-like in several respects, such as the head. The yinchorri body is covered by thick skin, giving them greater endurance than humans, and they are more resistant to heat because of their cold blood. The species is divided into two breeds: The Intelligentsia, who perform governing tasks, and the warrior caste, who are known to use violence in response to threats. No matter the breed, all the yinchorri have a natural resistance to the mind-controlling uses of the Force, due to an adaptation of their Midi-chlorians which cause the symbionts to generate Force-devoid bubbles around their hosts.
Society and Culture
Yinchorri are known for their strength of character and utilitarianism. Covetous and domineering, they consider themselves worthy of anything that comes within their clutches—provided they can keep it from others—using the expression, "might makes right" as their motto and moral authorization. Those things that they dislike or have no need for are destroyed. Due to a lack of neural pathways in the yinchorri forebrain, members of the species have an instinctive disposition towards violence that render them unruly and unpredictable. Yinchorri only become fiercer and more obstinate when confronted by opponents; should such rivals prove a threat to yinchorri or their loved ones, their demeanor can explode into physical violence—although direct threats are not always necessary to inflame a yinchorri's temper to the point of physical confrontation. Yinchorri live in city-states, each community having its own military and its own rulers.
Names
Yinchorri names are blunt, hard, and short in length.
Male Names. Denrak, Fadelik, Kader, Varuk
Female Names. Emterrk, Jetar, Merzok, Qayayir
Yinchorri Traits
As a yinchorri, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Intelligence or Charisma score increases by 1.
Age. Yinchorri reach adulthood in their mid teens and live for about 80 years on average.
Alignment. Yinchorri take the phrase "might makes right" to heart, causing them to tend toward the dark side, though there are exceptions.
Size. Yinchorri typically stand 7 to 8 feet tall and generally weigh about 300 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Caste Specialization. Your position in the yinchorri caste system, as a member of the Intelligencia or warrior caste, gives you unique talents. You have proficiency with one artisan's implements or two vibroweapons or blasters of your choice.
Closed Mind. Yinchorri brains have an unusual composition which made them resistant to influence from the Force. You have advantage on Wisdom and Charisma saving throws against force powers.
Heat Resistance. Yinchorri are cold-blooded, with incredible fortitude against extreme heat, giving you resistance to fire damage. Additionally, you have disadvantage on Constitution saving throws made to avoid exhaustion due to extreme cold.
Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.
Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Languages. You can speak, read, and write Galactic Basic and Yinchorri.
Yuzzum
Visual Characteristics
Skin Color Tan, brown, black, or red Hair Color Brown, blue, or black Eye Color Black or yellow Distinctions Long skinny limbs, neckless, musical language
Physical Characteristics
Height 6'0" +2d12" Weight 105 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Forest Moon of Endor Language Yuzzum
Biology and Appearance
Members of the species are generally humanoid, with round bodies covered in thick fur and long, spindly limbs. Nevertheless, the species show a great deal of genetic diversity. Some have wide, toothy mouths, while others have fangs. Yuzzum feet are also variable, with some groups having hooves, some having pawlike feet, and others claws. Some yuzzums have long, pointed ears, while others have no ears to speak of. Most yuzzums are quite tall, although shorter individuals are born occasionally. These dwarf yuzzums are often social outcasts.
Society and Culture
Yuzzums live in small groups that travel the plains of Endor's moon. They spend much of their day hunting rodents, such as ruggers, that live in the tall grasses. Some yuzzums have learned to domesticate the arachnoid rakazzak beasts as mounts to aid them in the hunt. Although a few yuzzums have no technology at all, other groups fashion primitive spears and forked lances for use in hunting and self-defense. Yuzzums are sometimes exported as pets, despite the fact that they are sentient. Their musical language make them naturals to find work as singers. Yuzzums sometimes encounter the ewoks (as well as the other species of Endor's moon), and many ewoks can understand the yuzzum language, allowing for communication. Nevertheless, yuzzums are not averse to eating woklings.
Names
Yuzzum names are simple in nature, but typically sound oddly musical, catching others off guard. They use familiar surnames.
Male Names. Aal, Moh, Swav, Tob
Female Names. Feb, Gid, Smarn, Vem
Surnames. Lolven, Momwa, Wofju, Yaikes
Yuzzum Traits
As a yuzzum, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age. Yuzzums reach adulthood in their late teens and live less than a century.
Alignment. Yuzzums are resourceful, prioritizing survival over any morals, causing them to tend towards balanced alignments, though there are exceptions.
Size. Yuzzums typically stand 6 to 8 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 35 feet.
Brewer. You have proficiency with brewer's kits.
Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Crude Weapon Specialists. Yuzzums are used to making do with less. You can spend 1 hour, which you can do over the course of a short rest, crafting a weapon out of loose materials. You can craft any simple kinetic weapon, but the weapon’s damage suffers a -1 penalty.
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.
Hunter. You have proficiency in Survival or Animal Handling (your choice).
Musical. You have proficiency in the Performance skill.
Languages. You can speak, read, and write Galactic Basic and Yuzzum. Yuzzum is a musical sounding language. Many linguists consider that Yuzzum language was the protolanguage for Ewokese; however, Yuzzum language did not evolve itself, so it coexists with its own descendant, spoken by a different people.