Post by Admin on Jul 15, 2018 23:00:57 GMT -6
Races
Arkanians considered themselves the pinnacle of evolution, and as such many were distinctly arrogant. Arkanian scientists had been experts in genetic manipulation for millennia, and by the time of the Mandalorian Wars the species had been split into many sub-species, making it hard to determine exactly what a baseline Arkanian was. Most could pass for Human, though the most pure of blood had pure white eyes and four clawed digits on each hand. Arkanians were capable of seeing into the infrared spectrum, and their eyes were sensitive to sources of extreme heat. This was helpful on their dark and frigid homeworld, but when traveling offworld, many were forced to wear blinders on planets with hotter, younger suns. It was also not unusual for an Arkanian to enhance themselves with internal and/or external cybernetics. It was also standard practice for Arkanians to undergo genetic manipulation of their own bodies, enhancing themselves so as to be better than "lesser" species.
Arrogant and Proud
The most defining trait of the Arkanian species was their arrogance which stemmed from their belief that they were the pinnacle of evolution. This led to them often appearing arrogant and aloof to others as they saw themselves as being superior to all other species. Even those with a more moderate viewpoint tended to see themselves as being amongst the most intelligent beings in the galaxy. As such, they were highly confident of their abilities.
Arkanian Names
Male Names: Arca, Arkoh, Dias, Gorman, Hyrim, Zeta
Female Names: Elizie, Jarael, Nasdra, Shenna
Arkanian Traits
Your arkanian character has many different attributes that might be useful in the field:
Ability Score Inrease. Intelligence +2. Age. Arkanians mature at the same rate as humans, but live far longer. Alignment. Most Arkanians are good-natured, but tend to be outside of the law given their proclivity towards doing illegal genetic mutations. Size. Arkanians stand around 5-6 feet tall and tend to be no more than 170 pounds. Your size is Medium. Speed. Your base movement speed is 30 feet. Proficiency. You are proficient in the Medicine skill. Tool Proficiency. Engineer's tools. Medically Inclined. You have advantage on saving throws made against diseases. Languages. Arkanian, Basic. Subrace. Two main subraces of arkanians exist in the Star Wars Universe: pure-bloods and offshoots. Choose one of these subraces.
Pureblood
The arkanians were native to the Colonies planet, Arkania, a world of frozen tundra and intense cold. The rich gem mines on their planet led to its great development and the construction of elaborate trade cities established by offworlders from the Galactic Republic. This influx of commerce allowed Arkanian culture to flourish and the species quickly became well known throughout the galaxy for their extremely reclusive scientists. Ability Score Increase. Charisma +1. Darkvision. 60ft. Innate Casting. The pureblood arkanian can cast the psychic speech force ability once per day.
Offshoot
The Arkanian Offshoots were a sub-species of the Arkanian race, genetically engineered by the famed Arkanian scientists and genetic researchers of the Old Republic era. Ability Score Increase. You can choose between increasing your Dexterity or Wisdom score by 1. Hybrid. As a genetic hybrid, you have the skills of both arkanians and another race such as human or sephi. You are proficient with two skills of your choice.
Aqualish
The Aqualish are amphibious humanoids native to The Mid Rim world of Ando. Three breeds of Aqualish exist- the Aquala (Widely considered the "Baseline" Aqualish), the Quara, and the Ualaq. The three strains are generally similar in appearance and in all their traits, but the Quara and Ualaq have claw-like hands with five digits whereas the Aquala have fins. The Ualaq are set apart by the fact that they have four eyes instead of two.
The Aqualish hold no beings in greater contempt than those who belong to a different subspecies than themselves- Aquala hate the Quara and the Ualaq, the Quara hate the Aquala and Ualaq, and the Ualaq hate the Aquala and the Quara. Each strain views the others as inferior and weak. Since Quara and Ualaq can more easily use Equipment designed for the general galactic population, they are more frequently encountered away from Ando than the Aquala.
Personality
The Aqualish admire strength and are openly contemptuous and hostile toward the weak. It is customary and accepted social behavior for an Aqualish to be pushy and belligerent toward people he or she is interacting with for the first time. If the individual does not stand up to them, the Aqualish assumes the other being is weak and continues to bully him or her.
Physical Description
Aqualish are tusked, walrus-faced humanoids with skin ranging in color from dark green or blue to deep russet or black. Members of the Ualaq subspecies have four eyes instead of two. Adult Aqualish stand between 1.8 and 2 meters tall.
Average Height/Weight
A typical Aqualish stands at 1.9 meters tall and weighs 55 kilograms.
Age
Same as Human
Homeworld
Ando, a Mid Rim water planet dotted with swampy islands and rocky outcroppings on which the Quara, Ualaq, and Aquala make their homes.
Languages
Aqualish speak, read, and write both Basic and Aqualish. The Quara, Ualaq, and Aquala have slightly different dialects of Aqualish, but have no trouble understanding one another.
Example Names
Calfta, Bongi, Carn'ar, Gondara, Gunda Mabin, Korai-tae, Po Nudo, Ponda Baba, Undra Lagor, Yada Munda.
Adventurers
Aqualish heroes are typically Scoundrels or Troopers. Force-using Aqualish are rare.
Racial Traits
Ability Modifiers: Aqualish receive a +2 bonus to their Constitution, but suffer -2 penalties to both Wisdom and Charisma. Aqualish are hardy and fit, but are brash and brutish compared to others.
Medium Size: As Medium creatures, Aqualish have no special bonuses or penalties due to their size.
Speed: Aqualish have a base speed of 30 ft.
Breathe Underwater: As amphibious creatures, Aqualish can't drown in water.
Expert Swimmer: A Aqualish may choose to reroll any Swim check, but the result of the reroll must be accepted, even if it is worse. In addition, a Aqualish may choose to Take 10 on Swim checks, even when distracted or threatened.
Natural Armor: Aqualish are Rugged and Sturdy they have a +1 to AC
Automatic Languages: All Aqualish can speak, read, and write both Aqualish and Basic.
Bothan
To the Bothans, information is the galaxy's most valuable currency, as well as its most potent weapon. As a culture, they believe that direct confrontation with foes — whether economic, political, or martial — is pointless. In an open conflict, the object both sides desire is often damaged or destroyed. This attitude has made espionage a natural line of work for Bothans. Information and spies are their greatest exports. The famed Bothan spynet is the largest independent intelligence-gathering organization the galaxy has ever known. Beings of power everywhere find Bothans irritating because they have a tendency to use every bit of information they can to acquire leverage or money, but no one wants to be the only person without access to the spynet, so everyone continues to deal with the Bothans.
Slim and Shady
Bothans hail from the industrial Mid Rim planet of Bothawui, though they also populate various colony worlds like Kothlis and Torolis. Most Bothans stand about 5–6 ft. tall. They have tapered pointed ears, elongated heads, and a very few from both sexes have beards. They are manipulative, crafty, suspicious, curious by nature, loyal, brave, and very smart. They developed their technology to travel among the stars millennia ago and are longstanding members of the galactic civilization.
Bothan Names
Male Names: Borsk, Eramuth, Hosk, Kai, Knol, Koth, Narsk, Nek, Traest, Utric Female Names: Asyr, Glynn-Beti, Kolir, Oryon, Yantahar, Yaqeel Clan Names: Bwua'tu, Fey'lya, Hu'lya, Hudorra, Ka'hane, Kre'fey,, Melan, Saav'etu, Sandov, Sei'lar, Trey'lis, Ven'nari
Bothan Traits
Your bothan character has many different attributes that might be useful in the field:
Ability Score Inrease. Dexterity +1, Intelligence +2. Age. Bothans mature and age at the same rate as humans. Alignment. Bothans tend to be outside the law but not without personal rules, generally aligning most with neutral, but tend to be morally good. Size. Bothans stand around 4-5 feet tall and tend to be no more than 200 pounds. Your size is Medium. Speed. Your base movement speed is 40 feet. Darkvision. 60ft. Proficiency. As a Bothan, you are proficient with two of the following abilities: deception, persuasion, security. Languages. Basic, Bothan
Cerean
Cereans are a sophisticated and cultured humanoid Species native to Cerea, a world on the fringes of known space. Their elongated heads distinguish the, from most other humanoid Species.
Cereans established contact with the rest of the galaxy shortly before the Galactic Republic was transformed into the Empire, swiftly gaining fame as expert astrogators, cryptographers, and economists. Few patterns or trends escape the notice of a Cerean.
Cerean society is matriarchal, and the Cerean culture's traditional values emphasize living in harmony with nature and minimizing any impact on the environment from technology. The peaceful philosophies of The Jedi appeal to Cereals, and many join the Order.
Personality
Cereans tend to be calm, rational, and extremely logical.
Physical Description
Cereans average about 2 meters tall, with elongated craniums housing binary brains. They have a maturity rate and life span similar to those of Humans.
Average Height/Weight
A typical Cerean male stands at 2.0 meters tall and weighs 78 kilograms, while a typical Cerean female stands at 1.8 meters tall and weighs 58 kilograms.
Age
Similar to that of Human
Homeworld
The blissful planet Cerea.
Languages
Cereans speak, read, and write both Cerean and Basic.
Example Names
Ki-Adi, So Leet, Sylvn, Ti-Dal, Maj-Odo.
Adventurers
Cereans who become adventurers do so in spite of their peaceful traditions. Still, when a cause or situation leads down this path, a Cerean tries to keep these traditions intact, avoiding aggression when possible. The binary brain allows a Cerean to constantly weigh both sides in any disagreement and give two points of view equal consideration. This ability extends even to issues surrounding The Force, and a Cerean Jedi or Force Prodigy often contemplates the Light Side and the Dark Side simultaneously.
Racial Traits
Ability Modifiers: Cereans have a +1 bonus to both their Intelligence and their Wisdom, but suffer a -2 penalty to their Dexterity. Cereans are bright and intuitive but less coordinated than most other species.
Medium Size: As Medium creatures, Cereans have no special bonuses or penalties due to their size.
Speed: Cerean have a base speed of 30 ft.
Intuitive Initiative: A Cerean may choose to reroll any Initiative check but the result of the reroll must be accepted even if it is worse. Despite their general lack of coordination, Cereans' reaction speed is superior to that of most other species.
Instincts: Though they are a bit slow their other senses are improved choose to be proficient in either insight or perception
Automatic Languages: All Cereans can speak, read, and write both Basic and Cerean.
Chiss
The Chiss were a tall, blue-skinned Near-Human civilization from the planet Csilla in the Unknown Regions, best known to most Humans as the people to which Grand Admiral Thrawn belonged. Due to the remote position of their home territory in the Chiss Ascendancy they remained largely an enigma to the rest of the galaxy, and contact with outsiders was limited even in the days of the Galactic Alliance.
Highly Evolved
The origins of the Chiss were largely unknown, even to the Chiss themselves, though some scientists thought that they were the result of a long forgotten Human colony that had been lost to time. This was the leading theory held by not only Chiss historians but scientists within the New Republic who held the view that this colony predated the formation of the Old Republic. A report by the University of Sanbra indicated that very little was known of Chiss history due to their own records being carefully guarded on their homeworld. However, scattered reports from many intrepid scholars suggested the Chiss were a forgotten colonization attempt; this theory was mostly based on their resemblance to Humanity. Genetic analysis later confirmed that the Chiss were indeed an offshoot of the Human species' earliest attempts at colonization. It was believed that sometime before 27,000 BBY, a lost colony of Humans settled in the Unknown Regions on the planet Csilla.
Chiss Names
Chaf'orm'bintrano, Fehlaaur'aitel'loro, Kthira'shi'ktarloo, Kung'urama'nuruodo, Mitth'raw'nuruodo, Prard'ras'kleoni
Chiss Traits
Your chiss character has many different attributes that might be useful: Ability Score Inrease. Increase three ability scores by one, but they cannot be stacked. Age. Chiss mature and age at the same rate as humans. Alignment. Chiss generally align most with neutral, but tend to be morally good. Galactic Alignments. Chiss Ascendancy. Size. Chiss stand around 4-5 feet tall and tend to be no more than 200 pounds due to the nature of their home planet of Csilla. Your size is Medium. Speed. Your base movement speed is 30 feet. Proficiency. Nature and Survival. Darkvision. Due to the dark nature of Csilla, Chiss have abnormally good darkvision. You can see 60ft clearly in the dark. Acclimatized. Your home planet of Csilla is a frozen wasteland. You do not take any kind of penalties due to cold weather, and you have resistance to cold damage. Chiss Weapons. You are proficient with the Charric class of weapons. They are Chiss weapons, and can be found on Chiss controlled/colonized planets. Your character starts off with a Charric Carbine. Languages. Cheunh, Basic
Dathomirian
"But during your time away, you must not forget what Dathomir has given you. Although space is cold and empty, Dathomir's wilderness is lush and rich. It may be years before you return, so never forget the place that birthed and nurtured you—you will always be a Nightsister." ― Mother Talzin
Witches of Dathomir
Dathomirians, or Dathomiri, were a sentient near-Human species native to the Outer Rim world of Dathomir. The creation of the Dathomirian species was the result of hybridization between Human females and male Zabrak. They constituted a small percentage of the Nightsister society—a sect of witches using dark magicks—but rose to preeminence under the leadership of Clan Mother Talzin, a Dathomirian herself. At some point during the Clone Wars, the Kaleesh General Grievous, leader of the Separatist Droid Army, attacked the Dathomirians, who took refuge in the Nightsister fortress. Grievous wiped out every Dathomirian of the clan, except for Asajj Ventress and Mother Talzin.
Dathomirian Names
Asajj, Daka, Gethzerion, Kaminne, Karis, Luce, Naa'leth, Saato, Silri, Talia, Talzin, Zalem
Dathomirian Traits
Your Dathomirian character has many different attributes that might be useful in the field: Ability Score Inrease. Your Intelligence score increases by 2 and your Dexterity score increases by 1. Age. Up to 90 years. Alignment. Generally chaotic. Size. Medium Speed. 40ft. Proficiency. Choose between nature and survival. Weapon Proficiency. As a Dathomirian you are proficient with the force bow. Force Attuned. As a force wielder, when you activate your focus you may choose to focus on two different disciplines at the same time. Changing or losing your discipline causes you to lose focus on your extra discipline, and you cannot use this feature again until you have completed a short rest. Languages. Basic, Dathomiri
Droid
Droids, short for androids, were mechanical beings, often possessing artificial intelligence. They were used in a variety of roles and environments, often those considered too menial or too dangerous for humans and other species. Droids were also used in fields that required extensive specialization and knowledge, such as medical droids and astromech droids. Droids designed for combat were battle droids.
Smart or too smart?
Depending on the model and its corresponding purpose, droids were totally obedient, rugged, expendable, capable of vast memory recall, and mathematically precise. These characteristics made them well suited for many jobs, though the lack of independent thought in the cheaper, less advanced models limited their capability. This lack of autonomy was simultaneously a vast asset and a glaring weakness—an asset in terms of obedience and control but a massive drawback in terms of effectiveness. Designers faced a fundamental paradox—make the droids overly intelligent, and they might rebel; yet make the droids not intelligent enough and they would be ineffectual.
Droid Names
Droid names typically involve a combination of letters, numbers, and hyphens, usually no longer than five characters. Names: 4-L0M, C-3PO, HK-47, IG-88, R2-D2
Droid Traits
Your Droid character has many different attributes that might be useful in the field:
Ability Score Inrease. Your Intelligence score is increased by 2. Machine Heart. You are a man-made construct. You are immune to disease. You do not need to eat or breathe. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. Size. The player character droids are all around human size, but of course weighing between three to four-hundred pounds. Your size is Medium. Subrace. There are many different types of droids, the following of which a player can use as their character. There are other droids which can be used as familiars, which will be detailed later.
Assassin
Assassin droids were used by assassins to eliminate their targets. Assassin droids were the only droids built specifically to kill organics. Alternate Ability Score As an assassin droid you were built for causing death. Because of that increase your Dexterity score by 1 Alignment. Assassin droids, when fully sentient, tend to align with the chaotic evil alignment. When they are not fully sentient, like HK-47, they do the bidding of their master whole-heartedly, but still tend to be rather chaotic. Natural Plating Because you were built for battle you have plating built all over you. When unarmored, your AC is equal to 12 + your dexterity modifier.
Speed. 35ft. Proficiency. Choose one between Acrobatics and Stealth. Languages. Basic and Binary
Security
Alternate Ability Score As a security droid, you were designed to be rugged and strong. Increase either your Strength or Constitution score by 1. Alignment. Security droids tend to work for someone and take on that person's alignment. If they do not work for someone, their alignment can be anything. Mechanical Strength. If you chose to increase your Strength score, you have advantage on all Strength contests, such as grappling and shoving, as long as you initiate the contest. Durasteel Plating. If you chose to increase your Constitution score, your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Speed. 30ft. Proficiency. Choose one between Athletics and Insight. Languages. Basic and Binary
Protocol
Protocol droids were programmed for diplomacy, often with the knowledge of millions of different languages and cultures. They were mainly used by ambassadors and diplomats. Human-Cyborg Relations. You were created for the express purpose of translation and diplomacy. As such increase your Charisma score by 1. Alignment. Speed. 25ft. Proficiency. You gain proficiency in persuasion and insight. 6 Million forms of Communications. What kind of protocol droid would be if you didn't know how to communicate properly? You know every language spoken by whatever faction you belong to.
Dug
Dugs were slender, powerfully built beings with a somewhat humanoid build and a unique method of walking that hailed from the high gravity world Malastare. Their primary means of locomotion were their strong arms, and their lower limbs and feet were used for grappling and other fine motor manipulation. They hardly ever walked on their lower limbs. Sebulba was only once seen standing on his legs. Although most Dugs may walk on all four limbs, others liked to use their strong arms as legs and their feet as hands like they would normally do.
Cruel and Crafty
Due to their oppression under their Gran rulers who colonized Malastare, many Dugs often felt the need to throw around their strength in bids to establish dominance. As a result, they were known for their ill-tempered demeanor, and many were bullying thugs.
Dug Names
Andurgo, Bog'Ruhx, Darnada, Dewanga, Nakha, Preigo, Pugwis, Sebolto, Sebulba
Dug Traits
Your Dug character has many different attributes that might be useful in the field:
Ability Score Inrease. Add +1 to Constitution and +2 to Strength. Age. Up to 75 years. Alignment. Usually chaotic. Size. Up to ~3 feet. Your size is Small. Speed. Because they use their upper limbs for locomotion, a dug's base movement speed is 25 feet. Darkvision. Due to Malastare's atmosphere, the planet is in a near constant state of darkness. Therefore, the Dug have evolved to be able to see clearly in the dark up to 60ft. Proficiency. Athletics. Tool Proficiency. Engineer's tools. Vehicle Proficiency. As a base character, you can be proficient with one additional vehicle. Languages. Basic, Dug.
Duros
Tall, hairless humanoids from the Duro System, Duros were one of the first Species to become a major influence in the Galactic Republic, and many respected scholars credited the Duros with creating the first hyperdrive. The Duros have a natural affinity for space travel, possessing an innate grasp of the mathematical underpinnings of astrogational computations. Many tales are swapped in cantinas about Duros astrogators calculating the coordinates for supposedly impossible jumps in their heads. Although not as numerous as Humans, the Duros are almost as omnipresent; all but the smallest settlements in known space feature Duros populations.
The Duros Species has existed on other worlds in isolation from the rest of their kind, evolving in slight different directions from the baseline Species. The most populous and well-known near-Duros Species are the Neimoidians, a people rarely encountered during the Rebellion era.
Personality
A Duros tends to be intense and adventurous, always seeking to learn what's at the end of the next hyperspace jump. They are a proud, self-sufficient, fun-loving people who also have a tendency toward gregariousness.
Physical Description
Duros average about 1.8 meters tall. They are hairless, with large eyes and wide, lipless mouths. Skin color ranges from blue-gray to deep azure.
Average Height/Weight
A typical Duro stands at 1.8 meters tall and weighs 70 kilograms.
Age
Similar to Human
Homeworld
The orbiting cities of Duro.
Languages
Duros speak, read, and write both Durese and Basic.
Example Names
Baniss Keeg, Elior, Kadlo, Kir Vantai, Lai Nootka, Monnda Tebbo.
Adventurers
Duros adventurers include hyperspace explorers, star charters, and spacers of all descriptions as Scouts. They also tend to gravitate toward the sciences, including engineering and astrogation as Technicians. Some Duros shun exploration in favor of smuggling and trading as Scoundrels, and a small number go into diplomatic professions as Nobles.
Duros Traits
Ability Modifiers: Duros have a +2 bonus to both Dexterity and Intelligence, and suffer a -2 penalty to Constitution. Duros are agile in mind and body but they aren't physically hardy people.
Medium Size: As medium creatures, Duros have no special bonuses or penalties due to their size.
Speed: Duros have a base speed of 30 ft..
Expert Pilot: As natural spacers, a Duros may choose to reroll any Pilot check, but the result of the reroll must be accepted even if it is worse.
Darkvison
Proficiency: Perception, Security
Photographic Memory: Recall anything that they have ever seen. Gain Proficiency with History skill and advantage on History Checks concerning anything they have seen or read.
Automatic Languages: All Duros can speak, read, and write both Basic and Durese.
Gamorean
Gamorreans are green-skinned, porcine creatures native to Gamorr. Their tendency toward violence makes them valued as criminal enforcers; though viewed as mindless brutes, they don't care so long as they are paid to fight.
Gamorrean civilization revolves around the never-ending wars between their clans. Preferring large melee weapon in combat, many see ranged weapons as cowardly. Males live to fight; females farm, hunt, and manufacture weapons. Inter-clan hatred rarely fades, and anyone hiring Gamorreans should be aware of their clans to avoid infighting.
Personality
Gamorreans are brutish, violent, and proud. They respect physical prowess and have no problem facing death against a foe they feel they are on at least equal footing with.
Physical Description
Gamorreans average about 1.8 meters tall, with thick green skin covering powerful muscles. Close-set eyes, a thick snot, tusks, and small horns give them a distinct look.
Average Height/Weight
A typical Gamorrean stands at 1.8 meters tall and weighs 140 kilograms.
Age
Gamorreans usually live to approximately 60 years old.
Homeworld
The preindustrial world of Gamorr.
Languages
Gamorreans speak Gamorrean. They have no written version of the language. They can learn to understand, but not speak other languages.
Example Names
Gartogg, Jubnuk, Ortugg, Ugmush, Venorra, Warlug.
Adventurers
Some Gamorreans leave their homeworld as slaves, but later escape or buy out their contracts. Others sell their contracts, finding employment as bodyguards or enforcers. A Gamorrean is constantly at war; it's only a matter of figuring out who the enemy is. Gamorrean Heroes tend to select the Soldier class.
Gamorean Traits
Ability Modifiers: Gamorreans have a +2 bonus to Strength, but suffer a -2 penalty to both their Dexterity and Intelligence. Gamorreans possess greater physical power, but have limited agility and intelligence.
Medium Size: As Medium creatures, Gamorreans have no special bonuses or penalties due to their size.
Speed: Gamorreans have a base speed of 30 ft..
Primitive: Gamorreans do not gain Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), or Weapon Proficiency (Rifles) as starting Feats at first level, even if their Class normally grants them.
Great Fortitude: Gamorreans gain a +2 Species bonus to their Constitution Save, accounting for their great physical resistance.
Natural Resistance: Gamorean's have natural resistance to all damage taken. This means they always take half damage rounded down.
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.
Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Automatic Languages: All Gamorreans can speak Gamorrean. They have no written version of the language. In addition, all Gamorreans understand, read, and write (But not speak) Basic.
Geonocian
Geonocian Trait
Your Geonosian character has many different attributes that might be useful in the field: Ability Score Inrease. Dexterity +2, Wisdom +1 Age. Around 50-60 years. Alignment. Neutral, very protective of species. Size. Medium. Speed. 25ft walking, 30ft flying. Darkvision. 60ft. Exoskeleton. Your AC is increased by 1. Tool Proficiency. Engineer's tools Languages. Basic (understands), Geonosian. Geonosians can only speak Geonosian
Gungan
The Gungans were a sentient, amphibious humanoid race native to the terrestrial planet known as Naboo. Prior to the Invasion of Naboo, an event that took place in 32 BBY, the Gungans were a largely isolationist society. They were able to combine machinery with biology. They lived in large bubblelike domes under water. Gungans had strong leg muscles for swimming and were aided by their long fin-like ears. Their somewhat lanky arms ended in four-fingered hands, and their feet had three stubby toes each. Females tended to be slightly smaller with sleeker faces. They often tied their long ears back.
Divided
The Gungans were separated into two races: the lanky orange, yellow or red-skinned Otolla race, and the heavier green-skinned Ankura race. However, they all exhibited many of the same basic physical traits. Starting life as tadpoles, Gungans developed into tall beings with extremely flexible cartilaginous skeletons. Strong leg muscles allowed for powerful and quick frog-kick style swimming through water as well as a remarkable jumping ability while on land. Fin-like ears (called haillu) also aided them in swimming, as well as expressing emotions like aggression, friendship, and fear. They had partially retractable eyestalks with nictitating membranes when underwater. Green eyes were unusual amongst Gungans.
Gungan Traits
Your Gungan character has many different attributes that might be useful in the field: Ability Score Inrease. +2 Dexterity, +1 Strength Age. Up to 70. Alignment. Good. Size. Medium. Speed. 40ft walking and swimming. Powerful Legs. Your jump height and distance is doubled. Unnatural Luck. If you roll a 1 on an attack roll, ability check, or saving throw, you may choose to reroll, but you must take the second roll. Languages. Basic, Gungan
Jawa
Jawa Traits
Your Jawa character has many different attributes that might be useful in the field: Ability Score Inrease. +2 Dex, +1 Int Age. Up to 80 years Alignment. Neutral. Size. Small. Speed. 25ft. Darkvision. 30ft. Expertise. Jawa have expertise in the Repair and Security skills. Tool Proficiency. All. Languages. Basic, Jawaese. Jawas can only speak Jawaese.
Kel Dor
The Kel Dors, sometimes referred to as Kel Dorians, were a species hailing from the technological planet Dorin. They required masks to protect them when in oxygen-rich atmospheres. They were also known for the unique Forceusing traditions of the Baran Do Sages. One notable Kel Dor was the Jedi Master Plo Koon, who was a member of a famous Kel Dor Jedi family. Sha Koon, a Jedi Knight, was Plo Koon's niece.
Exoskeletal
The Kel Dors were a tall race, typically of the same height and weight as Humans. Their skin ranged in color from peach to a crimson red. Most had dark, black eyes, although some were born with silver irises, a mark that was often seen as an affinity for the Force. Kel Dors were, as a whole, were considered an unattractive species due to their strange facial structure. Their noses were described as falling short of becoming a beak, with a gaping opening that descended to the mouth, a toothless chasm with drooping fleshy strands. In place of teeth, Kel Dor had an upper and lower hard-palate, visible only when they pulled their lips back. Framing their head were extrasensory organs which terminated in small black tusks.
Kel Dor Names
Male Names: Gnost-Dural, Hetchkee, Plo Koon, Pol Temm, Tol Braga, Zym Female Names: Charsae Saal, Kara Ziil, Sha Koon, Tila Mong, Till'in
Kel Dor Traits
Your Kel Dor character has many different attributes that might be useful in the field: Ability Score Inrease. +1 Dexterity, +2 Wisdom Age. Up to 70 Alignment. Good Size. Medium Speed. 30ft Atmospheric Difficulties. Kel Dor do not perform well in oxygen-rich environments, effectively being blind. Therefore, they almost constantly wear a mask when not on their home planet. This mask allows them to survive without oxygen far longer than a normal humanoid could. You can survive without oxygen for up to fifteen minutes. Exoskeleton. Your AC is increased by 1. Proficiency. You are proficient with the Survival skill. Languages. Basic, Kel Dorian
Khil
Khil Traits
Your Khil character has many different attributes that might be useful in the field: Ability Score Inrease. +2 Strength, +2 Wisdom Age. Up to 90 years. Alignment. Good. Size. Medium. Speed. 30ft. Darkvision. 60ft. Proficiency. Perception, Persuasion. Languages. Basic, Khilese
Lasat
Lasat Traits
Your Lasat character has many different attributes that might be useful in the field: Ability Score Inrease. +1 Constitution, +2 Strength Age. Up to 80 years. Alignment. Good. Size. Medium. Speed. 35ft. Darkvision. 30ft. Proficiency. Athletics, Perception. Heightened Senses. Your Lasat character has advantage on Perception checks unless you are deafened. Languages. Basic, Lasat
Miraluka
The Miraluka were a Near-Human species that differed from Humans in that they lacked eyes, only retaining vestigial eye sockets, and perceived the environment around them through Force sight instead of regular vision. This vision was so strong that if a Miraluka looked upon a Jedi or Sith, they could "see" Force radiating off them. The strength of a Miraluka's connection to the Force varied by individual. Miraluka, as Near-Humans, could interbreed with baseline humanity. Humans with Miraluka blood included Krynda and Lucien Draay. It was said that such mating would result in difficulties for the offspring.
Miraluka Traits
Your Miraluka character has many different attributes that might be useful in the field: Ability Score Inrease. +1 Dexterity, +2 Wisdom Age. Up to 100 years Alignment. Good Galactic Alignment. Neutral Size. Medium Speed. 30ft Force Sight. Miraluka have no eyes, they rely on the force to see. They can perceive the environment and people at the same distances humans can, but in addition they can sense the force energy in any creature, so much so they can determine whether someone is a Jedi or Sith. Telepathy. Miraluka can use their connection to the force to speak telepathically to any willing creature they can see with their force sight. Languages. Basic, Miralukese.
Mon Calamari
Mon Calamari Traits
Your Mon Calamari character has many different attributes that might be useful in the field: Ability Score Inrease. Charisma +1, Dexterity +2 Age. Up to 70 years. Alignment. Tendency to good. Size. Medium. Speed. 30ft land, 60ft swimming. Darkvision. 60ft. Waterbreathing. Your Mon Calamari character can breath underwater. Fish Eyes. You have advantage on Investigation and Perception checks because your eyes can focus on two different things at once. Water-lovers. You have advantage on all Dexterity and Strength checks and saving throws, as well as grappling, while underwater. Languages. Basic
Nautolan
The Nautolans, sometimes referred to as the Nautiloids, were an amphibious humanoid species from the planet Glee Anselm. Although they established settlements across their aquatic homeworld, most Nautolan civilization was found in the Sabilon region. The most well known Nautolan was Jedi Master Kit Fisto, a hero of the Clone Wars and member of the Jedi Council.
Water-born
Nautolans possessed physiology common to amphibious species, including low light vision and excellent swimming skills. Their bony exoskeleton and dense cartilage made them tough and resistant to glancing blows. An egg-laying species, Nautolans emerged from their egg as a tadpole that developed arms, legs, and head-tails during their second year of life. Roughly the same size as a Human infant during this time, their limbs were weak and unable to support their weight, forcing youthful Nautolans to remain in aquatic environments for much of their childhood. They stood an average of 1.8 meters, had smooth green, blue, purple, or brown skin, and large black or dark maroon eyes with lids that were seldom used. They were capable of breathing underwater; however, unlike other water-based species, Nautolans did not experience difficulties out of water.
Nautolan Names
Male Names: Bengel Morr, Fong Do, Kit Fisto, Knox, Oric Traless, Zatt Female Names: Dah'lis Stark, Dossa, Leeha Narezz
Nautolan Traits
Your Nautolan character has many different attributes that might be useful in the field:
Ability Score Inrease. +2 to Dexterity, +1 to Constitution Age. Up to 70 years old Alignment. Usually good Size. Medium Speed. 30ft land, 60ft underwater Darkvision. 30ft Exoskeleton. +1 AC. Waterborn. Due to being an aquatic race, Nautolan characters can breath in water. Tendrils. You have tendrils all over your head which allow you to sense the presence of certain pheromones. This allows you to sense your surroundings fairly well, therefore your character has blindsight for up to 30ft. Languages. Basic, Nautila
Rodian
Rodian Traits
Your Rodian character has many different attributes that might be useful in the field: Ability Score Inrease. Dexterity +2, Intelligence +1. Age. Up to 90 years. Alignment. Any. Size. Medium. Speed. 35ft. Scaled Skin. Natural armor of 12 + Dexterity modifier Infrared Sight. You have darkvision for 120ft and can make out life forms perfectly in the dark. Proficiency. Acrobatics, Perception Languages. Basic, Rodese.
Togruta
Togruta Traits
Your Togruta character has many different attributes that might be useful in the field: Ability Score Inrease. Strength +1, Wisdom +2. Age. Up to 94 years. Alignment. Tendency to good. Size. Medium. Speed. 30ft. Frightening Presence. You have advantage on Intimidation checks. Montral. Togrutan's horns on their heads give them echolocation up to 60ft unless they are deafened or there is a significant amount of background noise, such as in cities or near loud vehicles or waterfalls. Proficiency. Persuasion, Intimidation. Languages. Basic, Togruti.
Trandoshan
Trandoshan Traits
Your Trandoshan character has many different attributes that might be useful in the field: Ability Score Inrease. Constitution +2, Strength +1. Age. Up to 70 years. Alignment. Tendency towards chaotic. Size. Medium. Speed. 30ft. Natural Attacks. Trandoshans have a few attacks they can make without weapons. These attacks can be made using a bonus action or an action. Claws. 1d4 + Str slashing Bite. 1d6 + Str piercing Regeneration. Once per long rest, you can regenerate 2d10 + Con hit points as an action. In addition, your hit die limit is increased by 3, and you regenerate lost limbs and body parts after 1d8 days. Instinctual Hatred. Trandoshans have an unending, passionate hatred for the Wookiee species. Languages. Basic, Trandoshan.
Twi'lek
Twi'lek Traits
Your Twi'lek character has many different attributes that might be useful in the field: Ability Score Inrease. Charisma +2, Dexterity +1. Age. Up to 80 years. Alignment. Good. Size. Medium. Speed. 40ft. Colorful Skin. Twi'leks were known for having colored skin. The common colors were green, blue, cream, and purple skin, but some rarer Twi'leks had red skin. In addition, some Twi'leks had birthmarks that look like geometric tattoos. Black Market Buyers. You have knowledge of most Black Market locations around the Outer Rim. Seductive. You have advantage on Charisma checks made to seduce any creature that can understand you. This could be persuasion, deception, intimidation, or performance depending on how the action is performed. Proficiency. Deception, Performance, Persuasion. Languages. Basic, Ryl.
Weequay
Weequay Traits
Your Weequay character has many different attributes that might be useful in the field: Ability Score Inrease. Charisma +1, Dexterity +2. Age. Up to 90 years. Alignment. Tendency to chaotic; usually neutral. Size. Medium. Speed. 30ft. Darkvision. 30ft. Proficiency. Deception. Hardened Skin. Your skin has a hard shell on it, allowing you to resist blaster fire. Whenever you are dealt radiant damage, you can use your reaction to lower the damage dealt by 1d6 + Con. Languages. Basic, Sriluurian.
Wookie
Wookie Traits
Your Wookiee character has many different attributes that might be useful in the field: Ability Score Inrease. Constitution +2, Strength +2. Age. More than 400 years. Alignment. Good. Size. Medium. Speed. 35ft. Ryyk Warrior. Wookiees can dual-wield Ryyk blades, and additionally their Strength modifier can be added to the second attack roll when dual-wielding Ryyk blades. Proficiency. Athletics Weapon Proficiency. Bowcaster, Ryyk Blades Languages. Basic, Shyriiwook
Zabrak
The Zabrak, also known as Iridonians when referring to the Iridonian who came from Iridonia, were a carnivorous Near Human species native to Iridonia, a planet located in the Mid Rim known for its inhospitable terrain and fierce predatory life. They were a species known for having a fierce sense of self-determination and an equally dominant need for independence.
Horned Humans
Zabrak were Near-Human, but had a number of significant physical characteristics that set them apart from baseline Humanity. The most striking of these were a series of vestigial horns that crowned the heads of both males and females. These horns grew at puberty in varying patterns and signified that the time of their rite of passage was drawing near. The horns were one trait shared by the many Zabrak subspecies, which were divided by a number of physical characteristics that differed from subspecies to subspecies. These could include different skin tones (which included peachy white, pure white, yellow, red, tan, brown and black), horn patterns, hair growth (though it should be noted that most Zabraks, unlike Humans, could not grow eyelashes or facial hair – there were some exceptions, such as Maris Brood and Bao-Dur, who had eyebrows) and eye color (which have certain pigmentations that Humans lack, such as purple, yellow, red, and orange).
Iridonian Names
Male Names: Aleas, Agen, Bao-Dur, Feral, Gith, Maul, Savage Female Names: Acaadi, Maris Clan Names: Brood, Darach, Kolar, Koth, Opress
Iridonian Traits
Your Zabrak character has many different attributes that might be useful in the field: Ability Score Inrease. +1 to one ability score of their choice and +1 to Constitution +1 to Wisdom. Age. Up to 80. Alignment. Any. Size. Medium. Speed. 30ft. Horned. Due to your horned skull, many people find you to be rather scary. You have advantage on persuasion checks when dealing with others not of their race. Proficiency. martial training. Languages. Basic, Zabraki. Darkvsion, and advantage on perception (sound) checks. Resistance to Poison and toxins. Require double food intake of standard species. Resistance to heat, Vulnerable to Cold. In 0 degree environments Zabrak must have a heating source or they die within two hours. Special: When a Zabrak completes their ceremony for adult hood they receive their Zhaboka a ceremonial double bladed scimitar. It is not used for combat but can be 1d4/1d4 slashing damage.
Arkanian
Arkanians considered themselves the pinnacle of evolution, and as such many were distinctly arrogant. Arkanian scientists had been experts in genetic manipulation for millennia, and by the time of the Mandalorian Wars the species had been split into many sub-species, making it hard to determine exactly what a baseline Arkanian was. Most could pass for Human, though the most pure of blood had pure white eyes and four clawed digits on each hand. Arkanians were capable of seeing into the infrared spectrum, and their eyes were sensitive to sources of extreme heat. This was helpful on their dark and frigid homeworld, but when traveling offworld, many were forced to wear blinders on planets with hotter, younger suns. It was also not unusual for an Arkanian to enhance themselves with internal and/or external cybernetics. It was also standard practice for Arkanians to undergo genetic manipulation of their own bodies, enhancing themselves so as to be better than "lesser" species.
Arrogant and Proud
The most defining trait of the Arkanian species was their arrogance which stemmed from their belief that they were the pinnacle of evolution. This led to them often appearing arrogant and aloof to others as they saw themselves as being superior to all other species. Even those with a more moderate viewpoint tended to see themselves as being amongst the most intelligent beings in the galaxy. As such, they were highly confident of their abilities.
Arkanian Names
Male Names: Arca, Arkoh, Dias, Gorman, Hyrim, Zeta
Female Names: Elizie, Jarael, Nasdra, Shenna
Arkanian Traits
Your arkanian character has many different attributes that might be useful in the field:
Ability Score Inrease. Intelligence +2. Age. Arkanians mature at the same rate as humans, but live far longer. Alignment. Most Arkanians are good-natured, but tend to be outside of the law given their proclivity towards doing illegal genetic mutations. Size. Arkanians stand around 5-6 feet tall and tend to be no more than 170 pounds. Your size is Medium. Speed. Your base movement speed is 30 feet. Proficiency. You are proficient in the Medicine skill. Tool Proficiency. Engineer's tools. Medically Inclined. You have advantage on saving throws made against diseases. Languages. Arkanian, Basic. Subrace. Two main subraces of arkanians exist in the Star Wars Universe: pure-bloods and offshoots. Choose one of these subraces.
Pureblood
The arkanians were native to the Colonies planet, Arkania, a world of frozen tundra and intense cold. The rich gem mines on their planet led to its great development and the construction of elaborate trade cities established by offworlders from the Galactic Republic. This influx of commerce allowed Arkanian culture to flourish and the species quickly became well known throughout the galaxy for their extremely reclusive scientists. Ability Score Increase. Charisma +1. Darkvision. 60ft. Innate Casting. The pureblood arkanian can cast the psychic speech force ability once per day.
Offshoot
The Arkanian Offshoots were a sub-species of the Arkanian race, genetically engineered by the famed Arkanian scientists and genetic researchers of the Old Republic era. Ability Score Increase. You can choose between increasing your Dexterity or Wisdom score by 1. Hybrid. As a genetic hybrid, you have the skills of both arkanians and another race such as human or sephi. You are proficient with two skills of your choice.
Aqualish
The Aqualish are amphibious humanoids native to The Mid Rim world of Ando. Three breeds of Aqualish exist- the Aquala (Widely considered the "Baseline" Aqualish), the Quara, and the Ualaq. The three strains are generally similar in appearance and in all their traits, but the Quara and Ualaq have claw-like hands with five digits whereas the Aquala have fins. The Ualaq are set apart by the fact that they have four eyes instead of two.
The Aqualish hold no beings in greater contempt than those who belong to a different subspecies than themselves- Aquala hate the Quara and the Ualaq, the Quara hate the Aquala and Ualaq, and the Ualaq hate the Aquala and the Quara. Each strain views the others as inferior and weak. Since Quara and Ualaq can more easily use Equipment designed for the general galactic population, they are more frequently encountered away from Ando than the Aquala.
Personality
The Aqualish admire strength and are openly contemptuous and hostile toward the weak. It is customary and accepted social behavior for an Aqualish to be pushy and belligerent toward people he or she is interacting with for the first time. If the individual does not stand up to them, the Aqualish assumes the other being is weak and continues to bully him or her.
Physical Description
Aqualish are tusked, walrus-faced humanoids with skin ranging in color from dark green or blue to deep russet or black. Members of the Ualaq subspecies have four eyes instead of two. Adult Aqualish stand between 1.8 and 2 meters tall.
Average Height/Weight
A typical Aqualish stands at 1.9 meters tall and weighs 55 kilograms.
Age
Same as Human
Homeworld
Ando, a Mid Rim water planet dotted with swampy islands and rocky outcroppings on which the Quara, Ualaq, and Aquala make their homes.
Languages
Aqualish speak, read, and write both Basic and Aqualish. The Quara, Ualaq, and Aquala have slightly different dialects of Aqualish, but have no trouble understanding one another.
Example Names
Calfta, Bongi, Carn'ar, Gondara, Gunda Mabin, Korai-tae, Po Nudo, Ponda Baba, Undra Lagor, Yada Munda.
Adventurers
Aqualish heroes are typically Scoundrels or Troopers. Force-using Aqualish are rare.
Racial Traits
Ability Modifiers: Aqualish receive a +2 bonus to their Constitution, but suffer -2 penalties to both Wisdom and Charisma. Aqualish are hardy and fit, but are brash and brutish compared to others.
Medium Size: As Medium creatures, Aqualish have no special bonuses or penalties due to their size.
Speed: Aqualish have a base speed of 30 ft.
Breathe Underwater: As amphibious creatures, Aqualish can't drown in water.
Expert Swimmer: A Aqualish may choose to reroll any Swim check, but the result of the reroll must be accepted, even if it is worse. In addition, a Aqualish may choose to Take 10 on Swim checks, even when distracted or threatened.
Natural Armor: Aqualish are Rugged and Sturdy they have a +1 to AC
Automatic Languages: All Aqualish can speak, read, and write both Aqualish and Basic.
Bothan
To the Bothans, information is the galaxy's most valuable currency, as well as its most potent weapon. As a culture, they believe that direct confrontation with foes — whether economic, political, or martial — is pointless. In an open conflict, the object both sides desire is often damaged or destroyed. This attitude has made espionage a natural line of work for Bothans. Information and spies are their greatest exports. The famed Bothan spynet is the largest independent intelligence-gathering organization the galaxy has ever known. Beings of power everywhere find Bothans irritating because they have a tendency to use every bit of information they can to acquire leverage or money, but no one wants to be the only person without access to the spynet, so everyone continues to deal with the Bothans.
Slim and Shady
Bothans hail from the industrial Mid Rim planet of Bothawui, though they also populate various colony worlds like Kothlis and Torolis. Most Bothans stand about 5–6 ft. tall. They have tapered pointed ears, elongated heads, and a very few from both sexes have beards. They are manipulative, crafty, suspicious, curious by nature, loyal, brave, and very smart. They developed their technology to travel among the stars millennia ago and are longstanding members of the galactic civilization.
Bothan Names
Male Names: Borsk, Eramuth, Hosk, Kai, Knol, Koth, Narsk, Nek, Traest, Utric Female Names: Asyr, Glynn-Beti, Kolir, Oryon, Yantahar, Yaqeel Clan Names: Bwua'tu, Fey'lya, Hu'lya, Hudorra, Ka'hane, Kre'fey,, Melan, Saav'etu, Sandov, Sei'lar, Trey'lis, Ven'nari
Bothan Traits
Your bothan character has many different attributes that might be useful in the field:
Ability Score Inrease. Dexterity +1, Intelligence +2. Age. Bothans mature and age at the same rate as humans. Alignment. Bothans tend to be outside the law but not without personal rules, generally aligning most with neutral, but tend to be morally good. Size. Bothans stand around 4-5 feet tall and tend to be no more than 200 pounds. Your size is Medium. Speed. Your base movement speed is 40 feet. Darkvision. 60ft. Proficiency. As a Bothan, you are proficient with two of the following abilities: deception, persuasion, security. Languages. Basic, Bothan
Cerean
Cereans are a sophisticated and cultured humanoid Species native to Cerea, a world on the fringes of known space. Their elongated heads distinguish the, from most other humanoid Species.
Cereans established contact with the rest of the galaxy shortly before the Galactic Republic was transformed into the Empire, swiftly gaining fame as expert astrogators, cryptographers, and economists. Few patterns or trends escape the notice of a Cerean.
Cerean society is matriarchal, and the Cerean culture's traditional values emphasize living in harmony with nature and minimizing any impact on the environment from technology. The peaceful philosophies of The Jedi appeal to Cereals, and many join the Order.
Personality
Cereans tend to be calm, rational, and extremely logical.
Physical Description
Cereans average about 2 meters tall, with elongated craniums housing binary brains. They have a maturity rate and life span similar to those of Humans.
Average Height/Weight
A typical Cerean male stands at 2.0 meters tall and weighs 78 kilograms, while a typical Cerean female stands at 1.8 meters tall and weighs 58 kilograms.
Age
Similar to that of Human
Homeworld
The blissful planet Cerea.
Languages
Cereans speak, read, and write both Cerean and Basic.
Example Names
Ki-Adi, So Leet, Sylvn, Ti-Dal, Maj-Odo.
Adventurers
Cereans who become adventurers do so in spite of their peaceful traditions. Still, when a cause or situation leads down this path, a Cerean tries to keep these traditions intact, avoiding aggression when possible. The binary brain allows a Cerean to constantly weigh both sides in any disagreement and give two points of view equal consideration. This ability extends even to issues surrounding The Force, and a Cerean Jedi or Force Prodigy often contemplates the Light Side and the Dark Side simultaneously.
Racial Traits
Ability Modifiers: Cereans have a +1 bonus to both their Intelligence and their Wisdom, but suffer a -2 penalty to their Dexterity. Cereans are bright and intuitive but less coordinated than most other species.
Medium Size: As Medium creatures, Cereans have no special bonuses or penalties due to their size.
Speed: Cerean have a base speed of 30 ft.
Intuitive Initiative: A Cerean may choose to reroll any Initiative check but the result of the reroll must be accepted even if it is worse. Despite their general lack of coordination, Cereans' reaction speed is superior to that of most other species.
Instincts: Though they are a bit slow their other senses are improved choose to be proficient in either insight or perception
Automatic Languages: All Cereans can speak, read, and write both Basic and Cerean.
Chiss
The Chiss were a tall, blue-skinned Near-Human civilization from the planet Csilla in the Unknown Regions, best known to most Humans as the people to which Grand Admiral Thrawn belonged. Due to the remote position of their home territory in the Chiss Ascendancy they remained largely an enigma to the rest of the galaxy, and contact with outsiders was limited even in the days of the Galactic Alliance.
Highly Evolved
The origins of the Chiss were largely unknown, even to the Chiss themselves, though some scientists thought that they were the result of a long forgotten Human colony that had been lost to time. This was the leading theory held by not only Chiss historians but scientists within the New Republic who held the view that this colony predated the formation of the Old Republic. A report by the University of Sanbra indicated that very little was known of Chiss history due to their own records being carefully guarded on their homeworld. However, scattered reports from many intrepid scholars suggested the Chiss were a forgotten colonization attempt; this theory was mostly based on their resemblance to Humanity. Genetic analysis later confirmed that the Chiss were indeed an offshoot of the Human species' earliest attempts at colonization. It was believed that sometime before 27,000 BBY, a lost colony of Humans settled in the Unknown Regions on the planet Csilla.
Chiss Names
Chaf'orm'bintrano, Fehlaaur'aitel'loro, Kthira'shi'ktarloo, Kung'urama'nuruodo, Mitth'raw'nuruodo, Prard'ras'kleoni
Chiss Traits
Your chiss character has many different attributes that might be useful: Ability Score Inrease. Increase three ability scores by one, but they cannot be stacked. Age. Chiss mature and age at the same rate as humans. Alignment. Chiss generally align most with neutral, but tend to be morally good. Galactic Alignments. Chiss Ascendancy. Size. Chiss stand around 4-5 feet tall and tend to be no more than 200 pounds due to the nature of their home planet of Csilla. Your size is Medium. Speed. Your base movement speed is 30 feet. Proficiency. Nature and Survival. Darkvision. Due to the dark nature of Csilla, Chiss have abnormally good darkvision. You can see 60ft clearly in the dark. Acclimatized. Your home planet of Csilla is a frozen wasteland. You do not take any kind of penalties due to cold weather, and you have resistance to cold damage. Chiss Weapons. You are proficient with the Charric class of weapons. They are Chiss weapons, and can be found on Chiss controlled/colonized planets. Your character starts off with a Charric Carbine. Languages. Cheunh, Basic
Dathomirian
"But during your time away, you must not forget what Dathomir has given you. Although space is cold and empty, Dathomir's wilderness is lush and rich. It may be years before you return, so never forget the place that birthed and nurtured you—you will always be a Nightsister." ― Mother Talzin
Witches of Dathomir
Dathomirians, or Dathomiri, were a sentient near-Human species native to the Outer Rim world of Dathomir. The creation of the Dathomirian species was the result of hybridization between Human females and male Zabrak. They constituted a small percentage of the Nightsister society—a sect of witches using dark magicks—but rose to preeminence under the leadership of Clan Mother Talzin, a Dathomirian herself. At some point during the Clone Wars, the Kaleesh General Grievous, leader of the Separatist Droid Army, attacked the Dathomirians, who took refuge in the Nightsister fortress. Grievous wiped out every Dathomirian of the clan, except for Asajj Ventress and Mother Talzin.
Dathomirian Names
Asajj, Daka, Gethzerion, Kaminne, Karis, Luce, Naa'leth, Saato, Silri, Talia, Talzin, Zalem
Dathomirian Traits
Your Dathomirian character has many different attributes that might be useful in the field: Ability Score Inrease. Your Intelligence score increases by 2 and your Dexterity score increases by 1. Age. Up to 90 years. Alignment. Generally chaotic. Size. Medium Speed. 40ft. Proficiency. Choose between nature and survival. Weapon Proficiency. As a Dathomirian you are proficient with the force bow. Force Attuned. As a force wielder, when you activate your focus you may choose to focus on two different disciplines at the same time. Changing or losing your discipline causes you to lose focus on your extra discipline, and you cannot use this feature again until you have completed a short rest. Languages. Basic, Dathomiri
Droid
Droids, short for androids, were mechanical beings, often possessing artificial intelligence. They were used in a variety of roles and environments, often those considered too menial or too dangerous for humans and other species. Droids were also used in fields that required extensive specialization and knowledge, such as medical droids and astromech droids. Droids designed for combat were battle droids.
Smart or too smart?
Depending on the model and its corresponding purpose, droids were totally obedient, rugged, expendable, capable of vast memory recall, and mathematically precise. These characteristics made them well suited for many jobs, though the lack of independent thought in the cheaper, less advanced models limited their capability. This lack of autonomy was simultaneously a vast asset and a glaring weakness—an asset in terms of obedience and control but a massive drawback in terms of effectiveness. Designers faced a fundamental paradox—make the droids overly intelligent, and they might rebel; yet make the droids not intelligent enough and they would be ineffectual.
Droid Names
Droid names typically involve a combination of letters, numbers, and hyphens, usually no longer than five characters. Names: 4-L0M, C-3PO, HK-47, IG-88, R2-D2
Droid Traits
Your Droid character has many different attributes that might be useful in the field:
Ability Score Inrease. Your Intelligence score is increased by 2. Machine Heart. You are a man-made construct. You are immune to disease. You do not need to eat or breathe. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. Size. The player character droids are all around human size, but of course weighing between three to four-hundred pounds. Your size is Medium. Subrace. There are many different types of droids, the following of which a player can use as their character. There are other droids which can be used as familiars, which will be detailed later.
Assassin
Assassin droids were used by assassins to eliminate their targets. Assassin droids were the only droids built specifically to kill organics. Alternate Ability Score As an assassin droid you were built for causing death. Because of that increase your Dexterity score by 1 Alignment. Assassin droids, when fully sentient, tend to align with the chaotic evil alignment. When they are not fully sentient, like HK-47, they do the bidding of their master whole-heartedly, but still tend to be rather chaotic. Natural Plating Because you were built for battle you have plating built all over you. When unarmored, your AC is equal to 12 + your dexterity modifier.
Speed. 35ft. Proficiency. Choose one between Acrobatics and Stealth. Languages. Basic and Binary
Security
Alternate Ability Score As a security droid, you were designed to be rugged and strong. Increase either your Strength or Constitution score by 1. Alignment. Security droids tend to work for someone and take on that person's alignment. If they do not work for someone, their alignment can be anything. Mechanical Strength. If you chose to increase your Strength score, you have advantage on all Strength contests, such as grappling and shoving, as long as you initiate the contest. Durasteel Plating. If you chose to increase your Constitution score, your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Speed. 30ft. Proficiency. Choose one between Athletics and Insight. Languages. Basic and Binary
Protocol
Protocol droids were programmed for diplomacy, often with the knowledge of millions of different languages and cultures. They were mainly used by ambassadors and diplomats. Human-Cyborg Relations. You were created for the express purpose of translation and diplomacy. As such increase your Charisma score by 1. Alignment. Speed. 25ft. Proficiency. You gain proficiency in persuasion and insight. 6 Million forms of Communications. What kind of protocol droid would be if you didn't know how to communicate properly? You know every language spoken by whatever faction you belong to.
Dug
Dugs were slender, powerfully built beings with a somewhat humanoid build and a unique method of walking that hailed from the high gravity world Malastare. Their primary means of locomotion were their strong arms, and their lower limbs and feet were used for grappling and other fine motor manipulation. They hardly ever walked on their lower limbs. Sebulba was only once seen standing on his legs. Although most Dugs may walk on all four limbs, others liked to use their strong arms as legs and their feet as hands like they would normally do.
Cruel and Crafty
Due to their oppression under their Gran rulers who colonized Malastare, many Dugs often felt the need to throw around their strength in bids to establish dominance. As a result, they were known for their ill-tempered demeanor, and many were bullying thugs.
Dug Names
Andurgo, Bog'Ruhx, Darnada, Dewanga, Nakha, Preigo, Pugwis, Sebolto, Sebulba
Dug Traits
Your Dug character has many different attributes that might be useful in the field:
Ability Score Inrease. Add +1 to Constitution and +2 to Strength. Age. Up to 75 years. Alignment. Usually chaotic. Size. Up to ~3 feet. Your size is Small. Speed. Because they use their upper limbs for locomotion, a dug's base movement speed is 25 feet. Darkvision. Due to Malastare's atmosphere, the planet is in a near constant state of darkness. Therefore, the Dug have evolved to be able to see clearly in the dark up to 60ft. Proficiency. Athletics. Tool Proficiency. Engineer's tools. Vehicle Proficiency. As a base character, you can be proficient with one additional vehicle. Languages. Basic, Dug.
Duros
Tall, hairless humanoids from the Duro System, Duros were one of the first Species to become a major influence in the Galactic Republic, and many respected scholars credited the Duros with creating the first hyperdrive. The Duros have a natural affinity for space travel, possessing an innate grasp of the mathematical underpinnings of astrogational computations. Many tales are swapped in cantinas about Duros astrogators calculating the coordinates for supposedly impossible jumps in their heads. Although not as numerous as Humans, the Duros are almost as omnipresent; all but the smallest settlements in known space feature Duros populations.
The Duros Species has existed on other worlds in isolation from the rest of their kind, evolving in slight different directions from the baseline Species. The most populous and well-known near-Duros Species are the Neimoidians, a people rarely encountered during the Rebellion era.
Personality
A Duros tends to be intense and adventurous, always seeking to learn what's at the end of the next hyperspace jump. They are a proud, self-sufficient, fun-loving people who also have a tendency toward gregariousness.
Physical Description
Duros average about 1.8 meters tall. They are hairless, with large eyes and wide, lipless mouths. Skin color ranges from blue-gray to deep azure.
Average Height/Weight
A typical Duro stands at 1.8 meters tall and weighs 70 kilograms.
Age
Similar to Human
Homeworld
The orbiting cities of Duro.
Languages
Duros speak, read, and write both Durese and Basic.
Example Names
Baniss Keeg, Elior, Kadlo, Kir Vantai, Lai Nootka, Monnda Tebbo.
Adventurers
Duros adventurers include hyperspace explorers, star charters, and spacers of all descriptions as Scouts. They also tend to gravitate toward the sciences, including engineering and astrogation as Technicians. Some Duros shun exploration in favor of smuggling and trading as Scoundrels, and a small number go into diplomatic professions as Nobles.
Duros Traits
Ability Modifiers: Duros have a +2 bonus to both Dexterity and Intelligence, and suffer a -2 penalty to Constitution. Duros are agile in mind and body but they aren't physically hardy people.
Medium Size: As medium creatures, Duros have no special bonuses or penalties due to their size.
Speed: Duros have a base speed of 30 ft..
Expert Pilot: As natural spacers, a Duros may choose to reroll any Pilot check, but the result of the reroll must be accepted even if it is worse.
Darkvison
Proficiency: Perception, Security
Photographic Memory: Recall anything that they have ever seen. Gain Proficiency with History skill and advantage on History Checks concerning anything they have seen or read.
Automatic Languages: All Duros can speak, read, and write both Basic and Durese.
Gamorean
Gamorreans are green-skinned, porcine creatures native to Gamorr. Their tendency toward violence makes them valued as criminal enforcers; though viewed as mindless brutes, they don't care so long as they are paid to fight.
Gamorrean civilization revolves around the never-ending wars between their clans. Preferring large melee weapon in combat, many see ranged weapons as cowardly. Males live to fight; females farm, hunt, and manufacture weapons. Inter-clan hatred rarely fades, and anyone hiring Gamorreans should be aware of their clans to avoid infighting.
Personality
Gamorreans are brutish, violent, and proud. They respect physical prowess and have no problem facing death against a foe they feel they are on at least equal footing with.
Physical Description
Gamorreans average about 1.8 meters tall, with thick green skin covering powerful muscles. Close-set eyes, a thick snot, tusks, and small horns give them a distinct look.
Average Height/Weight
A typical Gamorrean stands at 1.8 meters tall and weighs 140 kilograms.
Age
Gamorreans usually live to approximately 60 years old.
Homeworld
The preindustrial world of Gamorr.
Languages
Gamorreans speak Gamorrean. They have no written version of the language. They can learn to understand, but not speak other languages.
Example Names
Gartogg, Jubnuk, Ortugg, Ugmush, Venorra, Warlug.
Adventurers
Some Gamorreans leave their homeworld as slaves, but later escape or buy out their contracts. Others sell their contracts, finding employment as bodyguards or enforcers. A Gamorrean is constantly at war; it's only a matter of figuring out who the enemy is. Gamorrean Heroes tend to select the Soldier class.
Gamorean Traits
Ability Modifiers: Gamorreans have a +2 bonus to Strength, but suffer a -2 penalty to both their Dexterity and Intelligence. Gamorreans possess greater physical power, but have limited agility and intelligence.
Medium Size: As Medium creatures, Gamorreans have no special bonuses or penalties due to their size.
Speed: Gamorreans have a base speed of 30 ft..
Primitive: Gamorreans do not gain Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), or Weapon Proficiency (Rifles) as starting Feats at first level, even if their Class normally grants them.
Great Fortitude: Gamorreans gain a +2 Species bonus to their Constitution Save, accounting for their great physical resistance.
Natural Resistance: Gamorean's have natural resistance to all damage taken. This means they always take half damage rounded down.
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.
Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Automatic Languages: All Gamorreans can speak Gamorrean. They have no written version of the language. In addition, all Gamorreans understand, read, and write (But not speak) Basic.
Geonocian
Geonocian Trait
Your Geonosian character has many different attributes that might be useful in the field: Ability Score Inrease. Dexterity +2, Wisdom +1 Age. Around 50-60 years. Alignment. Neutral, very protective of species. Size. Medium. Speed. 25ft walking, 30ft flying. Darkvision. 60ft. Exoskeleton. Your AC is increased by 1. Tool Proficiency. Engineer's tools Languages. Basic (understands), Geonosian. Geonosians can only speak Geonosian
Gungan
The Gungans were a sentient, amphibious humanoid race native to the terrestrial planet known as Naboo. Prior to the Invasion of Naboo, an event that took place in 32 BBY, the Gungans were a largely isolationist society. They were able to combine machinery with biology. They lived in large bubblelike domes under water. Gungans had strong leg muscles for swimming and were aided by their long fin-like ears. Their somewhat lanky arms ended in four-fingered hands, and their feet had three stubby toes each. Females tended to be slightly smaller with sleeker faces. They often tied their long ears back.
Divided
The Gungans were separated into two races: the lanky orange, yellow or red-skinned Otolla race, and the heavier green-skinned Ankura race. However, they all exhibited many of the same basic physical traits. Starting life as tadpoles, Gungans developed into tall beings with extremely flexible cartilaginous skeletons. Strong leg muscles allowed for powerful and quick frog-kick style swimming through water as well as a remarkable jumping ability while on land. Fin-like ears (called haillu) also aided them in swimming, as well as expressing emotions like aggression, friendship, and fear. They had partially retractable eyestalks with nictitating membranes when underwater. Green eyes were unusual amongst Gungans.
Gungan Traits
Your Gungan character has many different attributes that might be useful in the field: Ability Score Inrease. +2 Dexterity, +1 Strength Age. Up to 70. Alignment. Good. Size. Medium. Speed. 40ft walking and swimming. Powerful Legs. Your jump height and distance is doubled. Unnatural Luck. If you roll a 1 on an attack roll, ability check, or saving throw, you may choose to reroll, but you must take the second roll. Languages. Basic, Gungan
Jawa
Jawa Traits
Your Jawa character has many different attributes that might be useful in the field: Ability Score Inrease. +2 Dex, +1 Int Age. Up to 80 years Alignment. Neutral. Size. Small. Speed. 25ft. Darkvision. 30ft. Expertise. Jawa have expertise in the Repair and Security skills. Tool Proficiency. All. Languages. Basic, Jawaese. Jawas can only speak Jawaese.
Kel Dor
The Kel Dors, sometimes referred to as Kel Dorians, were a species hailing from the technological planet Dorin. They required masks to protect them when in oxygen-rich atmospheres. They were also known for the unique Forceusing traditions of the Baran Do Sages. One notable Kel Dor was the Jedi Master Plo Koon, who was a member of a famous Kel Dor Jedi family. Sha Koon, a Jedi Knight, was Plo Koon's niece.
Exoskeletal
The Kel Dors were a tall race, typically of the same height and weight as Humans. Their skin ranged in color from peach to a crimson red. Most had dark, black eyes, although some were born with silver irises, a mark that was often seen as an affinity for the Force. Kel Dors were, as a whole, were considered an unattractive species due to their strange facial structure. Their noses were described as falling short of becoming a beak, with a gaping opening that descended to the mouth, a toothless chasm with drooping fleshy strands. In place of teeth, Kel Dor had an upper and lower hard-palate, visible only when they pulled their lips back. Framing their head were extrasensory organs which terminated in small black tusks.
Kel Dor Names
Male Names: Gnost-Dural, Hetchkee, Plo Koon, Pol Temm, Tol Braga, Zym Female Names: Charsae Saal, Kara Ziil, Sha Koon, Tila Mong, Till'in
Kel Dor Traits
Your Kel Dor character has many different attributes that might be useful in the field: Ability Score Inrease. +1 Dexterity, +2 Wisdom Age. Up to 70 Alignment. Good Size. Medium Speed. 30ft Atmospheric Difficulties. Kel Dor do not perform well in oxygen-rich environments, effectively being blind. Therefore, they almost constantly wear a mask when not on their home planet. This mask allows them to survive without oxygen far longer than a normal humanoid could. You can survive without oxygen for up to fifteen minutes. Exoskeleton. Your AC is increased by 1. Proficiency. You are proficient with the Survival skill. Languages. Basic, Kel Dorian
Khil
Khil Traits
Your Khil character has many different attributes that might be useful in the field: Ability Score Inrease. +2 Strength, +2 Wisdom Age. Up to 90 years. Alignment. Good. Size. Medium. Speed. 30ft. Darkvision. 60ft. Proficiency. Perception, Persuasion. Languages. Basic, Khilese
Lasat
Lasat Traits
Your Lasat character has many different attributes that might be useful in the field: Ability Score Inrease. +1 Constitution, +2 Strength Age. Up to 80 years. Alignment. Good. Size. Medium. Speed. 35ft. Darkvision. 30ft. Proficiency. Athletics, Perception. Heightened Senses. Your Lasat character has advantage on Perception checks unless you are deafened. Languages. Basic, Lasat
Miraluka
The Miraluka were a Near-Human species that differed from Humans in that they lacked eyes, only retaining vestigial eye sockets, and perceived the environment around them through Force sight instead of regular vision. This vision was so strong that if a Miraluka looked upon a Jedi or Sith, they could "see" Force radiating off them. The strength of a Miraluka's connection to the Force varied by individual. Miraluka, as Near-Humans, could interbreed with baseline humanity. Humans with Miraluka blood included Krynda and Lucien Draay. It was said that such mating would result in difficulties for the offspring.
Miraluka Traits
Your Miraluka character has many different attributes that might be useful in the field: Ability Score Inrease. +1 Dexterity, +2 Wisdom Age. Up to 100 years Alignment. Good Galactic Alignment. Neutral Size. Medium Speed. 30ft Force Sight. Miraluka have no eyes, they rely on the force to see. They can perceive the environment and people at the same distances humans can, but in addition they can sense the force energy in any creature, so much so they can determine whether someone is a Jedi or Sith. Telepathy. Miraluka can use their connection to the force to speak telepathically to any willing creature they can see with their force sight. Languages. Basic, Miralukese.
Mon Calamari
Mon Calamari Traits
Your Mon Calamari character has many different attributes that might be useful in the field: Ability Score Inrease. Charisma +1, Dexterity +2 Age. Up to 70 years. Alignment. Tendency to good. Size. Medium. Speed. 30ft land, 60ft swimming. Darkvision. 60ft. Waterbreathing. Your Mon Calamari character can breath underwater. Fish Eyes. You have advantage on Investigation and Perception checks because your eyes can focus on two different things at once. Water-lovers. You have advantage on all Dexterity and Strength checks and saving throws, as well as grappling, while underwater. Languages. Basic
Nautolan
The Nautolans, sometimes referred to as the Nautiloids, were an amphibious humanoid species from the planet Glee Anselm. Although they established settlements across their aquatic homeworld, most Nautolan civilization was found in the Sabilon region. The most well known Nautolan was Jedi Master Kit Fisto, a hero of the Clone Wars and member of the Jedi Council.
Water-born
Nautolans possessed physiology common to amphibious species, including low light vision and excellent swimming skills. Their bony exoskeleton and dense cartilage made them tough and resistant to glancing blows. An egg-laying species, Nautolans emerged from their egg as a tadpole that developed arms, legs, and head-tails during their second year of life. Roughly the same size as a Human infant during this time, their limbs were weak and unable to support their weight, forcing youthful Nautolans to remain in aquatic environments for much of their childhood. They stood an average of 1.8 meters, had smooth green, blue, purple, or brown skin, and large black or dark maroon eyes with lids that were seldom used. They were capable of breathing underwater; however, unlike other water-based species, Nautolans did not experience difficulties out of water.
Nautolan Names
Male Names: Bengel Morr, Fong Do, Kit Fisto, Knox, Oric Traless, Zatt Female Names: Dah'lis Stark, Dossa, Leeha Narezz
Nautolan Traits
Your Nautolan character has many different attributes that might be useful in the field:
Ability Score Inrease. +2 to Dexterity, +1 to Constitution Age. Up to 70 years old Alignment. Usually good Size. Medium Speed. 30ft land, 60ft underwater Darkvision. 30ft Exoskeleton. +1 AC. Waterborn. Due to being an aquatic race, Nautolan characters can breath in water. Tendrils. You have tendrils all over your head which allow you to sense the presence of certain pheromones. This allows you to sense your surroundings fairly well, therefore your character has blindsight for up to 30ft. Languages. Basic, Nautila
Rodian
Rodian Traits
Your Rodian character has many different attributes that might be useful in the field: Ability Score Inrease. Dexterity +2, Intelligence +1. Age. Up to 90 years. Alignment. Any. Size. Medium. Speed. 35ft. Scaled Skin. Natural armor of 12 + Dexterity modifier Infrared Sight. You have darkvision for 120ft and can make out life forms perfectly in the dark. Proficiency. Acrobatics, Perception Languages. Basic, Rodese.
Togruta
Togruta Traits
Your Togruta character has many different attributes that might be useful in the field: Ability Score Inrease. Strength +1, Wisdom +2. Age. Up to 94 years. Alignment. Tendency to good. Size. Medium. Speed. 30ft. Frightening Presence. You have advantage on Intimidation checks. Montral. Togrutan's horns on their heads give them echolocation up to 60ft unless they are deafened or there is a significant amount of background noise, such as in cities or near loud vehicles or waterfalls. Proficiency. Persuasion, Intimidation. Languages. Basic, Togruti.
Trandoshan
Trandoshan Traits
Your Trandoshan character has many different attributes that might be useful in the field: Ability Score Inrease. Constitution +2, Strength +1. Age. Up to 70 years. Alignment. Tendency towards chaotic. Size. Medium. Speed. 30ft. Natural Attacks. Trandoshans have a few attacks they can make without weapons. These attacks can be made using a bonus action or an action. Claws. 1d4 + Str slashing Bite. 1d6 + Str piercing Regeneration. Once per long rest, you can regenerate 2d10 + Con hit points as an action. In addition, your hit die limit is increased by 3, and you regenerate lost limbs and body parts after 1d8 days. Instinctual Hatred. Trandoshans have an unending, passionate hatred for the Wookiee species. Languages. Basic, Trandoshan.
Twi'lek
Twi'lek Traits
Your Twi'lek character has many different attributes that might be useful in the field: Ability Score Inrease. Charisma +2, Dexterity +1. Age. Up to 80 years. Alignment. Good. Size. Medium. Speed. 40ft. Colorful Skin. Twi'leks were known for having colored skin. The common colors were green, blue, cream, and purple skin, but some rarer Twi'leks had red skin. In addition, some Twi'leks had birthmarks that look like geometric tattoos. Black Market Buyers. You have knowledge of most Black Market locations around the Outer Rim. Seductive. You have advantage on Charisma checks made to seduce any creature that can understand you. This could be persuasion, deception, intimidation, or performance depending on how the action is performed. Proficiency. Deception, Performance, Persuasion. Languages. Basic, Ryl.
Weequay
Weequay Traits
Your Weequay character has many different attributes that might be useful in the field: Ability Score Inrease. Charisma +1, Dexterity +2. Age. Up to 90 years. Alignment. Tendency to chaotic; usually neutral. Size. Medium. Speed. 30ft. Darkvision. 30ft. Proficiency. Deception. Hardened Skin. Your skin has a hard shell on it, allowing you to resist blaster fire. Whenever you are dealt radiant damage, you can use your reaction to lower the damage dealt by 1d6 + Con. Languages. Basic, Sriluurian.
Wookie
Wookie Traits
Your Wookiee character has many different attributes that might be useful in the field: Ability Score Inrease. Constitution +2, Strength +2. Age. More than 400 years. Alignment. Good. Size. Medium. Speed. 35ft. Ryyk Warrior. Wookiees can dual-wield Ryyk blades, and additionally their Strength modifier can be added to the second attack roll when dual-wielding Ryyk blades. Proficiency. Athletics Weapon Proficiency. Bowcaster, Ryyk Blades Languages. Basic, Shyriiwook
Zabrak
The Zabrak, also known as Iridonians when referring to the Iridonian who came from Iridonia, were a carnivorous Near Human species native to Iridonia, a planet located in the Mid Rim known for its inhospitable terrain and fierce predatory life. They were a species known for having a fierce sense of self-determination and an equally dominant need for independence.
Horned Humans
Zabrak were Near-Human, but had a number of significant physical characteristics that set them apart from baseline Humanity. The most striking of these were a series of vestigial horns that crowned the heads of both males and females. These horns grew at puberty in varying patterns and signified that the time of their rite of passage was drawing near. The horns were one trait shared by the many Zabrak subspecies, which were divided by a number of physical characteristics that differed from subspecies to subspecies. These could include different skin tones (which included peachy white, pure white, yellow, red, tan, brown and black), horn patterns, hair growth (though it should be noted that most Zabraks, unlike Humans, could not grow eyelashes or facial hair – there were some exceptions, such as Maris Brood and Bao-Dur, who had eyebrows) and eye color (which have certain pigmentations that Humans lack, such as purple, yellow, red, and orange).
Iridonian Names
Male Names: Aleas, Agen, Bao-Dur, Feral, Gith, Maul, Savage Female Names: Acaadi, Maris Clan Names: Brood, Darach, Kolar, Koth, Opress
Iridonian Traits
Your Zabrak character has many different attributes that might be useful in the field: Ability Score Inrease. +1 to one ability score of their choice and +1 to Constitution +1 to Wisdom. Age. Up to 80. Alignment. Any. Size. Medium. Speed. 30ft. Horned. Due to your horned skull, many people find you to be rather scary. You have advantage on persuasion checks when dealing with others not of their race. Proficiency. martial training. Languages. Basic, Zabraki. Darkvsion, and advantage on perception (sound) checks. Resistance to Poison and toxins. Require double food intake of standard species. Resistance to heat, Vulnerable to Cold. In 0 degree environments Zabrak must have a heating source or they die within two hours. Special: When a Zabrak completes their ceremony for adult hood they receive their Zhaboka a ceremonial double bladed scimitar. It is not used for combat but can be 1d4/1d4 slashing damage.