Amani
Visual Characteristics
Skin Color Yellow, green Hair Color None Eye Color Red Distinctions Tall, with short legs
Physical Characteristics
Height 4'10" +2d12" Weight 130 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Maridun Language Amanese
Biology and Appearance
The Amanin are a sentient, planarian species, with short, bent legs and long arms. Their soft underbelly is protected by a yellow-green hide which ends in a hood over their heads. Their feet are awkwardly large for their bodies, giving them an unseemly gait. Despite this, amanin are well-equipped for hunting the plains of Maridun, as their hides can produce toxic slime, and their small but sharp noses can detect scents from a distance. Perhaps the most distinctive trait of the amanin is their evolved ability to tuck themselves into a ball and roll at high speeds across the plains.
Society and Culture
Amanin live in tribal groups, scattered across the plains and forests of Maridun. Whenever amani tribes begin to quarrel over land, a ritualistic battle, called a takital, takes place. They are a species of hunters, considered primitive by most sentients, but are not lacking in culture. The leaders of each tribe are called "lorekeepers," for memorizing a detailed record of their tribe's oral history is their primary duty.
Across the galaxy, amanin find work as mercenaries, bounty hunters, heavy laborers, and scouts. Their tracking and combative skills often put them in high demand.
Names
Amani names do not seem to vary by gender. They do not use surnames.
Names. Unjor, Aja, Brenjandor, Trijit
Amani Traits
As an Amani, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Amani reach adulthood in their late teens, and live less than a century.
Alignment. Amanin's violent tribal traditions cause them to tend towards the dark side, though there are exceptions.
Size. Amanin typically stand around 6 feet tall and weigh about 180 lbs. Regardless of your position in that range, your size is Medium.
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.
Defensive Ball. You are able to curl into a rolling ball for extra protection. When you take the Dash action while you aren't wielding a shield, you gain a bonus to AC equal to half your proficiency bonus (rounded up) until the start of your next turn.
Keen Smell. You have advantage on Wisdom (Perception) checks that involve smell.
Rolling Agility. By curling into a ball, you can move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Toxic Skin. You know the acidic strike at-will tech power. Intelligence is your techcasting ability for this power. You do not require use of a wristpad for this power.
Languages. You can speak, read, and write Galactic Basic and Amanese. Amanese has no written form, hence the need for a lorekeeper versed in the tribe's oral history.
Anx
Visual Characteristics
Skin Color Blue, yellow Hair Color None Eye Color Black Distinctions Hunched stature, mood sensitive crests, tails
Physical Characteristics
Height 7'0" +2d10" Weight 200 lb. x(2d6) lb.
Sociocultural Characteristics
Homeworld Gravlex Med Language Anx
Biology and Appearance
The Anx are a bipedal, reptilian species discernible by their height, their tall crests, and their tails. Originating from a world with higher-than-average gravity, the Anx possess a stooped stature. Their heads are tall and blade-shaped, with a soaring crest which acts as a sinus cavity. While their crests change color to reflect their moods, its primary function gives Anx a low rumbling voice.
Anx have long necks and limbs, and would appear taller if they didn't walk with their shoulders stooped and their crested heads held out in front of them.
Society and Culture
The Anx are serene giants who assume many roles in the Republic. Evolving from herd animals, the Anx are a placid, sociable race known for developing a near fanatical interest in groups they related to. Living in complicated clan structures, Anx enjoy the company of their large families and are more comfortable in groups.
An innate trait among the Anx is a formidable knowledge of anatomy, especially in regard to nerves, muscles and bone structures. Due to this extensive knowledge, even by species they have never encountered, the Anx are considered dangerous unarmed combatants and skilled warriors, capable of incapacitating opponents with a single, well-placed strike.
Names
Anx names are less harsh-sounding compared to those of other reptilian species. Surnames are familial.
Male Names. Graxol, Horox, Theen, Drexol
Female Names. Madurrin, Pipalidi, Quiyya
Surnames. Fida, Jur, Kelvyyn, Ryyd
Anx Traits
As an Anx, you have the following special traits:
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Anx reach adulthood in their late teens and live up to 120 years.
Alignment. The Anx's social nature causes them to tend toward the light side. There are, of course, exceptions.
Size. Anx stand at around 8 feet tall and weigh about 200 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Anatomical Sense. You have proficiency in the Medicine skill.
Anx Communication. The sinuses in your headcrest allow you to speak in booming, low-frequency tones out to 3 miles that only creatures that speak the Anx language can hear and understand.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. Additionally, when you hit with an unarmed strike, you can attempt to debilitate the target by striking a pressure point. 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.
Languages. You can speak, read, and write Galactic Basic and Anx. Anx is mostly characterized by low, rumbling noises made by the throat, amplified by an Anx's crest.
Anzat
Visual Characteristics
Skin Color Grayish-hued Hair Color Black, brown, white Eye Color Varies Distinctions Hidden proboscises, exceptional longevity, vampiric capabilities
Physical Characteristics
Height 4'8" +2d10" Weight 110 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Anzat Language Anzat
Biology and Appearance
Anzati are Near-Human in appearance, with bulbous noses, flared nostrils, and grayish-hued skin. Their most distinctive feature comes in the form of two tentacle-like proboscises that curl out and extend from their cheeks, with which they are able to feed upon the brains of other species. With their tentacles retracted into seams along either side of the nose, Anzati are difficult to identify among other near-human species.
Society and Culture
The Anzati are a race of Force-sensitive predators, with a unique thirst for what they refer to as the "soup" of other sentient creatures—a fluid found in the brain. The "soup" of Force-sensitive and particularly charismatic individuals are usually the most appetizing to Anzati. To satiate their cravings, they become especially adept at stalking prey in the wilderness with stealth, and in heavily populated areas with natural cunning and charm.
Anzati live exceptionally long lives and reproduce infrequently, with some Anzati having to return to their homeworld to find a mate. Anzati do not typically cooperate with others of their own species by choice, as this usually results in them killing each other over particularly "soupy" prey when their thirst takes hold.
Names
Anzati names demonstrate a hierarchy, with certain names being given to those of a lineage renowned for consuming far vaster amounts of "soup" than other Anzati. Surnames are similarly exclusive.
Male Names. Allexi, Tav, Dannik, Ketren
Female Names. Sajé, Nakia, Kala, Iina
Surnames. Jerriko, Yoru, Tyris, Douro
Anzat Traits
As an Anzat, you have the following special traits.
Ability Score Increase. Your Strength, Constitution, and Charisma scores increase by one.
Age. Anzati reach adulthood in their teens, and can live for well over a hundred years, with a steady diet of soup.
Alignment. Due to their predatory nature, Anzati are drawn heavily towards the dark side, though there are rare exceptions.
Size. Anzati stand from just under 5 feet tall to over 6 feet, though most have athletic builds. Regardless of your position in that range, your size is Medium.
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.
Darkvision. 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.
Force Sensitive. You know the affect mind at-will force power. When you reach 3rd level, you learn and can cast the sense emotion force power once per long rest. When you reach 5th level, you learn and can cast the coerce mind power once per long rest. Wisdom or Charisma (your choice) is your forcecasting ability for these powers.
Soup Feeder. You do not need to eat or drink. Additionally, your proboscises are a natural weapon, which you can use to make unarmed strikes. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with your proboscises. It deals 1d4 kinetic damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with your proboscises.
When you attack with your proboscises and hit a creature that isn’t a droid or construct, you can empower yourself in one of the following ways of your choice:
- You regain hit points equal to the kinetic damage dealt by the attack.
- You gain a bonus to the next ability check or attack roll you make; the bonus equals the kinetic damage dealt by the attack.
You can empower yourself with this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages. You can speak, read, and write Galactic Basic, and Anzat. Anzat is an archaic language, which sounds like a harsh whisper when spoken.
Culisetto
Visual Characteristics
Skin Color Pink, yellow Hair Color White Eye Color Red Distinctions Thoracic carapace
Physical Characteristics
Height 2'8" +2d6" Weight 35 lb. x1 lb.
Sociocultural Characteristics
Homeworld Culiset Language Culisetto
Biology and Appearance
The Culisetto are an insectoid species, with a close resemblance to the common fly. Their long snouts are not truly proboscises, but function much the same, allowing them to drain blood with the aid of two tendrils, one on either side of the snout. They move by crawling about on their hands and feet, and are adept at leaping and climbing.
Despite their appearance, culisetto are an exceptionally hygenic species, with an evolved habit of rubbing their hands and legs to rid them of germs from the ground.
Society and Culture
Culisetto are often shunned by other species, if not for their grotesque appearance, then usually for their habit of drinking blood. While they have evolved beyond needing to drink blood to survive, its taste remains quite enticing to many culisetto, who will indulge in it at their pleasure.
Culisetto tend to favor the company of their own kind, particularly their siblings. Broodlings frequently travel in groups of three or more, inseparable from birth.
Names
Culisetto names are distinctively antiquated in their etymology. Surnames are familial.
Male Names. Kreon, Sosilu, Ocyto, Phino
Female Names. Hecuba, Anophe, Xeina, Adeia
Surnames. Dengue, Chontos, Kazan, Vazil
Culisetto Traits
As a Culisetto, you have the following traits:
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age. Culisetto reach adulthood at 8 years old, and live to be about 60.
Alignment. Culisettos' thirst for blood cause them to tend towards the dark side, though there are exceptions.
Size. Culisetto stand between 3 and 4 feet tall and weigh about 45 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 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.
Climb. You have a climbing speed of 25 feet.
Compound Eyes. Whenever you make a Wisdom (Perception) check related to sight, you are considered to have expertise in the Perception skill.
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 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.
Prehensile Feet. You have supreme control over your feet and can use them 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.
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.
Torpor. Culisetto only require 2 hours of inactivity a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields or martial weapons with the two-handed property unless it 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 Culisetto. Culisetto is composed of high pitched whines made from the snout.
Diathim
Visual Characteristics
Skin Color Glowing white Hair Color Blonde, light brown Eye Color Varies Distinctions Six wings, yellow aura, hypnotic abilities
Physical Characteristics
Height 6'6" +2d10" Weight 80 lb. x(1d4) lb.
Sociocultural Characteristics
Homeworld Iego, Millius Prime Language Galactic Basic
Biology and Appearance
Diathim are a mysterious species of winged sentients famed for their radiance and beauty. They often make appearances as angelic figures in the folklore of numerous species. Their bodies naturally give off an intense light, obfuscating their physical forms to the naked eye. They have three pairs of thin, translucent wings that appear fragile, but are more than capable of flight. Diathim have been known to survive in the vacuum of space without the need for protective gear, and have a mild hypnotic effect on others in their presence, adding to the legends surrounding them.
Society and Culture
The Diathim give off an aura of kindness, and are consistently described as benevolent by spacers, causing tales of their rare appearances to morph over time into the grandiose mythology of the "Angels." Diathim are fascinated by spacecraft, which often prompted them to mob any ships that found themselves in the vicinity of their homeworlds, Iego and Millius Prime.
Diathim have only commonly been seen gathering in flocks to welcome arriving ships, and knowledge of their habitat remains a mystery to outsiders. Although they have no apparent language of their own, they have readily adopted Galactic Basic, the common language of the galaxy.
Names
Traditional Diathim names are difficult to pronounce. When among other species, they tend to simply go by shortened names awed onlookers refer to them by.
Birth Names. Aiubhirr'merh, D'yz'xarh, Ihuithrhe, Vyxendel'ahitraxr
Nicknames. Mirra, Diz, Huu, Vix
Diathim Traits
As a Diathim, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.
Age. Diathim reach adulthood in their late teens and live about 100 years.
Alignment. Diathim are naturally empathetic, causing them to tend toward the light side, though there are exceptions.
Size. Diathim typically stand 6 to 9 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.
Celestial Physiology. You can survive for one day within the vacuum of space. You still require oxygen to breathe.
Enthralling Aura. You can use your aura 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.
Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.
Luminous Being. Starting at 3rd level, you can use your action to amplify your psychic aura, causing a searing light to radiate from you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take psychic damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra psychic damage to one target when you deal damage to it with an attack or a power. The extra psychic damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
Languages. You can speak, read, and write Galactic Basic and one extra language of your choice.
Tiss'shar
Visual Characteristics
Skin Color Varies Hair Color Red, yellow, blue, purple Eye Color Black Distinctions Long necks, sharp teeth, colorful scales, tails
Physical Characteristics
Height 4'9" +2d8" Weight 100 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Tiss'sharl Language Tiss'shar
Biology and Appearance
The Tiss'shar are bipedal therapods descended from predatory reptilians native to the humid jungle continents of Tiss'sharl. They are relatively strong and agile, with long necks, slender torsos, wider hips, and a short but wiry tail. Their mouths are filled with short, sharp teeth, and their large tongues are pink and constantly moving. Their large eyes are black and appear glassy as a result of the clear, resilient film that covered and protected them. Many Tiss'shar have prominent sickle-shaped claws on the first toe of their feet; some also possessed a crest of feathers atop their heads.
Society and Culture
Tiss'shar social structure is inextricably tied to business. Nearly all Tiss'shar families have a corporation as a patron, which provides the family with its material needs in exchange for the dedicated labor of its members. Patron corporations regularly supply food, housing, health care, education, and security services.
The predatory instincts of the Tiss'shar, redirected into the realm of business, often serve them well. While no stereotype fully defines the species, they often were considered aggressive, resourceful, calculating businessbeings. These traits also made them excellent assassins and gunfighters, renowned galaxywide for their efficiency. Most Tiss'shar had an appreciation for the art of the deal, and conducted their business legitimately; even those who chose the path of the assassin remembered that they were conducting business and respected their contracts.
Names
Tiss'shar names are segmented, with males receiving an additional "tail name." Surnames always come last.
Male Names. Si-Di-Ri, Tra-Skan-Lor, Geor-Dan-Thi
Female Names. Von-Ra, Ura-Vaza, Shu-Xangiz, Sav-Lork
Tiss'shar Traits
As a Tiss-shar, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Dexterity, Intelligence, or Charisma score increases by 1.
Age. Tiss'shar reach adulthood in their early teens and live about 80 years.
Alignment. Tiss'shar's moral flexibility causes them to tend towards balanced alignments, though there are exceptions.
Size. Tiss'shar 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.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Stealthy. You are proficient in the Stealth skill.
Tooth and Nail. Your sharp teeth and claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d4 + your Strength modifier. Additionally, 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 modier (minimum of 1), and you can't use this trait again until you finish a short or long rest.
Languages. You can speak, read, and write Galactic Basic and Tiss'shar. Tiss'shar is mainly formed of hisses, shrieks, and lisping vocalizations. As a written language, it has a violent-looking calligraphy of curves and sharp lines.
Vaathkree
Visual Characteristics
Skin Color Dark bluish-gray Hair Color None Eye Color Black Distinctions Armored skin, high resistance to physical attacks, long life spans
Physical Characteristics
Height 3'8" +2d8" Weight 180 lb. x2d6 lb.
Sociocultural Characteristics
Homeworld Vaathkree, Garnib (adopted) Language Vaathkreea
Biology and Appearance
The Vaathkree are a race of short, sturdy sentients hailing from the planet of Vaathkree. Covered in armored plates, they have the outward appearance of being made of stone or metal. Vaathkree begin life as non-sentient Stonesingers—small, formless, tadpole-like creatures that rove across the lava flats of Vaathkree, incorporating bits of rocks and metal into their body structure. Over the course of 9 years, they gradually accumulate enough mass and rudimentary intelligence to be instructed by older vaathkree into the ways of The Deal.
At this age, Stonesingers choose a permanent form for themselves. Since the Vaathkree have been active in the Galactic Republic for several millennia, this is typically a humanoid form.
Society and Culture
Concepts such as barter, haggling, sales technique, and supply and demand are deeply ingrained in Vaathkree culture, to the extent that their primary religion is economic in nature, roughly translating to "The Deal" in Basic. Their incredible committal to receiving the most optimal deals in trade quickly earned them a reputation as good businessbeings. A trade route, the Vaathkree Trade Corridor, is named after them.
Vaathkree are also credited with the invention of a unique two-dimensional artform called "flatsculp."
Names
Vaathkree names are simple, but sharp, evoking the image of their stony bearers. There does not appear to be any distinction between male and female names for vaathkree. Vaathkree usually go by a single name.
Names. Valka, Gavlan, Grosteek, Hurke, Tarob
Vaathkree Traits
As a Vaathkree, you have the following traits:
Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.
Age. Vaathkree remain Stonesingers until they reach 9 years old, and reach adulthood at 20 years old. They can live to be over 200 years old.
Alignment. The Vaathkrees' inclinations to getting the best deals cause them to tend towards balanced alignments, though there are exceptions.
Size. Vaathkree stand up to 5 feet tall and weigh between 200 and 400 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Business Savvy. Vaathkree are well known for their business acumen—they are taught to seek the best deals from youth. Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.
Earthen Composition. You ignore difficult terrain made up of stone and metal.
Natural Armor. Due to your armored plating, you are ill-suited to wearing armor. Your plates provide ample protection, however; you have a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Languages. You can speak, read, and write Galactic Basic and Vaathkreea. Vaathkreea is often described by other species as sounding like the churning of gravel.
Wistie
Visual Characteristics
Skin Color Golden, white, blue, or red Hair Color White, blonde Eye Color White Distinctions Tiny, glowing beings
Physical Characteristics
Height 0'8" +2d4" Weight 1 lb. x1 lb.
Sociocultural Characteristics
Homeworld Forest Moon of Endor Language Wistie
Biology and Appearance
Wisties, sometimes called firefolk, or flutterglows, are a sentient species native to the forest moon of Endor. They are miniscule, winged humanoids perpetually surrounded by a light-producing aura, which makes them appear as moving flames when in flight.
Wisties seem to hold latent empathetic qualities, as they appear to feed off of positive emotions.
Society and Culture
Though to other species, the Wisties appear simple, even non-sentient; in actuality, they have their own language and system of government, a matriarchy with a queen presiding as Head of State. Wisties live in swarms of over several dozen individuals, and have a very difficult time staying put for any length of time. At night, these swarms would venture into the open air, performing dazzling light shows for their own amusement.
The wisties of Endor have always maintained good relations with the Ewoks, and even helped them on numerous occasions, whether it was on hunts, or to aid them against larger threats, such as the Galactic Empire. The ewoks even have a holiday in their honor—the Festival of the Wisties.
Names
Wistie names commonly make liberal use of the "z" sound. Wisties don't use surnames.
Male Names. Tiz, Flix, Saz, Lark
Female Names. Izrina, Zaly, Rilo, Sypia
Wistie Traits
As a Wistie, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age. Wisties stop growing at 2 years old and live about 40 years, or longer when surrounded by happy, caring individuals.
Alignment. Wisties' energetic, optimistic nature causes them to tend towards chaotic light side, though there are exceptions.
Size. Wisties stand at around 1 foot tall and weigh about 5 lbs. Regardless of your position in that range, your size is Tiny.
Speed. Your base walking speed is 20 feet.
Bioluminescence. You know the light at-will tech power, but it counts as a force power for you. Wisdom or Charisma (your choice) is your forcecasting ability for this power.
Brilliant Escape. You can intensify your aura of light to throw off an attacker. 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. A creature is unaffected by this trait if it can't see, or if it relies on senses other than sight, such as blindsight. Once you use this trait, you can’t use it again until you finish a short or long rest.
Emotional Sustenance. Wisties can sustain themselves with the raw emotions of other creatures. You do not need to eat or drink.
Flight. You have a flying speed of 20 feet. To use this speed, you can't be wearing medium or heavy armor.
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. Wisties 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 Wistie. Wistie is often described by other sentients as sounding like the laughter of younglings.
Zilkin
Visual Characteristics
Skin Color Green Hair Color None Eye Color Turquoise Distinctions Four-fingered hands, three-toed feet, stalk eyes
Physical Characteristics
Height 1'0" +2d6" Weight 3 lbs. x1 lb.
Sociocultural Characteristics
Homeworld Zilk Language Zilkin
Biology and Appearance
The Zilkin are a bipedal, amphibious species discernible by their diminutive stature and stalk eyes. Their homeworld, Zilk, has many dense jungles and swamps deemed impossible to navigate by most species. Only the Zilkin themselves, evolved from worm-like creatures, were able to easily slip through the gaps in the tangled, coarse foliage. Their powerful legs make them adept at swimming and leaping.
Zilkin also have bulbous chins which inflate with excess air while they are speaking.
Society and Culture
Zilkin live in large communities woven into the thick clumps of trees on Zilk. Whenever a dispute occurs, Zilkin turn to a ritualistic form of debate where everyone affected voices their opinion on the matter. Whoever croaks their views the loudest and most confidently, wins. As a result, Zilkin tend to be quite opinionated.
For a long time, the Zilkin remained unknown to the galaxy at large, simply because few individuals had any interest in visiting Zilk, let alone exploring its notoriously impenetrable jungles. Having lived in isolation for so many generations, and often mocked for their size, Zilkin tend to exhibit cantankerous behavior toward other species. Despite this, a number of Zilkin left their homeworld and took an active role in galactic politics, gaining the planet representation in the Senate.
Names
Zilkin names are usually short and easy to repeat.
Male Names. Belip, Meebur, Ponix, Jegg
Female Names. Fula, Sia, Nili, Vo
Surnames. Cruu, Bestrein, Odebre, Telvet
Zilkin Traits
As an Zilkin, 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. Zilkin are considered adults at 15 years old, and live to about 70.
Alignment. Zilkin have an outspoken but just nature that causes them to tend towards lawful light side, though there are exceptions.
Size. Zilkin stand between 1 and 2 feet tall and weigh around 10 lbs. Regardless of your position in that range, your size is Tiny.
Speed. Your base walking speed is 20 feet.
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.
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. Zilkin 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 hae advantage on Dexterity saving throws.
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.
Swim. You have a swimming speed of 20 feet.
Languages. You can speak, read, and write Galactic Basic and Zilkin. Zilkin is characterized by loud, croaking noises from the throat, supported by air stored in the chin.