Table of Contents
Akwin
Visual Characteristics
Skin Color Blue-green Hair Color Black, blue, green, silver, white Eye Color Black, dark blue Distinctions Six limbs, elongated crest, tail
Physical Characteristics
Height 4'6" +2d10" Weight 120 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Lazerian IV Language Akwinese
Biology and Appearance
An aquatic mammalian species, the Akwin are amphibious, allowing them to reside both on land and underwater. Their bodies have six limbs, with the first pair located at their shoulders acting as arms. Each of their arms ends in a hand with three digits. The middle set of limbs are flippers, though they still resemble arms. This pair is utilized to steer the Akwin through the water. Their third and final pair of limbs acts as the Akwin's legs, which end in webbed, two-toed feet that allow them to stand and locomote on land. On their backs is a tail and fins.
An Akwin's body is rather tough and muscular, which allows them to tolerate the pressure of the oceans' depths. They have elongated skulls with a broad mouth, a pair of eyes adjusted for seeing in the dark, and two blowholes. Cilia grow from their heads and faces and can often be mistaken for hair. Directly below their jaws are a set of gills. An elongated crest extends from the back of their heads and has two holes in its end. Akwin also have acute hearing.
Society and Culture
The Akwin species evolved in Lazerian IV's oceans, and despite possessing advanced technology, they went largely unnoticed due to the sensor-blocking minerals in the planet's seabeds. Though the Akwin's technology was on par with that of the rest of the galaxy - including aquatic versions of speeders and blasters - they had no interest in space travel themselves. The Akwins take great care in not polluting Lazerian IV's environment. The Akwin refer to the seas of their homeworld as "Father Ocean" and are protective of it. Living in large city-states on the ocean floor, the Akwin are peaceful, raising undersea livestock on "ranches" and utilizing factories and ore mines. They enjoy music as well as the art of coral-sculpting. Although capable of living on both land and water, they prefer to stay away from the human colonists on the surface.
Names
Akwin names do not distinguish between gender. They favor bilabial consonants that turn sharply into sibilant sounds.
Names. B'dassa, K'Pesso, N'Kashor
Akwin Traits
As an Akwin, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
Age. Akwin reach adulthood in their late teens and live up to a century.
Alignment. Akwin society is peaceful and independent, leaning toward an Balanced Light alignment, though there are exceptions.
Size. Akwin typically stand between 4 and 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 30 feet.
Amphibious. You can breathe air and water.
Conservationist. You have proficiency in the Nature skill.
Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Hearing. You have advantage on Wisdom (Perception) checks that involve hearing.
Strong Swimmer. Your swim speed is 35 feet.
Languages. You speak, read, and write Akwinese and speak in Galactic Basic. Akwinese is a bellowing language that uses both spoken word and gestures.
Atoan
Visual Characteristics
Skin Color Light to dark tones Hair Color Black, Red, Brown, Blond Eye Color Blue, Brown, Green Distinctions Thousands of small heart-like organs
Physical Characteristics
Height 4'8" +2d10" Weight 110 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Atoa Language Atoan
Biology and Appearance
Atoans possess an outward appearance that resemble baseline Humans, though their internal structure lack a heart, rather having thousands of "hearts" throughout their bodies. This feature makes them faster and stronger, but also causes them bleed to death quickly. However, like Humans, they had lungs and a sternum.
Society and Culture
The Atoans are a sentient Near-Human species from the Atoan system in the Ghost Nebula. Atoan civilization is ruled by a theocracy, where head figures are known as High Priestesses. They believe in the Twenty-nine Atoan gods. Despite being native from the same sector as Umbara, Atoans speak their native language rather than Galactic Basic Standard on Atoa. This language is untranslatable even for protocol droids. They practice religious rituals considered unusual by others in the galaxy. Atoans are an advanced species, having at their disposal blasters, starfighters and floating cities.
Names
Atoans names are typically duosyllabic, with each syllable following a consonant-vowel pattern. There are no particular distinctions between masculine and feminine names. Surnames are not commonly used.
Names. Voca, Saro, Maru
Atoan Traits
As an Atoan, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
Age. Atoans reach adulthood in their early teens and live about 70 years, though some live to be over 100.
Alignment. Atoans are loyal to their theocratic state and see outsiders as expendable. Many follow a Lawful Balanced alignment, though there are exceptions.
Size. Atoans typically stand between 5 and 6 feet tall and weigh 130 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 35 feet.
Thousand Hearts. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Vitality. Your unusual biology gives you greater endurance compared to those with a single heart. You have advantage on Constitution saving throws.
Faster & Stronger. You have proficiency in the Athletics skill.
Faithful. You are considered to have expertise in the Lore skill when making checks related to religion.
Bleeder. Your decentralized circulatory system makes you susceptible to bleeding out. You have disadvantage on death saving throws.
Languages. You can speak and write in Galactic Basic. Addtionally, you can read and write in Atoan, a language that only you, other Atoans, and creatures that can speak and understand all languages understand. Atoan is not considered a "registered language" that protocol droids can understand.
Bitthævrian
Visual Characteristics
Skin Color Sandy, Dark yellow, Tan, Brown, Black Hair Color None Eye Color Brown, Yellow, Green Distinctions Shark-like teeth, regenerative quills
Physical Characteristics
Height 5'5" +2d10" Weight 190 lbs. x(2d4) lb.
Sociocultural Characteristics
Homeworld Guiteica Language Bitthævrian
Biology and Appearance
Bitthævrians are tall sentients with heavily muscled bodies and a leather-like skin protecting them from physical damage. Their color is typically sandy pink or a rusty brown, but variations are wide, including tan and dark brown or black. The species also has a row of six sharp fang-like teeth that are fangs were used in personal combat. Bitthævrians knees and elbows are covered with sharp quills used in personal combat as piercing weapons. The quills are not particularly hard, and they are often broken or lost, but constantly replaced. As a Bitthævrian ages, those quills became more resilient and larger. Bitthævrians' vision range into the infrared, allowing them to see heat sources in complete darkness.
Society and Culture
Bitthævrian culture is based on personal combat and fighting readiness. Individual status is based on personal skill as a fighter, with the greatest warrior becoming the leader of their people. The leader was absolutely respected. Anyone dishonoring a leader would be pursued even if they left Guiteica.
The personal weapon of a Bitthævrian is commonly the dematoil, a customized morningstar with Bitthævrian joint quills attached to the ball. Every time a Bitthævrian is defeated by another in personal combat, the winner is allowed to take the loser's biggest quill from his arm and attach it to his dematoil.
Isolationist and warlike, Bitthævrians have a planetary militia and an elite army called the m'Yalfor'ac Order. Having fought the Republic and the Kaleesh in the past, they distrust and resent Force-users, Bothans, Kaleesh, and the Rebel Alliance, among others. Their territory in the Kadok Regions waxes and wanes with Bitthævrian success against their enemies, and has made Bitthævrian culture rigid and strongly xenophobic.
Names
The first name of a Bitthævrian is the season when he or she was born. There are seven seasons on Guiteica: Giil, Quul, Aul, Zoul, Tweil, Jael and Quaal. The second name is the family name, which is inherited from the mother's maternal surname. A male Bitthævrian adopted a third name when married: his wife's surname. The fourth name (third in females and single males) is the Bitthævrian's personal name, used normally only as a form of familiar address.
Female Names. Jael Ganton Dwæer, Aul Tarrus Vishav
Male Names. Zoul Lavor Xariv Lar, Quaal Tavier Catharius
Bitthævrian Traits
As an Bitthævrian, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.
Age. Bitthævrians reach adulthood in their early teens and live about 70 years, though some live to be over 100.
Alignment. Warlike and xenophobic, Bitthævrians typically follow Dark alignments, though there are exceptions.
Size. Bitthævrians typically stand between 6 and 7 feet tall and weigh 200 lbs. Regardless of your position in that range, your size is Medium.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Battle Readiness. When you would roll initiative, you can choose to have advantage on the roll. Once you've done so, you must complete a short or long rest before you can do so again.
Darkvision. You can see into the infrared spectrum. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is
12 + your Dexterity modifier.
Teeth and Quills. Your fangs and quills
are natural weapons, which you can
use to make unarmed strikes.
Additionally, your unarmed strikes
deal 1d6 kinetic damage.
Weapons Training. You are
proficient in the vibromace and one
other vibroweapon or blaster.
Languages. You can speak, read, and write
in Galactic Basic and Bitthævrian. Bitthævrian
uses sharp tones and truncated syllables;
each of Guiteica's sixteen continents has its
own dialect, though they are mutually
intelligible.
Ebranite
Visual Characteristics
Skin Color Red-brown mottled with white, black, & red patches Hair Color None Eye Color White, gray Distinctions Six arms, infrared vision, "combat rage"
Physical Characteristics
Height 4'4" +2d8" Weight 120 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Ebra Language Ebranese
Biology and Appearance
Ebranites are the native people of the planet Ebra in the Dousc system. They are adapted to life in Ebra's systems of caves and canyons. Ebranites have six arms, with two opposable thumbs on each six-digit hand. Their feet are also adapted for climbing, with three large clawed toes and a thumb-like appendage on their heels. Their arms and legs allow them to climb quickly, but they walk slowly on level ground. Their thick reddish-brown skin is mottled with red, white, or black patches as camouflage against rocks. They also have excellent vision and can see in infrared.
Society and Culture
Ebranite social structures are based on family and clan units. Males are generally dominant, though mothers are respected more than any other Ebranites. Children have very little freedom. Clans, or thildas, are made up of twenty to thirty nuclear families living in the same area. Every Ebranite has their clan insignia tattooed on their uppermost left shoulder at birth. Every four local seasons, a clan leadership council, or ghantar, is elected. The ghantar elects a leader, or fyaban, from their own number. In early Ebranite history, clans often war with one another, though only a few thildas continue their feuding ways by the Imperial era. During the Galactic Civil War, most Ebranites distrust sophisticated technology, which they associate with the Empire. Ebranites make up for this shortcoming with their fierceness. When Ebranites feel endangered, they go into a "combat rage" that makes them fearsome physical opponents.
Names
Ebranites use both first and last names. They also identify with a particular clan, or thilda.
First Names. Groex, Nyik, Tor'ara
Last Names. Tar'ak, Gal, Tomil
Clan Names. Rull, Weeloy, Yap
Ebranite Traits
As an Ebranite, you have the following special traits.
Ability Score Increase. Your Dexterity increases by 2, and your Constitution increases by 1.
Age. Ebranites reach adulthood by their late teens live less than a century.
Alignment. Ebranites tend toward no particular alignment. The best and worst are found among them.
Size. Ebranites range from 4.5 to 5.5 feet, generally shorter than humans. Regardless of height in that range, your size is Medium.
Speed. Your base walking speed is 25 feet
Combat Frenzy. Whenever you have less than half your hit points remaining and suffer damage to your hit points, you may use your reaction to enter a combat frenzy. When starting a frenzy, you immediately lose concentration on any powers you are maintaining. During the frenzy, you are immune to being charmed or frightened, the only Action you may take is either Attack or Dash, and when you make a melee weapon attack using Strength or unarmed strike you gain a bonus to the damage roll equal to your proficiency bonus. The frenzy lasts for 1 minute. It ends early if you are knocked unconscious, when you gain hit points, or if your turn ends and you haven’t taken a hostile action or taken damage since your last turn. You may use this feature once per long rest.
Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.
Rock Climber. You have a climbing speed of 35 feet.
Six-Armed. You have six arms which you can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).
Stone Camouflage: You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.
Languages. You can speak, read, and write in Galactic Basic and Ebranese. Ebranese consists of growls, moans, and honks, and also uses pictographs to tell past historical events.
Ergesh
Visual Characteristics
Skin Color Green, brown, gray Hair Color Green, brown, gray Eye Color None Distinctions Shambling mounds of plant matter
Physical Characteristics
Height 4'10" +2d12" Weight 800 lb. x(2d10) lb.
Sociocultural Characteristics
Homeworld Ergeshui Language Ergeshin
Biology and Appearance
Ergesh are a sentient species that evolved from plant-based organisms on their swampy homeworld. They grow up to two meters tall and resemble shambling mounds made of plant materials, with droopy, slimy appendages of various lengths and sizes. A fully grown Ergesh can weigh up to half a metric ton with a lifespan of 200 years. Their coloration consists of green, brown, and gray; younger Ergesh have more green, the elders more brown. A strong smel of ammonia and rotting vegetation follow an Ergesh where ever they go.
Ergesh can float on water and breathe under it, though they prefer drier land. Their skin is thick and wet, providing a layer against weapons. Ergesh do not have faces in an accepted sense of the word, but possessing opticstalks for visual sight. Their immune systems make them immune to many poisons and drugs, their natural secretions carrying out harmful elements. They are not generally fast, slowly shambling along their many stalks.
Society and Culture
Ergesh are highly intelligence, curious, and gentle beings. Their society is divided into clans, which formed a federation that ruled Ergeshui. There are a total of 80 clans with about 10,000 members each. The eldest Ergesth from each clans are part of a governing body. The Ergesh have no concept of gender. In their dealings with each other, Ergesh are honest and fair, with no classes or discrimination. Ergesh possess amazing bio-technology which includes living starships and organic structures.
Names
Ergesh personal names were long affairs, with many odd bubbling noises included. They use nicknames given by off-worlders they interact with.
Names. Shll-blrpblrpblrp-kss'thr'plop, Kl'rhhh-k'glipglorp-sss'zzz, Bshh-plupgl’pplwkk Uffflpplpplpl
Ergesh Traits
As an Ergesh, you have the following special traits.
Ability Score Increase. Your Intelligence or Wisdom increases by 2, and your Constitution increases by 1.
Type. Your creature type is Plant.
Age. Ergesh reach adulthood in their first 20 days of life and live up to 200 years.
Alignment. Ergeshui has a peaceful, egalitarian society. Most Ergesh are Lawful Light, though there are exceptions.
Size. Ergesh range from just under 5 to over 6 feet. Regardless of height in that range, your size is Medium.
Speed. Your base walking speed is 25 feet.
Buoyant. While underwater, if you choose not to move on your turn you float 10 ft. towards the surface at the end of your turn. Additionally you can breathe underwater.
Faceless. Creatures have disadvantage on Insight checks against you.
Natural Antitoxins. You have advantage on saving throws against poison and disease, and you have resistance against poison damage.
Natural Armor. Your thick skin provides natural protection. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.
Organic Technology. You have proficiency in Biochemist's Implements.
Unpleasant Odor. You have disadvantage on Persuasion checks against creatures that can smell you.
Vine Appendages. You can use up to four vines as arms which can be used independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required). Additionally, as a bonus action, you can extend an appendage that is up to 6 inches wide and 10 feet long or reabsorb it into your body. You can use this appendage to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a container. The appendage can’t attack, activate enhanced items, or carry more than 10 pounds.
Languages. You can speak, read, and write in Galactic Basic and Ergeshin. Ergeshin sounds like thick mud coming out of a rapid boil.
Evereni
Visual Characteristics
Skin Color Slate gray Hair Color Black, sometimes streaked with red Eye Color Black Distinctions Dangerous and untrustworthy
Physical Characteristics
Height 4'8" +2d10" Weight 110 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Everon Language Evereni
Biology and Appearance
The Evereni are a sentient humanoid species distinguished by their slate-gray skin and pitch-black eyes. The dark eyes of Evereni see better in the dark than most humans. Their ears are slightly upswept and fin-like. They also possess fairly sharp teeth and nails.
Society and Culture
The Evereni once hailed from the planet Everon before a massive tempest called the Great Storm ravaged their homeworld, which led to centuries of wars between the Evereni people and ultimately forced the survivors to flee into the galaxy. Their numbers greatly reduced and their society in ruins, the species evolved to be untrusting to the extent that they knew the exact moment when someone would betray them. With few exceptions individual Evereni only trusted themselves, so not even Evereni families would work together. After the last survivors of the Evereni left Everon, they became outlaws for trying to wipe out any other sentient species they found in the galaxy, forcing them to adapt again; they learned to hide their hatred from other life-forms, becoming beings skilled at deception and lies. They developed a reputation for deception and treachery. They also avoided staying in one place and commonly left without saying any goodbyes.
Names
Evereni given names vary between males and females. Although betrayal between family members is common, most Evereni still carry familial surnames.
Male Names. Marchion, Asgar, Velya
Female Names. Yanna, Marda, Yufa
Family Names. Ro, Faer
Evereni Traits
As an Evereni, you have the following special traits.
Ability Score Increase. Your Charisma increases by 2, and one other ability increases by 1.
Age. Evereni reach adulthood by their late teens live less than a century.
Alignment. Evereni are individualists and survivors, trusting no one and betraying anyone they must. They tend towards non-Light Chaotic alignments, though there are exceptions.
Size. Evereni range from 5 to over 6 feet. Regardless of height in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Tooth & Nail. Your sharp teeth and nails are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage.
Treacherous Feint. You can use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add 1d4 to the attack’s damage roll. After using this trait, you must complete a short or long rest before using it again.
Untrusting. You have proficiency in the Insight skill.
Untrustworthy. You have proficiency in the Deception skill.
Vigilant. When you would roll initiative, you can choose to have advantage on the roll. Once you've done so, you must complete a short or long rest before you can do so again.
Languages. You can speak, read, and write in Galactic Basic and Evereni. The Evereni language is full of ambiguity and double-meanings, making it difficult to tell precisely what a speaker intends.
Gharial (Lizard Warrior)
Visual Characteristics
Skin Color Green with yellow underbelly Hair Color None Eye Color Brown, Yellow Distinctions Long snout and tail spikes
Physical Characteristics
Height 3'5" +2d12" Weight 110 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Forest Moon of Endor Language Gharial
Biology and Appearance
Gharials, also called Lizard Warriors, are sentient bipedal reptiles whose physiology is largely humanoid, with the exception of a long tail, which begins thick at its base and tapered to a point. The tail drags on the ground when the reptilians walk or stand, but it projects straight behind when they run. The species' short legs and stooped posture makes them stand over 1.2 meters tall, making them slightly taller than an Ewok, but some Lizard Warriors stand taller than an average human. They are roughly twice as long as they are tall at around 2.4 meters in length. Their digits sport sharp claws, four fingers per hand and three toes per foot. Lizard Warriors are covered in green scales with a yellow underbelly. Nevertheless, their hides offer little protection from punctures. Many Gharials have a row of yellow spikes running from the crown of the head to the tip of the tail, while others have two isolated spikes toward the back of the head. An additional spike grows from each elbow.
The bulk of the Lizard Warrior head is given over to a long, pointed snout full of sharp teeth. Two nostril holes pierce this muzzle at its farthest extremity, and a red tongue lay within. A pair of narrow, yellow or brown eyes on the sides of the head flank the snout at its base. Some find the Lizard Warriors' appearance unattractive.
Society and Culture
A group of Lizard Warriors live in a desert valley on the Forest Moon of Endor, where they keep to themselves and rarely interact with other species. The Lizard Warriors have a martial culture that values warfare and hunting. The pursuit of game is valued not only as a necessity of life, but as a sport. The species goes to battle armed with relatively primitive wooden and stone weapons, but some Lizard Warriors have access to more sophisticated arms, like metal spear points and swords. What little clothing they wear is devoted to warfare: a quiver on the back for carrying arrows or a belt around the waist for holding a sword.
The species follows the greatest warrior among them. Lizard Warriors adhered to a strict code of honor that compelled them to keep their word and repay any act of kindness. Gharials are territorial and demarcate their lands with totem poles: carved wooden posts decorated with such items as cloth, crossed sticks, feathers, bird wings, and skulls. If Lizard Warriors detect strangers in their lands, they ambush the interlopers from behind rocks and brush. Members of the species live inside caves, the outsides of which were littered with bones.
Names
Gharial names are short, sometimes with harsh consonants, and favoring alveolar and postalveolar approximants.
Names. Dracos, Graak, Joddar
Lizard Warrior Traits
As an Gharial, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Gharials reach adulthood in their early teens and live about 70 years, though some live to be over 100.
Alignment. Lizard Warriors follow a strict code of honor, making most follow a Lawful Balanced alignment, though there are exceptions.
Size. Gharials typically stand between 3 and 4 feet tall, and possess a tail twice as long; and weigh 130 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Spiked Limbs. Your digits and elbows have sharp spikes which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.
Fearsome Visage. You have proficiency in the Intimidate skill.
Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Ambush Fighter. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
Languages. You can speak Galactic Basic, Ewokese, and Gharial. Gharial is a harsh & primitive tongue, with lots of hissing. It has no written form of expression.
Glottalphib
Visual Characteristics
Skin Color Greenish-yellow Hair Color None Eye Color Green, blue, yellow Distinctions Dragon-like fire-breathers
Physical Characteristics
Height 6'0" +2d10" Weight 190 lb. x(2d8) lb.
Sociocultural Characteristics
Homeworld Glottal Language Phibbian
Biology and Appearance
The Glottalphibs are a reptilian sentient species which evolved on their swampy homeworld of Glottal. Glottalphibs are not amphibians, but are most comfortable in water. They shed their scales if out of water for too long, their gills becoming dry. As a result of this, Glottalphibs often look as if they are not getting enough air.
Glottalphibs possess strong bodies with two arms, two legs, and a tail. They have three clawed fingers and a thumb on each hand. Prominent spikes emerge from the tops of their large heads and run down their long necks and onto their backs. Their skin has a mottled appearance, while their face possesses wide nostrils, small eyes, and long sharp teeth that emerge from the sides of their mouths.
Their species possess tough scales that are resistant even to blaster fire. Glottalphibs are also capable of breathing fire, in large enough quantities as to kill enemies. Other sentient beings in the galaxy note that the Glottalphibs are reminiscent of dragons. They reproduce by the females laying unfertilized eggs, which males will later fertilize.
Society and Culture
Glottalphib society is hierarchical, with the strongest and most aggressive males gaining the highest status. 'Phibs lower in the pecking order tend to align themselves with leaders, forming small social packs. Other species find Glottalphibs to be preening, greedy, and self-centered. These traits, and the Glottalphib social hierarchy, has led many to become part of criminal enterprises, either as leaders or lackeys. Glottalphibs like to surround themselves with luxury, particularly small edible creatures that native to their homeworld.
Names
Glottalphib names contain hard consonants and long vowels linked by hissing fricatives. There are no firm distinctions between masculine and feminine names.
Names. Iisner, Kliskud, Nandreeson.
Glottalphib Traits
As an Glottalphib, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and one other ability score of your choice increases by 1.
Age. Glottalphibs reach adulthood in their late teens and can live to be over a century.
Alignment. Glottalphibs are self-centered and competitive, making many Neutral Dark or Neutral Balanced. There are exceptions, however.
Size. Glottalphibs typically stand between 6 and 8 feet tall at full height, though their squatting gait makes them appear somewhat shorter, and they weigh more than 200 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Amphibious. You can breathe both air and water.
Fire Breath. You can spout stream of fire from your mouth as a weapon in a 5 by 30 ft. line. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.
Swamp Dweller. Your gills and skin require moisture for you to thrive. If your skin dries out for more than 12 hours, you lose your AC bonus from your Hide feature until you get it wet again.
Tooth and Nail. Your fangs and claws are natural weapons, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d6 kinetic damage.
Languages. You can speak, read, and write in Galactic Basic and Phibbian. Phibbian is a hissing, harsh language often punctuated with hissing steam and puffs of flame.
Inleshat
Visual Characteristics
Skin Color Green to tan Hair Color Green, white, or blond Eye Color Yellow, red, blue, green Distinctions Humanoid fish with pointed ears
Physical Characteristics
Height 4'8" +2d10" Weight 110 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Drexel II (extinct), Iskalon Language Iskalonian
Biology and Appearance
A water-breathing species, the Inleshat are sentient fishes with a humanoid shape. Living in seawater, they usually have three digits on each of their webbed hands, though occasionally have four or five. Most Inleshat are tall and muscular. They have two sexes, male and female, and hatch from eggs. Males sometimes sport tendrils that descend from their cheekbones forming the appearance of fleshy "beards." The top of their heads are covered with long, sikly hair, and a marked V-shaped growth of hair descend toward their foreheads. Their noseless faces feature wide, pupilless eyes, and their long, pointed ears can hear underwater sounds from kilometers away. Inleshat are water breathers and can suffocate in the open air; in the event of prolonged exposure to the surface, Inleshat wear tanks filled with water.
Society and Culture
The Inleshat comprise the majority of the School, the interracial Iskalonian society. They are a spiritual and princpled people, ready to defend a cause they know to be upright. Highly political beings, they are concerned with the common good. Members of this species are easy-going and friendly to strangers, sometimes to the point of awkwardness. They have no concept of shyness or physical privacy, and the concept of spying is naturally foreign to them.
Names
Inleshat names are rarely more than two syllables, usually forming simple cononant-vowel pairings that form sounds easily carried over water. Inleshat on Iskalon rarely use surnames, but those who travel offworld sometimes adopt them.
Male Names. Mone, Primor, Anst.
Female Names. Kendle, Chaki, Danya.
Surnames. Wozo, Francis.
Inleshat Traits
As an Inleshat, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age. Inleshat reach adulthood in their early teens and live about 70 years.
Alignment. Inleshat lead Iskalonian society with concern for the common good. They tend toward Lawful Light alignments, although there are exceptions.
Size. Inleshat typically stand between 5 and 6 feet tall and weigh about 150 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Common Good. When you use the Help action, in addition to granting advantage on the roll, you also grant an additional 1d4 to the roll. You may use this feature a number of times equal to your proficiency bonus per day.
Friendly. You have proficiency in the Persuasion skill. Additionally, you have advantage on the first Charisma (Persuasion) check you make to change the attitude of an unfriendly or neutral creature.
Gills. You cannot breathe air. The Inleshat wear helmets attached to a water tank to survive on the surface, but if your helmet is removed while you outside of water, you lose consciousness. You may breathe normally underwater.
Keen Hearing. You have advantage on Wisdom (Perception) checks that involve hearing.
Swim. Your swim speed is 30 feet.
Languages. You speak, read, and write in both Galactic Basic and Iskalonian. The Iskalonian language is shared by several species on Iskalon, and is designed to carry sound long distances underwater.
Iyra
Visual Characteristics
Skin Color Variable Hair Color None Eye Color Variable Distinctions Radial symmetry, four or more arms & eyestalks
Physical Characteristics
Height 4'6" +3d12" Weight 120 lbs. x(2d4) lbs.
Sociocultural Characteristics
Homeworld F'tral Language Iyrais
Biology and Appearance
The Iyra are sentient cephalopods whose round bodies feature multiple tentacles that radiated from a plump central section with a gaping, grinding maw at its underside. Barring accidental maiming or amputation, Iyra have at least four tentacles. Two rows of suction cups line the bottom of each limb, allowing the appendages to serve as fine manipulators. Each tentacle wis paired with an eyestalk, which swivele to allow an Iyra to concentrate several eyes in a certain direction. Skin color is widely variable, and Iyra can change colors and patterns to facilitate communication or aid in hiding. Iyra lack any internal skeletal system, so most of their mass was pure muscle. Underwater, Iyra can achieve great swimming speed; on land, however, they are limited to laboriously slapping an outstretched limb onto the ground and then dragging the rest of the body forward to meet it. The Iyra are endothermic organisms with the ability to withstand the chilling waters of their underwater domain.
Society and Culture
Iyra society is governed by a rigid caste system that placed Iyra with more tentacles—the older and larger members of the group—at a higher position. Iyra careless enough to lose a tentacle through accident or in combat suffer a reduction in caste and must destroy an eye to correspond to the lost limb. Iyra tend to view members of other species through the lens of the caste system, thus looking down upon humanoids and other two-armed bipeds. The Iyra's attitude gives them a reputation as arrogant among other species.
The Iyra possess technology on par with most of the rest of the galaxy, inhabiting large, underwater cities on the ocean floor of their home world F'tral. They trade with the wider galaxy, creating advanced starship technology allowing transit for aquatic beings without having load dense volumes of enclosed water.
Names
Iyra use first and last names, usually not exceeding two or three syllables.
Male Names. Tem, Jie, Huri
Female Names. Zune, Sae, Waro
Surnames. Ellis, Mattox, Logas
Iyra Traits
As a Iyra, you have the following special traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.
Age. Iyra reach adulthood in their late teens and live about a century.
Alignment. The strong sense of order and hierarchy in Iyra society leads most individuals to Lawful alignments, though there are exceptions.
Size. Iyra typically are between 5 and 7 feet wide and weigh about 150 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 25 feet.
Amphibious. You can breathe air and water.
Camouflage. You have advantage on Dexterity (Stealth) checks to hide.
Climate Adaptation. You have advantage on Constitution saving throws made to avoid exhaustion due to extreme cold.
Foreign Biology. Your body must stay moist to maintain internal chemical homeostasis. If your skin dries out for more than 12 hours, you have disadvantage on all Dexterity, Strength, and Constitution based checks and attack rolls until you get it wet again.
Keen Sight. You have advantage on Wisdom (Perception) checks that involve sight.
Many Limbed. Iyra have multiple tentacles which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).
Natural Grappler. Whenever you make a Strength (Athletics) check to grapple you are considered to have expertise in the Athletics skill.
Swim. Your swim speed is 30 feet.
Languages. You speak, read, and write in both Galactic Basic and Iyrais. Iyrais is a grumbling and howling language, which includes scraping sounds made by an Iyra's many teeth.
Khormai
Visual Characteristics
Skin Color Brown, gray Hair Color White facial hair Eye Color White, pink Distinctions Blubbery skin, bushy mustaches, prominent tusks
Physical Characteristics
Height 5'0" +2d12" Weight 220 lbs. x(2d4) lb.
Sociocultural Characteristics
Homeworld Khorm Language Khormai
Biology and Appearance
With both male and female members, the Khormai are sentient, rotund humanoids. Their bodies are covered in thick skin that range in color from dull to rich brown, the hide riddled with wrinkles and pockmarks. The Khormai's stocky legs stand them roughly 1.8 meters tall on average, and their flipper-like hands boast either three or four fingers each. The species's girth enable them to wield large weapons.
The Khormai's characteristic dome-shaped head attach to the fat, broad neck in blubbery folds. Wide-set eyes, white with no discernible irises, flanked a small nose shaped like an inverted triangle; the nasal opening is either pink or black in coloration. Although the mouth sports a full set of white teeth, it is dominated by two stubby, white tusks that jut out from the upper jaw, itself covered by a white mustache. The chin and neck also sport a thin coating of white stubble. Tiny ear flaps extended from the sides of the head.
Society and Culture
The Khormai inhabit villages on the icy world of Khorm. While a system of conveyances known as rail jets connect distant settlements, the Khormai employ local creatures known as aelids for transport through difficult terrain, allowing themselves to be swallowed up to direct the creatures from within the worms' gullets as the creatures burrowed through the soil.
The species has access to climate-control technology that is capable of creating vast storms. Khormai tend
to wear bulky environment suits both in the wilds of their homeworld and aboard starships,
characterized by exhaust pipes in the back that constantly belch black smoke. Other Khormai
sport accoutrements such as capes.
Names
Khormai naming convention allows both single- and double-part names.
Female Names. Morsa, Anjing Laut, Rozmar
Male Names. Adaroo, Unger Gout, Tricheco
Khormai Traits
As an Khormai, you have the following special traits.
Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
Age. Khormai reach adulthood in their late teens and live about a century, though some live longer.
Alignment. Khormai tend toward no particular alignment. The best and worst are found among them.
Size. Khormai typically stand between 5 and 6 feet tall and weigh 240 lbs. Regardless of your position in that range, your size is Medium.
Arctic Adapted. You have resistance to cold damage.
Aelid Wrangler. You have proficiency in the Animal Handling skill.
Blubber. Khormai have a thick layer of protective blubber. While unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.
Environmental Suits. Khormai regularly wear bulky environmental suits. You ignore the strength property of heavy armor.
Oversized. Lightweapons and vibroweapons that lack the dexterity or light property are considered to have the heavy property for you. The strength number for blasters is reduced by one step (from 19 to 17, 17 to 15, 15 to 13, or 13 to 11). If the strength number is 11, you ignore it entirely.
Languages. You can speak, read, and write in Galactic Basic and Khormai. Khormai is a sharp, barking languages that employs growls and clicks.
Neelabi
Visual Characteristics
Skin Color Blue, gray, white Hair Color None Eye Color Orange Distinctions Flippers, small stature, beady eyes
Physical Characteristics
Height 2'8" +2d4" Weight 35 lbs. x(2d4) lbs.
Sociocultural Characteristics
Homeworld Neelabi Language Neelabish
Biology and Appearance
The Neelabi are a shy, fish-like species from Neelabi who can only breathe in water. They can be easily identified by their beady eyes and short stature. Neelabi have smooth, whale-like skin and flipper appendages. Outside of aquatic environments, they often wear protective water-filled goggle apparatuses over their eyes and gills. This is necessary for survival, as the lungless Neelabi cannot breathe air.
Society and Culture
A species from the Outer Rim ocean world of the same name, the Neelabi are uncommon in the wider galaxy. Neelabi society is hierarchical, with rank determined by fierce competition between rivals. This has led some Neelabi to become gamblers, racers, or athletes. Gambling and gaming are common pastimes.
Despite this natural ambition, Neelabi society respects a certain orderliness. Individual Neelabi have been exiled from their home world for lawbreaking, particularly in the context of competition. The only way to end this banishment is through success in sport or politics, bringing fame and respect to one's name.
Outside of their home world, the Neelabi have a reputation for timidity, due in part to their small stature and fragile pulmonary system. However, competition brings out a Neelabi's character, and some have made successful careers as racers and athletes. Their skill as pilots - honed from years of navigating planet Neelabi's extensive aquatic caves - is also prized.
Names
Neelabi names are typically short. They use surnames, which are sometimes translated when used off world.
Male Names. Occo, Enser, Hysif
Female Names. Catena, Pholdin, Baiji
Surnames. Flay, Chabuk, Ninebar, Twelveknots
Neelabi Traits
As a Neelabi, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Neelabi reach adulthood in their early teens and live about 70 years.
Alignment. Neelabi tend toward no particular alignment. The best and worst are found among them.
Size. Neelabi typically stand between 3 and 4 feet tall and weigh about 40 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Competitive Edge. Neelabi are natural competitors and avoid any appearance of losing. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.
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.
Gills. You cannot breathe air. The neelabi have created a breathing apparatus to filter oxygen into breathable water, but if your mask is removed while you outside of water, you lose consciousness. You may breathe normally underwater.
Hobby Gamer. You have proficiency in a gaming set of your choice.
Pilot's Instincts. You have proficiency in the Piloting skill.
Shy. You can attempt to hide even when you are obscured only by a creature that is larger than you.
Swim. Your swim speed is 25 feet.
Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
Languages. You speak, read, and write
in both Galactic Basic and Neelabish.
Neelabish has a fast cadence with trills
and chirps, but sounds very high pitched
when spoken outside of water.
Noti
Visual Characteristics
Skin Color Blue-green Hair Color None Eye Color Gold Distinctions Rock-like shell, eyestalks
Physical Characteristics
Height 2'9" +2d6" Weight 55 lb. x1 lb.
Sociocultural Characteristics
Homeworld Peridea Language Noti
Biology and Appearance
Shorter than 1.7 meters in height, the Noti have blue carapaces and eyestalks. The are capable of retracting their bodies into large, rock-like shells on their backs which allow them to hide from threats on Peridea. Their small, three-fingered hands are dexterous enough to wield simple slingshots and manipulate the machinery of their shell-like vehicles.
Society and Culture
The Noti are known for their ability to survive predators by camouflaging themselves by slipping into their shells and appearing as rocks. They depend upon their community for daily living and the survival of the tribe. Never staying in one place for very long, the tribe's caravans are their homes. Their large, dense metal vehicles resemble egg-shaped tanks that can hold entire families and serve as their dwellings once a location is decided upon. Placing the dwellings in a circle, the community establishes a central hearth from which communal meals, work, and socializing takes place.
The Noti are peaceful almost to the point of passivity. They posses extremely rudimentary weapons like rocks and slingshots. They use no advanced technology beyond their motorized caravans that they can also close up entirely, similarly to the shells on their backs, to hide from predators and other threats.
Names
Names. Noti probably have names.
First names. Crab.
Family names. Guy.
Noti Traits
As a Noti, you have the following special traits.
Ability Score Increase. Your Charisma increases by 2, and your Dexterity increases by 1.
Age. Noti reach adulthood in their early teens and live about 60 years, though some live to be over 100.
Alignment. Noti are a peaceful people who live in small, tight-knit communities. They tend toward lawful light alignments, though there are exceptions.
Size. Noti typically stand between 3 and 4 feet tall, and weigh under 80 lbs. Regardless of your position in that range, your size is Small.
Speed. Your base walking speed is 25 feet.
Community Work. Noti learn skills that help the others in their community survive. You have proficiency in the toolkit of your choice.
Nomad. You have proficiency in the Survival and Piloting skills.
Pacifist. As an action on your turn, you can ask for mercy from your foes, thereby distracting them. Until the end of your next turn, enemies within 10 feet of you that can see you gain disadvantage on attack rolls against your allies. Once you use this trait, you can't use it again until you finish a short or long rest.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
Stone Camouflage. While withdrawn into your shell, you have advantage on Dexterity (Stealth) checks to hide in rocky terrain.
Languages. You can speak, read, and write in Galactic Basic and Noti. The Noti language is high pitched and consists of many short sounds.
Tyluun Night-Soarer
Visual Characteristics
Skin Color Blue to brown Hair Color None Eye Color Black Distinctions Bat-like wings, hairless bodies
Physical Characteristics
Height 5' +2d8" Weight 90 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Tyluun Language Tyluunese
Biology and Appearance
The Night-Soarers are a sentient species, of either blue or brown skin pigmentation. They have pointed ears and a bald head with a central cranial projection. The Night-Soarers are bipedal in form, and their arms end in five-fingered hands that are tipped with sharp claws. Their most distinguishing characteristic is a pair of membranous wings formed by webbing that extended from their ribcages. For some Night-Soarers, these wings extended out to about the elbow, whereas for others, the wings extended well beyond their wrists. These wings were strong enough for the Night-Soarers to achieve independent flight.
Society and Culture
Native to the gloomy planet of Tyluun, Night-Soarers earned a reputation in the galaxy as assassins through their stealth and cunning. Their homeworld has a surface filled with deadly predators, forcing the Night-Soarers ancestors to take to Tyluun's towering forests where they nocturnally hunted prey. Night-Soarer society is divided into clans, and the complex tribal politics make their culture favor cunning and
subterfuge. The larger galaxy, however, is attractive to Night-Soarers, who often leave Tyluun to seek their fortunes in the more civilized parts of the galaxy. They often find employ as gladiators, assassins, and spies, making use of their natural abilities. They favor light clothing such as tunics and kilts, freeing them from heavy garb that could slow their flight.
Names
Names. Night-Soarer names often use tongue clicks, transcribed as "!", and elongated vowels. Clan names are typically only used on Tyluun.
First names. Skree'ak, !Toom, Baklee
Clan names. M'rak, P!klee, Sooyan
Tyluun Night-Soarer Traits
As an Night-Soarer, you have the following special traits.
Ability Score Increase. Your Dexterity increases by 2, and your Intelligence or Wisdom increases by 1.
Age. Night-Soarers reach adulthood in their early teens and live about 50 years, though some live to be over 100.
Alignment. Night-Soarers are ambitious and cunning, often finding work as killers. They tend toward Dark alignments, though there are exceptions.
Size. Night-Soarers typically stand between 5 and 6 feet tall, and weigh 100 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.
Stealthy. You have proficiency in the Stealth skill.
Claws. Your claws are a natural weapon, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage and have the finesse property.
Darkvision. You have 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.
Languages. You can speak, read, and write in Galactic Basic and Tyluunese. The Tyluunese language uses high-pitched screeches, clicks, trills, and howls. It is almost unknown outside of Tyluun.
Rellarin
Visual Characteristics
Skin Color Shades of brown Hair Color None Eye Color Black Distinctions Thick plated skin, feeding spikes, reputation for wisdom
Physical Characteristics
Height 5'5" +2d12" Weight 130 lb. x(2d6) lb.
Sociocultural Characteristics
Homeworld Rellnas Minor Language Nanilas, many others
Biology and Appearance
Taller than most humanoids, Rellarins have an imposing appearance, with hands twice as broad as those of Wookiees, thick brown shell plates covering their bodies, and faces dominated by feeding spikes. Despite this imposing appearance, they are among the most peaceful, humble, and spiritual cultures in the galaxy, widely respected for their wisdom, ethics, and reverence for nature.
Society and Culture
Though Rellnas Minor has a varied environment, Rellarins primarily inhabit the polar regions of their moon. There are at least 57 distinct cultural groups among the Rellarins, each with their own language and religious practices. A typical Rellarin speaks four or more languages, usually those of their own tribes and their neighbors. With a reverence for nature similar to the Ithorians, the Rellarins show little interest in advanced technology. Few Rellarins leave their homeworld, as they prefer to lead a simple, primitive life, with stone tools and clothes made from leather, furs, and homespun cloth. Their only export is their wisdom: their tribal leaders, or un'Yala, draw on their decades of experience and insight gained from hour-long ritual dances to answer difficult ethical and political questions. These sages are often Force-sensitives and average well over two hundred years of age. The wisdom of the un'Yala is so admired by the Swaze of the Jidlor system that their political leaders visit Rellnas Minor every standard year to seek their advice. Rellarins are also noted and admired for their competitiveness in sports. This is an expression of the strong work ethic in their culture and is generally focused more on a desire to best personal records than the desire to defeat opponents.
Names
Naming conventions vary between Tellarin groups - some use singular names, while some have two-part names. Generally, names are one- to two-syllables.
First Names. Lunkar, Tropam, Moshene.
Second Names. Givar, Sha, An.
Rellarin Traits
As a Rellarin, you have the following special traits.
Ability Score Increase. Your Wisdom score increases by 2, and either your Strength or Dexterity score increases by 1.
Age. Rellarins reach adulthood in their early twenties and are known to live well over two hundred years.
Alignment. Rellarins are renowned for their wisdom and are lovers of peace, making many follow a Neutral Light alignment. However, there are exceptions.
Size. Rellarins typically stand between 6 and 7 feet tall and weigh 180 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Call for Peace. As an action on your turn, you can emphatically demand that your foes embrace peace, thereby distracting them. Until the end of your next turn, enemies within 10 feet of you that can see you gain disadvantage on attack rolls against your allies. Once you use this trait, you can't use it again until you finish a short or long rest.
Competitive Spirit. Rellarins are admired for their competitiveness and try to surpass their own personal best. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.
Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.
Naturalist. You have proficiency in the Nature skill.
Simple Life. Rellarins eschew modern technology for a simple, primitive lifestyle. You can not use tech powers or take levels in techcasting classes.
Un'Yala Wisdom. When a friendly creature
that can understand you
within 30 feet makes a
Wisdom saving throw,
you can add your Wisdom
ability score bonus to their
result. You can use this
feature a number of times
equal to your proficiency
bonus before taking
a long rest.
Languages. You can read,
write, and speak Galactic
Basic, Nanilas, and one
other language from
Rellnas Minor. There are
no less than fifty-seven
separate Rellarin languages,
and most Rellarins speak
both Nanilas and the language
of their own group.
Sanyassan
Visual Characteristics
Skin Color Gray, Green, Pink, Purple Hair Color Black or white Eye Color Yellow, Blue, Gray Distinctions Simian faces, four-fingered hands
Physical Characteristics
Height 5'5" +2d10" Weight 130 lb. x(2d6) lb.
Sociocultural Characteristics
Homeworld Sanyassan IV Language Sanyassan
Biology and Appearance
Sanyassans are a humanoid species with reptilian traits. Members of the species had powerfully-built frames and grow tall, between 1.6 and 2.5 meters. Sanyassans have greasy, thick strands of hair, usually pale, sometimes dark, sprouting from the crown of their flat heads, occasionally from the skin on their faces. Heavy protective brow ridges thrust like hoods over glittering eyes; pug nose-holes give the marauders a skull-like appearance. Sexual dimorphism manifested predominantly in the presence of pronounced breasts in females. Sanyassan women also tended to have smoother skin and did not grow facial hair.
Society and Culture
Sanyassan society are divided into clanic structures—united groups of households tracing descent from a common ancestor. There existed a form of aristocracy, but social standing was gained by force, rather than birthright. Their culture is brutal, based on warfare and exploitation of the weak. The species seemed unforgiving, ruthless and calculating to outsiders. In the wider galaxy, these fierce brawlers were renowned for their bad tempers and low intellectual performance. Despite their aggressive nature, the Sanyassans were social beings and did not feel comfortable while alone. They preferred to be in large groups, as when marching out to raid. Technologically primitive by galactic standards, Sanyassans formed a feudal-level civilization, with a crude hieroglyphic writing system. They never developed the secrets of space travel for themselves, but stole it from others and they rely on poor instinctive piloting skills when piloting stolen ships. They had a rather rudimentary grasp on technology. Despite their poor intelligence, most Sanyassans could speak a broken form of Galactic Basic Standard, in addition to their native Sanyassan.
Names
Sanyassan names are generally short, between two and three syllables. They lack surnames or familial names.
Male Names. Terak, Bar'injar, Maygo, Yavid
Female Names. Krenna, Terakaya
Sanyassan Traits
As an Sanyassan, you have the following special traits.
Ability Score Increase. Your Charisma score increases by 2, and your Strength score increases by 1.
Age. Sanyassans reach adulthood in their early teens and live about 70 years, though some live to be over 100.
Alignment. Sanyassan culture glorifies violence and warfare, causing most to tend toward the dark side, though there are exceptions.
Size. Sanyassans typically stand between 5 and 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Menacing. You have proficiency in the Intimidation skill.
Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
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.
Crude Armor Specialists. Sanyassans have have a primitive technological culture, but are adept in scavenging materials to make their own armor. You can spend 1 hour, which you can do over the course of a short rest, crafting a set of armor out of loose materials. The armor acts as Fiber Armor (AC 12+Dex), but has the "Bulky" property.
Languages. You can speak Galactic Basic and Sanyassan, but can only read and write in Sanyassan. Sanyassan features growls, guttural snarls, and shrieks.
Terrelian Jango Jumper
Visual Characteristics
Skin Color Pale shades of gray & blue Hair Color Red Eye Color Red, Blue Distinctions Ability to leap vast distances & to sprint for great lengths of time
Physical Characteristics
Height 5' +2d10" Weight 100 lbs. +(2d10) lbs.
Sociocultural Characteristics
Homeworld Terrelia Language Terrelian
Biology and Appearance
Blue-skinned humanoids, Terrelians are gifted with impressive physical abilities that make them natural athletes, including being capable of running great distances at great speeds for long periods of time, and being able to jump vast distances, comparable to the Force-enhanced jumps employed by members of the Jedi Order. They generally have slim and acrobatic builds. Terrelians have long limbs with hands that are capable of a strong grip. Some individuals have four-fingered hands, while others have five digits.
Society and Culture
Terrelian Jango Jumpers are native to Terrelia in the Inner Rim. Populations exist on Coruscant and other worlds in the galaxy. Some Terrelians are Force sensitive; at least one became a member of the Jedi Order. Because of their natural agility, some became thieves.
Names
Terrelian names vary in length, and sometimes use shortened nickname forms. Some use surnames.
First Names. Cassilyda, Lika, Cassie
Surnames. Cryar
Terrelian Traits
As a Terrelian Jango Jumper, you have the following special traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age. Terrelians reach adulthood in their late teens and live about 70 years, though some live to be over 100.
Alignment. Terrelians are independent and sometimes impulsive, tending toward chaotic, though there are exceptions.
Size. Terrelians typically stand between 5 and 6 feet tall and weigh 115 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 35 feet.
Natural Acrobat. You have proficiency in the Acrobatics skill.
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.
Jango Jumper. As an action, you can leap up to 30 feet to an unoccupied space you can see. You must take a short rest before you can use this trait again.
Languages. You can speak Galactic Basic and Terrelian. Terrelian has a bouncy quality, with alternating stressed and unstressed syllables.
Tunroth
Visual Characteristics
Skin Color Brown, orange, yellow Hair Color None Eye Color Black Distinctions Sloping head, dorsal nostrils
Physical Characteristics
Height 5'0" +2d12" Weight 140 lb. x(2d4) lb.
Sociocultural Characteristics
Homeworld Jiroch-Riselia Language Tunrothese
Biology and Appearance
The Tunroth are hairless, bipedal mammals with a large frame supported a muscular physique, giving the species a reputation for great strength. Tunroth have three digits on each hand and foot: two opposable thumbs on either side of a large, central fin-like digit.
The most recognizable Tunroth feature is an elongated skull that sits forward over the sloping neck, along with a large vertical nostrils, set above the low, wide-set eyes. Tunroth have pronounced teeth, and a number of bony, horn-like protrusions studding the lower jaw. Many Tunroth place similar spikes on their clothing, such as on shoulder pads and shin guards. Tunroth skin coloration is typically dark brown or yellow, but orange-skinned Tunroth live on certain remote continents. Tunroth blood is blue.
Tunroth have a natural tracking ability, commonly referred to as quarry sense. Evolved over thousands of years of hunting, they have an innate sense of what direction their quarry has taken. Familiarity with the beast or individual heightens this skill, and it is a vital component in their hunting and tracking abilities.
Society and Culture
Tunroth society is entirely centered on hunting. While an interplanetary body called the Assemblage of Three manages issues common to their worlds, each individual Tunroth commune is led by the greatest hunter and tracker. The most elite organization of the civilization is the Tunroth Hunters, a complex hunting society that requires a three-month initiation rite. Virtually all Tunroth aspire to gain a high level as a Hunter, with the greatest Hunters memorialized in the ancient Hall of Predation. Tunroth have a presence in galactic society, but live a fairly simple herding and hunting lifestyle on their homeworlds. Tunroth parents teach their children to hunt with traditional weapons: the klirun, a recurve bow, and the bladed staff known as the kilrath.
As a species, the Tunroth are aggressive and act with certainty, traits that make them intimidating to members of many other species. Tunroth are generally hard working and tenacious. Their flexible natures and ability to adapt quickly to new situations gives them an optimistic outlook.
Names
Tunroth names are usually only one or two syllables long. They use family surnames.
Male Names. Kiran, Shotarr, Rathe
Female Names. Xarcce, Tonis, Huwla
Surnames. Tatch, Kass, Vueral
Tunroth Traits
As an Tunroth, you have the following special traits.
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age. Tunroth reach adulthood in their late teens and live about 80 years.
Alignment. Tunroth embrace tradition and social rank, leading most toward Lawful alignments, though there are exceptions.
Size. Tunroth typically stand between 5 and 7 feet tall and weigh 180 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Quarry Sense. You have proficiency in the Survival skill. Additionally, you are considered to have expertise in Wisdom (Survival) checks made to track a creature. If you have interacted with or observed the creature for more than 1 hour, you also have advantage on this check.
Traditional Weapons. You are proficient with the klirun (compound bow) and kilrath (techstaff).
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Intimidating. You have proficiency
in the Intimidation skill.
Languages. You can read,
write, and speak Galactic Basic
and Tunrothese. Tunrothese is
formed of grunts and snarls,
using simple vocalizations,
giving it a primitive aspect.
Velmoc
Visual Characteristics
Skin Color Green, dark purple Hair Color None Eye Color Red, gray Distinctions Antennae, crested head and elbows
Physical Characteristics
Height 6'0" +3d8" Weight 190 lbs. x(2d4) lbs.
Sociocultural Characteristics
Homeworld Velmor Language Velmocian
Biology and Appearance
Velmoc are sentient insectoids largely humanoid in structure. Each of a Velmoc's muscular legs terminate in three long toes, while each hand sports four fingers with sharp claws. A flat, wedge-shaped crest adorns each arm. Members of the species are generally tall, strong, hardy beings, with a thick exoskeleton colored shades of green or purple.
Two compound eyes protrude from the sides of the head. A large maw gapes from the front of the face; the lower, cantilevered jaw is shovel-like, with upward-pointing tooth-like projections that fit into slots in the upper mandible. A crest extends from the back of the head and gives way to a rectangular patch of striated skin at the back of the neck. Hairlike growths sprout from above the eyes, the sides of the face, and the chin. Two antennae extend from the top of the head.
Society and Culture
Velmoc live in small tribes in the mountains of the planet Velmor. They are self-respecting and canny warriors, capable of employing their flexible fingers to use tools and wield weapons, riding the native ycaqt for transportation. Often isolating themselves from the Human Velmorian settlers on the planet, Velmoc nonetheless occasionally form strong friendship bonds with other species. Many Velmoc are Force sensitive, though due to their isolation few find their way into the Jedi Order.
Names
Velmoc often have elaborate personal names that may be shortened to nicknames. They do not commonly use surnames, but do identify with a tribe.
Male Names (and nicknames). Jedidiah (Jedi), Ananias (Anan), Gamaliel (Gamal)
Female Names (and nicknames). Elisheba (Elish), Hammolekheth (Hammo), Zeruiah (Zeru)
Tribe Names. Velmoc-Dac, Velmoc-Sur, Velmoc-Nish
Velmoc Traits
As a Velmoc, you have the following special traits.
Ability Score Increase. Your Strength, Constitution, and Intelligence scores all increase by 1.
Age. Velmoc reach adulthood in their late teens and live about a century.
Alignment. Velmoc society emphasizes tribal and personal loyalty, leading most Velmoc to Lawful alignments, though there are exceptions.
Size. Velmoc typically are between 6 and 8 feet tall and weigh about 250 lbs. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Carapace. You have a thick exoskeleton. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.
Claws. Your claws are a natural weapon, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d4 kinetic damage.
Force Sensitive. You know the battle insight at-will force power. When you reach 3rd level, you learn and can cast the burst of speed force power once per long rest. When you reach 5th level, you learn and can cast the battle meditation force power once per long rest. Wisdom or Charisma (your choice) is your forcecasting ability for these powers.
Keen Hearing. You have advantage on Wisdom (Perception) checks that involve hearing.
Tribal Training. You have proficiency in the Animal Handling skill.
Languages. You speak, read, and write in both Galactic Basic and Velmocian. Velmocian consists of harsh clicking and shrill chirps, and is almost unheard of outside of the tribes of Velmor.