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Published by wolfemdwo, 2022-12-09 11:27:30

SWSE Saga Species Sourcebook

Various homebrew species.

feature small holes at the front and two thin rods jutting from each side. A variety of objects hang from their necks, including old teeth. Ganks can often be found
working for Hutts as mercenaries, bounty hunters, bodyguards or assassins. They are rarely seen alone and always move around in packs, working together to
accomplish their savage aims. The shape shifting Shi'ido anthropologist Mammon Hoole managed to infiltrate a group of Ganks long enough to discover that they
are able to constantly communicate with one another through mechanical implants, thus giving them an edge over other bodyguard candidates for the wealthy Hutts
of Nar Shaddaa. Gank Killers take pleasure in the misery of others, laughing happily at their victims’ suffering. Most Ganks also have short tempers and hate when
a potential victim escapes. The bloodthirsty Ganks made fierce bodyguards, are skilled with blasters and demonstrate extreme loyalty, following their orders exactly
as given. Gank Killers became infamous for their violent ways during the Gank Massacres in 4,800 BBY, in which a group of Ganks, hired by Neimoidians for
protection, committed the genocide of the Porporites. After that, the Ganks embarked on a full scale war against the Republic, but were eventually defeated by the
Jedi.

Appearances and Examples: Gank Killers appear in the “Dark Empire” comics by Dark Horse.

Gank Species Traits:
Ability Scores: Str +2, Wis –2, Cha –2
Bonus feat: Gank killers gain Armor Proficiency (light) as a bonus feat.
Silent comlink: All gank killers are gven an implant that allows them to communicate with each other without speaking, using a rudimentary form of artificial telepathy.
Size: Medium
Speed: 8 squares.
Language: Gank (& limited Huttese or Basic)

Gank Killer Armor
Light armor
Cost: 13,000 credits (6,500 to ganks).
Armor bonus to Reflex: +6
Equipment bonus to Fortitude: +0
Max Dex Bonus: +4
Special: Gank killer armor grants its wearer a +2 equipment bonus on Initiative checks.

GERB

The Gerbs are lagomorphs native to the moon Yavin 13, which is populated by approximately 24 million Gerbs and 19 million serpentine Slith. Gerbs are covered in
fur and have large, pink ears and large, black eyes. The Gerb’s long tail helps it balance. Gerbs are known for their keen sense of hearing and their speed. Gerbs
live in small underground warrens consisting of ten families. The Gerbs move by hopping, and practice simple farming on the few grasslands of the desert moon.
They speak the squeaking Gerbese language, but can also speak the hissing Slithese language. Gerbs and Slith have managed to live in peace and generally leave
each other alone. Gerbs are immune to Slith bites which are venomous to most other species. Neither species knows anything about offworld affairs or technology
since neither has left Yavin 13.

Appearances and Examples: Chicak was a Gerb who appeared in the West End Games supplement Galaxy Guide 2: Yavin and Bespin.

Gerb Species Traits:
Ability Scores: Str –2, Dex +2, Wis +2
Heightened senses: A gerb may reroll Perception checks, but it must keep the second result.
Poison resistance: Gerbs gain a +5 bonus to their Fort Defense against poison.
Primitive: as the ewok trait.
Size: Small (+1 to Reflex Defense, +5 on Stealth checks, –5 on Grapple checks, reduced carrying capacity and damage)
Speed: 6 squares.
Language: Gerb, Slithese
Note: GM discretion is suggested when allowing gerbs as a PC species before the New Jedi Order.

GIVIN

The Givin were the indigenous people of the planet Yag'Dhul. They were best known for their natural mathematical ability which made
them expert starship builders and astrogators, for their skeletal appearance, and for their ability to survive in vacuum.

Appearances and Examples: Elis Helrot was a Givin slaver and pilot in the cantina scene of A New Hope.

Givin Species Traits:
Ability Score Modifiers: -2 Str, +2 Con, +2 Int, -2 Wis, -2 Cha.
Medium-size.
Speed: Givin base speed is 6 squares.
Damage Reduction: DR 2.
Unique Physiology: Givin can survive in a vacuum without a vacuum suit or oxygen supply. Givin do not need to breathe in any conventional sense and are immune
to inhaled chemicals and poisons.
Conditional Bonus Feat: A Givin with Knowledge (physical sciences) or Knowledge (bureaucracy) as a trained skill gains Skill Focus in the appropriate skill as a
bonus feat.
Automatic Languages: Givin.

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Alternate Givin Species Traits:
Ability Score Modifiers: Str -2, Dex -2, Con +2, Int +2, Wis -2, Cha -2
Size: Medium
Speed: 6 squares.

Damage Reduction: Members of this species gain damage reduction 2. This stacks with any damage reduction provided by other sources.
Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense.
Breathing Immunity: Givin are immune to the effects of a vacuum, to all inhaled hazards, and to attacks and effects that require the target to breathe.
Spacefaring savvy: Members of this species may reroll any Knowledge (physical sciences) check or Use Computer check, but they must keep the second result,
even if it’s worse than the original.

GLYMPHID

Hailing from the planet Ploo II and standing, on average, slightly over 1 meter tall, Glyphids have a rod-thin build; a long, highly sensitive
proboscis and quick reflexes. Their suction cup-tipped digits enable them to cling to vertical and horizontal surfaces, and their orange eyes
enable them to see in low light conditions.

Appearances and Examples: The Glymphid Aldar Beedo pilots his podracer in competition against Anakin Skywalker in “The Phantom
Menace.”

Glymphid Species Traits:
Ability Score Modifiers: Dex +2, Con –2
Suction cups: A glymphid may reroll Climb checks, but it must take the second check result. Alternatively, a glymphid may take 10 on any
Climb check instead of rolling.
Low-light vision: As per the SECR.
Speed: 4 squares.
Size: Small (+1 to Reflex defense, +5 on Stealth checks, –5 on grapple checks, reduced damage and weight allowance).
Language: Glymphid & Basic.

GOSSAM

Gossams are small saurians native to the planet Castell in the Colonies region of the galaxy, with colonies on the Outer Rim worlds of Felucia
and Saleucami. Averaging slightly over one meter in height, Gossams have wrinkled blue skin, with narrowing, shriveled heads on elongated
necks. Physical appearance is considered important in Gossam society, and females often curve their hair up from the back of their heads.
They are bipeds, balancing their frail bodies on small feet, and have long three-fingered hands. The average lifespan of a Gossam is about
seventy-five years. Known for their shrewd and cunning nature, most Gossam on Castell served the Commerce Guild, which was headed by
the Gossam Shu Mai during the Separatist Crisis and the Clone Wars. Due to their intelligent and scheming nature, Gossams can be found all
over the galaxy, acting as either legitimate merchants or as law-breaking pirates and smugglers, while Force-using Gossam are extremely
rare.

Appearances and Examples: Shu Mai was Presidente of the Commerce Guild in Attack of the Clones and Revenge of the Sith.

Gossam Species Traits:
Ability Score Modifiers: -2 Str, +2 Dex, -2 Con, +2 Wis, +2 Cha.
Small-size: See Ewok trait (page 26).
Speed: Gossam base speed is 4 squares.
Expert Haggler: A Gossam may choose to reroll any Persuasion check made to haggle over price, but the result of the reroll must be accepted even if it is worse.
Automatic Languages: Gossam.

Alternate Gossam Species Traits:
Ability Score Modifiers: Str -2, Dex +2, Con -2, Wis +2, Cha +2
Size: Small
Speed: 4 squares.
Innate cheater: Members of this species may reroll any Deception check or any Persuasion check made to Haggle, but they must keep the second result, even if it’s
worse than the original.

GOTAL

Gotals are a species of tall, hairy humanoid sentients native to the moon Antar 4. Their most distinctive features are the twin conical
horns growing on the top of their heads, which act as highly responsive electromagnetic sensors. These head cones are sensitive
enough to pick up subtle changes in another being's electromagnetic emissions from emotional changes, making Gotals natural
empaths. The unique nature of these sensors shaped Gotal culture, and helped individual Gotals carve niches in galactic society
ranging from bounty hunters to diplomats. Gotals have been a part of galactic society as far back as the early days of the Galactic
Republic. During this time, Gotals served the Republic as Jedi and as Antarian Rangers. In the Republic's later years, however, their
relations with other cultures became troubled. Conflicts such as the Duinuogwuin-Gotal conflict and the Separatist Crisis resulted in the

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Gotals taking the losing side in the Clone Wars. Distrusted by and distrusting of the Galactic Empire, the Gotals returned to the mainstream as part of the New
Republic and later, the Galactic Federation of Free Alliances.

Appearances and Examples: Feltipern Trevagg was a Gotal tax collector appearing in the cantina scene of A New Hope.

Gotal Species Traits:
Ability Score Modifiers: None.
Medium-size.
Speed: Gotal base speed is 6 squares.
Energy Reading: A Gotal may choose to reroll any Perception checks to sense deceptions if the target is within 6 squares, but the result of the reroll must be
accepted even if it is worse.
If trained in Survival, Gotals can take 10 when using their head cones to track members of a specific species or beings whom they have met before.
Uncanny Dodge: As the Scout talent by the same name (SECR page 49).
Low-Light Vision: See Gungan trait (SECR page 27).
Automatic Languages: Gotal.

Alternate Gotal Species Traits:
Ability Score Modifiers: None
Size: Medium
Speed: 6 squares.
Energy sense: Gotal do not lose their Dexterity or dodge bonus to Reflex defense when flat-footed or struck by a hidden attacker. By spending a move action, a gotal
may ignore the effects of concealment on all targets within 4 squares for the remainder of the encounter, or until they move from their current position.
Heightened perceptions: Members of this species may reroll any Perception check, but they must keep the second result, even if it’s worse than the original.
Low-light vision: This ability functions as described in the SECR.

GURLANIN

Gurlanin are sinuous, telepathic shape-shifters who achieve metamorphosis through molecular rearrangement. In their natural state, they are approximately one and
one-half meters long, black-furred and glossy. Depending on the exact shape of their body at any given time, their movement ranges from a prowling or slinking to a
loping or trotting. Females typically form a pouch in their abdomen for carrying members of their litter. Their unblinking, orange eyes are not their primary sensory
organs; a Gurlanin’s primary sense is echolocation, and their long tapering muzzles, seemingly audibly sniffing about, actually emit sound waves which their auditory
organs, also located in their muzzle, perceive. Their four long delicate legs typically sport paws or prehensile hands for gripping. When they ambulate or shape-shift,
they appear like molten metal or a slick of oil. Gurlanin can stand on their hind legs, appearing like a shimmering column of ebony fur. Gurlanin are typically brutally
honest, a character trait derived, perhaps, from the fact that they are telepathic beings. Their telepathy is limited to each other, but nevertheless strong. A Gurlanin
may communicate normally with others of the species through telepathic means up to a range of 100 meters. A Gurlanin may communicate broad ideas or notions
with a single other Gurlanin across interstellar distances.

Appearances and Examples: Valaqil and Jinart were Gurlanin who allied with the Republic during the Clone Wars in the novel Republic Commando: Hard Contact.

Gurlanin Species Traits:
Ability Score Modifiers: -2 STR, -2 CON
Telepathy: As a swift action, a Gurlanin can communicate telepathically to any number of other Gurlanin up to 100 meters away each round. As a move action, a
Gurlanin can broadcast a vague telepathic impression to another, single Gurlanin even across interstellar distances.
Shapeshift: Gurlanin can change the shape, texture and coloration of their bodies to mimic other medium-sized humanoid species (and any clothing worn). A
Gurlanin gains none of the special qualities or Species Traits of the mimicked species, but the effect lasts as long as the Gurlanin wishes. A Gurlanin does not
immediately revert to its natural form if stunned, fatigued, exhausted, dying or dead. This shapeshifting ability improves with age. Middle-aged and older Gurlanin can
assume the form of any Small to Large alien species or creature. They can even make themselves look like Medium-sized or Large inanimate objects. Changing
appearance is a full-round action and grants a +10 species bonus to Deception checks made to present a Deceptive appearance.
Echolocation: a Gurlanin may “see” without light (as though they have Darkvision) by means of echolocation. A Gurlanin emits sonic waves from his snout, and hears
their echo with its auditory organs, also located in the snout. This ability operates out to a range of roughly 6 squares, cannot distinguish color or visual contrast or
discern written letters unless they letters are raised, neon (or some other similar effect) or otherwise textured, and provides immunity to blinding effects (but, since it
relies on sound waves, deafening effects thwart it). A Gurlanin’s echolocation works underwater, but not in a vacuum.
Medium-sized. As Medium-sized creatures, Gurlanin have no special bonuses or penalties due to size.
Base Speed: 6 squares
Language(s): Gurlanin and Basic

--H--

HERGLIC

The Herglics are a race native to the planet Giju. They are water-based mammals, and developed hyperdrive and a trade based empire in the Colonies Region
before encountering the Duros. Herglics are pleasant and peaceful, but they have an addiction to gambling and games of chance. Herglics are a very large species,
and they feel very sensitive about their size. Most of the evidence of their water-borne ancestry has been bred out so that, for example, fins and flukes are replaced
with arms and legs. They do, however, still breathe through a blowhole on the top of their heads. The hauum sound of a Herglic clearing their blowhole is a common
Herglese word throughout the Tapani Sector where it is used with emphasis to preface a significant remark. Herglics are tall, extremely wide, and have smooth,

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hairless skin that ranges in color from pale blue to black although some have pale pink skin. A few Herglics display white stripes down the sides of their head and
arms. Herglics are generally quite sensitive about their large size. Since most other sentient species in the galaxy are smaller than they and most facilities are
designed to accommodate Human dimensions, Herglics tend to feel somewhat self-conscious and out of place when removed from their community or their ships.
Typically a Herglic takes up two seats in a restaurant and the majority of doorways require some maneuvering. Despite this they are typically easygoing in nature and
enjoy meeting new people and visiting exotic locations.

Appearances and Examples: Bar-Kooda was a pirate who terrorized the lawless sectors of the galaxy in the Dark Horse comic Boba Fett: Bounty on Bar-Kooda.

Herglic Species Traits:
Ability Score Modifiers: +4 Str, -2 Dex, +2 Con, -2 Int, -4 Wis.
Large-size: As Large creatures, Herglic suffer a -1 size penalty to their Reflex Defense and a -5 size penalty on Stealth checks. However, their lifting and carrying
capacity is doubled, and they recieve a +5 size bonus to their Damage Threshold.
Speed: Herglic base speed is 4 squares.
Natural Armor: +2 Natural Armor bonus to Reflex Defense.
Gambling Addiction: When exposed to a game of chance, a Herglic must spend a Force Point to resist the urge to play. A Herglic who does not spend a Force Point
and cannot (or does not) participate in a game of chance suffers a -1 penalty on the condition track which cannot be removed as long as he is exposed to his
temptation.
Automatic Languages: Herglese.

Herglic Species Traits:
Ability Score Modifiers: Str +4, Dex -2, Con +2, Int -2, Wis -4
Size: Large
Speed: 8 squares.
Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense.
Compulsion: members of this species must succeed on a Wisdom check (DC 10) to refrain from gambling.

H’NEMTHE

H'nemthe are bipedal reptilian humanoids with four horns and ridges of bone and skin on their faces. They have long, gently curving
noses, three-fingered hands, and pink to blue-gray skin. Their homeworld and native language are also named H'nemthe. The
H'nemthe love the arts, namely music. They are rarely found off H'nemthe. H'nemthe society is centered around true love and their
unusual mating rituals. Due to a major discrepancy in the number of males compared to females on H'nemthe, the female kills her
mate upon mating. Despite this, the H'nemthe have no reservations about mating, and made finding love the focal point of their
culture. Many species see them as barbaric due to this, although the H'nemthe are otherwise very peaceful.

Appearances and Examples: M'iiyoom Onith was a female H'nemthe appearing in the cantina scene of A New Hope.

H’nemthe Species Traits
Ability Score Modifiers: +2 Dex, -2 Wis, -2 Cha.
Medium-size.
Speed: H’nemthe base speed is 6 squares.
Natural Weapon (female only): Tongue- 1d6 slashing.
Conditional Bonus Feat: A H’nemthe with Perception as a trained skill gains Skill Focus (Perception) as a bonus feat.
Automatic Languages: H’nemthe.

Alternate H’nemthe Species Traits:
Ability Score Modifiers: Dex +2, Wis -2, Cha -2
Size: Medium
Speed: 6 squares.
Heightened perceptions: Members of this species may reroll any Perception or Persuasion check, but they must keep the second result, even if it’s worse than the
original.

HO’DIN

Ho'Din are tall aliens, renowned throughout the galaxy for their botanical and healing abilities. They are tall, green-skinned humanoids native to the planet Moltok.
Ho'Din have suction cup-tipped fingers used for climbing trees, and red-violet snake-like "hair" on their heads which acts as thermal sensors. They claim to have
evolved from plants—in fact, "Ho'Din" translates as "walking flower" in Basic. Their claims to botanical origins are probably a consequence of the nature-worshipping
religion most Ho'Din follow, known as [Dinante Fli'R]. Most non-Ho'Din scientists find such claims unlikely, classifying them as reptilian instead. Whatever their
origins, the Ho'Din are among the galaxy's greatest botanists and ecologists. Master Gardener is a title of respect among them.

Appearances and Examples: Iwo Kulka was a male Ho'Din Jedi Knight appearing in the novel Dark Lord: The Rise of Darth Vader.

Ho’Din Species Traits:
Ability Score Modifiers: +2 Str, -2 Dex.
Large-size: As Large creatures, Ho’din suffer a -1 size penalty to their Reflex Defense and a -5 size penalty on Stealth checks. However, their lifting and carrying
capacity is doubled, and they recieve a +5 size bonus to their Damage Threshold.

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Speed: Ho’din base speed is 8 squares.
Cold Blooded: Ho’Din suffer a -5 penalty to Fortitude Defense against extreme cold.
Expert Climber: See Sullustan trait (SECR page 31).
Conditional Bonus Feat: A Ho’din with Knowledge (life sciences) as a trained skill gains Skill Focus (Knowledge [life sciences]) as a bonus feat.
Automatic Languages: Ho’Din.

Alternate Ho’Din Species Traits:
Ability Score Modifiers: Str +2, Dex -2
Size: Large
Speed: 8 squares.
Natural affinity: Members of this species may reroll any Survival check, but they must keep the second result, even if it’s worse than the original.
Conditional Bonus Feat: Members of this species gain Skill Focus (Survival) as a bonus feat if they are trained in that skill.
Expert climber: Members of this species may always take 10 on Climb checks.
Weakness: The character’s damage threshold counts as if it was 5 poInts lower against cold-based attacks and effects.

HOLWUFF

The Holwuff are hulking creatures believed to be distant evolutionary cousins of the Whipid. It is hypothesized that they are yet another
experiment conducted millennia ago by Arkanian mad geneticists. As such, they share the Whipid’s large frame and long snout. Their skin
is even thicker, and slightly less hairy. The Holwuff are cultured craftsmen. Their people are renowned throughout the galaxy as being
able to craft the finest luxury technology items. Many of the rich among the upper class contract Holwuff specialists to create personalized,
functional works of art, from customized comlinks to star cruisers. The entire planet’s economy is dependent on the niche market, and the
Holwuff people are masters at plying their trade. Holwuffs enjoy reverse engineering existing technology and giving it an elegance thought
unachievable in the mundane.

Appearances and Examples: Rogwa Wodrata was the Holwuff Senator of Alliga and the Mahka sector who joined Count Dooku at the
summit on Geonosis in Attack of the Clones.

Holwuff Species Traits (By the folks at FandomComics.com)
Ability Score Modifiers: +2 Strength, +2 Intelligence, -2 Wisdom, -2 Charisma. The mighty Holwuff are very intelligent, but lack the wisdom and leadership to
compliment it.
Size: As Medium creatures, Holwuff have no special bonuses or penalties due to their size.
Speed: Holwuff base speed is 6 squares.
Artistic Artisans: Holwuff are considered some of the finest luxury craftsbeings in the galaxy, and have an odd ritual of sculpting the proposed design in miniature
before crafting. If a Holwuff takes the time to model an object before constructing it, they gain a +5 bonus to all Mechanics checks to Build Object (TFU 30) and
Design Starship (SG 20) abilities of the Mechanics skill. The time to sculpt an item is 1/4th the time of item construction.
Natural Armor: The Holwuff hide is thick, providing a +2 natural armor bonus to their Reflex Defense. A natural armor bonus stacks with an armor bonus.
Automatic Languages: Basic and Alligan.

HOOJIB

Hoojibs are sapient, telepathic, energy-feeding lagomorphs indigenous to Arbra, a planet which the Alliance to Restore the Republic used as a temporary
headquarters after the Battle of Hoth. Hoojibs allowed the Rebels to use their planet after the Alliance troops helped them defeat a being known as the Slivilith who
threatened their safety and their home. Some Hoojib stalk Tof on Zeltros. Hoojib are known to occasionally venture into the wider galaxy, including Zeltros and some
Ithorian hardships.

Appearances and Examples: In Marvel Star Wars comics, Issue 55, a Hoojib named Plif accompanied Luke Skywalker on several missions before and after the
Battle of Endor. Plif later became a New Republic Senator.

Hoojib Species Traits:
Ability Score Modifiers: Str –4, Dex +2, Int +2, Wis +2
Telepathy: All hoojib may use telepathy to communicate, just if they were force-sensitive, even if they are not.
Energy feeding: A hoojib does not need organic food to survive. Instead, as a standard action, a hoojib may attach itself to a technological item, energy weapon or
natural energy source. This contact does no damage to the hoojib. Any vehicle, computer, weapon or other technological item touched by a hoojib goes down 1 step
on the conditon track for every round of continued contact. If the item reaches the ‘disabled or unconscious’ step, it loses all of its energy (the charge of its power
packs or energy cells is completely depleted) and must be recharged or repaired before being used again.
Low-light vision: As described in the SECR:
Animalistic: Hoojib gain no proficiency with any weapons or armor, even if their class allows it.
Size: Tiny (+2 to Reflex Defense, +10 on Stealth checks, –10 on Grapple checks, reduced carrying capacity and damage)
Speed: 2 squares.
Language: Hoojib

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HOOVER

Hoovers are small, cloven-hooved quadrupeds with a long trunk; large, black eyes; and thick brown hide with dorsal ridges. Their
trunk served as both an olefactory organ and a proboscis for leeching blood from other creatures.

Appearances and Examples: Attark was a denizen of Jabba’s palace in Return of the Jedi.

Hoover Species Traits:
Ability Score Modifier: Cha –2
Blood drain: A hoover may make a special grab attack against a living target. If the attack hits, the hoover has attached itself to the
target, which must succeed on a grab attack against the hoover to detach it. For every round the hoover remains attached, the victim goes down 1 step in the
Condition Track. If the victim becomes unconscious, the hoover automatically detaches itself and cannot continue using this ability on the victim until it has gone back
up at least one step in the Condition Track.
Stealthy: A hoover may reroll any Stealth check made to avoid notice, but it must take the second check result.
Speed: 4 squares.
Size: Small (+1 to Reflex defense, +5 on Stealth checks, –5 on grapple checks, reduced damage and weight allowance).
Language: Hoover

HORANSI

The Horansi are sapient felinoids indigenous to Mutanda. Horansi culture is based on a strictly enforced caste system, and although it is seen as barbaric by
offworlders, the Horansi see it as the key to keeping their race far from the horrific warfare and bloodshed they once knew in its past. Each subspecies knows its
place in the world and is bound tightly to it, and none ever mated outside of their caste. Although only somewhat aloof among their own kind, their ethnocentric views
all but preclude their fraternization with non-Horansi. They feel they owe nothing to any Kimach (outsider), but usually say nothing explicitly of this feeling. The
Horansi rub cheeks in greetings with a familiar person. Technology is eyed thoroughly for its use and benefits to the species before even being allowed onto the
planet, and only then if it does not interfere with their cultural beliefs and the planet's ecosystem. Blasters are not used on-world, and are considered dishonorable if
worn. It is believed that battles should be fought claw to claw or with other simple weapons. The Horansi are well-known in the galaxy for their sight, allowing them
to see far-away distances not possible for many other species. They can even hunt prey in the dead of night, because of their night vision. They make good use of
the prothium mines on their planet, selling themselves out as hunting guides for miners and soldiers stationed on Mutanda.

Appearances and Examples: Horansi are mentioned in the Clone Wars novel Yoda: Dark Rendezvous.

Horansi Species Traits:
Ability Score Modifiers:

Gorvan (ruler) Horansi (lion-like): +2 Str, -2 Dex, +2 Cha
Kasa (warrior) Horansi (tiger-like): +2 Dex, -2 Int .
Mashi (mystic) horansi (lynx-like): +2 Dex, -2 Con
Treka (worker) horansi (jaguar-like) : +2 Str, +2 Con, -2 Int, -2 Wis, -2 Cha
Size: Medium
Natural weapons: A member of this species may make a claw attack (base damage 1d4 plus the character’s Str modifier) instead of an unarmed attack, or as an off-
hand attack. Claw attacks count as light melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons.
Good eyesight: A horansi may reroll Perception checks requiring visual input, but he must keep the second check result.
Darkvision: As described in the SECR.
Technophobic: All horansi mistrust technology, and increase their Dark Side Score by one whenever they use explosives, blaster pistols or blaster rifles in combat.
Caste: The specific traits and ability score modifiers of horansi depend on their racial and social caste, as detailed above.
Stealthy hunter: During the night, mashi horansi may reroll any Stealth or Survival check made in natural environments, but they must keep the second check result.
This ability does not work during the day, or in urban settings.
Special: Kasa Horansi are allowed to use any weapon or technological item without penalization, as long as they use them only to protect their people or, preferably,
off-planet
Languages: Horansi and Basic

--I--

IOTRAN

Iotrans have smooth skin, dark brown to black in color. They possess a broad, flat nose, no discernible ears, hands with four digits, and two-toed feet. They have
distinctive spots on their bald heads, knobby protrusions at their temples, and short, stubby spikes protecting their shoulders, elbows, and hands. The Iotrans are a
militaristic species hailing from the planet Iotra in the Outer Rim Territories. Their military history is long and storied, and they originated several famous military
orders, including the Kinlandrin Royal Forces, the Lurathi Guard, and the Jengardin Millennial Warriors. Iotrans firmly believe in a strong, stable culture, and see that
as only achievable through a strong military tradition. From an early age, Iotrans are trained for military service, and in their fourteenth season (approximately 18
standard years of age) they are inducted into the Iotran Police Force for approximately six standard years. At any given time, nearly half of the population is part of
the IPF in one form or another. Especially talented enlistees in the IPF often became Iotran Bracemen, which track down fugitives outside of the Iotran Expanse,
often without regard for local laws or for what other species call "jurisdiction," often resulting in diplomatic incidents. Iotran technology is primitive by Galactic
standards, typified by slugthrowers, surface vehicles, and simplistic computer and droid technology. However, they adopt galactic standard technology for much of
their defense industry, and most Iotrans are quite at home with modern tech. Iotrans, though not generally respectful toward other cultures, do respect stability and

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might. As a result, they tended to support the Galactic Empire, though some supported the Alliance to Restore the Republic, as the Galactic Republic was historically
more stable and just in their eyes.

Appearances and Examples: Mirip Pag was the Iotran Gunnery Sergeant on a pirate Nebulon-B escort frigate in the Dark Tide duology novel Onslaught..

Iotran Species Traits:
Ability Score Modifiers: +2 Con, -2 Int, -2 Cha.
Medium-size.
Speed: Iotran base speed is 6 squares.
Martial Prowess: Iotrans gain a +1 species bonus on melee attack rolls.
Conditional Bonus Feat: An Iotran with Knowledge (tactics) as a trained skill gains Skill Focus (Knowledge [tactics]) as a bonus feat.
Automatic Languages: Basic, Tranese.

Alternate Iotran Species Traits:
Ability Score Modifiers: Con +2, Int -2, Cha -2
Size: Medium
Speed: 6 squares.
Expert brawler: An iotran gains a +1 species bonus on all melee attacks.
Tactical mind: Members of this species may reroll any Knowledge (tactics) check, but they must abide by the second result, even if it’s worse than the first one.

IRIDORIAN

Iridorians are mysterious humanoids from an ancient, bloodthirsty warrior culture believed to be so entrenched in bloodlust that they would even sometimes turn
against each other in battle. Doubtless, they are powerful, if accentric, warriors, however reports of them purposefully turning against each other may merely be
propaganda of the Echani, with whom they hold a traditional rivalry, and whom the Iridorians feel believe in a nonexistent code of honor, or of the Mandalorians,
whom the Iridorians feel value credits above bloodshed. Iridorians are a rare sight in the civilized Galaxy, even during the tumultuous Jedi Civil War. The few that do
appear in civilized regions usually wear their signature armor, featuring a metallic, one-piece covering that protects them from shoulder to groin, worn over a black
skeinsuit; a large helmet with a broad, dark visor; protective gauntlets; and a few miscellaneous coverings for other portions of the limbs. These mercenaries have
been recruited by either the Galactic Republic or the Sith Empire.

Appearances and Examples: Revan encountered an Iridorian mercenary on Manaan in the “Knights of the Old Republic” video game.

Iridorian Species Traits:
Ability Score Adjustments: None
Bonus feat: Iridorians gain Weapon Focus in any exotic weapon or weapon group of their choice, as a bonus feat.
Bonus Feat: Iridorians gain Armor Proficiency (light) as a bonus feat.
Size: Medium
Speed: 6 squares.
Languages: Iridorian

ISHI TIB

Ishi Tib are a sentient species from the waterworld of Tibrin. They are amphibious with large eyes on stalks and beak-like mouths. Their
heads are often described as star-shaped, with their eyestalks, beaks, and cheek pouches forming a five-pointed star. Their lungs double
as internal gills, and they have an acute sense of smell on land or in the water. Their green skins retain humidity, but an Ishi Tib has to

bathe in salt water every thirty hours or so, or their skin cracks open, resulting in internal and external bleeding and death. Ishi Tib are
considered meticulous strategists and managers. The minority of Ishi Tib who leave Tibrin find work as executives, accountants, and
project managers. Their organizational skills and drive to complete their projects place them in high demand, making many offworld Ishi
Tib quite wealthy. Ishi Tib are also known for their environmental consciousness, often choosing to work in positions where reverence for
nature is as or more important than profit. They are ferocious in combat, often tearing opponents apart with their beaks. Ishi Tib enjoyed
listening to music that had loud sirens, along with clanging, whoops, flashing lights, and ringing bells.

Appearances and Examples: Gume Saam was an Ishi Tib Senator in Attack of the Clones.

Ishi Tib Species Traits:
Ability Score Modifiers: -2 Dex, +4 Int.
Medium-size.
Speed: Ishi Tib base speed is 6 squares.
Breathe Underwater: See Mon Calamari trait (SECR page 29).
Natural Weapons: Beak- 1d4 piercing.
Rage: See Wookie trait (SECR page 32).

Hydration: Ishi Tib must immerse themselves in brine for at least 1 minute each day or dehydrate. For each standard day that passes without immersion, the Ishi Tib
moves -1 step on the condition track. This is a persistent condition that cannot be restored without complete immersion in brine.
Automatic Languages: Tibranese.

Alternate Ishit Tib Species Traits:

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Ability Score Modifiers: Dex -2, Int +4
Size: Medium
Speed: 6 squares.
Rage: This ability functions exactly as the wookiee ability of the same name, as detailed in the SECR.
Natural weapon: Members of this species may make a beak attack (damage 1d4 plus the character’s Str modifier) instead of an unarmed attack, or as an off-hand
attack. Beak attacks count as one-handed melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons.
Expert swimmer: Members of this species may always take 10 on Swim checks. They may reroll any Swim check, but they must abide by the second result, even if
it’s worse than the original.
Amphibious: Members of this species can’t drown in water.
Dehydration: Ishi tib move 1 persistent step down the condition track for every 24 hours they spend out of contact with water.

--J--

JENET

The Jenet are rodent-like sapients, best known for their exceptional memories and their nature as scavengers. Originating on the planet Garban in the Tau Sakar
system, they soon colonized the other six habitable planets that orbited Tau Sakar. There, they continued to build their Community Heaps, filled with scavenged and
discarded items. Jenet are often regarded by other species as ugly and quarrelsome. They have pink skin, red eyes, and sparse white fur which grows more thickly
on their heads. They have prominent whiskers that twitch as they speak. As scavengers, they can digest almost any form of organic matter. Jenet have keen
eyesight, hearing, and smell, and are excellent runners, climbers, and swimmers. They are also very flexible, able to squeeze through openings as narrow as twelve
centimeters by disjointing their long limbs and separating their cranial plates. All of these advantages helped the primitive Jenet, driven from their underground
burrows by overcrowding, to evade predators. Perhaps the most notable Jenet trait is their extraordinarily accurate and detailed memories. Jenet never forget even
the most trivial piece of information. Exchanges of insults are a common social interaction among Jenet, since an insulted Jenet can usually recall some insulting fact
about the first Jenet. When dealing with non-Jenet, however, this Jenet trait often comes across as completely tactless. Jenet take pride in being worthy of an insult,
for it proves they have gained enough notoriety to be worth insulting. When Jenet are introduced to each other, a complete record of their accomplishments is given
as part of their name. With this information, Jenet can tell where another Jenet is placed in their complex social hierarchy. Accomplishments which increase status
require two other Jenet as witnesses. To avoid fraud, Jenet are never allowed to introduce themselves. Pairs of Jenet can work together for years without knowing
each others name, simply because a third Jenet acquainted with them both is unavailable. Jenet never discard anything. Community Heaps, filled with broken tools,
leftover food, empty containers, and the like, are common property.

Appearances and Examples: Thorsh was a male Jenet operating as a scout and reconnaissance agent in the novel The Unifying Force.

Jenet Species Traits:
Ability Score Modifiers: -2 Str, +2 Dex, -4 Cha.
Medium-size.
Speed: Jenet base speed is 8 squares.
Photographic Memory: Jenets remember everything they’ve done or seen. Allow a Jenet to make a Wisdom check to remember the details of any event with a DC
depending on how likely it was that the Jenet was paying attention and how noticeable the detail might have been at the time (base DC 15).
Low-Light Vision: See Gungan trait (SECR page 27).
Nimble: A Jenet may use his Acrobatic check modifier insead of his Jump modifier when making Jump checks.
Expert Climber: See Sullustan trait (SECR page 31).
Expert Swimmer: See Gungan trait (SECR page 27).
Automatic Languages: Jenet.

Alternate Jenet Species Traits:
Ability Score Modifiers: Str -2, Dex +2, Int +2, Cha -4
Size: Medium
Speed: 8 squares.
Acrobatic: Members of this species may reroll any Jump or Acrobatics check, but they must abide by the second result, even if it’s worse than the original.
Low-light vision: This ability functions as described in the SECR.
Photographic memory: Members of this species may remember anything they have seen or experienced by succeeding at an Intelligence check (DC 10). The GM
may adjust the DC if the memory in question is particularly old or hard to come by.

JIN'HA

Jin'ha are a mysterious humanoid species renown for their use of the rare and expensive lightsaber-resistant cortosis, which their miners acquire from the planet
Obredaan. One such primary use to which the Jin’ha put their ore is in crafting their signature light armor, which comprised distinct red helmets, shoulder and breast
coverings, knee protectors and elbow guards, worn over a padded red jumpsuit. Shortly before the Battle of Naboo, the Jin'ha sold some of their cortosis ore to the
Trade Federation, which used it to craft experimental assassin droids.

Appearances and Examples: Obi-Wan Kenobi and Qui-Gon Jinn fought an army of armor-clad Jin'ha in the Xbox video game “Star Wars: Obi-Wan”.

Jin’ha Species Traits:
Ability Score Modifiers: None
Bonus feat: Jin’Ha gain Weapon Proficiency (Advanced Melee Weapons) as a bonus feat.

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Conditional Bonus Feat: Jin’Ha trained in Knowledge (physical sciences) gain Skill Focus in that skill as a bonus feat.
Low-light vision: As described in the SECR.
Size: Medium
Speed: 6 squares.
Language: Jin’ha, Basic

--K--

KALLIDAHIN (ALSO KNOWN AS POLIS MASSANS) (Official Wizards of the Coast Web Enhancement stats)

The Kallidahin, also referred to as Polis Massans, are a race of mute, sentient cetaceans native to the world of Kallidah. They
earned their alternate moniker from their extensive digs on the asteroid remnants of the long destroyed planet of Polis Massa. The
average Kallidahin is short and thin with a flat, pale face and gray, four-digit hands. Most Kallidahin are mute and use a mild form of
telepathy, sign language and control devices to make their intentions known. Their deep-focus eyes are useful for working deep
underground. Osmotic membrane faces cap a long, narrow neck, and growth-rings encircle their wiry bodies. Many of the
Kallidahin are miners, medics or exobiologists, and wear form-fitting bodysuits fitted with all manner of signaling devices, medical
equipment and utility pouches. They believe themselves to be descendants of the ancient Eellayin species once native to Polis
Massa, which vanished in the distant past when a mysterious catastrophe destroyed the planet. Circa 519 BBY, the Kallidahin
began mining the largest of the resulting asteroids for artifacts from the planet's extinct former civilization. The Archaeological
Research Council of Kallidah eventually established a Research Base on the largest of the asteroid remnants to unearth evidence of this evolutionary link. The entire
population of Kallidah left their homeworld to work at Polis Massa. They conduct mining expeditions, archaeological digs, and medical research on the remote
settlement. Polis Massan miners are seasoned spelunkers, and dig deep into the core of the asteroid to locate prize artifacts. Polis Massan exobiologists have
learned the secrets of cloning from the Kaminoans they partly resemble, and have analyzed these artifacts for organic tissue suitable for cloning. Though they have
little contact with outsiders, Polis Massans are extraordinary medics, and are compassionate beings who understand the value of life.

Appearances and Examples: In “Revenge of the Sith,” Polis Massan medics and technicians helped deliver the Skywalker twins (Luke and Leia) when Padmé was
rushed to the asteroid facility in a critical condition. Only two members of the team were trained physicians, the rest being exobiologists who, due to Padmé's
condition, had no time to even change out of their caving jumpsuits to treat her. Though the twins were delivered with the help of a midwife droid, the Polis Massans
could not mend Padmé's broken heart, and she died inside the medical center.

Kallidahin Species Traits:
Ability Score Modifiers: +2 Wis, –2 Str
Size: Small
Speed: 6 squares
Conditional Bonus Feat: Polis Massans are known across the Galaxy for their skill with medicine. A Polis Massan with Treat Injury as a trained skill gains Skill Focus
(Treat Injury) as a bonus feat.
Darkvision: Polis Massan ignore concealment or total concealment from darkness.
Limited Telepathy: In conjunction with their sign language and technological methods of communication, Polis Massans are able to employ a weak form telepathy
that allows them to convey simple feelings and thoughts to any willing recipient within ten squares. They can use the Telepathy aspect of the Use the Force skill
untrained (even if not Force-sensitive). If the target of the telepathy is within 10 squares, no skill check is requires to initiate the telepathic contact.
Mute: Polis Massans have no vocal cords, and must rely on a combination of sign language, computers, and telepathy in order to communicate with others. When
they learn new languages, they can understand but not speak them.
Languages: Massan (understand only) and Basic

KAMARIAN

Kamarians are an insect-like-species native to Kamar, a dry and arid planet near the Corporate Sector with deserts and mountains scorched under a hot-white sun.
They have round heads with large compound eyes, four arms, two legs, and prehensile tails. Their bodies are segmented and covered in an exoskeleton that seals
water within their bodies, allowing them to go for up to twenty-five days without water before feeling the effects of dehydration. Most adult Kamarians stand between
1.3 and 1.7 meters high. Kamarians are divided into several races, distinguished by size, carapace color, language, and culture. The most numerous and
technologically advanced Kamarian races are the mountain dwellers, whose tk'skquas lived in mountain cave systems. Another group of special note were the
"Badlanders", a group native to the Kamar Badlands. Badlanders are slightly smaller than other Kamarians, being only 1.1 to 1.4 meters high. They are also hardier,
able to survive even longer without water and adapted to even higher temperatures. They are also more primitive technologically and culturally, using only simple
tools and armed only with spears. Han Solo and Chewbacca once visited the Kamarian Badlanders, taking local handicrafts as admission for a makeshift holotheater
they had set up. These desert people were fascinated by the documentary Varn, World of Water and its portrayal of the watery planet Varn, and began to start a
fanatic religious cult around it, the Cult of Varn.

Appearances and Examples: Kamarians appeared in the novel Han Solo’s Revenge.

Kamarian Species Traits:
Ability Score Modifiers: +2 CON, -2 STR, -2 WIS
Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery I, Pin and Skill Focus (Climb) as conditional bonus
feats (they must meet the corresponding prerequisites). All the benefits of these feats are lost if the character ever loses more than one limb.
Water-sealing exoskeleton: Due to the sealing of water in their bodies by their exoskeleton, Kamarians may reroll Survival checks in desert conditions, but second roll
must be kept even if it is worse. Also, they receive a +5 species bonus to Endurance checks.

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Prehensile Tail: A member of this species with Martial Arts I also gains Dual Weapon Mastery I as a bonus feat. The Character gains a +2 species bonus on grab
checks.
Compound eyes: A Kamarian suffers a -2 to all sight-based Perception rolls due to the poor image resolution inherent in compound eyes, but cannot be flanked due
to their very large view angle and ability to detect movement.
Size: Medium
Speed: 6 squares.
Language: Kamarian

KERESTIAN

The Kerestians are humanoids, best known for their mastery of a unique weapon called the darkstick. They are descended from mammalian carnivores on the planet
Kerest and are easily recognized by their height (1.8 to 2.5 meters tall) and a row of breather tubes that run along their cheekbones. The breather tubes were once
used for long-range, high-frequency communication, but that ability was lost over time. Two thin strips of hair grow in a strange double widow's peak from the ridges,
and the strips continue down the Kerestian's back. Their nose is defined by a single, vertical slit above their mouth. Their small ears are little more than holes located
at the base of the skull, and are surrounded by folds of skin. When their variable sun went into an inactive cycle, its power was greatly reduced, and the amount of
light and heat reaching Kerest was greatly diminished covering all of Kerest in glaciers save a thin band around the equator. Their civilization descended into
barbarism and the survivors became aggressive, determined hunters, even killing one another without remorse. Kerestians hunted each other so frequently that a
female could never be certain if an approaching male was looking for a mate or for prey. Over the centuries, the Kerestian species approached extinction until
explorers working for the House of Tagge discovered the Kerestians and offered a handful of warriors passage off their dying world in return for service as assassins,
and word of the Kerestians eventually leaked out to the rest of the galaxy.

Appearances and Examples: Pormfil was a male engineer onboard the Wild Karrde in the novels Specter of the Past and Vision of the Future.

Kerestian Species Traits:
Ability Score Modifiers: +2 Str, -2 Int, -2 Cha.
Medium-size.
Speed: Kerestian base speed is 6 squares.
Resilient: +1 Fortitude Defense.
Survival Instinct: See Ithorian trait (SECR page 28).
Bonus Feat: Kerestians gain the bonus feat Toughness.
Automatic Languages: Kerestese.

Alternate Kerestian Species Traits:
Ability Score Modifiers: Str +2, Int -2, Cha -2
Size: Medium
Speed: 6 squares.
Great Fortitude: Members of this species gain a +2 bonus to their Fortitude defense.
Hardiness: Members of this species may reroll any Survival check, but they must abide by the second result, even if it’s worse than the original.
Bonus feat: Kerestians gain Toughness as a bonus feat.
Primitive: members of this species do not gain Weapon Proficiency (pistols, rifles or heavy weapons) as starting feats at 1st level, even if their class normally grants
them.

KHOMMITE

The Khommites are green- or gray-skinned humanoids from the planet Khomm. Cranial ridges and bulbous lobes cover their bald heads. Circa 1,000 BBY The
Khommite people achieved a level of cloning technology far surpassing that of the rest of the galaxy. Believing that their society had achieved perfection, people of
Khomm begin the cloning of "perfect" individuals, allowing their society to remain unchanged for the next millennium. Khommites' digestive systems are so specified
that they could only eat processed food wafers. Viewing Force sensitivity as an undesirable fluke, the Khommites endeavored to remove the trait from their species.
Despite this fact the trait occasionally surfaces. The Khommites are rigidly conformist in their views, and see any disruption of the status quo as a threat to their way
of life.

Appearances and Examples: Dorsk 81 is a student of Luke Skywalker in the Dark Horse comic Jedi Academy: Leviathan.

Khommite Species Traits:
Ability Score Modifiers: Con +2, Int +2, Wis -2
Size: Medium
Speed: 6 squares.
Bonus Feat: A khommite must take Skill Focus (any one skill) as a bonus feat. The character may not take Skill Focus ever again.
Focused career: A khommite earns a permanent -10% penalty to all earned XP if he ever multiclasses.

KIAN’THAR

Kian'thar are humanoid nomads from Shaum Hii, standing 1.8 to 2.1 meters tall. They have purplish-pink heads, keratin plates protecting their necks, and large,
deep-set eyes. One of their most distinctive features is the two dangling, tentacle-like olfactory organs on their faces. The Kian'thar emotion sense is their most
notable feature. They use this ability to avoid conflicts with others, though unscrupulous Kian'thar use it to manipulate people and start conflicts. This ability even

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works well on non-Kian'thar. Though this puts Kian'thar in demand on other planets, many non-Kian'thar were wary of the Kian'thar's empathic ability. Though
Kian’thar evolved from land-dwelling reptiles, their culture is based around the seas and oceans of Shaum Hii. They only became part of the galactic community in
about 300 BBY, due to the difficulty of travel in the Tragan Cluster and the Bakisian Drift. They were finally discovered by the Shistavanen scouts who charted the
cluster. Their technology is fairly primitive, even after contact with the Shistavanen. Aquatic speeders are rare on their homeworld, and most Kian'thar claim to have
no use for other sophisticated devices like droids.

Appearances and Examples: Kreet'ah was a Kian'thar Vigo of Black Sun during Prince Xizor's time in the novel Shadows of the Empire.

Kian’thar Species Traits:
Ability Score Modifiers: -2 Dex, +2 Con, -2 Int, +2 Wis.
Medium-size.
Speed: Kian’thar base speed is 6 squares (in land or in water).
Natural Armor: +1 Natural Armor bonus to Reflex Defense.
Empath: A Kian’thar may choose to re-roll any Perception checks to sense deceptions if the target is within 6 squares, but the result of the re-roll must be accepted
even if it is worse.
Force Sensitive Kian’thar with the Force Persuasion talent may choose to re-roll any Use the Force checks made to Persuade, but the result of the re-roll must be
accepted even if it is worse.
Expert Swimmer: See Gungan trait (SECR page 27).
Automatic Languages: Basic, Kian’thar.

Alternate Kian’thar Species Traits:
Ability Score Modifiers: Dex -2, Con +2, Int -2, Wis +2
Size: Medium
Speed: 6 squares.
Empathy: Members of this species may reroll any Deception, Persuasion or Perception check made when directly interacting with a target’s emotions, but they must
abide by the second result, even if it’s worse than the original.
Expert swimmer: Members of this species may always take 10 on Swim checks; also, they may reroll any Swim check, but they must abide by the second result,
even if it’s worse than the original.

KIFFAR

Kiffar are dusky near-Humans that hail from the Azurbani system. The system’s twin planets -- Kiffu and Kiffex -- share an elliptical
orbit around its sun. When the orbits bring the two planets near each other, incredible lightning storms result, which the Kiffar
harness as a source of energy. Kiffu, the larger of the two planets, is home to most Kiffar. Kiffex is primarily a penal colony.
Presiding over this prison planet are the Guardians. Kiffar typically paint or tattoo their faces with familial patterns. Their thick,
curly, sable hair is often worn braided or in dreadlocks, and turns ashy white as the Kiffar ages.

Appearances and Examples: The Kiffar sisters Brea and Senni Tonnika from the Cantina scene of “A New Hope” were, in the
Expanded Universe novel Tales from the Mos Eisley Cantina, in fact revealed to be Mistryl shadow guards Shada D’ukal and Karoly
D’ulin acting undercover. In The Phantom Menace, Quinlan Vos arguably appears in the background just before Anakin walks on-
screen and says “Careful, Sebulba” in Huttese; Quinlan Vos allegedly sits in at a table directly above Jar Jar’s cowering form.

Kiffar Species Traits:
Ability Score Modifiers: None
Psychometry: As a standard action, a kiffar may touch an item and make a DC 20 Wisdom check (or Use the Force check, if the character is Force-Sensitive). If the
check is successful, the kiffar learns a single fact about the item’s past (who made it, how long ago, who wielded it ‘that’ time, and so on).
Training: Kiffar society requires its members to constantly hone their physical and mental condition. A kiffar gains a +1 racial bonus to all its defenses.
Speed: 6 squares.
Size: Medium.

Alternate Kiffar Species Traits (by jeez laweez and ORC_Tao):
Ability Score Modifiers: None.
Size: Medium.
Speed: Kiffar base speed is 6 squares.
Psychometry: A Kiffar with the Force Sensitive feat and the Farseeing power, may see into a target’s past when physically touching an object related to the target.
The object must be one that the target physically touched at the time that you wish to view.
Bonus Feat: Whether incredibly lucky or through the will of the Force, Kiffar often come out on top against impossible odds. Kiffar gain the Strong in the Force as a
bonus feat.
Automatic Languages: Basic and Kiffu.

KILLIK

Killiks are sentient insectoids originally native to Alderaan. Long before most other species came to these worlds, the Killiks vanished. The Killiks are social insects
and are bred into several castes — membrosia givers, warriors, attendants, and the deadly assassin bugs. Though the species as a whole is not Force-sensitive,
certain types of Killik can be bred to use the Force in small ways. All Killiks start as small larvae, but once fully grown, their size varies, though members of the same
hive are usually the same size. Their glossy exoskeletons are so strong that they can withstand millennia of erosion as found by later colonists on Alderaan. Most

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Killiks have four arms that terminate in tri-fingered claws, and two strong legs that allow them to leap great distances. Killiks have a communal society, with each
Killik in mental contact with all the others. Due to their hive mind, every Killik nest is virtually one individual. Each hive has a palindromic name, like that of the
species itself. The Killiks are also a peaceful people. One potentially frightening aspect of Killik biology is the exuding of pheromones that can change the
physiological make-up of the brain of others --- even members of other species – who engage in extended contact with them; those exposed to the pheromones
become "Joiners," influenced by and subject to the will of the Killik hive. The Killiks are an ancient species who were present long before the formation of the
Galactic Republic. In 30,000 BBY, the Killiks were driven away from Alderaan and their colony on Alsakan into the Unknown Regions by the Celestials after they had
consumed Alderaan's resources and prepared to move on to another already populated world. According to a Shistavanen legend, sometime during this period a
Killik Sith Lord lived in exile on the planet Sarafur after being driven off of Alsakan. There, the Killiks remained sequestered for millennia until, in 27 ABY, a starship
manned by Dark Jedi crashed there. The Killiks rescued the survivors and absorbed them into the Killik hive mind. The influence of the Dark Jedi formed the “Dark
Nest.”

Appearances and Examples: Killiks appear in the “Dark Nest” trilogy of novels.

Killik Species Traits:
Ability Score Modifiers: Wis –2, Cha –2
Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery I, Pin and Skill Focus (Climb) as conditional bonus
feats (they must meet the corresponding prerequisites). All the benefits of these feats are lost if the character ever loses more than one limb.
Natural armor: A member of this species gains a +2 armor bonus to its Reflex defense.
Natural weapons: A member of this species may make a claw attack (base damage 1d4 plus Str modifier) instead of an unarmed attack, or as an off-hand attack.
Claw attacks count as light melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons.
Hive mind: All killiks may communicate telepathically with any willing killik within 1,000 miles.
Powerful leaps: A killik may always take 10 on any Jump check.
Animalistic: Killiks gain no proficiency with any weapons or armor, even if their class allows it.
Size: Medium
Speed: 6 squares.
Language: Killik

KITONAK

Kitonaks are pudgy, slow-moving sapients from the harsh Kurdan Desert which covered the planet Kirdo III. Kitonaks are small and
stocky creatures, with two legs ending in large, two-toed feet, and two arms with three-fingered hands. Their skin color varies from off-
white to pinkish Though their fingers are short and fat, they are quite dexterous. Their bodies release a vanilla-like smell. Kitonaks have
tough skin which folds to seal vulnerable openings. They also have some double organs, including two pairs of lungs. Their double lungs
allow them to hold their breath for up to four hours. Their ears, eyes, and mouth seal, and are almost too small for the casual observer to
see. Kitonaks move slowly, as they walk by expanding and contracting their foot muscles, or slither slowly in a prone position. Their
physiology was an adaptation to their life as desert nomads, while their psychology was notable for their extreme patience and calm. Their
strong feet anchor them during windstorms, while they lean into the wind with their aerodynamically shaped bodies and heads. In worse
storms, when rocks fly, they burrow into the dunes. Their sense of smell is also centered in olfactory organs in their feet, allowing them to smell their prey through the
sands without having to worry about the desert winds. They are also noted for their talent as musicians.

Appearances and Examples: Snit, who bore the stage name Droopy McCool, was a member of the Max Rebo Band in Return of the Jedi.

Kitonak Species Traits:
Ability Score Modifiers: -2 Dex, +2 Con, +2 Wis, -2 Cha.
Small-size: See Ewok trait (page 26).
Speed: Kitonak base speed is 4 squares.
Natural Armor: +2 Natural Armor bonus to Reflex Defense.
Slow Reaction: A Kitonak may not add 1/2 his level to initiative unless he is trained in the Initiative skill.
Resistant to Persuasion: A Kitonak recieves a +5 species bonus to Will Defense against Persuasion checks.
Automatic Languages: Kitonese.

Alternate Kitonak Species Traits:
Ability Score Modifiers: Dex -2, Con +2, Wis +2, Cha -2
Size: Small
Speed: 4 squares.
Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense.
Resistant disposition: Members of this species gain a +2 bonus to their Will defense.
Slow reaction: Kitonak receive a -2 penalty on Initiative checks.

KOBOK

The Kobok are yellow-skinned bipedal insectoids with three compound eyes (one of which is on the back of the head). They are natives of the Outer Rim planet
Koboth, but have spread to other worlds in Kobothi Space. The coloration of their carapace depends on from which region of their homeworld they come. Those from
the Kuurok Peninsula have a dark green to black carapace. The spines on their arms are filled with a venom capable of rendering most sentients unconscious. They
also possess venomous claws and a deadly stinger. The governing body of the Kobok was the Koboth Union.

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Appearances and Examples: Koboks appeared in the “Star Wars: Droids” animated television series.

Kobok Species Traits:
Ability Score Modifiers: Str +2, Con –2, Cha –4
Stinger: A kobok that hits with an unarmed attack causes the target to go down 1 step on the Condition Track, in addition to other effects and damage.
Third eye: A kobok cannot be flanked.
Natural weapons: A member of this species may make a claw attack (base damage 1d4 plus Str modifier) instead of an unarmed attack, or as an off-hand attack.
Claw attacks count as light melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons.
Radiation resistance: A kobok gains a +2 bonus to its Fortitude defense vs radiation.
Natural armor: A member of this species gains a +1 armor bonus to its Reflex defense.
Size: Medium
Speed: 6 squares.
Language: Kobok

KOORIVAR

The Koorivar are humanoids with reptilian characteristics, including scales, reptilian skin that varies in many colors ranging from magenta to
mauve and from dark green to black, and a twisting, gracile cranial horn that corkscrews upward from the crown of their head and symbolizes
status in their society. They reside on the world of Kooriva in the Inner Rim, though they are not indigenous to the planet. They may have
originated on Murkhana, one of the Corporate Alliance's main centers of business. They also have colonies on other planets, such as Bomis
Koori IV. During the Clone Wars, the Koorivar were one of the species primarily associated with the Confederacy of Independent Systems and
therefore were deported from and prevented from entering Coruscant. However, this did not stop some of them from remaining on-planet.

Appearances and Examples: Passel Argente was the Magistrate of the Corporate Alliance and a member of the Confederacy of Independent
Systems in the prequel trilogy.

Koorivar Species Traits:
Ability Score Modifiers: -2 Con, +2 Int, +2 Cha.
Medium-size.
Speed: Koorivar base speed is 6 squares.
Stong Willed: A Koorivar recieves a +1 species bonus to Will Defense.
Wealthy: Koorivar characters roll an extra d4 when determining starting credits.
Keen Observer: A Koorivar may choose to reroll any Perception checks to sense deceptions, but the result of the reroll must be accepted even if it is worse.
Automatic Languages: Koorivar.

Alternate Koorivar Species Traits:
Ability Score Modifiers: Con -2, Int +2, Cha +2
Size: Medium
Speed: 6 squares.
Wealthy: Members of this species triple their starting credits.
Negotiator: Members of this species may reroll any Perception checks against Deception; plus they gain a +1 bonus to their Will defense.

KORUNNAI

The only planet in orbit around the star Al'Har, a system at the hub of the hyperspace corridor known as the Gevarno Loop, is the

volcanic jungle world Haruun Kal. This strange planet, still shown on some star charts as Al'Har I, is not the sort of place one would
expect to find any life at all, let alone a thriving culture of nomadic Humans and thousands of offworld settlers. More than three-quarters
of the planet's surface is covered in a thick lower atmosphere called the "cloudsea" that can make the world appear oceanic when
viewed from orbit. The thakiz baw'kal -- literally, "Downstorm" -- that annually blows the upper layers of the cloudsea into the lowlands
around Korunnai has led the Korunnai to evolve a high tolerance to poisons in the atmosphere that are constantly replenished by the
towering, active volcanoes that dot Haruun Kal's crust. The poisonous cloudsea and seasonal storms confine carbon-based life forms
to the volcanic mountaintops and plateaus that pierce the breathable upper atmosphere (Haruun Kal means "above the clouds" in the
language of the native Human nomads). Even there, jungles full of violent fauna and lethal flora make inhabitation by sentients difficult.

The exceptions are the wide, short-lived meadows created by gigantic native herbivores called grassers, six-legged monstrosities that tear down the jungle and leave
grasslands in their wake. The planet's population is divided into the native Korunnai ("Uplanders" in their own tongue), Human offshoots that live in nomadic tribes
called ghôsh, and everyone else. The natives refer to the latter group as "Balawai," or "Downfolk" -- a semiderogative term that refers to all those who live in
settlements, whether Human or any other species. Both Korunnai and Balawai dwell on the planet's major landmass, the Korunnal Highland, for the most part
peacefully. The Downfolk stay in the capital of Pelek Baw, living in a cozy but fairly typical galactic society, while the Korunnai avoid the settlements and follow the
roaming grassers, as they have for thousands of years, something the Balawai are more than happy to let them do. Korunnai nomads are genetically Human in most
every respect, however, each is born Force-sensitive. A popular and quite probably accurate (but unconfirmable) legend holds that the Korunnai are the descendants
of ancient Jedi explorers, marooned millennia ago, who adapted to the hard life on Haruun Kal.

Appearances and Examples: Mace Windu, appearing in all three of the prequel trilogy films, is revealed to be a Korunnai in the Clone Wars novel Shatterpoint.

Korunnai Species Traits:
Ability Score Modifiers: None.

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In lieu of the usual Human bonus feat at first level, Korunnai receive the “Force-sensitive” feat.
Toxin Resistance: +5 species bonus to Fortitude Defense versus gaseous toxins.
Size: Medium. As Medium-sized creatures, Korunnai have no special bonuses or penalties due to size.
Base speed: 6 sq.
Language(s): Korunnai, Speak Basic

KRISH

The Krish are smooth-skinned humanoids are indigenous to the planet Sanza, with wide heads, faces dominated by bony ridges above the eyes and along the nose,
and mouths filled with rows of tiny, pointed teeth. They also have short, wiry hair, and love playing games of any sort. In general, however, they are highly unreliable
when it comes to business matters. A number of Krish under the leadership of Bardron were in charge of the basic operations of the swoopdueling tournaments on
Jervo's World around the time of the Mandalorian Wars.

Appearances and Examples: Lieutenant Ligg Panat was a female Krish serving in Rogue Squadron in the novel Dark Tide I: Onslaught.

Krish Species Traits:
Ability Score Modifiers: +2 Str, -2 Int.
Medium-size.
Speed: Krish base speed is 6 squares.
Easily Distracted: When exposed to a puzzle, riddle, or contest a Krish must spend a Force Point to resist the urge to play. A Krish who does not spend a Force
Point and cannot (or does not) participate in a game of chance suffers a -1 penalty on the condition track which cannot be removed as long as he is exposed to his
distraction.
Expert Gambler: A Krish may choose to reroll any Gambling checks, but the result of the reroll must be accepted even if it is worse.
Bonus Feat: At first level, a Krish may choose Skill Focus for any trained skill as a bonus feat.
Automatic Languages: Krish.

Alternate Krish Species Traits:
Ability Score Modifiers: Str +2, Int -2, Wis -2
Size: Medium
Speed: 6 squares.
Gambling expertise: Krish gain a +5 species bonus on Wisdom checks made to gamble.
Sprint: This ability works exactly as the scout talent of the same name.
Conditional Bonus Feat: Members of this species gain Skill Focus (Jump) as a bonus feat if they are trained in that skill.
Compulsion: members of this species must succeed on a Wisdom check (DC 10) to avoid being distracted from any task longer than 1 minute.

KUBAZ

The Kubaz or Kubazian are an insectivorous species native to the planet Kubindi in the Outer Rim Territories. Their physiology includes
long snouts for sucking insects out of hives, green-black skin, pointed heads growing with black bristles, and two-toed feet. Additionally,
their sensitive eyes have to be covered when on other worlds with yellow or red suns. Kubaz have hand gestures that indicate their
intentions. For example, a palm down indicates agreement. During the Galactic Civil War they shared these and other signals with
military commanders on both sides. Touching the nose, head, or shoulders could indicate intent, direction, and number. Although
relatively new to the Galactic community at the time of the institution of the New Order, the species was already ubiquitous throughout the
Republic during the Clone Wars. Many Kubaz abroad are spies sent to other worlds by their respective hives to learn about other worlds'
politics, cultures, and cuisine (to the Kubaz, this would be native insects). Not recognizing insectoid beings as anything other than a food
source, Kubaz sometimes illegally purchase the bodies and body parts of sentient insectoid species. Spying, however, is not the only
path Kubaz take, but rather they are a highly educated species that appreciated art, music, and literature. They are social beings that focus on mannerism and
refinement and embrace traditions and history of their kind. On Kubindi, the Kubaz hives dwell in underground nests. Each hive is ruled by a queen, after whom the
hive is named. All Kubaz within a hive are descendants of the queen.

Appearances and Examples: Garindan was an Imperial spy on Tatooine in A New Hope.

Kubaz Species Traits:
Ability Score Modifiers: -2 Str, +2 Dex.
Medium-size.
Speed: Kubaz base speed is 6 squares .
Light Sensitivity: A Kubaz who is exposed to light brighter than that of early dawn without protective eyewear is effectively blinded.
Conditional Bonus Feat: A Kubaz with Gather Information as a trained skill gains Skill Focus (Gather Information) as a bonus feat.
Automatic Languages: Kubazi.

Alternate Kubaz Species Traits:
Ability Score Modifiers: Str -2, Dex +2, Int +2
Size: Medium
Speed: 6 squares.
Information network: Members of this species may reroll any Gather Information check, but they must abide by the second result, even if it’s worse than the original.
Conditional Bonus Feat: Members of this species gain Skill Focus (Gather Information) as a bonus feat if they are trained in that skill.

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Light-sensitive: Kubaz are blinded in bright light, unless they wear protective eye googles.

KUSHIBAN

Kushiban are small rabbit-like sentient beings that live on the remote planet of Kushibah in the Outer Rim. Distinguishing features include large eyes, floppy ears,
and a long tail. They are capable of walking on either their hind legs or on all fours, though to move more quickly in a run or a charge, they must run with all four
appendages. On their hind legs they stand at 0.5 meters tall, with an extra 0.3 meters' worth of tail. They are also a species that has a natural affinity to the Force,
though many Force-users often pass by a Kushiban without realizing the inherent Force potential within the small species. While often mistaken for cute pets, they
are actually intelligent beings with a complex culture as well as both a written and spoken language. They have mastered fire (used to frighten away hostile, fire-
fearing xinkras) and use technology. Rather than paws, they have hands with opposable thumbs and feet. As a means of communication, a Kushiban's fur changes
color in correlation to its mood. A Kushiban in a calm, normal state of emotions is white, while a Kushiban in the deepest despair is totally black. Kushibans are
mainly farmers and weavers on their homeworld and are famous for their hand-woven textiles which involve growing silkweed and combining it with fur they brush
from their coats daily and then spinning it with thread. While they tend to stay on Kushibah, the occasional Kushiban is called away by wanderlust or a specific need.

Appearances and Examples: Jedi Master Ikrit was the most famous Kushiban who have strayed from Kushibah, appearing in the Junior Jedi Knights novels.

Kushiban Species Traits:
Ability Score Modifiers: -4 Str, +4 Dex.
Tiny-size: As Tiny creatures, Kushiban gain a +2 size bonus to their Reflex Defense and a +10 size bonus on Stealth checks. However, their lifting and carrying limits
are one half those of Medium characters.
Speed: Kushiban base speed is 4 squares or 6 squares when walking on all fours.
Mood Fur: Kushiban suffer a -5 penalty to Deception against any creature familiar with Kushibans.
Intuitive Initiative: As the Cerean trait (SECR page 24).
Nimble: A Kushiban may use his Acrobatic check modifier insead of his Jump modifier when making Jump checks.
Automatic Languages: Kushiban.

Alternate Kushiban Species Traits:
Ability Score Modifiers: Str -4, Dex +4
Size: Small
Speed: 4 squares.
Quick movements: Members of this species may reroll any Jump checks, Initiative checks, or Acrobatics checks made to escape bonds, but they must abide by the
second result, even if it’s worse than the original.
Mood fur: Kushiban change color according to their mood, which imposes a -5 penalty on Deception checks that require hiding the character’s emotions.

KURTZEN

Kurtzen, the pale, hairless, humanoid natives of the planet Bakura, are the only sentient species native to the planet. Few in number, the nomadic Kurtzen became a
minority when Bakura was settled by Human settlers. At the time of the Battle of Bakura, only two of forty members of the Bakuran Senate were Kurtzen. By 4 ABY,
the Kurtzen natives comprised a mere 5% of the planet’s population. Kurtzen religious beliefs center around a universal “life force” similar to the Force. A multitude
of totems and items called "life trinkets" are central to their faith.

Appearances and Examples: Kurtzen are featured in the novel “Truce at Bakura,” and a Kurtzen named Arrizza is featured in the novel “Force Heretic II: Refugee. “

Kurtzen Species Traits:
Bonus Feat: A kurtzen gains a bonus feat at 1st level.
Trained Skill: A kurtzen may choose an additional trained skill at 1st level.
Strong will: A kurtzen gains a +1 bonus to its Will defense.
Primitive: as the ewok trait.
Size: Medium
Speed: 6 squares.
Languages: Kurtzen & Basic

KWA
The Kwa were bipedal, three-meter tall, cobalt-blue skinned saurians who had the ability to communicate with those whose psychic abilities matched theirs. Kwa
could also run at incredible speeds. They were an ancient species that built the Star Temples on Dathomir. They also built and used the Infinity Gates as a weapon
and as a means of interstellar travel. When their empire was at its height, about 100,000 BBY, they encountered the Gree Empire, leading to border disputes
between them. For some unknown reason, the Kwa later began to lose their influence in galactic politics. They sealed the Infinity Gates and Star Temples, and set
guardians to protect the Temples, giant wuffa worms with thick hides and impressive speed. Though it is unknown what happened to the rest of the Kwa around the
galaxy, the original settlers of Dathomir eventually degenerated into the primitive species later known as the Kwi.

Appearances and Examples: The Kwa first appeared in the “Young Jedi Knights” novel “Shadow Academy,” and appear again in the Dark Horse comic “Infinity’s
End,” in a vision of Quinlan Vos.

Kwa Species Traits:
Ability Score Modifiers: Str +2, Dex –2, Int +2, Wis +2, Cha –2

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Bonus Feat: Kwa gain Force-Sensitive as a bonus feat.
Size: Large (–1 to Reflex Defense, –5 on Stealth checks, +5 on Grapple checks, +5 to Damage Threshold, increased carrying capacity and damage)
Speed: 12 squares.
Language: Kwa
Note: The Kwa became extinct many millennia ago; GM discretion is advised in allowing the Kwa as a PC species.

KWI

The Kwi are the degenerated descendants of Dathomir's first settlers, the saurian Kwa. The Kwi are four-meter-long, bipedal, cobalt-blue-skinned saurians capable
of running at incredible speeds. They lack the capability for speech; however, unlike the Kwa, they possessed a collective memory of their former glory and the
importance of the protection of the ancient Star Temples. In 31 BBY, many Kwi were slaughtered by the Nightsisters during their attempt to access the secrets of the
Infinity Gate. The remaining Kwi disappeared into the deserts and formed tribes including the Blue Desert People and the Blue Mountain People. The Kwi also
migrate every dawn and every dusk.

Appearances and Examples: Kwi first appeared in the novel The Courtship of Princess Leia, and also appeared in the Dark Horse comic Infinity’s End.

Kwi Species Traits:
Ability Score Modifiers: Str +2, Con +2, Int –4, Cha –2
Natural weapons: A member of this species may make a claw attack (base damage 1d6 plus Str modifier) or bite attack (1d8 plus twice Str modifier) instead of an
unarmed attack, or as an off-hand attack. Claw attacks count as Small melee weapons, while bite attacks count as Medium melee weapojns. A character can apply
Weapon Focus (and derived talents) to its own natural weapons.
Animalistic: Kwi gain no proficiency with any weapons or armor, even if their class allows it. Furthermore, Kwi are unable to talk, though some exceptional individuals
are able to understand basic or even other languages.
Size: Large (–1 to Reflex Defense, –5 on Stealth checks, +5 on Grapple checks, +5 to Damage Threshold, increased carrying capacity and damage)
Speed: 12 squares.
Language: None

--L--

LAFRARIAN

The Lafrarians are sapient, gray-skinned, avian humanoids indigenous to the planet Lafra, a planet in the Orus Sector of the Inner Rim with a variety of terrains.
Lafrarians build their homes in high, inaccessible locations on the planet (such as treetops or high mountain sides). Lafrarians were once flyers, though they lost this
ability over eons of evolutionary change. Consequently, nearly everyone on the world owns a flying conveyance, with few land or water transports seeing use.

Appearances and Examples: Lafrarians appeared in the novel Han Solo at Star’s End.

Lafrarian Species Traits
+2 DEX, -2 STR
Expert Climbers: A Lafrarian may choose to take 10 on Climb checks even when distracted or threatened.
Bird's Eye: A Lafrarian may reroll sight-based Perception checks but must accept the result of the reroll even if it is worse.
Conditional Bonus Feat: A Lafrarian trained in Pilot receives Skill Focus (Pilot) as a Bonus Feat.
Size: Medium
Speed: 6 squares.
Languages: Lafrarian, Basic

LANNIK

Lannik are short, bipedal humanoids with droopy, long ears and pink skin. Their homeworld is Lannik. They are known for their bellicose
society, and are seen to be fearless and sometimes hotheaded and arrogant. More often than not, Lannik keep clear heads in combat, and
can deduce a solution to many dangerous situations. They are governed by the Lannik High Court. Their homeworld was first discovered by
a group of Human and Duros explorers, who brought high technology to Lannik. The natives' exposure to this technology split Lannik society
into factions, each with its own thoughts on how to integrate that technology into their society. Conflicts raged on Lannik, forcing the
intervention of several criminal groups, and finally, the Galactic Republic itself, which restricted the amount of technology exported to the
planet. This did not go as planned, serving only to increase the amount of technology on Lannik, and also entrenched crime syndicates on the
planet. This led to the rise of the terrorist group known as the Red Iaro. By the time of the Galactic Empire, Lannik were rarely seen offworld.

Appearances and Examples: Jedi Master Even Piell appeared on the Jedi Council in The Phantom Menace and Attack of the Clones.

Lannik Species Traits:
Ability Score Modifiers: +2 Dex, -2 Cha.
Small-size: See Ewok trait (page 26).
Speed: Lannik base speed is 4 squares.
Fearless: Lannik gain a +5 species bonus to Will Defense against fear effects and Intimidate checks. This bonus stacks with the Lannik’s Strong Willed trait.

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Stong Willed: A Lannik recieves a +2 species bonus to Will Defense.
Automatic Languages: Basic, Lannik.

Alternate Lannik Species Traits:
Ability Score Modifiers: Dex +2, Wis -2, Cha -2
Size: Small
Speed: 4 squares.
Fearless: Members of this species gain a +2 bonus to their Will defense, which increases to a +5 bonus against fear effects.

LEFFINGITE

Leffingites are a bovine, bipedal, sapient species hailing from the planet Almak. They are characterized by broad noses with large
nostrils, small tusk-like teeth protruding from their bottom jaw, and horn-like protrusions above their lidded eyed. Their large, cartilaginous
ears virtually funnel sound waves to their auditory receptors, providing them with slightly improved hearing.

Appearances and Examples: Magaloof, appeared in “Attack of the Clones,” flying an airspeeder.

Leffingite Species Traits:
Con +2, Int -2, Wis –2
Natural weapon: A leffingite may make a gore attack with its horns (damage 1d4 plus the character’s Str modifier) instead of an unarmed attack, or as an off-hand
attack. A leffingite’s horn attacks count as one-handed melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons.
Large ears: A leffingite may reroll any Perception check made to listen, but he must keep the second result.
Speed: 6 squares.
Size: Medium.
Languages: Leffingite & Basic.

LEPI

The Lepus carnivorus, more commonly known as Lepi, are a species of rabbit, ranging in color from green to dark blue. Their most distinctive features are long ears
and feet and buck teeth. Native to the planet Coachelle Prime near the Centrality, their high reproductive rate forced them to colonize the entire star system to avoid
overcrowding. The Lepus carnivorus are typically gregarious individuals, although prone to bursts of anger if their family or species is insulted. Lepi are constantly in
motion and are known for their speed.

Appearances and Examples: The smuggler Jaxxon, defended a village on Aduba-3 alongside Han Solo in the Marvel Comics Star Wars 8: Eight for Aduba-3.

Lepi Species Traits:
Ability Score Modifiers: -2 Str, +2 Dex.
Medium-size.
Speed: Lepi base speed is 6 squares .
Expert Jumper: A Lepi may choose to reroll any Jump checks, keeping the better result.
Conditional Bonus Feat: A Lepi with Perception as a trained skill gains Skill Focus (Perception) as a bonus feat.
Bonus Feat: A Lepi gains the benefits of Weapon Finesse when using his unarmed attacks.
Automatic Languages: Lepi.

Alternate Lepi Species Traits:
Ability Score Modifiers: Str -2, Dex +2
Size: Medium
Speed: 6 squares.
Conditional Bonus Feat: By training on using their large feet as natural weapons, members of this species gain Martial Arts II as a bonus feat if they meet the
corresponding prerequisites.
Natural leaper: Members of this species may always take 10 on Jump checks.
Acute hearing: Members of this species may reroll any Perception checks to perceive sounds, but they must abide by the second result, even if it’s worse than the
original.

LORRDIAN

Lorrdians, a Human culture from the planet Lorrd in the Kanz Sector, were genetically identical to all other baseline Humans. However,
because their unique culture and history set them apart from other Humans, they were sometimes classed as Near-Humans. During the
Kanz Disorders (3,970–3,670 BBY), the Lorrdians were enslaved by the Argazdan rebels who had broken away from the rule of the Galactic
Republic. During the turmoil that followed, the Lorrdians were forbidden by their masters from communicating with each other. The Lorrdians
were forced to develop a system of subtle gestures, facial expressions, and body postures to talk to each other. Beginning as a simple battle
tongue used to co-ordinate guerrilla groups, this eventually became a sophisticated language they called "kinetic communication." They also
learned how to interpret the body language of others to determine their emotional state and intentions with uncanny accuracy. Lorrdians also
became among the galaxy's best mimics, able to imitate a wide variety of mannerisms and voices (even those of many non-Humans). After
three centuries and the loss of over 500 million Lorrdian lives, the Kanz Disorders finally ended. The newly freed Lorrdians continued to pass

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their knowledge of kinetic communication down to each generation. Lorrdians became famous for these special abilities. They also vowed never to let the galaxy
forget the lessons of the Kanz Disorders, often becoming outspoken anti-slavery critics and activists. Lorrdians show all the same traits and variations that other
baseline humans do. They are a passionate and justice minded people who hate slavery and tyranny due to their tragic past. They are rugged individualists who
value personal freedom and personal expression. Lorrdian activists will often devote themselves to fighting for a cause singlemindedly, devoting their entire lives to it.
Lorrdians can be found anywhere the fight against slavery is going on. They are fiercely opposed to tyranny of any kind, and so many can be found among the Rebel
Alliance or other groups of freedom fighters or activists. With their perceptive abilities and devotion to protecting and freeing the subjugated, many Lorrdians became
Jedi.

Appearances and Examples: Nee Alavar was a Lorrdian senator from the Kanz sector in Revenge of the Sith.

Lorrdian Species Traits:
Ability Score Modifiers: +2 Wisdom, Lorrdians are highly perceptive and rarely miss subtleties around them.
Medium Size: As Medium creatures Lorrdians receive no bonuses or penalties due to their size.
Speed: Lorrdian base speed is 6 squares.
Highly Perceptive: All Lorrdians are trained in the Perception skill.
Body Reading: Lorrdians can read an uncanny amount of information off of a person just by observing them briefly. This ability has led to the rumor that Lorrdians
can read minds.
As a free action a Lorrdian may make a Perception check against a target's Will Defense. If successful, the Lorrdian may discover the target's attitude toward him or
her, as well as the target's general emotional state. The target cannot detect this check.
Kinetic Communication: If two Lorrdians can see each other clearly (no penalties due to concealment or distance), they can communicate silently and undetectably.
Perceptive Mimics: A Lorrdian may use their Perception skill in place of their Deception skill when attempting to create a deceptive appearance to create a disguise
(see the Deception skill pg. 64 SWSE).

LURMEN

Lurmen are short, bipedal primates with long tails and black-and-white markings native to the natural crystalline towers that dominated the
surface of Mygeeto. Despite their prosperity, the lurmen were enslaved by the InterGalactic Banking Clan when it took over Mygeeto. Many
lurmen left Mygeeto and settled on unexplored territories. Most Lurmen are pacifistic by nature and refuse to fight or run even in the face of
death. They often hide rather than fight and carry no weapons other than farming tools or ropes. Lurmen who do fight never kill or destroy an
enemy, although they will let others kill or destroy a trapped enemy.

Appearances and Examples: Tee Watt Kaa was the leader of the Lurmen on the planet Maridun in the Star Wars: The Clone Wars episode
"Jedi Crash."

Lurmen Species Traits:
Ability Score Modifiers: +2 Dex, +2 Wis, -2 Str.
Small-size: As Small creatures, Lurmen gain +1 size bonus to Reflex Defense and +5 bonus to Stealth checks. However their carrying limits are three-quarters those
of medium characters.
Speed: Lurman base speed is 4 squares.
Roll: For speedy movement, Lurmen could curl into a wheel-shape and roll along the ground. A Lurmen may double his speed for the purposes of Running.
Primitive: A Lurmen does not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at first level, even if their class normally grants them.
Bonus Feat: Lurmen have endured harsh climates and inhospitable worlds. A Lurman with Endurance as a trained skill gain Skill Focus (Endurance) as a bonus feat.
Additionally, the Climb and Survival skills are always class skills for Lurmen.
Automatic Languages: Lurmen and Basic.

LURRIAN

The Lurrians are small, humanoid herbivores with thick, white fur and large green-blue eyes from the planet Lur in the Outer Rim Territories. The soles of their feet
are thick, calloused pads. The Lurrians are adept at the disciplines of bioengineering and genetics, creating many animals including the Asgnat and Grebnar. They
were one of the species enslaved by the Galactic Empire.

Appearances and Examples: Early in his career, Han Solo freed a shipment of Lurrians he had unknowingly been hired to transport by slave traders Magg and Zlarb
in the novel Han Solo’s Revenge.

Lurrian Species Traits:
Ability Score Modifiers: +2 INT, -2 STR
Small Size: +1 to Ref Defense, +5 to Stealth, 3/4 Carrying Capacity
Speed: 4 squares
Survival Instinct: A Lurrian may reroll any Survival check, but the result of the second roll must be accepted even if it is worse.
Conditional Bonus Feat: A Lurrian trained in Knowledge (Life Sciences) gains Skill Focus (Knowledge [Life Sciences]) as a bonus feat.
Tough: Lurrians are hardy creatures and gain a +1 to their Fort Defense
Genetic Insight: Due to their extensive knowledge of bioengineering and genetics, once per encounter, a Lurrian may add a +5 insight bonus to a Treat Injury check.
Languages: Lurrian, Basic

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LUTRILLIAN

Hailing from the planet Lutrillia, in the perilous “Lutrillian Cross” of the Nothoiin Hyperspace Corridor, where many ships mysteriously
disappear (presumably from gravitational anomalies), Lutrillians are humanoids whose large faces are dominated by wide-set eyes and
fuzzy jowls. They have small ears and a wide, flat nose. Lutrillians are shrewd nomads who roam their planet in gigantic, wheeled cities
that strip food, water and ore from the land before relocating. Although known for being greedy, adventurous risk-takers with little respect for
or understanding of others’ personal space, Lutrillians are an amiable lot and excellent bargainers, earning them positions as merchants or
government functionaries on other worlds. There are many Lutrillians on Bespin. Their language is an inelegant one, characterized by
snorts and monosyllabic grunts.

Appearances and Examples: The Lutrillian Clone Wars veteran Solomahal can be seen in the Cantina scene in “A New Hope,” and the
Lutrillian travel agent Treva Horme can be spotted in Cloud City in “The Empire Strikes Back.”

Lutrillian Species Traits:
Ability Score Modifiers: None
Survivalist: Lutrillians may reroll any Survival check, but they must take the second check result. When in an arid climate or desert environment, a Lutrillian may take
10 in any Survival check, even when rushed or threatened.
Low-light vision: As per the SECR.
Size: Medium.
Speed: 6 squares.
Languages: Lutrillian & Basic

--M--

MAKURTH

The Makurth are bipedal saurians, covered in green scales and native to Moltok, a planet of rainforests and volcanoes in the Atrivis sector of the Outer Rim
Territories, which is also home to the Ho’Din. Makurth typically possess four horns on their heads; two curled downwards from the top of their skull, while two curled
upwards from the sides of the cranium. They are nocturnal carnivores with savage-looking teeth. Makurth can produce a terrifying scream, which they utter before
entering combat, and they are prone to snorting and flaring their nostrils in order to intimidate opponents. Makurth often work as bodyguards in the criminal
underworld.

Appearances and Examples: Fohargh was a Sith Apprentice trained on Korriban in the novel Darth Bane: Path of Destruction.

Makurth Species Traits:
Ability Score Modifiers: +2 Dexterity, -2 Strength.
Medium-size.
Speed: Makurth base speed is 6 squares.
Cold Blooded: Makurth suffer a -5 penalty to Fortitude Defense against the effects of extreme cold.
Darkvision: Makurth ignore concealment (including total concealment) from darkness.
Natural Weapon: A Makurth’s horns can be used to gore prey dealing 1d6 plus one-half the character’s level in piercing damage.
Skills: Makurth may reroll any Persuasion check made to intimidate others, in account for their savage visage. They may also reroll any Jump check, thanks to their
strong legs. The result of these rerolls must be accepted, even if it is worse.
Languages: Malkurth and Basic.

MEERIAN

Meerians are a race of short, silver-haired Near-Humans from the planet Bandomeer. As a people, the Meerians are a slow, deliberate race with a primitive society
that was unprepared to deal with the Galactic Republic survey teams that first encountered them. While the Republic recognized the Meerians as a people and as the
true owners of Bandomeer's resources, the Meerians were never given full control of the mining operations which were established on the planet. Instead, the
Meerians merely shared in the profits. The Meerians evolved over time with adaptations to the smoggy conditions brought on by excessive mining operations. Their
noses and lungs worked together to filter out particulate matter and certain toxic chemicals. The hair of a Meerian individual was actually formed from metallic
elements.

Appearances and Examples: RonTha was a Meerian who took Obi-Wan Kenobi on a tour of the Agri Corps building in the Young Readers novel Jedi Apprentice:
The Dark Rival.

Meerian Species Traits:
Ability Score Modifiers: Dex –2, Con +2
Natural resistance: Members of this species gain a +2 racial bonus to their Fortitude defense; this bonus increases to +5 against all poisons and air-related hazards
(such as a toxic atmosphere).
Conditional bonus feat: A meerian trained in Endurance gains Skill Focus (Endurance) as a bonus feat.
Speed: 4 squares.
Size: Small (+1 to Reflex defense, +5 on Stealth checks, –5 on grapple checks, reduced damage and weight allowance).
Languages: Meerian, Basic

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Alternate Meerian Species Traits (by “Anzat”)
Ability Score Modifiers: +2 Constitution, -2 Dextirety.
Poison Resistance: Meerians gain a +5 species bonus on Fortitude Defense to resist the effects of any Poison.
Size: Small (+1 to Reflex defense, +5 on Stealth checks, –5 on grapple checks, reduced damage and weight allowance).

Speed: Meerian base speed is 4 squares.
Automatic Languages: Meerian.

MELODIE

Melodies are a humanoid water-based species native to Yavin 8, with the upper body of a human and the lower body of a fish. The species lives deep within the
purple mountains of their homeworld. Melodies hatch from eggs and start life on land. These young Melodies live around the underground freshwater lakes deep
within the caverns and inlets of the moon's equatorial mountain ranges until the age of 20, when they complete the change into adulthood, assuming the title of Elder
in an event called the Changing Ceremony. To begin their transformation from land-dweller to water-breather, young Melodies, or Changelings, are taken down a
shallow cove, the only relatively safe haven for them from numerous predators, including the bird-like avrils, the rodent-like raiths, the serpentine reels and the
spidery purellas. The cove is covered in a blue-green algae which creates oxygen through photosynthesis for the Changelings to breathe. This transformation can
take weeks, making the Changelings vulnerable to attacks from Yavin 8's predators. There, they are guarded by their fellow Melodies who had not changed. During
the ceremony, a Changeling's legs grow together into a single finned tail, and the Melodie grows gills for breathing underwater. When the transformation from
Changeling to Elder is complete, the Melodie retreats to deep underground lakes within the mountains where they live the rest of their adult lives. Elders are able to
surface for limited amounts of time to communicate with their young. However, this did not apply to the oldest Melodies, who were not able to surface at all. Prior to
the Changing Ceremony, young Melodies care for the infant Melodies by grinding the trico plant into an edible paste until the infants are old enough to eat the silver-
backed fish that live in the pools within the mountain.

Appearances and Examples: In the “Junior Jedi Knights” series of novels, a Force-sensitive Melodie named Lyric studied at Luke Skywalker’s Jedi Praxeum in 22
ABY. In the novels “Edge of Victory I: Conquest,” “Star by Star” and “The Unifying Force,” the Yuuzhan Vong conquiered the moon and unleashed deadly Jedi-
hunting Voxyn, which claimed Lyric’s life.

Melodie Species Traits:
Str –2, Wis +2, Cha +2
Charm: A Melodie may reroll any Persuasion check, but must keep the second result.
Amphibious: A melodie can't drown in water
Hold breath: A melodie cannot breath air out of the water, but may “hold breath” (when out of the water) for a number of minutes equal to its Constitution score x3.
Expert swimmer: A Melodie may take 10 on any Swim checks, even when rushed or threatened, and may reroll any Swim check, but must keep the second check
result.
Primitive: as the ewok trait.
Size: Medium
Speed: 6 squares.
Language: Melodie
Note: the stats above are for the adult form of a melodie. Young adult and younger melodies resemble humans physically, and they don’t have the amphibious, hold
breath or expert swimmer ability.

MENAHUUN

The Menahuun are a race of arboreal, furred lemuroids formerly believed by the xenoscientists of the Old Republic to have been rendered extinct by offworlder
hunters. The planet Lamaredd was discovered by the crew of a starship dispatched by Outer Rim Oreworks, which had to crash-land on the planet. The survivors of

the crash, led by Hugo Bartyn, eventually prospered in their settlement of Bartyn's Landing, and began to consider the Menahuun as pests and nuisances. Many
Menahuun were killed for sport, and those that managed to escape the predation fled into the wilderness. Their once-peaceful existence shattered, the Menahuun
began building up their collective strength, hoping one day to take back their homeworld from the settlers. During the 500 years leading up to the Battle of Yavin, their
civilization had decayed into a competitive tribal society which came as a result of their struggle for survival. The Menahuun chose to re-emerge shortly after the
Battle of Naboo after chafing under the predations of Guther Bartyn. The average Menahuun stands just over a meter in height. Their bodies are covered with wiry
fur. Their long limbs and hands with opposable digits allow the Menahuun to move swiftly through the trees.
Appearances and Examples: Eeytch (a/k/a Eeycht) was a Shaman of the Hua'Bal outpost beneath Mount Hugo during the years surrounding the Battle of Naboo in
Issue 7 of Star Wars Gamer magazine.

Menahuun Species Traits:
Ability Score Modifiers: -2 Str, +2 Dex, -2 Con, +2 Wis, -2 Cha.
Small-size: See Ewok trait (page 26).
Speed: Menahuun base speed is 4 squares.
Primitive: See Gamorrean trait (SECR page 26).
Expert Climber: See Sullustan trait (SECR page 31).
Conditional Bonus Feat: A Menahuun with Perception as a trained skill gains Skill Focus (Perception) as a bonus feat.

Automatic Languages: Menahu.

Alternate Menahuun Species Traits:
Ability Score Modifiers: Str -2, Dex +2, Wis +2, Cha -2
Size: Small

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Speed: 4 squares.
Alert: Members of this species gain a +1 species bonus to their Reflex defense, and they may reroll any Perception checks to avoid being surprised or flat-footed, but
they must abide by the second result, even if it’s worse than the original..
Environmental adaptation: Members of this species may always take 10 on survival checks when in forest terrain.
Natural climber: Members of this species may always take 10 on Climb checks.
Primitive: members of this species do not gain Weapon Proficiency (pistols, rifles or heavy weapons) as starting feats at 1st level, even if their class normally grants
them.

MERI

The Meris were a tall humanoid race with dark blue skin, similar to (and native to the same planet as) the Teltiors. distinguishing features include a strongly
pronounced eyebrow ridge, a slightly conical ridge o the top of their head, webbed hands with an opposable thumb and finger, inward spiralling cartilage in the ear
and several thick folds of skin around the neck.

Appearances and Examples: Honn Dangel was a Meri meteorologist working in Cloud City in the West End Games roleplaying supplement Galaxy Guide 2: Yavin
and Bespin.

Meri Species Traits:
Ability Score Modifiers: +2 CON, -2 WIS
Conditional bonus feat: A Meris trained in Stealth gains Skill Focus (Stealth) as a bonus feat.
Pack Mentality: If a Meris is performing Aid Another with comrades of the same species or of the Teltior species, the bonus becomes +3 instead of the normal +2.
This extra bonus does not apply if the Meris is performing Aid Another with a member of a species other than Meris or Teltior.
Size: Medium
Speed: 6 squares
Languages: Meris, Teltior, Basic

MIMBANITE

Like their fellow denizens of Mimban, also known as Circarpous IV, Mimbanites are humanoids with short fur, but are smaller and less robust. Unlike the gray-furred
Coway, Mimbanite fur is green, hence the derogatory epithet “Greenies.” (Not to be confused with the same off-world epithet applied toward Rodians.) Unwilling or
unable to retreat to caves deep in the swamplands like the Coway, when the Galactic Empire set up their mining operations, Mimbanites were reduced to scavenging
garbage heaps and begging for alcohol. This once proud race was held in contempt by the Imperial troops and miners. The term Mimbanite also applied to a
species of semi-sentient hairy quadrupeds who also evolved on the planet.

Appearances and Examples: Mimbanites appear in the 1978 “Adventures of Luke Skywalker” novel “Splinters of the Mind’s Eye.”

Mimbanite Species Traits:
Con +2, Wis –2, Cha –2
Survivalist: A mimbanite may reroll any Survival check, but he must keep the second result. When in urban settlements, mimbanites may take 10 on any Survival
check, even when rushed or threatened.
Darkvision: as described in the SECR.
Poison resistant: A mimbanite gains a +5 bonus to his Fort defense vs ingested poisons.
Primitive: as the ewok trait.
Addiction: A mimbanite must succed on a Wisdom check (CD 10) to refuse when offered alcoholic beverages.
Size: Medium
Speed: 6 squares.
Language: Mimbanite & Basic

MIRIALAN

Mirialans are near-Humans from the planet Mirial with bright blue eyes and olive-colored skin, that of males being generally darker than
that of females. Mirialans are religious and practice a primitive understanding of the Force, believing each individual's actions to
contribute to his or her destiny. Mirialans place unique tattoos on their face and hands to signify completion of a certain test or task. The
number of tattoos often indicates the maturity of a Mirilian. Female Mirialans often wear elaborate headdresses and long, flowing robes.

Appearances and Examples: Jedi Master Luminara Unduli and her student Barriss Offee appeared in “Attack of the Clones.” Luminara
Unduli also appeared in “Revenge of the Sith.”

Mirialan Species Traits:
Ability Score Modifiers: None
Speed: 6 squares.
Size: Medium.
Bonus Feat: Mirialans gain Force Sensitive as a bonus feat.
Cold adaptation: Mirialans may take 10 on any Survival check made in cold environments.
Language: Mirialan, Basic

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MORSEERIAN

The Morseerians are four-arms methane breathers whose bodies are covered in semitransparent skin showing the underlying internal
organs. The exception is their elongated head, which features large, black eyes, a small nose, and a thin, triangle-shaped mouth. When
found on planets with an oxygen-rich atmosphere, Morseerians wear full environment suits and breath masks that provided the methane they
need to survive. They usually fly ships that support methane environments and employ crew members who could survive in such conditions.
Little is known about their history or culture except that they are a reserved and secretive people who have several colonies—including the
world Morseer, for which they are named. The Morseerians were clients of the Drackmarians of the Quelii sector; after that species was
defeated by the Galactic Empire, Morseer came under the dominion of the Empire. During the Galactic Civil War, Imperial investigations into
the location of the species' homeworld drove many members of the species to secretly support the Alliance to Restore the Republic.

Appearances and Examples: Nabrun Leids appeared in the cantina in A New Hope.

Morseerian Species Traits:
Ability Score Modifiers: None.
Medium-size.
Speed: Morseerian base speed is 6 squares .
Extra Limbs: A Morseerian has four hands. These hands may be used to manipulate equipment or wield weapons, and provide a +2 bonus to grapple checks.
However, a Morseerian cannot attack with more than one weapon in a single round unless he possesses a feat or talent that would otherwise allow him to do so.
Special Equipment: As the Kel Dor trait (SECR page 28).
Automatic Languages: Morseerian.

Alternate Morseerian Species Traits:
Ability Score Modifiers: None
Size: Medium
Speed: 6 squares.
Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery I, Pin and Skill Focus (Climb) as conditional bonus
feats (they must meet the corresponding prerequisites). All the benefits of these feats are lost if the Character ever loses more than one limb.
Conditional Bonus Feat: Members of this species gain Skill Focus (Gather Information) as a bonus feat if they are trained in that skill, and they gain Dual Weapon
Mastery II as a bonus feat if they fulfil the prerequisites.
Life support required: Morseerians require special breathers when in any atmosphere other than that of their native planet; otherwise they begin to suffocate (see the
kel dor entry in the SECR).

MRLSSI

Mrlssi or Mrlssti of Mrlsst in the Tapani Sector are flightless avian humanoids, less than one meter tall on average. Their bodies are covered in gray feathers, while
their head was bare except for a fringe of feathers covering the back of their head. A young Mrlssi’s head feathers are brown, but become more colorful with age.
Not to be confused with the Mrissi of Mrisst, in the GaTir system, also a small, scholarly race of flightless birds, the Mrlssi are a species renowned throughout the
sector as scholars and scientists. When their civilization was first developing, Mrlsst was geologically unstable. Mrlssi found that while possessions and buildings
were impermanent, knowledge could not be lost. Millennia later, once their continents had stabilized, this tradition continued. Though the Mrlssi still had not
developed space travel when Galactic Republic and Tapani scouts made contact with them circa 7,000 BBY, they quickly caught up to the rest of the galaxy by
reverse-engineering hyperdrives and modern computers. By the time of the Galactic Empire, Mrlssi universities were among the finest in the Tapani Sector,
attracting students of all species.

Appearances and Examples: Dee Savyest, Noss Prisht and Gyr Keela appeared in the Dark Horse Comics issue X-wing Rogue Squadron: The Phantom Affair.

Mrlssi Species Traits:
Ability Score Modifiers: -4 Str, -2 Con, +4 Int, +2 Wis, +2 Cha.
Small-size: See Ewok trait (page 26).
Speed: Mrlssi base speed is 4 squares.
Natural Weapons: Claw- 1d4 slashing.
Heightened Awareness: As Rodian trait (SECR page 30).
Automatic Languages: Mrlsstese.

Alternate Mrlssi Species Traits:
Ability Score Modifiers: Str -4, Dex +2, Con -2, Int +4, Wis +2, Cha +2
Size: Small
Speed: 4 squares.
Natural weapon: Members of this species may make a claw attack (damage 1d4 plus the character’s Str modifier) instead of an unarmed attack, or as an off-hand
attack. Claw attacks count as light melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons.
Conditional Bonus Feat: Members of this species gain Skill Focus (Perception) as a bonus feat if they are trained in that skill.
Exceptional eyesight: Members of this species may reroll any Perception check requiring visual perception; they may keep the best of the two results.

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MUSTAFARIAN

Mustafarians are the native sentient species of the volcanic planet Mustafar. They are divided into two subspecies: the taller, thinner
northern subspecies, and a smaller, stockier, and hardier southern subspecies. Mustafarians evolved from extremophilic arthropods
whose natural habitat was the slightly cooler hollows and caves inside Mustafar's dormant volcanoes. Mustafarians typically ride
Mustafarian lava fleas as a means of conveyance and fashion armor from the fleas’ exoskeleton to protect themselves from the hotter
lava flows on the surface. Even without lava flea armor, Mustafarian skin is tough enough to resist standard blaster bolts.
Mustafarians use weapons which fire bolts of kinetic force. Mustafarians have a highly symbolic culture. Their architecture is based
on the shape of the kahel cave fungus. They also practice a test-of-manhood ritual requiring younglings to jump a lavafall on a lava
flea without protective clothing. Aside from a three-hundred year old trade treaty with the Techno Union, which provided technology
through trade that allowed the Mustafarians to survive even the harshest conditions on their homeworld in exchange for their
employment as lava miners for the Techno Union, Mustafarians were generally unconcerned about off-world affairs.

Appearances and Examples: In “Revenge of the Sith,” several Mustafarian lava miners are shown riding harvesting platforms skimming over the active flows,
extracting lava with large, pole-mounted cauldrons, extracting minerals from lava streams for the Techno Union.

Mustafarian Species Traits:
Ability Score Modifiers: Con +2, Wis –2, Cha –2
Speed: 6 squares.
Size: Medium.
Natural armor: A mustafarian gains a +2 natural armor bonus to its Reflex defense.
Exotic weapon: A mustafarian with Weapon Proficiency (pistols) or Weapon Proficiency (rifles) is considered proficient in the kinetic bolt gun (see below) as well.
Heat resistance: Mustafarians gain a +5 racial bonus to their Fortitude defense against heat effects, plus they have damage reduction 10 against fire and heat-based
attacks.

Mustafarian kinetic bolt gun
Exotic ranged weapon (Small)
Availability: Licensed, Rare
Cost: 1200
Damage: 3d6 (stun capable)
Range: as pistol
Rate of Fire: S
Weight: 2 kg
Type: E
Special abilities: ignores all kinds of damage reduction

MUUN

Muuns are tall, gaunt humanoids with elongated heads and hail from the mineral-rich planet of Muunilinst, which was also the headquarters
of the InterGalactic Banking Clan, the largest banking organization in the galaxy. Muuns are known throughout the galaxy for their excellent
financial and mathematical skills, and, seeking economic stability, the Empire left Muuns exempted from their wide-spread non-human
persecution, in order to utilize Muuns and their economic finesse.

Appearances and Examples: San Hill was the Muun Chairman of the InterGalactic Banking Clan in Attack of the Clones and Revenge of the
Sith.

Muun Species Traits:
Ability Score Modifiers: -2 Str, +4 Int
Medium-size.
Speed: Muun base speed is 6 squares .
Expert Haggler: A Muun may choose to reroll any Persuasion check made to haggle over price, but the result of the reroll must be accepted even if it is worse.
Conditional Bonus Feat: A Muun with Knowledge (bureaucracy) as a trained skill gains Skill Focus (Knowledge [bureaucracy]) as a bonus feat.
Automatic Languages: Muun.

Alternate Muun Species Traits:
Ability Score Modifiers: Str -2, Int +4
Size: Medium
Speed: 6 squares.
Wealthy: Members of this race triple their starting credits.
Conditional Bonus Feat: Members of this species gain Skill Focus in Knowledge (bureaucracy) as a bonus feat if they are trained in that skill.
Expert negotiator: Members of this species may reroll any Persuasion check made to haggle, but they must abide by the second result, even if it’s worse than the
original.

MYNEYRSH

Myneyrshi are tall, thin bipedal humanoids with two upper torsos, positioned with one on top of the other. Each torso sports a pair of long, muscular arms. Myneyrshi

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have one primary hand, three off hands and small feet with several large toes. Myneyrshi have upward-pointing ears, which they often pierced with dangling
earrings. Myneyrshi have a short, downward-pointing snout. Averaging at almost two meters tall, Myneyrshi are covered in a layer of smooth, crystalline blue flesh,
which makes them look as if they are made of glass. The skin acts as a sort of armor to arrows, spears and knives and may have resulted from a chemical reaction
to the moisture and oxygen in the air. Myneyrshi usually hve long, dark hair, sometimes tied back into a ponytail.

Appearances and Examples: Txer was the leader of the Free People of Wayland who were fighting the Yuuzhan Vong in the six-part story “Emissary of the Void”
printed in Star Wars Gamer magazine, issues 8-10, and Star Wars Insider magazine, issues 62-64.

Myneryrsh Species Traits:
Ability Score Modifiers: -2 Int, +2 Wis.
Medium-size.
Speed: Myneyrsh base speed is 6 squares .
Natural Armor: +2 Natural Armor bonus to Reflex Defense.
Extra Limbs: A Myneyrsh has four hands. These hands may be used to manipulate equipment or wield weapons, and provide a +2 bonus to grapple checks.
However, a Myneysrh cannot attack with more than one weapon in a single round unless he posses a feat or talent that allows him to do so.
Primitive: See Gamorrean trait (SECR page 26).
Sneaky: See Ewok trait (SECR page 27).
Technophobic: As Yuuzhan Vong trait (SECR page 285).
Conditional Bonus Feat: A Myneyrsh with Perception as a trained skill gains Skill Focus (Perception) as a bonus feat.
Automatic Languages: Myneyrsh, Psadan.

Alternate Myneyrsh Species Traits:
Ability Score Modifiers: Int -2, Wis +2
Size: Medium
Speed: 6 squares.
Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery I, Pin and Skill Focus (Climb) as conditional bonus
feats (they must meet the corresponding prerequisites). All the benefits of these feats are lost if the Character ever loses more than one limb.
Alert senses: Members of this species may reroll any Perception check made to sense living targets, but they must keep the second result, even if it’s worse than the
first one.
Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense.
Technophobe: a myneyrsh suffers a -5 penalty on all checks involving the use of blaster pistols, blaster rifles, heavy weapons, computers or vehicles.
Primitive: members of this species do not gain Weapon Proficiency (pistols, rifles or heavy weapons) as starting feats at 1st level, even if their class normally grants
them.

--N--

NAUTOLAN (official Wizards of the Coast stats from the Dawn of Defiance Rewards Card)

Nautolans, sometimes referred to as Nautiloids, are an amphibious humanoid species with low light vision and excellent swimming skills.
They stand, on average, 1.8 meters tall; have smooth green, blue, or brown skin; fourteen tentacles on the back of their head; and large,
lidless, black eyes. Nautolans also possess exceptional olfactory and pheromone sensing skills, enhanced by their head-tentacles.
These tendrils are used to detect the emotional state of another being, but are most effective underwater. Within Nautolan culture, the
ability to sense pheromone changes is an essential part of the communication process. Nautolans hail from the watery planet Glee
Anselm. Although they have established settlements across their aquatic homeworld, most Nautolan civilization is centered in and
around the Sabilon region. Like their sense of smell, the Nautolan language is also designed for use underwater and not fully
pronounceable in a gaseous atmosphere. Because of the loss in linguistic detail, most Nautolans chose to speak Anselminan or
Galactic Basic when traveling offworld. In addition, Nautolans used other communicative cues when submerged, such as reading the
swirls in other Nautolans' large black eyes.

Appearances and Examples: Jedi Master Kit Fisto appears “Attack of the Clones” and “Revenge of the Sith.”

Nautolan Species Traits:
+2 Con, -2 Int, -2 Wis
Rubbery Skin: A Nautolan’s Rubbery Hide provides a DR 2.
Breathe Underwater: See Mon Calamari trait (SECR page 29).
Expert Swimmer: A Nautolan may take 10 on any Swim checks, even when rushed or threatened, and may also reroll any Swim check, but must keep the second
check result.
Low-light vision: As per the SECR.
Pheromonal Sensor: Nautolans may choose to reroll any Perception check made to sense deception or sense influence, but the result of the reroll must be accepted
even if it is worse. If a Nautolan is underwater, he may take the better result of the two rolls instead.
Size: Medium
Speed: 6 sq. (walking), 4 sq. (swimming)
Language: Basic & Nautila

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NAZREN (Official Wizards of the Coast Web Enhancement Stats)

Nazren are tall humanoids from the arid and desolate world of Nizon, a harsh dustbowl of a planet, with driving winds and fierce sandstorms that can scour the skin
from an unprotected creature’s bones. Nazren are approximately the same height as Wookiees (averaging 2.1 meters tall), but broader at the shoulders and
narrower at the hip, with longer arms and torsos but shorter legs (averaging at about 130 kg). They are hairless, with thick skin that has a heavy hide or leather look.
They are brown to light yellow in color, a natural camouflage for their dustbowl world. The head of a Nazren has no nose and is flatter than a Human’s. A prominent
brow ridge protects their eyes, and a series of small knobs start at the back of the head and run down to a visible spine. They are well adapted to the harsh
conditions of their home planet and are remarkably strong and resilient. Nazren are pragmatic, serious, and traditional. Their harsh homeworld has taught them to be
mindful of survival and never to take anything for granted. Unfortunately, these very traits have made them perfect targets for slavers, who use them for hard
physical labor. Despite their massive size and intimidating demeanor, Nazren are not a warlike species. This proved to be their downfall when the Empire arrived and
began enslaving them. However, they are not pacifists, either, and their will and ability to fight back grew slowly but surely. The Nazren are nomadic by nature, and
recently freed slaves—or those who helped overthrow the yoke of the Empire from their home—are drawn by the wonders the galaxy has to hold. Some Nazren have
shown potential in the Force, although they do not call it as such. Those capable of using the Force typically master healing powers and other light side abilities.

Appearances and Examples: Nazren appear in the free, Wizards of the Coast on-line Dawn of Defiance campaign adventure “The Queen of Air and Darkness.”

Nazren Species Traits
Ability Score Modifiers: +2 Str, +2 Con, –2 Dex, –2 Cha
Size: Medium
Speed: 6 squares, Swim 4 squares
Nazren Resilience: Once per encounter, when a Nazren would be moved down the condition track by taking damage equal to or exceeding the Nazren’s damage
threshold, the Nazren may reduce the number of steps moved down the condition track by 1 (minimum 0 steps).
Languages: Nazren and Basic.

NAZZAR

Averaging roughly two meters tall, Nazzar are bipedal humanoids with distinctly elongated equine heads and physically powerful and agile bodies. Nazzar have dark
skin covered with a thin coat of fur, which usually ranges in color from light gray to dark navy. The species are also distinguished by having two long ears that lay limp
at the sides of their heads, and strong, four-fingered hands. Nazzar are native to the Mid Rim planet of Nazzri and are contemplative and philosophical. They are
mildly xenophobic, and are rarely found off their temperate homeworld; the only offworld Nazzar were outcasts. Noble and spiritual creatures, the Nazzar joined the
Galactic Republic early in its history. They followed the Ulizra, a strict Nazzar religion, which stated that outsiders were likely to taint Nazzar culture, and that the
group was always better than the individual.

Appearances and Examples: Jedi Qrrrl Toq fought and died in the Great Sith War in the Dark Horse Comics Tales of the Jedi series.

Nazzar Species Traits:
Ability Score Modifiers: +2 Str, +2 Dex, -2 Wis, -4 Cha.
Medium-size.
Speed: Nazzar base speed is 6 squares.
Automatic Languages: Nazzar.

Alternate Nazzar Species Traits:
Ability Score Modifiers: Str +2, Dex +2, Wis -2, Cha -2
Size: Medium
Speed: 6 squares.

NEDIJI

This odiferous alien race is native to the remote world of Nedij, a windswept, mountainous world characterized by dizzying precipices pocked with the eyries of its
avian denizens. The Nediji are distinguished by their distinct – and, to some species, offensive – odor and bird-like face, but are more humanoid than avian. The nose
and mouth are formed from rubbery cartilage that tapers into a sharp point resembling a beak, but the head is smooth, and the ears are flat against the skull. Their
frames are slight and light. The skin of a Nediji is covered with what appears to be pale blue fur or feathers, with a darker blue patch of skin beneath the chin. The
fingertips of a Nediji end in yellow talons, adding to their bird-like appearance, and tufts of feathery down behind the arms results in vestigial wings which, although
unable to carry the Nediji in full-fledged flight, do allow them to glide on heavy currents of air which, on their windy homeworld, is a near approximation of flight. This
is evidenced by the “Nest Blessing,” a quasi-secret form of greeting used by members of the Nediji race but virtually unknown on non-Nediji: “Fly free, fly straight,
Brother of the Air.” Exobiologists speculate that the Nediji diet of immature bool grubs and the mammalian rath-scurrier and taboret contributes greatly to the
species’ distinct odor. The eyesight of the Nediji can perceive colors above and below the wavelengths of light visible to most species, such as berl, crynor, nusp and
onsible. The ultraviolet shadowcloak of an Umbaran, for example, appears not as a dull, flat grey, but as a swirling vortex of radiant colors, making the Nediji immune
to its camouflaging capabilities. Most Nediji remain on their homeworld throughout their lives, although some individuals find that they are unable to exist within the
Flock and are exiled from Nedij. Travel off-world is otherwise considered taboo. The number of off-world Nediji is exceptionally small, however, making their
appearance in the galaxy an unusual occurrence and their innate skills relatively unknown. One such skill is the “thoughtshield,” a form of mental shielding practiced
by the Nediji species. Through intense training and maintenance, a Nediji individual can shield his thoughts and emotions from another being, allowing them to
remain stoic while determining their next course of action, and granting the added benefit of shielding them somewhat from the Empathy subskill of Use the Force.

Appearances and Examples: Kaird, a Nediji assassin who found work within the Black Sun organization during the last decades of the Old Republic during the height
of the Clone Wars, was dispatched to the planet Drongar to spy on the bota-processing system of Republic Admiral Tarnese Bleyd and his cohort Filba the Hutt, as

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seen in the Clone Wars novel, “Medstar I: Battle Surgeons,” by Michael Reaves and Steve Perry.

Nediji Species Traits:
Ability Score Modifiers: +2 DEX, -2 CON, -2 STR
Glide: The Nediji have vestigial wings that allow them to glide through the air. They cannot actually fly with this ability, and any movement through the air must begin
above the level of the ground, even if this is only a few feet. Because the gliding ability involves aerodynamics, this ability does not work in places where there is no
air or there is an unusually thin atmosphere. A Nediji may glide a horizontal distance that is two times the height above the ground where he starts. He can glide at
twice his normal walking base speed.
Thoughtshield: Through intense mental training and maintenance, a Nediji can shield his thoughts and emotions from others, granting himself a +2 to Will Defense
vs. the Empathy subskill of Use the Force.
Bad Smell: Nediji exude an odor that is offensive to most other beings. The smell, at worst, disgusts, and, at best, annoys, those around the Nediji. A Nediji will be
avoided if possible and must endure constant comments on the subject if not. He suffers a -2 on checks to change the attitude of others when interacting with races
that can smell. Expensive perfumes can tone down or hide the offensive odor.
Medium-sized. As Medium-sized creatures, Nediji have no special bonuses or penalties due to size.
Base Speed: 6 squares (walking), 12 squares (gliding)
Language(s): Nediji and Basic

NETI

The Neti are sapient, shapeshifting plants first encountered on the planet Ryyk. Some called them Ryyk because of the planet's name. They have tough gray skin
similar to plant bark, multiple thin branching arms, and thick body trunks. Neti foliage tends to be brownish or black and grows on the upper parts of a Neti's body.
Neti are capable of changing their size and shape, apparently at will. A skilled Neti can morph its shape into a roughly humanoid solid treelike mass anywhere from 2
to 9.5 meters tall. When resting, Neti generally appear as 5-meter tall treelike objects, but they are capable of maintaining other shapes and sizes, even when asleep
or knocked unconscious. As plants, Neti survive through photosynthesis, though they also need some water to survive. Neti are extremely long-lived, with an average
life span of several thousand years. All Neti are Force-sensitive and learn both the Neti language and Basic from youth. Neti schooled in a special Force trance,
presumably Hibernation Trance, can survive almost indefinitely in an area with natural sunlight and rain. Neti reproduction only occurs once every few centuries.
Seeds often remain dormant for more than a thousand years before germinating. Roughly four thousand years before the Battle of Yavin, the Neti left their home
planet of Myrkr for reasons unknown. Afterwards, Neti never were a common sight across the galaxy. As a result of the Neti's infrequent procreation and long lives,
their population always remained small and quite close to their homeworld. When Ryyk was destroyed, only one Neti (Jedi Master Ood Bnar) was known to have
been offworld. However, given the species' long life span and germination period, some Neti might have survived the destruction of their world, awaiting discovery in
remote locations.

Appearances and Examples: Ood Bnar was a Jedi Master appearing in the Dark Horse Comics series Tales of the Jedi and Dark Empire II.

Neti Species Traits:
Ability Score Modifiers: -4 Dex, +2 Con, +2 Int, +2 Wis.
Variable-size: As Medium-size creatures, Neti have no special modifiers due to their size.
As Large creatures, Neti suffer a -1 size penalty to their Reflex Defense and a -5 size penalty on Stealth checks. However, their lifting and carrying capacity is
doubled, and they receive a +5 size bonus to their Damage Threshold.
As Huge creatures, Neti suffer a -2 size penalty to their Reflex Defense and a -10 size penalty on Stealth checks. However, their lifting and carrying capacity is
quadrupled, and they receive a +10 size bonus to their Damage Threshold.
Speed: Neti base speed is 6 squares.
Metamorph: A Neti can adopt one of three forms: a Medium sized humanoid, Large sized quadruped, or Huge sized tree. Changing size and shape is a full-round
action.
Even in quadrupedal or treelike form a Neti has manipulative tendrils to operate tools and make attacks. A Neti in quadrupedal form gain a grant it a +5 stability
bonus to resist attempts to knock it prone, but it cannot run or charge. A Neti in tree form cannot be moved or knocked prone, but is immobile.
Photosynthesis: As plants, Neti have no need for food. A Neti needs only one-tenth the amount of water as most races, but if deprived of sunlight it starves, much as
other races do when lacking food. A Neti trained in the Use the Force skill can enter a trance and survive almost indefinitely in an area with natural sunlight and rain.
Camouflage: While in tree form, Neti have concealment while among trees and similar foliage.
Bonus Feat: A Neti receives Force Sensitive as a bonus feat.
Automatic Languages: Neti.

Alternate Neti Species Traits:
Ability Score Modifiers: Dex -6, Con +2, Int +2, Wis +2
Size: Medium
Speed: 6 squares.
Alternate forms: A neti can become Large or Huge (with the corresponding alterations on abilities, carrying capacity, skill checks, Reflex defense, base unarmed
damage and damage threshold, as indicated in the 'beasts' section of the SAGA book). At any size, the neti may chose to become multilegged (gaining a +5 species
bonus on checks to avoid being pinned, tripped or bantha rushed, in addition to size modifiers) or treelike (the bonus increases to +10 but the neti's base speed
becomes 0). A neti moves down 1 step on the Condition track every time he uses this ability.
Bonus feat: Neti gain Force-Sensitive as a bonus feat.
Camouflage: Members of this species may always take 10 on Stealth in dense foliage.
Photosynthesis: As long as they remain under the direct light of the sun, Neti don’t need to eat; by the same token, Neti move 1 persistent step down the condition
track for every 24 hours they spend without any direct sunlight.

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NIKTO

The Nikto species features five distinct mutated sub-species due to massive radiation from a dying nearby star M'dweshuu, which speeds up
the rate of mutation so that traits that normally take millions of years to occur instead take only thousands. The five sub-species inhabit
different geographic areas of Kintan, developing unique adaptations to suit the different environments on the planet. The varying appearance
of the Nikto sub-species causes confusion amongst those who are unfamiliar with the Nikto, but all Nikto have certain similarities; leathery
skin, sometimes covered with spikes or horns, as well as eyes that include a protective membrane to shield against Kintan's harsh
environment. Lacking the musculature required for complex facial expressions, Nikto are often underestimated in assessments of their
intelligence due to their 'staring' eyes and 'blank' expressions. While each subspecies of the Nikto is physically distinct and originated from
different parts of Kintan, Nikto from different subspecies can easily interbreed. Ninety-three percent of the offspring from such unions end up
with the characteristics of only one parent's race, with the rest combining the traits of two subspecies.

Appearances and Examples: Kelbo, a M'shento'su'Nikto, appeared in The Star Wars Holiday Special; Klaatu, a Kadas'sa'Nikto, appeared in Return of the Jedi.

Green Nikto (Kadas’sa’Nikto) Species Traits:
Ability Score Modifiers: +2 Str, -2 Int, -2 Cha.
Medium-size.
Speed: Nikto base speed is 6 squares.
Natural Armor: +1 Natural Armor is added to Reflex Defense.
Scent: See Ewok trait (SECR page 26).
Conditional Bonus Feat: A Nikto with Survival as a trained skill gains Skill Focus (Survival) as a bonus feat.
Automatic Languages: Nikto.

Alternate Green Nikto (Kadas’sa’Nikto) Species Traits:
Ability Score Modifiers: Str +2, Int -2, Cha -2
Size: Medium
Speed: 6 squares
Scent: . At close range (within 10 squares), Noghri ignore concealment and cover for purposes of Perception checks, and they take no penalty for poor visibility when
tracking.
Environmental adaptation: Members of this species may always take 10 on survival checks when in forest terrain.
Acute hearing: Members of this species may reroll any Perception check to perceive sounds, but they must abide by the second result, even if it’s worse than the
original.

Mountain Nikto (Esral’sa’Nikto) Species Traits:
Ability Score Modifiers: +2 Str, -2 Wis, -2 Cha.
Medium-size.
Speed: Nikto base speed is 6 squares.
Natural Armor: +1 Natural Armor bonus to Reflex Defense.
Expert Climber: See Sullustan trait (SECR page 31).
Conditional Bonus Feat: A Nikto with Survival as a trained skill gains Skill Focus (Survival) as a bonus feat.
Automatic Languages: Nikto.

Alternate Mountain (Esral’sa’Nikto) Species Traits:
Esral'sa (mountain, blue-skinned) nikto
Ability Score Modifiers: Str +2, Wis -2, Cha -2
Size: Medium
Speed: 6 squares
Expert climber: Members of this species may reroll any Climb check, but they must keep the second result, even if it’s worse than the original.
Environmental adaptation: Members of this species may always take 10 on survival checks when in rocky terrain.
Conditional Bonus Feat: Members of this species gain Skill Focus (Endurance) as a bonus feat if they are trained in that skill.

Pale Nikto (Gluss’sa’Nikto) Species Traits:
Ability Score Modifiers: +2 Str, +2 Con, -2 Int, -2 Wis, -2 Cha.
Medium-size.
Speed: Nikto base speed is 6 squares.
Natural Armor: +1 Natural Armor bonus to Reflex Defense.
Hold Breath: See Gungan trait (SECR page 27).
Expert Swimmer: See Gungan trait (SECR page 27).
Automatic Languages: Nikto.

Alternate Pale Nikto (Gluss’sa’Nikto) Species Traits:
Ability Score Modifiers: Con +2, Int -2, Cha -2
Size: Medium
Speed: 6 squares
Hold breath: As the gungan ability of the same name (see the SECR).
Expert swimmer: Members of this species may always take 10 on Swim checks. They may reroll any Swim check, but they must abide by the second result, even if
it’s worse than the original.
Conditional Bonus Feat: Members of this species gain Skill Focus (Endurance) as a bonus feat if they are trained in that skill.

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Red Nikto (Kajain’sa’Nikto) Species Traits:
Ability Score Modifiers: +2 Con, -2 Int, -2 Cha
Medium-size.
Speed: Nikto base speed is 6 squares.
Natural Armor: +2 Natural Armor is added to Reflex Defense.
Desert Dweller: Kajain’sa’Nikto recieve a +5 species bonus to Fortitude Defense to resist the effects of extreme heat. Additionally, they can reroll any Endurace
checks made to ignore thirst, but must keep the result of the second roll even if it is worse.
Conditional Bonus Feat: A Nikto with Survival as a trained skill gains Skill Focus (Survival) as a bonus feat.
Automatic Languages: Nikto.

Alternate Red Nikto (Kajain’sa’Nikto) Species Traits:
Ability Score Modifiers: Con +2, Int -2, Cha -2
Size: Medium
Speed: 6 squares
Resist thirst: Members of this species may go without water for a number of hours equal to (Con modifier x 5) before requiring an Endurance check.
Environmental adaptation: Members of this species may always take 10 on survival checks when in desert terrain.
Conditional Bonus Feat: Members of this species gain Skill Focus (Endurance) as a bonus feat if they are trained in that skill.

Southern/Yello Nikto (M’shento’su’Nikto) Species Traits:
Ability Score Modifiers: +2 Dex, -2 Int, -2 Cha
Medium-size.
Speed: Nikto base speed is 6 squares.
Natural Armor: +1 Natural Armor is added to Reflex Defense.
Conditional Bonus Feat: A Nikto with Perception as a trained skill gains Skill Focus (Perception) as a bonus feat.
Automatic Languages: Nikto.

Alternate Southern/Yello Nikto (M’shento’su’Nikto) Species Traits:
Ability Score Modifiers: Dex +2, Int -2, Cha -2
Size: Medium
Speed: 6 squares
Acute senses: Members of this species may reroll any Perception check, but they must abide by the second result, even if it’s worse than the original.
Conditional Bonus Feats: Members of this species gain Skill Focus (Perception) and Skill Focus (Endurance) as a bonus feats if they are trained in that skill.

NIMBANEL

The Nimbanels, or Nimbanese, are pale pink-skinned, warm-blooded, reptilian humanoids with walrus-like faces, bald crowns, black
eyes, bulbous noses, pouchy upper lips and long, pork-chop-like sideburns. They are best known as the only species to petition the
Hutts and voluntarily enter their service. They are humanoid, warm-blooded reptilians who evolved from grazing animals on the planet
Nimban. Nimbanese evolution was driven by the need to develop problem-solving skills in order to get food from the traveling plants of
Nimban, such as the puzzleflower and the boyy'lo. As their society developed, competitive puzzle-solving skills were used to settle clan
rivalries instead of the open warfare used by other primitive cultures. In competitions called muhndees, a clan presents its rivals with a
logic puzzle or mathematical problem to be solved within a year. This interest in competitive logic led the Nimbanese to develop new
ways to obfuscate and convolute meaning. Over the centuries, this led to the development of a highly complex bureaucracy. Rather than
stockpiling weapons, rival clans would stockpile information and challenge one another with mountains of paperwork. Once discovered
by and integrated into the Galactic Republic, the Nimbanels found niches in the comparatively simple systems of the Republic. Noting
that Hutt Space was expanding towards Nimbanese territory, the Nimbanels approached Zochaeb the Hutt and negotiated a deal under which the Hutts backed the
Nimbanese Krovalis clan’s application for a share in the data holdings of the Bureau of Ships and Services, and in return, the Hutts would have access to all of the
Nimbanese databanks and the Nimbanels would owe allegiance to the Hutt Clan of Ancients. Since becoming associates of the Hutts, Nimbanels are found
throughout the galaxy as bureaucrats and business adminstrators for legitimate businesses, governments, and Hutt criminal interests.

Appearances and Examples: Mosep Binneed appears in the Mos Eisley Cantina and in the streets of Mos Eisley in A New Hope.

Nimbanel Species Traits:
Ability Score Modifiers: +2 Int, -2 Wis.
Medium-size.
Speed: Nimbanel base speed is 6 squares.
Conditional Bonus Feat: A Nimbanel with Computer Use as a trained skill gains Skill Focus (Computer Use) as a bonus feat.
Automatic Languages: Nimbanese.

Alternate Nimbanel Species Traits:
Ability Score Modifiers: Int +2, Wis -2
Size: Medium
Speed: 6 squares
Technological savvy: Members of this species may reroll any Use Computer check, but they must abide by the second result, even if it’s worse than the original.
Natural bureaucrat: Members of this species may reroll any Knowledge (bureaucracy) check, but they must abide by the second result, even if it’s worse than the
original.

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NOEHON

The Noehons are sentient arboreal insectoids indigenous to Noe'ha'on. Noehons have large red compound eyes, with each facet responsible for a different aspect of
vision (such as motion or the fine details of nearby objects.) They have large mandibles, and a soft, bristly carapace, mottled green in color. They walk on two legs,
and have four arms with which they use tools or brachiate through the jungles of their homeworld. Since they are used to hanging upside-down in trees, they are
resistant to the disorientation and motion sickness which afflict some species in zero-gravity conditions. Every Noehon has a pair of scent glands, one of each side of
their mouth, which produces a strong, musky scent. Each individual Noehon has a unique scent, which they use to mark possessions, territory, and their
subordinates. The scent is difficult to remove, even with repeated washing. Neohons are well-known throughout the galaxy as a species of slaves and slave-traders.
Their culture is often considered brutal and violent, though Noehons raised away from Noe'ha'on's rigid, hierarchical society showed a talent for organization which
served them well in technical and bureaucratic fields. Noehons are typically possessive, frequently marking items in their possession and rarely discarding items
which they think might be useful later. They also tend to organize their possessions fastidiously, ensuring everything is in its proper place. Noehon society ia based
on tightly-knit communities called welds, containing anywhere from a few hundred to ten thousand members. Each weld ia ruled by a single dominant "alpha" male.
The alpha male's "harem" of females are treated as commodities, with excess adolescent females traded to other welds for technology and other valuables. Some
welds steal females from smaller, poorly defended welds. Noehon females also organized themselves hierarchically, with the oldest females dominating the youngest
or most recently captured females. The Noehons never developed spaceflight or Galactic-level technology on their own, though they did develop their own crude
industrial technology powered by wood and fossil fuels. Visiting spacers trade advanced technology to the welds, including blasters and vibroweapons, in exchange
for Noehon slaves, medicinal products, and natural resources. With a glut of advanced weapons replacing Noehon slugthrowers, tribal rivalries turn into violent
conflicts which only end when one weld is utterly destroyed. Though the vast majority of Noehons remain on their homeworld, slaves and descendants of slaves are
found throughout the galaxy.

Appearances and Examples: Tir’uh was a slaver identified in West End Games gaming materials Alliance Intelligence Reports and Galaxy Guide 12: Aliens -
Enemies and Allies.

Noehon Species Traits:
Ability Score Modifiers: +2 Dex, -2 Int, -2 Cha.
Small-size: See Ewok trait (page 26).
Speed: Noehon base speed is 4 squares.
Expert Climber: See Sullustan trait (SECR page 31).
Extra Limbs: A Noehon has four hands. These hands may be used to manipulate equipment or wield weapons, and provide a +2 bonus to grapple checks. However,
a Noehon cannot attack with more than one weapon in a single round.
Musk: A Noehon has a powerful musk that lingers indefinately. Removing the scent requires 3d10 days of regular washing.
Limited Linguist: A Noehon does not gain any additional languages at first level. Additionally, taking the “Linguist” feat grants only a single language, regardless of his
Intelligence bonus.
Bonus Feat: Noehon gain the feat Duel Weapon Mastery I as a bonus feat.
Automatic Languages: Noehonese.

Alternate Noehon Species Traits:
Ability Score Modifiers: Dex +2, Int -2, Cha -2
Size: Small
Speed: 4 squares.
Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery I, Pin and Skill Focus (Climb) as conditional bonus
feats (they must meet the corresponding prerequisites). All the benefits of these feats are lost if the Character ever loses more than one limb.
Expert climber: Members of this species may always take 10 on Climb checks.
Conditional Bonus Feat: Members of this species gain Dual Weapon Mastery II as a bonus feat if they meet the prerequisites.
Language limitation: No bonus languages from Intelligence; can't take Linguist feat

NUKNOG

The Nuknog are a bipedal reptilian species with pear-shaped bodies, small brains and short tempers from the polluted planet Sump.
Their bulbous head features a ridge along the centerline of the skull. Standing, on average, approximately 1.2 meters tall, their legs are
short and stocky, and their necks are long and stretched. Despite their diminished brain capacity, they are capable of delicate, complex
technical tasks. They also have keen eyesight and acute hearing. A Nuknog can live to be 65 or older, provided they leave the

contaminated ecosystem of the homeworld; life expectancy was halved for those who chose to remain. Nuknog suffer from an inability
to take into account their long-term well-being. They focus on their short-term needs and desires and are easily manipulated. Nuknog
resent other races and harbor a deep grudge against the Republic, who they blame for most of their problems. Even after the dissolution
of the mining consortium that kept their entire species in a state of perpetual indentured servitude, many Nuknog buy their way off
homeworld by simply selling themselves into slavery. Nuknog are impatient and possess a unique ability to rush through complex tasks,
entering a kind of trance of concentration.

Appearances and Examples: The podracer pilot Ark "Bumpy" Roose appeared in The Phantom Menace.

Nuknog Species Traits:
Ability Score Modifiers: +2 Dex, -2 Int, -2 Wis.
Small-size: See Ewok trait (page 26).
Speed: Nuknog base speed is 4 squares.

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Rush: Similar to Rage See Wookie trait (SECR page 32), except that it grants a +2 rush bonus to ranged attack and reflex defense and increases the Nuknog’s base
land speed to 8 squares, instead of the normal benefits of Rage.
Conditional Bonus Feat: A Nuknog with Perception as a trained skill gains Skill Focus (Perception) as a bonus feat.
Automatic Languages: Nuknog.

Alternate Nuknog Species Traits:
Ability Score Modifiers: Dex +2, Int -2, Wis -2
Size: Small
Speed: 4 squares.
Rush: This ability works exactly as the wookiee’s rage ability (as detailed in the SECR), except the +2 bonus on melee attacks and damage is replaced with a +2
bonus on initiative checks and a +2 dodge bonus to Reflex defense.
Acute senses: Members of this species may reroll any Perception checks.

--O—

OMWATI

Although the Omwati are not a branch of Humanity, the external differences are extremely small. Omwati skin is a bluish color, and their eyes are generally blue or
black. The size of an adult Omwati borders that of a Human, although their morphology is typically slightly frailer, especially among females. There are very few
Omwati with a stout physiology. Their most striking characteristic is their "hair", which appears to be made of small, diaphanous feathers of an iridescent color.
Omwati do not have any other hair. The Omwati rarely left their homeworld until Grand Moff Wilhuff Tarkin discovered their potential use as scientists for the Empire.
He found that if young Omwati were forced to endure the right amount of pressure at the right times, their minds could become incredibly malleable and brilliant. This
discovery led to the creation of the Death Star and later the Sun Crusher. After Grand Moff Tarkin's devastating visit to Omwat, searching for scientists, the Omwati
species was near extinction. However, one village of the Omwati escaped destruction by hiding underground from the Galactic Empire. The Omwati came out of
hiding after the rise of the New Republic, and began to live in peace and prosperity.

Appearances and Examples: Qwi Xux, a researcher at the Imperial Maw Installation and a principal designer of the Death Star, appeared in the novel Jedi Search.

Omwati Species Traits:
Ability Score Modifiers: -2 Str, +2 Int, +2 Wis.
Medium-size.
Speed: Omwati base speed is 6 squares.
Conditional Bonus Feat: An Omwati with Mechanics as a trained skill gains Skill Focus (Mechanics) as a bonus feat.
Automatic Languages: Omwatese.

Omwati Species Traits:
Ability Score Modifiers: Str -2, Int +2, Wis +2
Size: Medium
Speed: 6 squares.
Technological aptitude: Members of this species may reroll any Mechanics or Knowledge (technology) check, but they must abide by the second result, even if it’s
worse than the original.
Conditional Bonus Feat: Members of this species gain Skill Focus (Mechanics) as a bonus feat if they are trained in that skill.
Special: This species requires GM approval to play before the Rebellion era.

ONGREE

Ongree are amphibious insectivores that hail from several planets amidst the Skustell Cluster. Which among these colonies is
their true homeworld is a long-disputed and sensitive topic among their kind. Their arms are long and their tall, strong, multi-jointed
legs are bowed, enabling the Ongree to walk faster due to longer strides, and also to make prodigious leaps and vicious kicks.
Their toothy mouth is located above their eyestalks – an evolutionary holdover from the days when they preyed on the insects that
bred and fed on the surface of water – giving their head an “upside-down” appearance. Each hand sports only one finger and an
opposable thumb.

Appearances and Examples: Ongree Jedi Pablo-Jill survived the Battle of Geonosis and another Ongree patron can be spotted in
the Outlander Club scene in “Attack of the Clones.”

Ongree Species Traits (by Isirga Eth, Adapted from Lordlightvader’s writeup):
Ability Score Modifiers: Con –2, Wis +2
Perceptive: An ongree may reroll any Perception check, but it must keep the second check result. Additionally, an ongree may take 10 on any Perception check
requiring sight.
Amphibious: An ongree can't drown in water
Expert swimmer: An ongree may take 10 on any Swim checks, even when rushed or threatened, and may reroll any Swim check, but must keep the second check
result.
Conditional Bonus Feat: A gados trained in Persuasion gains Skill Focus (Persuasion) as a bonus feat.
Size: Medium

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Speed: 6 squares.
Language: Ongree & Basic

ORTOLAN

Ortolans are stocky, pachydermoid bipeds with long snouts, and large floppy ears from the frigid, mineral-rich planet Orto.
Ortolans have a keen sense of smell to help them forage for food, able to sense food up to two kilometers away. Ortolans also
have hearing that extends well into the subsonic range. Their twin obsessions are food and music, and their suction-cupped
fingers are suitably adapted to both pastimes: while able to absorb food through their finger tips, they are also exceptional
organists. Offworld, many Ortolans find success as master chefs or musicians. They are handicapped in their business affairs
by their obsession with food, however, sometimes accepting otherwise unfavorable contracts when promised enough to eat.
While most Ortolans appear to have blue skin, Ortolans are actually covered in short velvety fur which they often dye in bright
colors, including blue and pink. Ortolan society is reasonably industrialized, though not as technologically advanced as other species. Despite this, their economy is
mostly based on barter, with credits primarily used to trade with offworlders.

Appearances and Examples: Max Rebo appears as the organist in Jabba’s Palace in Return of the Jedi.

Ortolan Species Traits:
Ability Modifiers: -2 Dex, +2 Con.
Medium-size.
Speed: Ortolan base speed is 4 squares.
Scent: See Ewok trait (SECR page 26).
Intestinal Fortitude: Ortolan gain a +5 species bonus to Fortitude Defense to resist the effects of ingested poison.
Expert Forager: An Ortolan may choose to reroll any Survival check made to forage for food, but the result of the reroll must be accepted even if it is worse.
Automatic Languages: Ortolan.

Alternate Ortolan Species Traits:
Ability Score Modifiers: Dex -2, Con +2
Size: Small
Speed: 4 squares.
Acute smell: Members of this species may reroll any Perception checks to notice things using their sense of smell.
Digestive resistance: Members of this species gain a +5 bonus to their Fortitude defense vs ingested poisons.
Forager: Members of this species may reroll any Survival check to track by smell or seek food, but they must abide by the second result, even if it’s worse than the
original.
Compulsion: members of this species must succeed on a Wisdom check (DC 10) to refrain from eating when given the opportunity.

OSWAFT

The Oswaft are gigantic, sentient, transparent, manta-like creatures that live inside the ThonBoka nebula in the Centrality. They speak an intense, information-dense
language and are capable of making hyperspace jumps. Their brains comprise approximately two-thirds of their massive volume. Young adult Oswaft are, on
average, half a kilometer across at the wingtips, and the Elders of the species are at least twice that size. Oswaft grow throughout their lives. They have tentacles on
their undersides, and two sensory projections on the front of their bodies. They excrete gemstones from the elements they consume in their environment. The Oswaft
are naturally transparent, but became opaque when they die. The Oswaft are cautious creatures and seldom, if ever, leave the safety of their home nebula. Thus,
they remain in isolation from the rest of the Galaxy at large. Honorific syllables were added to an Oswaft's name as they grew older and more influential, and the
ruling Oswaft Elders had names of six to nineteen or more syllables. In 3 BBY, Emperor Palpatine tried to exterminate the Oswaft because of his distrust of an
intelligent alien species of significant population that could make hyperspace jumps at will. An armada of 500 capital ships under the command of his local ally
Sorcerer of Tund and Centran Scrivinir Rokur Gepta blockaded the ThonBoka Nebula. The armada's Carrack-class light cruisers were modified to contaminate the
interstellar plankton that inhabited the nebula. Help came in the form of Lando Calrissian and a mysterious droid species known as the Silentiums, who led the
Oswaft against the Imperial fleet during the Battle of ThonBoka. What happened to them afterwards, if Palpatine ever attempted to continue his purge, or what their
role was in the Yuuzhan Vong invasion, are all unknown.

Appearances and Examples: Lehesu, a rare Oswaft explorer, aided Lando Calrissian and Vuffi Raa in the “Adventures of Lando Calrissian” novel “Lando Calrissian
and the Starcave of ThonBoka.”

Oswaft Species Traits:
Ability Score ModifiersStr +12, Dex –10, Int +2, Wis –2, Cha –4
Size: Colossal (–10 to Reflex Defense, –20 on Stealth checks, +20 on Grapple checks, +50 to Damage Threshold, greatly increased carrying capacity and damage)
Speed: 4 squares (starship scale only)
Living navcomp: An oswaft’s brain, taking up most of its one-kilometer wide mass, works as an organic navcomp, allowing the creature to do things like deciphering
electronic codes or plotting hyperspace jumps. An oswaft may make any Use Computer check using only its own brain; the oswaft is considered trained in Use
Computer for this purpose. If the oswaft uses its living navcomp to make an astrogation check, it may make the corresponding hyperspace jump, just as if it was a
starship.
An oswaft may communicate with any computer or comlink by emitting radio waves via its own unique language.
Vacuum immunity: An oswaft suffers no ill effects from vacuum-related hazards.
Space diet: An oswaft can only survive on special nutrients found in certain areas of space; when not in such areas, an oswaft must make Endurance checks to resist
hunger, and it will eventually starve unless it finds the nutrients it needs floating in space.

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Language: Oswaft
Note: Oswafts are a VERY disrupting PC species, as interaction with other characters is virtually impossible for them due to their size. GM discretion is strongly
advised when allowing oswafts as a PC species.

--P--

PAAERDUAG

Paaerduags – the species’ actual name being unpronounceable to other species – are a pair of symbiots, including a large, yellowish, hunchbacked, two-legged
creature with a small green, four-eyed creature sprouting out of its back. Much of the language, including the true name of their homeworld, is unpronounceable for
and incomprehensible to non-Paaerduag, for one required two mouths and four ears to truly speak and hear it. The green head communicates with non-Paaerduag,
as the sounds produced by the larger, yellow creature cannot be heard by most species. Their homeworld is Sorjus, a planet far off the Perlemian Trade Route. At
birth, the two humanoid components are separate beings, which, as they grow, fuse together. The larger creature controls movement and the smaller creature
directs the pair.

Appearances and Examples: Revan encountered two Paaerduags, Ja'Gatcha and Mic'tunan'jus Orgu, in the “Knights of the Old Republic” video game.

Paaerdaug Species Traits:
Ability Score Modifers: Dex –2, Con +2
Self-coordination: At the beginning of its turn, as a free action, a paaerduag may make a Persuasion check against its own Will defense. If the check succeeds, the
paaerduag may take an extra swift action that round. If the check fails, the paaerduag may take no more actions that round, as it spends its entire turn arguing with
itself.
Two heads: A paaerduag may reroll any Perception check, keeping the best result.
Size: Medium
Speed: 6 squares.
Language: Paaerduag & Basic

PA’LOWICK

Pa'lowick are amphibians from the Outer Rim planet Lowick with rotund bodies, slender limbs, eyestalks, well developed lungs,
and a proboscis that terminated in a pair of Human-like lips. They are divided into two main subspecies, the major variation being
the pair of tusks lying under the trunk which fell out in one species by middle age but remained with the other throughout their lives.
A shy and primitive race that hold dear to their traditions, the Pa'owick enjoy offworld contact, eagerly accepting any technology
that helps them better accomplish their tasks in the traditional way. Storytelling and song are integral parts of their culture, with
songs written for both spirituality and enjoyment. Much of their history is passed down by song; written language arose relatively
late in their development. Most members of the species live as farmers, serving a noble class of royal families.

Appearances and Examples: Sy Snootles sang for the Max Rebo band in Return of the Jedi.

Pa’lowick Species Traits:
Ability Score Modifiers: -2 Str, +2 Dex, +2 Wis.
Medium-size.
Speed: Pa’lowick base speed is 6 squares.
Primitive: See Gamorrean trait (SECR page 26).
Breathe Underwater: See Mon Calamari trait (SECR page 29).
Expert Swimmer: See Gungan trait (SECR page 27).
Natural Weapons: Tusks- 1d4 piercing.
Swamp Dweller: A Pa’lowick may choose to reroll any Survival check made in a swamp environment, but the result of the reroll must be accepted even if it is worse.
Automatic Languages: Lowickese.

Alternate Pa’lowick Species Traits:
Ability Score Modifiers: Str -2, Dex +2, Wis +2
Size: Medium
Speed: 6 squares.
Amphibious: Members of this species can’t drown in water.
Expert swimmer: Members of this species may always take 10 on Swim checks. They may reroll any Swim check, but they must abide by the second result, even if
it’s worse than the original.
Environmental adaptation: Members of this species may always take 10 on survival checks when in swamp terrain.
Primitive: members of this species do not gain Weapon Proficiency (pistols, rifles or heavy weapons) as starting feats at 1st level, even if their class normally grants
them.

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PACITHHIP

Pacithhip are mammalian pachydermoids who walk upright on stubby legs and hail from the planet Shimia in the Outer Rim. Coupled with a
long tail, this gives them a low center of gravity and makes them surefooted and stable. Nevertheless, these short limbs make them slower
than most humanoid species and prevent them from operating standard machinery and vehicles. Many Pacithhip wear robotic stilts that
raise their height from their natural 1.3 to 1.7 m and give them the proportions of an average humanoid. The Pacithhip have hairless,
wrinkled skin that ranges in color from green to gray. It is thick and tough, which affords them some resistance to physical damage and stun
blasts. The hands of some have three short, stubby fingers, while others sport four long and thin digits. A thick ridge of bone at the back of
the skull protects the Pacithhip’s head. Above this and high on the sides of the head are two large eyes that give the Pacithhip a full 360-
degree field of vision. Their eyes come in different hues, but blue is particularly common. A long proboscis juts from the front of the face and
ends in two nostrils; Pacithhip can drink through the trunk and even squirt jets of liquid from it. The trunk is flanked by two larger nostrils at
its base and a pair of elaborate tusks that grow from the base of the skull ridge and stick out to either side of the nose. These are deadly in
combat but serve primarily to aid in depth perception. The tusks come in three genetically determined patterns which determined whether their bearer was a member
of the scholar, warrior, or farmer caste.. Some Pacitthip adorn them with rings and bands. Most Pacithhip made peace with their genetically determined place in
society, but a few rejected the system and sought their fortune offworld. Pacithhip were broad-minded and adaptable to foreign environments.

Appearances and Examples: Ketwol, an asteroid miner, appeared in the cantina in the Special Edition of Star Wars Episode IV: A New Hope.

Pacithhip Species Traits:
Ability Score Modifiers: +2 Str, -2 Dex.
Medium-size.
Speed: Pacithhip base speed is 4 squares.
Natural Armor: +2 Natural Armor bonus to Reflex Defense.
Natural Weapons: Gore- 1d6 piercing. Double on charge.
Stable: Pacithhip have a +5 stability bonus to resist attempts to knock it prone.
Heightened Awareness: As the Zabrak trait (SECR page 33).
Automatic Languages: Shimiese.

Alternate Pacithhip Species Traits:
Ability Score Modifiers: Str +2, Dex -2
Size: Medium
Speed: 6 squares.
Tough hide: members of this species gain a +1 natural armor bonus to their Reflex defense.
Stability: Pacithhip gain a +2 bonus on checks to avoid being tripped or bantha rushed.
All-around sight: Pacithhip cannot be flat-footed or flanked.

PAU'AN (Official Wizards of the Coast web enhancement stats)

Pau'ans are one of two species native to the sinkhole world of Utapau. They are gaunt near-Humans who reside in cities lining the sinkhole
walls. Pau'ans, like the stocky Utai with whom they share the planet, are also known as Utapau'ans. The average Pau'an stands taller than
a Human, with a bald head striped with furrowed gray skin. Pau’ans prefer elaborate clothes intended to heighten their impressive stature.
They can appear frightening to some, with large, sunken black eyes and jagged, fang-like teeth used for tearing into raw meat. However,
most Pau'ans are friendly and welcome guests to their often overlooked world. The Pau'ans once resided on the scrub-covered surface of
Utapau, while the Utai made their homes in the planet's sinkholes. However, a climate change forced the Pau'ans underground, into the
sinkholes. Over time, the two societies merged together to live in a mutually beneficial civilization. Pau'ans represent only about thirty
percent of the population on Utapau, though as the administrators and bureaucrats of the sinkhole cities, their influence makes up for their
lack of numbers.

Appearances and Examples: Tion Medon greets Obi-Wan Kenobi as he arrives on Utapau during the Clone Wars in “Revenge of the Sith.”

Pau’an Species Traits
Ability Score Modifiers: +2 Wis, +2 Cha, –2 Str
Size: Medium
Speed: 6 squares
Authority: As a species accustomed to being in authority, Pau’ans add +1 to any insight or morale bonuses they grant to themselves or other characters.
Conditional Bonus Feat: Pau’ans are born leaders. A Pau’an with Persuasion as a trained skill gains Skill Focus (Persuasion) as a bonus feat.
Low-Light Vision: Pau’ans ignore concealment (but not total concealment) from darkness.
Languages: Utapese and Basic.

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PHINDIAN (Official Wizards of the Coast web enhancement stats)

Phindians are thin, mottled-skinned, mournful-looking beings from the temperate Outer Rim planet of Phindar. White circles surround their yellow or gold eyes. They
have long, flexible arms that hang below their knees. They prefer to wear simple, practical outfits with little adornment. The average Phindian stands between 1.6 and
1.9 meters tall. Phindians are technologically advanced sentients known for creating a variety of technological wonders, including devices capable of erasing one’s
memory. They show great affection for family and friends, but strangers find them aloof and contrary. Though perceptive and astute, they can be cantankerous and
somewhat sarcastic beings prone to melancholy and exaggeration. Dealing with them can be exasperating. For their part, Phindians like to tinker with technological
devices, often preferring the company of such things above the company of other sentients. Before the rise of the Empire, a criminal organization called the Syndicat
ruled the Phindian homeworld. The Phindian leaders of the Syndicat used their control over the distribution of food and other provisions to keep the general
population in line. Any who resisted the Syndicat had their memories erased and were exiled to other worlds. The Jedi helped the Phindian population overthrow the
Syndicat and install a democratic government, which remained in place until the formation of the Emperor’s New Order. Despite a handful of Phindian uprisings (all of
which the Imperials easily quelled), the Phindian homeworld remained under Imperial rule until shortly after the Battle of Endor. Within a year of their liberation, the
Phindian people joined the New Republic and have remained members ever since.

Appearances and Examples: Janks is a Phindian member of the crew of the Uhumele in the Dark Horse comics series Dark Times.

Phindian Species Traits:
Ability Score Modifiers: +2 Int, –2 Str
Size: Medium
Speed: 6 squares
Bonus Feat: Phindians are technological savants. All Phindians receive Skill Training: Knowledge (Technology) as a bonus feat.
Conditional Bonus Feat: Most Phindians are skilled mechanics. A Phindin with Mechanics as a trained skill gains Skill Focus (Mechanics) as a bonus feat.
Languages: Phindian and Basic.

Alternate Phindian Species Traits:
Ability Score Modifiers: Int +2, Cha -2
Size: Medium
Speed: 6 squares.
Technical aptitude: Members of this species may reroll any Mechanics check, but they must abide by the second result, even if it’s worse than the original.
Conditional Bonus Feat: Members of this species gain Skill Focus (Mechanics) as a bonus feat if they are trained in that skill.

PHO PH’EAHIANS

Pho Ph'eahians are humanoid, mountain-dwelling, omnivorous bipeds indigenous to Pho Ph'eah with four arms and bright blue fur. Their fur helps keep them warm
on their cool, dimly lit homeworld, while their extra set of arms haved such obvious advantages as allowing them to arm-wrestle two opponents at once. They eat the
small animals that live on their planet and vegetables grown in their technologically advanced agricultural areas. They are interested in discovering new ways to
improve food production. When they were first contacted by the Galactic Republic thousands of years before the Battle of Yavin, they had already developed nuclear
fission and limited in-system flight. Since making contact with the Republic, their technological base quickly expanded. Soon, they became developers and exporters
of a wide variety of high-technology products, from new agricultural methods to weapons and hyperdrives. Pho Ph'eahians are usually gregarious and cheerful, and
enjoy being the centers of attention. Though not many travel offworld, those who do are often successful as entertainers. Others find high-paying work as starship
mechanics and engineers, especially in the Corporate Sector. Pho Ph'eahians are concerned about personal cleanliness. Pho Ph'eahians regard their bodies as
sacred, and intimately tied to their souls. Thus, any stain on their bodies stains their souls if not quicky cleaned off. For example, Pho Ph'eahian mechanics, while not
fearful of getting dirty in their work, always carry towels to wipe the grime and grease off their hands.

Appearances and Examples: Phootie was a comedian who appeared in the Clone Wars novel Shatterpoint.

Pho Ph’eahian Species Traits:
Ability Score Modifiers: +2 Int, -2 Wis.
Medium-size.
Speed: Pho Ph’eahian base speed is 6 squares.
Extra Limbs: A Pho Ph’eahian has four hands. These hands may be used to manipulate equipment or wield weapons, and provide a +2 bonus to grapple checks.
However, a Pho Pheahian cannot attack with more than one weapon in a single round.
Insulating Fur: Pho Ph’eahian recieve a +5 species bonus to Fortitude Defense to resist the effects of extreme cold.
Mountain Dweller: Ph’eahian can reroll any Survival checks made in mountainous environments, but must keep the result of the second roll even if it is worse.
Automatic Languages: Ph’eahese.

Alternate Pho Ph’eahian Species Traits:
Ability Score Modifiers: Int +2, Wis -2
Size: Medium
Speed: 6 squares.
Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery I, Pin and Skill Focus (Climb) as conditional bonus
feats (they must meet the corresponding prerequisites). All the benefits of these feats are lost if the Character ever loses more than one limb.
Insulating fur: Members of this species gain a +2 bonus to their Fortitude defense vs natural cold.

PHUII

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Hailing from the rocky planet Phu on the inner edge of the Colonies Region, these gangly, needle-nosed bipedal reptiles stand, on average,
just over a meter and a half tall. At least a third of their height is their long neck. Their hands sport two fingers and an opposable thumb.
Despite their gangly appearance, they enjoy extraordinary dexterity and a quick metabolism and reflexes.

Appearances and Examples: The Phuii Mars Guo pilots his podracer in competition against Anakin Skywalker in “The Phantom Menace.”

Phuii Species Traits
Ability Score Modifiers: Dex +2, Wis –2, Cha –2
Fast reflexes: A Phuii may reroll any Initiative check, but he must take the second check result.
Natural climber: A phuii may take 10 on any Climb check, even when rushed or threatened.
Low-light vision: As per the SECR.
Size: Small (+1 to Reflex defense, +5 on Stealth checks, –5 on grapple checks, reduced damage and weight allowance).
Speed: 4 squares.
Language: Phuii & Basic

PRIAPULIN

Priapulins are an enormous, sapient worm-like species from the planet Pria. They have five knobby notochords arranged around their tubular length. When fully
extended flat, they measure four meters in length; however, they prefer the configuration of an upright S shape. They have three pairs of eyes, and their underbellies
are covered in thick bristles. The hooked, thorny, spiny or spatulate appendages along the edges of their bodies are specialized for a variety of purposes. Priapulins
speak Basic in a smooth whisper. Priapulin measure distance in "salt pans" (nine of which equal eleven kilometers) and time in "tides" (one of which equals ten
hours).

Appearances and Examples: Charza Kwinn, a Priapulin pilot employed by the Jedi, transported Obi-Wan Kenobi and Anakin Skywalker to Zonama Sekot in the
novel “Rogue Planet.”

Priapulin Species Traits:
Ability Score Modifiers: Dex –2, Con +2
Amphibious: A priapulin can’t drown in water.
Expert swimmer: A priapulin may take 10 on any Swim check.
Multilegged: A priapulin may take 10 on any Climb check, plus it gains a +2 bonus on checks made to avoid being tripped or Bantha Rushed.
Size: Large (–1 to Reflex Defense, –5 on Stealth checks, +5 on Grapple checks, +5 to Damage Threshold, increased carrying capacity and damage)
Speed: 8 squares.
Language: Priapulin & Basic

PSADAN

The Psadan are one of the indigenous races of the lush, semi-tropical planet Wayland in the Outer Rim. They are covered with lumpy gray plates that make them
resemble walking, talking rocks and may have evolved from hard-shelled mammals. One to three large conical horns protrude from their heads and the sides of their
faces grow long hair in the shape of porch-chop-shaped sideburns. They are a warlike species and often fight their indigenous neighbors the Myneyrsh.

Appearances and Examples: Looie was a bounty hunter in the Dark Horse comic Star Wars Republic 65: Show of Force, Part 1.

Psadan Species Traits:
Ability Score Modifiers: +2 Str,-2 Dex, +4 Con, -4 Int, -4 Cha.
Medium-size.
Speed: Psadan base speed is 4 squares.
Natural Armor: +2 Natural Armor bonus to Reflex Defense.
Damage Reduction: DR 3.
Obstinate: A Psadan recieves a +1 species bonus to Will Defense.
Primitive: See Gamorrean trait (SECR page 26).
Automatic Languages: Psadan.

Alternate Psadan Species Traits:
Ability Score Modifiers: Str +2, Dex -2, Con +4, Int -4, Cha -4
Size: Medium
Speed: 4 squares.
Damage Reduction: Members of this species gain damage reduction 2. This stacks with any damage reduction provided by other sources.
Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense.
Primitive: members of this species do not gain Weapon Proficiency (pistols, rifles or heavy weapons) as starting feats at 1st level, even if their class normally grants
them.

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P'W'ECK

The P'w'ecks are warm-blooded reptilians similar in appearance to the Ssi-Ruuk but lower in intelligence and smaller in size, with three-lidded eyes, short tails and
drooping eyes. P'w'ecks are likely descended from the brown-scaled Ssi-Ruuk outcasts. The Ssi-Ruuk dominated the P'w'ecks for thousands of years, using them
as slaves, guards, ship crews and beasts of burden to perform the lowliest jobs in Ssi-Ruuvi society. P'w'ecks were also “enteched” by their Ssi-ruuvi masters, their
life-energy used to power battle droids. The Ssi-Ruuk considered P'w'ecks extremely expendable. Like their Ssi-ruuvi masters, the P'w'ecks were not able to speak
Galactic Basic, but spoke Ssi-ruuvi. In 28 ABY, the P'w'eck Emancipation Movement, led by a P’w’eck named Lwothin, organized a P’w’eck slave revolt and
thwarted the Ssi-Ruuk’s second attempt to invade the planet Bakura.

Appearances and Examples: Lwothin led the P’w’eck slave revolt in the 2003 New Jedi Order era novel “Force Heretic II: Refugee” by Sean Williams and Shane
Dix.

P’w’eck Species Traits:
Ability Score Modifiers: Dex +2, Int –2, Wis –2
Natural weapons: A member of this species may make a claw attack (damage 1d4 plus the character’s Str modifier) or tail attack (damage 1d6 plus the character’s
Str modifier) instead of an unarmed attack, or as an off-hand attack. Bite attacks count as Medium melee weapons; claw attacks are Small melee weapons. A
character can apply Weapon Focus (and derived talents) to its own natural weapons.
Scent: . At close range (within 10 squares), Noghri ignore concealment and cover for purposes of Perception checks, and they take no penalty for poor visibility when
tracking.
Natural armor: A p’w’eck gains a +1 armor bonus to its Reflex defense.
Poor eyesight: A p’w’eck receives a –2 penalty on Perception checks requiring sight.
Force rejection: A p’w’eck can't become force-sensitive
Size: Medium
Speed: 6 squares.
Language: Ssi-ruuvi
Note: Prior to the New Jedi Order era, most, if not all P’w’eck are slaves of the Ssi-Ruuk.

--Q--

QIRAASH

The Qiraash are pale-skinned, pale-eyed near-Humans with large craniums, dark lips, dark hair, and natural precognition. Many tend to wear
their hair in a topknot.

Appearances and Examples: The gold-clad Leesub Sirln, a female Qiraash on the run from the Empire, appeared in the Cantina scene in “A
New Hope.”

Qiraash Species Traits:
Ability Score Modifiers: Con –2, Int +2, Wis +2
Bonus Feat: Qiraash gain Force Sensitive as a bonus feat.
Force perception: A Qiraash gains Force Perception (from the Sense Talent Tree) for free.
Speed: 6 squares.
Size: Medium.
Languages: Qiraash & Basic

QUERMIAN

Quermians have alabaster skin, long necks and bulbous heads with a permanently bemused smile, and four spindly arms. Usually,
Quermians keep one set of arms hidden. They also have two brains, one located in the chest cavity. Their two brains can cause mental
problems when each brain develops a different personality. Possessing no noses, the olfactory glands of this species are found in the hands.
Quermians are dedicated to complex philosophical ideas, and many of the galaxy's most prominent diplomats are found among their ranks.
Quermians have the ability to communicate telepathically with members of their own species. Quermians wearere distantly related to the
Xexto, having been genetically modified by Arkanian geneticists around 17,000 BBY. The Arkanians ultimately abandoned their work, fearing
legal repercussions, allowing the Quermians to evolve on their own. These two species rediscovered one another when both joined the
Galactic Republic, though the Xexto initially denied any genetic link with the Quermians. Even after the connection was proven, Xexto held
only grudging respect for Quermians, seeing them as a lower species.

Appearances and Examples: Yareal Poof served on the Jedi Council in The Phantom Menace.

Quermian Species Traits:
Ability Score Modifiers: -2 Str, +2 Dex, -2 Con, +2 Int, +2 Wis.
Medium-size.
Speed: Quermian base speed is 6 squares.
Short-Range Telepathy: Quermians can communicate telepathically with other Quermians as well as Force-Sensitive individuals. Using this ability is a full-round
action and requires eye contact with the individual. The Quermian must make a Wisdom check (DC 10), though if the target wishes to resist the telepathy, the

84


Quermian’s check must be higher than the target’s Will Defense.
Automatic Languages: Quermian.

Alternate Quermian Species Traits:
Ability Score Modifiers: Str -2, Dex +2, Con -2, Int +2, Wis +2
Size: Medium
Speed: 6 squares.
Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery I, Pin and Skill Focus (Climb) as conditional bonus
feats (they must meet the corresponding prerequisites). All the benefits of these feats are lost if the Character ever loses more than one limb.
visual telepathy: Quermians can freely communicate nonverbally with any other quermian or force-using creature they can lock eyes with. This ability doesn't work if
the target is neither a quermian nor a force user, or if the conversants don't have a clear line of sight to each other.

QUOR'SAV

The Quor’sav are warmblooded creatures native to the planet Uaua in the Ua system of the Centrality, and possessing both avian and monotreme characteristics.
They stand on stilt-legs approximately 3.5 meters tall on average, with long-necks,
bills and brightly colored plumage. They are oviparous, and their eggs take over a year to hatch. At some point in their history, Human colonists introduced a virus to
Uaua that was deadly to avians (but only carried by mammals). As a result, the Quor’sav neither trust nor welcome non-avian offworlders on Uaua, and have a
maligned past with the Centrality itself. Quor’sav have shown physical weakness to some airborne pollutants, including several present on Coruscant.

Appearances and Examples: Kal’Falnl C’ndros appears—or, at least, her knees do—in the scene of A New Hope where Luke Skywalker sells his speeder on
Tatooine. Waywa Fybot appears in the Expanded Universe novel Lando Calrissian and the Flamewind of Oseon.

Quor’sav Species Traits
Ability Score Modifiers: Str +2.
Natural weapons: A member of this species may make a kick attack with its powerful legs (base damage 1d4 plus Str modifier) instead of an unarmed attack, or as
an off-hand attack. Kick attacks count as light melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons.
Vulnerable Immune System: Quor’sav suffer a –5 to
their Fort defense against diseases and atmospheric hazards.
Size: Large (–1 to Reflex Defense, –5 on Stealth checks, +5 on Grapple checks, +5 to Damage Threshold, increased carrying capacity and damage).
Speed: 8 squares.
Languages: Quor’savi, Old High Trammic, Basic.

QWOHOG

Qwohog are amphibious humanoids with smooth iridescent skin, blue to green in color and no hair, though they do have raised silvery-blue scales on their heads,
wrists, waists, and ankles which can be mistaken for hair at a distance. Their faces have long, pointed ears, and round, black eyes, but no visible noses. Their lungs
are connected to their mouth and to gill slits under their arms. Though they are delicate in appearance, Qwohog are quite strong for their size. Qwohog
areindigenous to Hirsi, a planet mostly covered in freshwater lakes and seas. They remaind isolated from the rest of the galaxy until they were swept up in the
Galactic Civil War, when they aligned themselves with the Alliance to Restore the Republic. Small-boned, agile, and delicate in appearance, they are sometimes
called Wavedancers for their graceful movement through the freshwater oceans and lakes of their homeworld. They easily adapt to a variety of freshwater
environments, though saltwater damages their lungs and gills. They therefore require protective suits to swim in the saline oceans found on most other habitable
planets. Aside from their gills and humanoid appearance, their physiology is cetacean, much like the Herglic. The Wavedancers have a spoken language (called
simply Qwohog), but since their voices are adapted for underwater communication, their voices only carry a few meters in air. They use Qwohog sign language
instead to communicate on the surface. After making contact with offworlders, they began to use the vocalizer masks developed by the Anomids as well.

Appearances and Examples: K’zk piloted a rented barge in the short story "Day of the Sepulchral Night" appearing in Star Wars Adventure Journal 13.

Qwohog Species Traits:
Ability Score Modifiers: +2 Dex, -2 Wis.
Small-size: See Ewok trait (page 26).
Speed: Qwohog base speed is 4 squares on land and 8 squares in water.
Breathe Underwater: See Mon Calamari trait (SECR page 29).
Expert Swimmer: See Gungan trait (SECR page 27).
Saltwater Aversion: A Qwohog immersed in salt water moves -1 step on the condition track.
Automatic Languages: Basic, Qwohog, and Qwohog sign language.

Alternate Qwohog Species Traits:
Ability Score Modifiers: Dex +2, Wis -2
Size: Small
Speed: 4 squares.
Amphibious: Members of this species can’t drown in water.
Expert swimmer: Members of this species may always take 10 on Swim checks. They may reroll any Swim check, but they must abide by the second result, even if
it’s worse than the original.
Allergy: Members of this species move 1 persistent step down on the condition track whenever they ingest, or become submerged in, salwater.

85


--R--

RAKRIRIAN

The Rakririans were sentient arthropods indigenous to the planet Rakrir. They were an insectoid species with tubular, segmented bodies from 1.8 to 3.6 meters long,
sporting five pairs of limbs spaced along their central body segment. Upon their heads were stalk-mounted eyes that moved incessantly, a tiny mouth and notable
olfactory cluster. A cantilevered vocal organ was located in the middle of their midsection. While Rakririans typically stood upright on the last two sets of limbs, they
were able to run on all five sets if necessary. Rakririans did not wear any clothes, although some wore bracelets for personal ornamentation. The Rakririan
homeworld was the planet Rakrir, sometimes alternatively known as Ballikite. Rakririans developed into highly refined and cultured beings, seen by some as
excessively finicky and meticulous. As a result of this, few ever left their homeworld, failing to find sufficiently sophisticated locations in the wider galaxy. Those that
did tended to either be extremely wealthy, or work for the extremely wealthy in the service industries. A common Rakririan export to the galaxy was their Burnout
Sauce. Extremely spicy, most sentients used it only in trace quantities to avoid potential side effects, such as burns to the mouth and throat.

Appearances and Examples: Sabodor owned an exotic pet store on Etti IV in the novel Han Solo’s Revenge.

Rakririan Species Traits
-2 DEX, +2 CON
Multilegged: A Rakririan may take 10 on any Climb check even when distracted or threatened, and gains a +2 bonus on checks made to avoid being tripped or
Bantha Rushed.
Active Sensory Organs: A Rakririan may reroll any Perception check, but must accept the second roll even if it is worse.
Size: Large (–1 to Reflex Defense, –5 on Stealth checks, +5 on Grapple checks, +5 to Damage Threshold, increased carrying capacity and damage)
Speed: 8 squares.
Languages: Rakririan, Basic

RANAT

Ranats are meter tall rodents with long, tusk-like incisors in their lower jaws. Due to their resemblance to vermin, Ranats are often
classed as merely semi-intelligent, but do, in fact, have the intelligence necessary for the use of language and simple tools. Despite the
negative opinions of the rest of the galaxy, they consider themselves a superior species and call themselves Con Queecon, or "The
Conquerors." Though originally from Rydar II, the species is primarily found on Aralia during the Imperial era. In 200 BBY, the Human
population of Rydar II nearly exterminated the Ranats, since the Ranats had been preying on their children. Only three Ranats
survived—two males and a female, who stowed away on a spice smuggler's ship. According to the Ranats, the ship crashed on Aralia
after the three stowaways devoured the crew. Ranats are omnivores who strongly prefer meat, especially the roba beasts of Aralia.
Their sharp incisors and claws are useful both as weapons and as natural tunneling tools. Tunneling wears down their teeth, but
constant gnawing releases hormones which stimulates the regrowth of their teeth. Ranat tribes live in large maze-like tunnel networks,
where they raise their young communally and lure intruders into dead ends to be killed. Ranats have simple personalities, showing little
evidence of higher emotions and being primarily motivated by food.

Appearances and Examples: Reegesk was a scavenger and thief who appeared in the cantina in A New Hope.

Ranat Species Traits:
Ability Score Modifiers: +2 Dex, -2 Int, -2 Cha.
Small-size: See Ewok trait (page 26).
Speed: Ranat base speed is 6 squares. Ranats have a burrow speed of 1 square through soft earth and clay.
Natural Weapons: Bite- 1d4 piercing.
Flexible Body: Ranats can reroll any Acrobatics checks made to escape bonds, but must keep the result of the second roll even if it is worse.
Darkvision: See Sullustan trait (SECR page 30).
Primitive: See Gamorrean trait (SECR page 26).
Human Emnity: Ranats take a -2 penalty on Deception, Gather Information, and Persuasion checks when dealing with humans.
Automatic Languages: Ranat.

Alternate Ranat Species Traits:
Ability Score Modifiers: Dex +2, Int -2, Cha -2
Size: Medium
Speed: 6 squares.
Natural weapon: tusks (1d4 plus twice the character’s Str modifier) instead of an unarmed attack, or as an off-hand attack. Tusk attacks count as two-handed melee
weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons.
Darkvision: This ability functions as detailed in the SECR.
Scurrying: Members of this species may reroll any Acrobatics check to escape bonds, but they must take the second result, even if it’s worse than the original.
persuasion -2 with humans
Primitive: members of this species do not gain Weapon Proficiency (pistols, rifles or heavy weapons) as starting feats at 1st level, even if their class normally grants
them.

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RANTH

Ranth are carnivorous, canine-like mammals with long bushy tails, flat muzzles, dark eyes, and short pointed ears. They are indigenous to a tide-locked, tectonically
active planet of deserts and glaciers in the Outer Rim called Caaraz. As natural hunters, they have sharp claws on their hands, and mouths filled with short sharp
teeth. Ranth continually forage, hunt, and swim to survive in the harsh environment of their homeworld, and hunt for food whenever the conditions allow them to do
so. Their keen hearing, extending into ultrasonic ranges, help them search for prey and avoid larger predators

Appearances and Examples: Tir'arr Zur was mentioned in the Wizards of the Coast roleplaying supplement Ultimate Alien Anthology.

Ranth Species Traits:
Ability Score Modifiers: +2 Dex, -2 Int, -2 Wis.
Medium-size.
Speed: Ranth base speed is 6 squares.
Natural Weapons: Claw- 1d4.
Insulating Fur: Ranth recieve a +5 species bonus to Fortitude Defense to resist the effects of extreme cold.
Arctic Dweller: Nomadic Ranth can reroll any Survival checks made in arctic climates, but must keep the result of the second roll even if it is worse. Civilized Ranth
do not recieve this bonus.
Conditional Bonus Feat: A Ranth with Perception as a trained skill gains Skill Focus (Perception) as a bonus feat.
Automatic Languages: Ranth, Basic (civilized Ranth only).

Alternate Ranth Species Traits:
Ability Score Modifiers: Dex +2, Int -2, Wis -2
Size: Medium
Speed: 6 squares.
Keen senses: Members of this species may reroll any Perception check to avoid being surprised or flat-footed, but they must take the second result, even if it’s worse
than the original.
Natural weapon: Members of this species may make a claw attack (damage 1d4 plus the character’s Str modifier) instead of an unarmed attack, or as an off-hand
attack. Claw attacks count as light melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons.
Fur: Members of this species gain a +2 bonus to their Fortitude defense vs natural cold.
Environmental adaptation: Members of this species may always take 10 on survival checks when in cold environments.

RATTATAKI

Tall, lithe, wan and sallow, the humanoid Rattataki hail from the small, red world of Rattatak, which floats in the far Outer Rim like a drop of
blood. The planet is so remote that it remained undiscovered by the Republic, and the native Rattataki evolved without the guidance or
influence of other galactic forces. Although the Rattataki remained primitive, they quickly learned how to kill one another. Scattered
resources on the planet led to struggles for survival, and the Rattataki never bothered with the benefits of barter and trade amongst
themselves. As technology evolved, the Rattataki focused all of their efforts on more brutal methods for murder. War became the norm.
Over generations of fighting, most of the cities on the planet were reduced to rubble and huge portions of the planet's population became
victims of mass genocide. The Rattataki never developed weapons of planetary scale, so the bloody world wars raged on for generations.
The ceaseless violence prevented the world from developing space travel, and the Rattataki believed they were alone the galaxy -- they had
no concept of galactic community, and only conquering their neighbors seemed important. Those that discovered Rattatak were
unscrupulous slavers common in the Outer Rim. The wiry Rattataki themselves proved to be an unpopular export – they were simply too difficult to train and too
violent to contain. But credits could be made by importing slaves to the war barons, who would pay handsomely for any exotic edge in combat. Mercenary duty was
a popular reason to come to Rattatak, though negotiating an end of service often was difficult. Gladiator pits sprang up in what rare patches of neutral lands could be
found on the craggy world. Slavers filled the pits with violent candidates -- some would purposely price the more successful warriors out of the purchase range of the
Rattataki generals, as their gladiators were more profitable from fighting multiple battles than being sold into military service. But it was a rare gladiator indeed who
could survive multiple fights. Even after communications and trade were opened with other worlds, Rattatak remains a lawless, barbaric world where violent
bloodshed and atrocities are a daily occurrence. Far from the Republic borders, the primitive planet continues to be ruled by brutal warlords who constantly battle for
domination.

Appearances and Examples: Separatist Commander Asajj Ventress, the former padawan of the late Ky Narec, was recruited by Count Dooku as his protégée during
the Clone Wars, as shown in various Clone Wars era comics and cartoons, such as the Clone Wars animated series.

Rattataki Species Traits:
Ability Score Modifiers: None
Size: Medium
Speed: 6 Squares
Battle Hardened: A Rattataki receives a +1 species Bonus to Ref and Fort defenses.
Mind Control: A Rattataki may reroll any Persuasion check to "Change the Attitude" of or to "Haggle" with non-Rattataki, but must accept the reroll even if it is worse.
Conditional Bonus Feat: A Rattataki trained in "Knowledge: Tactics" receives the bonus feat "Skill Focus (Knowledge: Tactics)".
Additional Language: Rattataki

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RISHII

The avian Rishii of the Rishi system are excellent hunters known for their agreeable and accepting attitude towards outsiders. Rishii have a pair of large wings at the
ends of which are Human-like hands and fingers. They are capable of swooping down at very great speeds from cliffs to catch rodents in their talons. Their keen
senses make them excellent predators. Rishii have little interest in technology and trade with outsiders only to acquire items to decorate their nests. However, they
are intrigued by what they called "shiny rocks," spacecraft, which, as they put it, allow one to fly without wings. Family groups live together in open-air eyries built on
cliffs and perches, and members of the tribe live and work together peacefully. They respect members of other tribes who visit them and offworlders who colonized
the humid lowlands. Rishii have a talent for mimicking language. They often copy the voices and movements of other beings, much to the annoyance of the person
being copied.

Appearances and Examples: Gwarrk was a Rishii Chieftain in the Dark Horse comic Star Wars The Clone Wars: The Gauntlet of Death.

Rishii Species Traits:
Ability Score Modifiers: Str –2, Wis +2
Flight: A rishii has a fly speed of 6 squares.
Heightened senses: A rishii may reroll Perception checks, but it must take the second result.
Mimic voice: A rishii may imitate the voice of any creature it has heard, and speak in the mimicked language as if it was its own.
Primitive: as the ewok trait.
Technophobe: A rishii suffers a –5 penalty on all attack rolls and skill checks made using vehicles, energy weapons or computers.
Size: Medium
Speed: 6 squares.
Language: Rishii & Basic

Rishii sling (simple ranged weapon)
Size: Small
Range: as thrown weapon
Damage: 1d4 (stone or bullet)
Weight: 0.5 kg
Cost: 10

ROONAN

Not to be confused with the collective inhabitants of diverse species known as “Roonians” who reside on the temperate, tidal-locked
Outer Rim planet Roon, the Roonans of planet Roona are brooding, bulbous-headed, almond-eyed aliens with sibilant voices and a
very low tolerance for other species. This intolerance is likely attributable to their isolationist tendencies, which makes it surprising that
they joined the Republic at all. The Roonans of Roona have a very morose sense of aesthetics, preferring gloomy light; dark, formal
clothing; and ethereal, electronic music. An apology for the Roonan’s nature can be found in the astrophysical and geological
circumstances of their homeworld. Due to a complex orbit around a cluster of red dwarfs, the planet Roona is subsumed in perpetual
dusk and constant electro-magnetic storms. Their macabre nature can possibly be attributed to the morose lack of light and constant
storms on their planet. Because the climate of their planet is so aesthetically disagreeable, few visitors come, and even fewer stay for
any long periods, which may account for the Roonans’ xenophobic tendencies.

Appearances and Examples: Senator Edcel Bar Gane, Senator of Roona, seconded the motion for a Vote of No Confidence against Chancellor Valorum in “The
Phantom Menace.” He was accompanied by his Roona aide Ree Axel Ov.

Roonan Species Traits:
Ability Score Modifiers: Int +2, Cha +2
Low-light vision: As per the SECR.
Intolerant: A Roonan suffers a –5 penalty on all Persuasion checks made to improve the reactions of non-Roonans.
Speed: 6 squares.
Size: Medium.
Language: Roonan

RUURIAN

Ruurians are an insectoid species native to Ruuria. They are born as fourteen-legged larvae with each leg having four opposable fingers. First stage Ruurians also
have fine, wide antennae on their heads, and large, multifaceted eyes. The larval Ruurians are also the most intelligent, artistic and creative members of the species,
and are responsible for running Ruuria. The second stage of Ruurian life was the pupa stage. The larva spin a cocoon around themselves, and are transformed into
the third stage of the Ruurian life cycle, the beautiful Chroma-Wing Fliers. Chroma-Wing Fliers are simple-minded creatures only interested in eating, flying and
mating. They also had no interest in working. Ruurians generally avoid taking risks. Their government is the Unified Ruurian Colonies. On the planet Ruuria, the

Ruurians' society comprises 143 colonies, and every Ruurian belongs to a single colony for life.

Appearaces and Examples: Skynx assisted Han Solo search for the treasure of Xim the Despot in the novel Han Solo and the Lost Legacy.

Ruurian Species Traits:

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Ability Score Modifiers: -2 Str, -2 Con, +4 Int. Chroma Wing Ability Score Modifiers: -2 Str, -2 Con, +4 Cha.
Small-size: See Ewok trait (page 26).
Speed: Ruurian base speed is 4 squares. Ruurian chroma-wings can also fly at a speed of 6 squares.
Hexapedal: A Ruurian’s six legs grant it a +5 stability bonus to resist attempts to knock it prone.
Extra Limbs: A Ruurian has ten spindly arms. These hands may be used to manipulate equipment or wield weapons, and provide a +5 bonus to grapple checks.
However, a Ruurian cannot attack with more than one weapon in a single round.
Expert Climber: See Sullustan trait (SECR page 31).
Expert Linguist: Ruurian larvae with heroic or nonheroic class levels gains the Linguist feat as a bonus feat at every level. Ruurian chroma-wings lose the ability to
speak or comprehend additional languages.
Automatic Languages: Ruurese.

Alternate Ruurian Species Traits:
Ability Score Modifiers: Str -2, Con -2, Int +4
Size: Small
Speed: 4 squares.
Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery I, Pin and Skill Focus (Climb) as conditional bonus
feats (they must meet the corresponding prerequisites). All the benefits of these feats are lost if the Character ever loses more than one limb.
Multilegged: Members of this species gain a +5 bonus on all checks to avoid being tripped or bantha rushed.
Bonus feat: Ruurian larvae gain Linguist as a bonus feat.

Ruurian Chroma-Wing Species Traits:
Ability Score Modifiers: Str -2, Con -2, Cha +4
Size: Small
Speed: 4 squares.
Flight: Members of this species are capable of flight, with a speed of 4 squares.
Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery I, Pin and Skill Focus (Climb) as conditional bonus
feats (they must meet the corresponding prerequisites). All the benefits of these feats are lost if the Character ever loses more than one limb.

RYBET

The Rybets are amphibians with rubbery, bright green to deep olive mottled skin; round heads; large eyes; flat noses; and wide mouths. Rybet females are typically
larger than the males, with an average height between 1.5 and 1.9 meters for the females and 1.2 and 1.5 meters for the males. They are opportunists, well-suited for
a nomadic lifestyle in space. Typically, they have a rather questionable grasp of morals and ethics, if any. Rybets claim to have evolved on Varl, and that the planet's
destruction was the result of a war they waged with the Hutts. They also claim that they will eventually defeat the Hutts and reclaim their home. The Hutts find this
mildly amusing. Xenobiologists, however, estimate that fewer than a billion Rybet exist in the galaxy possibly due to a pathological hatred male and female Rybets
have for each other. The only thing that allow them to overcome this is their overwhelming urge to mate and reproduce, which happens only once every ten years
after reaching adulthood.

Appearances and Examples: Nibber Swoo, a foul-mouthed, blaster toting cabbie on Coruscant with a red, open-topped Barkhetta airspeeder and a penchant for
showing up at just the right time, is featured in the Wizards of the Coast roleplaying game supplement Coruscant and the Core Worlds.

Rybet Species Traits:
Ability Score Modifiers: -2 Str, +2 Dex. Female Ability Score Modifiers: +2 Str, -2 Dex.
Small-size (males only): See Ewok trait (page 26).
Medium-size (females only).
Speed: Male Rybet base speed is 4 squares on land or in water. Female Rybet base speed is 6 squares on land or in water.
Breathe Underwater: See Mon Calamari trait (SECR page 29).
Expert Swimmer: See Gungan trait (SECR page 27).
Conditional Bonus Feat: A Rybet with Pilot as a trained skill gains Skill Focus (Pilot) as a bonus feat.
Automatic Languages: Rybese.

Alternate Rybet Species Traits:
Ability Score Modifiers for Male: Str +2, Dex -2
Ability Score Modifiers for Female: Str -2, Dex +2
Size: Small
Speed: 4 squares.
Spacer: Members of this species may reroll any Pilot check, but they must take the second result, even if it’s worse than the original.
Amphibious: Members of this species can’t drown in water.
Expert swimmer: Members of this species may always take 10 on Swim checks. They may reroll any Swim check, but they must abide by the second result, even if
it’s worse than the original.

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--S--

SANYASSAN

Sanyassans are barbaric humanoids from Sanyassa IV of the Moddell Sector with skeletal, simian faces; tall, well-muscled bodies; thin,
ungainly hair; and scaly gray or greenish skin. They are known as scavengers, and would readily attack anyone who crossed their path.
Their history contained several eras of advanced thinking and technology, which were eventually wiped out by the current "might makes
right" kleptocracy. Around 100 BBY, a group of Sanyassan space pirates, the Marauders, who were criminals and pariahs even among
their own race, hijacked a spacecraft and crash-landed on the forest moon of Endor where they built themselves a fortress and ruled over
a section of the Endorian plains terrorizing the Ewoks, Phlogs and Duloks.

Appearances and Examples: Warlord Terak ruled the Sanyassan Marauders of Endor in the made-for-television film Ewoks: The Battle for
Endor.

Sanyassan Species Traits:
Ability Score Modifiers: +2 Str, -2 Dex, +2 Con, -2 Int.
Medium-size.
Speed: Sanyassan base speed is 6 squares.
Natural Armor: +1 Natural Armor bonus to Reflex Defense.
Intimidating: Sanyassan may reroll any Persuasion check made to intimidate others, but the result of the reroll must be accepted even if it is worse.
Conditional Bonus Feat: A Sanyassan with Survival as a trained skill gains Skill Focus (Survival) as a bonus feat.
Automatic Languages: Sanyassan.

Alternate Sanyassan Species Traits:
Ability Score Modifiers: Str +2, Dex -2, Con +2, Int -2
Size: Medium
Speed: 6 squares.
Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense.

SARKAN

Sarkans are tall, bipedal reptiles with long tails, fangs, thick scaly skin, small claws on their fingers and yellow eyes that provide
excellent night vision. Because they are cold-blooded, Sarkans can die in less than twenty minutes if exposed to freezing
temperatures. They hail from the dense jungle world of Sarka in the Mid Rim. Their few cities are located in complex cave
systems, usually near underground hot springs to keep the Sarkans warm at night. These cave cities, while apparently crude at
first glance, contain all modern luxuries and amenities. The Sarkan cave networks were also connected to their rich gem
minesSarkan martial artists prefer to whip or bludgeon opponents with their thick, muscular tails, rather than use their claws, which
they varnish and paint for decorative purposes. Sarkans are a wealthy people due to the mineral riches in the bejeweled
mountains of their home world, the only known source of nova rubies, which they often use to adorn their loose robes and consider to be of little value to the
abundance of the stones on Sarka. Sarkans are also noted for their excruciatingly complex and protracted social protocols, such as reciting hours of one’s life story,
accounts of battle victories, the value and number of one’s mined gems, and a list of one’s mates when greeting a person of import, followed by several more hours
of ritual dances. Though tailless species are excused this duty, any breach in the protocol of the dance by someone with a tail is taken as a flagrant insult and
violently removed. As a vestige of the caste structure that once dominated their culture, Sarkans almost always travel in groups of three or more; lone Sarkans are
usually outcasts, expatriates or criminals on their homeworld. Sarkans used a single name, such as B'neer, Demesk, Fisuran, Ganis, Jilieren, Siran, Sonus, Tybellor,
and U'vala.

Appearances and Examples: The turban-wearing Melas appeared in the Mos Eisley Cantina in the “Special Edition” of Star Wars Episode IV: A New Hope.

Sarkan Species Traits:
Ability Score Modifiers: +2 Str, -4 Cha.
Medium-size.
Speed: Sarkan base speed is 6 squares.
Natural Weapons: Claw- 1d4 slashing. Tail- 1d8 bludgeoning.
Automatic Languages: Sarkese.

Alternate Sarkan Species Traits:
Ability Score Modifiers: Str +2, Cha -2
Size: Medium
Speed: 6 squares.
Natural weapons: A sarkan may make a claw attack (base damage 1d4 plus the character’s Str modifier) or tail attack (base damage 1d6 plus the character’s Str
modifier) instead of an unarmed attack, or as an off-hand attack. Claw attacks count as light melee weapons, and tail attacks count as one-handed melee weapons.
A Sarkan may make a single tail attack as a standard action, which doubles the Str bonus on the damage roll. A character can apply Weapon Focus (and derived
talents) to its own natural weapons.

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SAURIN

Saurins hail from the planet Durkteel of the Mid-Rim, one of the first ten planets to join the Refugee Resettlement Coalition shortly before
the Clone Wars, and to loosen its immigration restrictions to allow refugee resettlement of the displaced citizenry of the Separatist crisis.
The reptilian Saurins have long, tooth-filled snouts and large, sunken eyes, and are nearly indistinguishable physically from their
Trandoshan cousins (although the Trandoshans and Saurins can tell the difference). In fact, some xenobiologists suggest the two species
share a recent common ancestor.
Saurins are physically powerful, very difficult to injure, and capable of recovering quickly from even the most serious injuries. Like their
Trandoshan cousins and many other reptiles, Saurins hatch from eggs and have thick, scaly skin. They also have supersensitive eyes
that can see into the infrared range.

Appearances and Examples: The droid-trader Hrchek Kal Fas and his female cousin and bodyguard Sai’Torr Kal Fas were two Saurins
who appeared in the Cantina scene of “A New Hope.”

Saurin Species Traits:
Ability Score Modifiers: Dex –2, Con +2
Bonus Feat: Like their Trandoshan cousins, Saurins gain Toughness as a bonus feat.
Darkvision: As per the SECR.
Scaly skin: Saurins gain a +1 natural bonus to their Reflex defense.
Speed: 6 squares.
Size: Medium.
Languages: Saurin & Basic

SAUVAX

Sauvax are stocky, amphibious, crustaceans with flexible, reddish, chitinous natural armor; six, strong, bluish, legs; and two thick, bluish arms that end in powerful
claws featuring two large pincers and three opposable digits. Their carapaced faces sport a mouth, two eyestalks and two antennae. They are indigenous to Leritor,
a mineral-rich Mid Rim world of rolling plains and oceans. Despite their fearsome appearance, they are peaceful creatures who prefer negotiations rather than war to
settle disputes.

Appearances and Examples: Sauvax appear in the Star Wars Roleplaying Game Adventure “Standoff on Leritor,” published in Star Wars Gamer 10.

Sauvax Species Traits:
Ability Score Modifiers: +2 Str, -2 Dex, +2 Con, -2 Cha
Medium-size.
Speed: Sauvax base speed is 6 squares on land and 4 squares in water.
Natural Armor: +4 Natural Armor bonus to Reflex Defense.
Natural Weapons: Claw- 1d6 slashing.
Pincers: A Sauvax pincers can grasp and manipulate primitive weapons and simple items, but not small articulated items like blasters , datapads, medpacs, and
other gear designed for species with hands.
Breathe Underwater: See Mon Calamari trait (SECR page 29).
Expert Swimmer: See Gungan trait (SECR page 27).
Conditional Bonus Feat: A Sauvax with Perception as a trained skill gains Skill Focus (Perception) as a bonus feat.
Automatic Languages: Sauvax.

Alternate Sauvax Species Traits:
Ability Score Modifiers: Str +2, Dex -2, Con +2, Cha -4
Size: Medium
Speed: 6 squares.
Natural weapon: Members of this species may make a claw attack (damage 1d6 plus the character’s Str modifier) instead of an unarmed attack, or as an off-hand
attack. Claw attacks count as light melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons.
Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense.
Amphibious: Members of this species can’t drown in water.
Expert swimmer: Members of this species may always take 10 on Swim checks. They may reroll any Swim check, but they must abide by the second result, even if
it’s worse than the original.
Pincers instead of hands: A sauvax cannot use a datapad, medpac, or any object requiring fine manipulation with fingered hands.
Primitive: members of this species do not gain Weapon Proficiency (pistols, rifles or heavy weapons) as starting feats at 1st level, even if their class normally grants
them.

SELONIAN

Furry, weasel-like, burrowing mammals with flexible spines, strong tails, needle-sharp fangs and sharp claws on their hands and feet, Selonians hail from the
Corellian System, are excellent climbers and are equally comfortable traveling on all fours or upright. Most Selonians are infertile females, the the largest and
strongest of the species. One in every hundred is male, and five in every hundred is a fertile female. Selonians live in clans called "septs," always headed by a female
known as a Den Mother. Septs are organized into dens made up of sterile females and a small number of breeder males and females. Many Selonians also live on
Talus, Tralus, and Corellia, with additional dens on planets scattered throughout the galaxy. They have a reputation for being a refined and serious-minded species. It

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is believed that they evolved from an aquatic mammal species that lived in riverside burrows which they still use as their homes. Selonians are brutally honest and
trustworthy, and, like Wookiees, have a strong sense of honor. They speak a modified language among their dens which is not diminished by auditory echoes in their
burrows.

Appearances and Examples: Dracmus, of the Hunchuzuc Den of Corellia, was instrumental in ending the Corellian Insurrection in the “Corellian Trilogy” novels
Assault at Selonia and Showdown at Centerpoint.

Selonian Species Traits:
Ability Score Modifiers: Sterile Female- +2 Dex, -2 Wis. Male or Queen- +2 Dex, -2 Cha.
Medium-size.
Speed: Selonian base speed is 6 squares when walking on two legs, 8 squares when walking on all fours, and 8 squares in water.
Natural Weapons: Claw- 1d4.
Darkvision: See Sullustan trait (SECR page 30).
Expert Swimmer: See Gungan trait (SECR page 27).
Automatic Languages: Selonian.

Alternate Selonian Species Traits:
Ability Score Modifiers: Dex +2, Wis -2, Cha -2
Size: Medium
Speed: 6 squares.
Darkvision: This ability functions as detailed in the SECR.
Gifted swimmer: Members of this species may reroll any Swim check, but they must take the second roll, even if it’s worse than the original.

SHAWDA UBB

Hailing from the swamp planet Manpham, the Shawda Ubb are introverted, isolationist amphibians who seldom leave their
perches, much less the scattered communities of their homeworld. This is due, in part, from the fact that arid climates dehydrate
their naturally moist skin. They prefer a quiet, sedentary existence, pondering life or playing the growdi, a native Shawda Ubb
instrument that is a combination water-organ and flute. Despite their small stature, generally little more than a quarter of a meter in
height, the pot-bellied Shawda Ubb are dangerous adversaries due to a number of natural defenses, among which is their ability to
spit a paralytic poison capable of immobilizing a person for some time. When Shawda Ubb choose to ambulate, they hop more
than walk.

Appearances and Examples: Rapotwanalantonee (a/k/a “Rappertunie”) played the growdi, a native Shawda Ubb instrument that is a combination water-organ and
flute, for Max Rebo’s band in the Special Edition version of “Return of the Jedi.”

Shawda Ubb Species Traits:
Ability Score Modifiers: Str –2, Con +2
Paralyzing poison: As a standard action, a shawda ubb may spit poison against a target up to 4 squares away. A shawda ubb’s poison spittle counts as a ranged
weapon, dealing 4d6 points of stun damage on a successful hit. Nonliving targets are immune to this ability.
Swamp adaptation: Shawda ubb may take 10 in any Survival check made in humid, swampy environments.
Water breathing: Shawda ubb cannot drown in water.
Environmental discomfort: Shawda ubb are always at least 1 step down on the Condition Track (that is, they cannot reach ‘normal’ condition) for as long as they
remain in an arid, dry environment.
Speed: 4 squares.
Size: Small (+1 to Reflex defense, +5 on Stealth checks, –5 on grapple checks, reduced damage and weight allowance).
Language: Speak Shawda Ubb (no written version of the language exists)

SHARU / TOKA

The Sharu were a highly advanced, ancient humanoid species responsible for building the colossal plastic pyramids on the worlds of the Rafa system and for
constructing an artifact called the Mindharp, which constantly changed form as it shifted through dimensions. Circa 1,000,000 BBY, the Sharu began to feel
threatened by a competing civilization they called “the Architects.” To protect themselves, the Sharu went underground and hid their cities beneath the plastic
pyramids. There, the Sharu created the Mindharp so that when another, future civilization was able to activate it, the Sharu would know it was safe to come out.
They also used crystalline life-orchards to temporarily drain their intelligence, becoming the primitive Toka, or "Broken People," thus hiding in plain sight from the
Architects. The Toka were exploited by the Human colonists as slaves. In 4 BBY, Lando Calrissian discovered the Mindharp. Rafa IV's governor inadvertently
activated the Mindharp and its subharmonic emanations started a reversal of the social order in the Rafa system. The Toka were restored into the legendary Sharu
and the pyramids crumbled, with strange, new cities emerging. This also created an interdiction field which prevented hyperspace travel into and out of the system
for weeks. Many of the Human settlements had also been destroyed, and the surviving settlers fled. Trade with the Rafa system also collapsed overnight. However,
this event brought countless scientists and researchers to the Rafa system. Calrissian was also considered a hero by many for his role in the event. Though the
Sharu did not prevent the scientists from doing their work, neither did they cooperate with what they perceived as "lesser sentients." As a result, little is known of
Sharu history and technology. Even Emperor Palpatine himself felt threatened enough by the species to install a permanent military garrison in the Rafa system.
However, his forces did not make any military move against the Sharu. Later, the New Republic had a five-hundred member research team staffed by the Obroan
Institute for Archaeology assigned to research the species.

Appearances and Examples: The Toka and Sharu were prominently featured in the “Adventures of Lando Calrissian” novel “Lando Calrissian and the Mindharp of

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Sharu.”

Sharu Species Traits:
Ability Score Modifiers: Int +2, Wis +2
Conditional Bonus Feat: A Sharu may choose any one Knowledge skill in which he is trained; he gains Skill Focus in that skill as a bonus feat.
Size: Medium
Speed: 6 squares.
Language: Old High Trammic & Basic

Toka Species Traits:
Ability Score Modifiers: Int –2, Wis +2
Locked mind: A toka’s mind has been locked against outside influence and detection, giving her a +2 bonus to its Will defense.
Conditioned sensitivity: A toka may reroll any Perception check, but must keep the second result.
Conditional Bonus Feat: A toka is trained in Survival gains Skill Focus (Survival) as a bonus feat.
Primitive: as the ewok trait.
Size: Medium
Speed: 6 squares.
Languages: Old High Trammic (Toka dialect), Basic

SHI’IDO

Shi'ido are near-Human, shapeshifters from the planet of Lao-mon. Little is actually known of them because, when scout ships arrived on the planet to take surveys,
the Shi'ido populace hid in the forms of rocks and trees or transmogrified into monsters to scare off the newcomers. Shi’ido are a shy yet curious and prefer to avoid
confrontations with other species, especially on their homeworld. Despite their secretive nature, many Shi'ido travel the galaxy and study other cultures. They have
very long life spans and can live up to 500 years. Shi'ido are considered adults at 61 years of age. Their ability to change shape (called "skinshifting") improves with
age; young Shi'ido can only change skin color and imitate minor Humanoid species, while individuals past the age of one hundred can change into nearly any alien
species or creature complete with imitation clothing and accessories. If a Shi'ido attempts to change into a species larger than their natural size, they can become
stuck in that form weeks or months. Unlike Clawdites, Shi'ido are not limited to taking the form of only humanoid species and do not feel pain or discomfort when
they change shape, nor do they immediately revert back to their true form when fatigued or incapacitated. With great concentration, Shi'ido can also telepathically
project false impressions to most other species, such as creating false scents. They can storing items inside of their body, such as lightsaber hilts, pistols, drugs, or
com-links.

Appearances and Examples: Anthropologist Mammon Hoole appears ubiquitously throughout the Galaxy of Fear series of young reader novels.

Shi'ido Species Traits:
Ability Score Modifiers: -2 Con.
Medium-size.
Speed: Shi’ido base speed is 6 squares.
Telepathy: Shi’ido can use the Use the Force skill to create a telepathic link untrained and without the Force Sensitivity Feat.
Shapeshift: A Shi-ido can alter his or her appearance to match that of another Medium sized humanoid species. Changing appearance is a full round action and
grants a +10 bonus to Deception checks made to present a Deceptive appearance. A Shi-ido gains none of the special qualities or species traits of the mimicked
species, but the effect lasts as long as the Shi-ido wishes.
The “skinshifting” ability of a Shi’ido improves with age. Middle-aged and older Shi’ido can assume the form of Small to Large alien species or Medium sized
inanimate objects.
Automatic Languages: Shi’idese.

Alternate Shi’ido Species Traits:
Ability Score Modifiers: Con -2, Int +2
Size: Medium
Speed: 6 squares.
Skinshifting: A shi'ido may acquire the appearance (but not Species Traits) of any Medium humanoid, including clothing and items; while skinshifted, a shi'ido may
reroll any Deception checks made for deceptive appearance, and keep the better of the two results.
A shi'ido moves 1 step down the Condition track each time he uses this ability; after that, the shi'ido may remain skinshifted for as long as desired.
Slippery: Members of this species may reroll any Acrobatics check to escape, but they must take the second roll, even if it’s worse than the original.

SHISTAVANEN

Shistavanens, nicknamed “wolfmen,” hail from the forests of Uvena Prime and Uvena III of the Uvena system. They have pronounced
muzzles, sharp claws, long pointed teeth, pointed ears, and large glowing eyes. They are capable of tirelessly running at high speed for long
periods, alternately using two or four legs. As a species of hunters, they have a keen sense of smell, and excellent night vision. In addition to
natural evolution, the Shistavanen species was shaped by unknown genetic engineers. Shistavanens possess a healing ability allowing them
to recover from minor wounds quickly, and larger wounds within a matter of days. The Shistavanens are isolationists, evidenced by their
colonizing all the unpopulated worlds in the Uvena system to prevent them from being settled by non-Shistavanen settlers, their restrictive
trade laws (which unapologetically favored their own kind over off-world traders), and their sparse contact with non-Shistavanens. Even those
who traveled the Galaxy as scouts, mercenaries and bounty hunters usually remain by themselves or with other Shistavanens.

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Appearances and Examples: Imperial scout Lak Sivrak appeared in the Mos Eisley Cantina in A New Hope.

Shistavanen Species Traits:
Ability Score Modifiers: +2 Dex, -2 Int, -2 Cha.
Medium-size.
Speed: Shistavanen base speed is 6 squares.
Xenophobic: A Shistavanen untrained in Persuasion may not add 1/2 his character level to Persuasion checks when dealing with members of other species.
Additionally, other species may not choose to reroll Persuasion checks against Shistavanens, even if they would normally be able to do so through a Talent or
Species trait.
Low-Light Vision: See Gungan trait (SECR page 27).
Intuitive Initiative: As the Cerean trait (SECR page 24).
Conditional Bonus Feat: A Shistavanen with Perception as a trained skill gains Skill Focus (Perception) as a bonus feat.
Automatic Languages: Shistavanen.

Alternate Shistavanen Species Traits:
Ability Score Modifiers: Dex +2, Int -2, Cha -2
Size: Medium
Speed: 6 squares.
Alert reaction: Members of this species may reroll any Initiative check, but they must take the second roll, even if it’s worse than the original.
Scent: . At close range (within 10 squares), Noghri ignore concealment and cover for purposes of Perception checks, and they take no penalty for poor visibility when
tracking.
Low-light vision: This ability functions as described in the SECR.
Xenophobic: Members of this species suffer as -2 penalty on Persuasion checks made to interact with other species; NPCs of this species also impose a -2 penalty
on Persuasion checks made to interact with them.

SINITEEN

The Siniteen are humanoids characterized by huge crania, which are ridged and convoluted as if their brains were directly under their
skin. They have incredible mental abilities, and can process huge calculations in their heads. Early in the history of the Republic, the
Siniteen left their lost homeworld Sinitee for reasons known (or perhaps understood) only by them, and colonized the planet Regar I,
which is the fifth planet in the Garos system, located in the Juvex Sector. Their planetary government is highly structured and seems to
defy conventional labels The religion of the Siniteen centers on highly complex equations and seems to be based on some sort of
numerology.

Appearances and Examples: The Siniteen nicknamed “Braniac” by his human partner BoShek appeared in the Cantina scene of “A New
Hope.”

Siniteen Species Traits:
Ability Score Modifiers: Int +4, Cha –2
Superhuman calculation: A siniteen may make an Use Computer check to access information as a swift action, and he suffers no penalty for making an Astrogation
check as a full-round action or without a navcomputer/astromech droid.
Speed: 6 squares.
Size: Medium.
Languages: Siniteen & Basic

SKAKOAN (Official Wizards of the Coast Web Enhancement stats)

Skakoans are a technologically advanced species from Skakoa, a planetwide metropolis comparable to Corscant in scale and
population, but without the charm or aesthetically pleasing architecture. Species accustomed to standard atmospheric pressure can
only withstand the dense pressure of Skako’s atmosphere for a short time before suffering permanent injury. The same holds true for
Skakoans who find themselves on standard-pressure worlds without a special pressure suit to protect them. Skakoans specialize in
microelectronics, starship engineering, and cutting-edge manufacturing techniques. During the time of the Old Republic, Skakoans
were among the most influential species in the Techno Union, a galaxy-spanning consortium of mega-corporations with representation

in the Galactic Senate. Despite the misgivings of other high-ranking members of the Techno Union, Skakoan foreman Wat Tambor
pledged to support the Separatists under Count Dooku. In the Imperial era, the Skakoan people could do nothing except withdraw to
their homeworld and watch helplessly as the Empire dismantled the Techno Union and placed its constituent companies (among them
Baktoid Armor Workshop, Hoersch-Kessel Driveworks Inc., and Balmorran Arms). Skakoans are cool, calculating, and humorless
beings with a strong sense of self-preservation. Few have the courage to leave their homeworld. They rely on logic to solve their problems, regardless of whether
they are plotting galactic war or designing an efficient hyperdrive. Skakoans are usually encountered wearing their pressure suits, which they use to hide their
emotions, leading many other species to mistake Skakoans for heartless beings. Non-Skakoans have yet to learn what a Skakoan looks like beneath the full-body
pressure suit: a gaunt Human with folds of sickly gray-white skin draped over a narrow, skeletal frame. A Skakoan’s leering visage features dark, sunken eyes, a flat

nose, and a toothless, slit-like mouth set in a perpetual frown. No Skakoan Force-users are known to exist.

Appearances and Examples: Wat Tambor appeared in Attack of the Clones and Revenge of the Sith.

Skakoan Species Traits

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Ability Score Modifiers: –2 Dex, +2 Int
Size: Medium
Speed: 6 squares
Bonus Feat: Armor Proficiency (light).
Conditional Bonus Feat: Skakoans are often techno-savants. A Skakoan with Mechanics as a trained skill gains Skill Focus (Mechanics) as a bonus feat.

Mechanical Savant: Once per encounter, a Skakoan can make a standard action Mechanics or Use Computer check as a swift action.
Special Equipment: Skakoans suffer limitations outside their native atmosphere. Without a pressure suit, a Skakoan takes 1d6 points of damage each round and
begins to suffocate. Skakoan characters begin play with a light pressure suit at no cost.
Languages: Basic, Skakoform (written)/Skakoverbal (spoken).

In order to survive off planet, the Skakoans have created three types of pressure suits. The suits are as effective as certain types of armor, but they are bulkier due to
the additional breathing equipment and pressurizers. Skakoan pressure suits come equipped with synthesized vocalizers that deliberately distort their wearers’
speech patterns, adding to the species’ mystique. Their stats can be found on the armor table below.

ARMOR COST ARMOR FORT DEF MAX DEX SPEED (6 SPEED (4 WEIGHT AVAILABILIT
BONUS BONUS BONUS SQ.) SQ.) Y

Light Armor ( 2 check penalty)

Light Pressure 4,000 +5 +2 +3 4 sq. 10 kg Licensed, rare
16 kg
Suit 35 kg Military, rare

Medium Armor ( 5 check penalty) Restricted,
rare
Medium 7,000 +8 +2 +2 5 sq.

Pressure Suit
Heavy Armor ( 10 check penalty)

Heavy 12,000 +9 +3 +1 5 sq.1

Pressure Suit

1 When running in heavy armor, you can only move up to three times your speed (instead of four times).

Pressure Suit, Light
This coverall is designed to keep Skakoans from asphyxiating or from explosively decompressing when off world. It contains vocalizers and a sealed life support
system that provides everything a Skakoan needs to survive indefinitely in an atmosphere. It also allows a Skakoan to survive for 10 hours in the vacuum of space. If
purchased anywhere besides Skako, double the listed price.

Pressure Suit, Medium
This bulky coverall is designed to keep Skakoans from asphyxiating or from explosively decompressing when off world. It contains vocalizers and a sealed life
support system that provides everything a Skakoan needs to survive indefinitely in an atmosphere. Unlike other Skakoan pressure suits, this suit provides no defense
against the vacuum of space. If purchased anywhere besides Skako, double the listed price.

Pressure Suit, Heavy
This armored coverall is designed to keep Skakoans from asphyxiating or from explosively decompressing when off world. It contains vocalizers and a sealed life
support system that provides everything a Skakoan needs to survive indefinitely in an atmosphere. It also allows a Skakoan to survive for 24 hours in the vacuum of
space. If purchased anywhere besides Skako, double the listed price.

SKRILLING

Skrillings are stocky humanoids with wrinkled gray skin, deep set eyes, and eight breather tubes in place of a nose. They have
several rows of sharp teeth for tearing meat, a bony ridge on their skulls running from their forehead to the nape of their neck
(used by hatchlings to break out of their eggs), and three-fingered hands with a vice-like grip. To aid digestion, Skrillings use a
mild digestive acid produced in glands inside their breathing tubes, which they can spray into a target’s eyes as a defense
mechanism. To make up for poor eyesight, Skrillings rely on their keen sense of smell to discover food by inhaling deeply
through their breathing tubes, producing a high-pitched whistle which can be heard for kilometers. Skrillings are native sentient
to the M'shinni colony world designated Agriworld-2079. Originally nomadic herders on their native planet, they made contact
with the rest of the galaxy when their homeworld was colonized. The Skrilling soon integrated themselves into the M'shinni
colonies, with many leaving the planet to join modern, space-faring society. Skrillings feed on the decayed carcasses of
grazing herd animals and cannot digest meat unless it has rotted for at least a week. Primitive Skrillings quickly developed a
complicated system to share carcasses with one another in order to avoid conflicts over the best pieces. Once they made contact with other species, this system of
ritualized requests and appeasements translated into what seemed to non-Skrillings as constant begging and bargaining. Skrillings are intelligent enough to
recognize that non-Skrillings find this annoying, however, and generally try to avoid conflicts. They are also masters at finding a being's weak point in a bargaining
situation, and manage to get what they wanted more often than not. Known for their natural skills as scavengers, Skrillings can be found all over the galaxy, working

odd-jobs or as criminals—especially on war torn worlds with many unclaimed corpses.

Appearances and Examples: Pote Snitkin was helmsman of one of Jabba the Hutt’s skiffs in Return of the Jedi.

Skrilling Species Traits:
Ability Score Modifiers: +2 Str, -2 Dex, -2 Int, +2 Wis, -2 Cha.
Medium-size.

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Speed: Skrilling base speed is 6 squares.
Nauseating Vomit: Once per encounter, a Skrilling can vomit on an adjacent foe. The Skrilling makes a ranged attack roll against the target’s Fortitude defense. If the
result equals or exceeds the target’s Defense, it moves -1 step along the condition track.
Conditional Bonus Feat: A Skrilling with Deception as a trained skill gains Skill Focus (Deception) as a bonus feat.
Automatic Languages: Skrilling.

Alternate Skrilling Species Traits:
Ability Score Modifiers: Str +2, Dex -2, Int -2, Wis +2, Cha -2
Size: Medium
Speed: 6 squares.
Vomit: As a standard action, a skrilling may voluntarily move down 1 step on the Condition track and vomit as a melee touch attack against a target’s Reflex defense.
If the attack is successful, the target moves 1 step down the Condition track as well.
Persuasive: Members of this species may reroll any Persuasion check, but they must take the second result, even if it’s worse than the first one.

S’KYTRI

S’kytri are winged, blue-skinned (for males) or green-skinned (for females) humanoid mammals who hatch from eggs. The S’kytri destroy any egg that is believed to
contain a female with blue skin or a male with green skin. While appearing leathery, their wings are actually covered with a fine down of invisible feathers. Their
skeletons are hollow, much like a birds, facilitating flight. Their hair colors range from moonlight blond to jet black, and their varied eye color includes dark blue and
light silver. The S'kytri were divided during the Galactic Civil War, with some following Kharys, the Imperial-allied Majestrix of Skye; while others resisted her rule.

Appearances and Examples: Magistrix Kharys and Spokeswoman Deverén appear in the Annual Marvel Comics series Star Wars Annual 1: The Long Hunt/A Duel
Of Eagles.

S’kytri Species Traits:
Ability Score Modifiers: +2 Str, -2 Con, -2 Wis.
Medium-size.
Speed: S’kytri base speed is 6 squares and they have a fly speed of 6 squares.
Flight: S’kytri are capable of flight, but cannot do so if wearing medium armor or carrying a heavy load.
Stong Willed: A S’kytri recieves a +1 species bonus to Will Defense.
Automatic Languages: S’kytric.

Alternate S’kytri Species Traits:
Ability Score Modifiers: Str +2, Con -2, Wis -2
Size: Medium
Speed: 6 squares.
Flight: Members of this species are capable of flight, with a speed of 6 squares.
Iron Will: Members of this species gain a +2 bonus to their Will defense.

SLJEE

Sljee are non-humanoid sapients from the planet Sljee, with low, slab-shaped bodies, multiple legs, tentacles, and six jointed antennae with bulbs on the end. These
antennae, called olfactory stalks, were their primary sense organs. Their unusual appearance led some non-Sjlee to mistake them for exotic animals, or even some
sort of motile plants. Sljee were olfaxes, beings who sensed their surroundings and communicated primarily through scent. The Sljee even developed technological
devices for scent-based communication. Though their senses of touch and hearing were comparable to Humans, they were completely blind. When they left their
homeworld, they had difficulty integrating with Galactic society and were often overwhelmed with the unfamiliar scents of alien worlds. Until they familiarized
themselves with these new scents, they often had difficulty recognizing other beings, or even telling different species apart. With practice, however, Sljee could learn
to distinguish species and individuals, and identify them by smell from one hundred meters away.

Appearances and Examples: A Sljee waiter on Bonadan mistook Spray, a Tynnan, for Chewbacca's "hatchling" in the novel “Han Solo’s Revenge.”

Sljee Species Traits:
Ability Score Modifiers: -2 Str, -4 Dex, +2 Int, +4 Wis.
Blindness -- The Sljee are blind and rely on scent and hearing to interact with their environment. Away from their homeworld, they can be overwhelmed by the
strange smells of alien beings. When encountering a new alien species for the first time, a Sljee suffers a -5 penalty on all Perception checks. Thereafter, a
successful DC 15 Perception check eliminates the penalty regarding that alien species.
Scent -- Sljees can identify familiar odors just as Humans recognize familiar sights. Sljees can detect other beings within 100 meters by sense of smell.
Flailing Tentacular Attack -- A Sljee may reroll a single unarmed melee attack with his tentacles per round, but must keep the re-roll even if it is worse.
Stable-- A Sljee has a +5 stability bonus to resist attempts to knock it prone.
Speed: 4 squares.
Size: Small.
Automatic Language: Sljee. Sljee characters do not automatically speak Basic.

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SLUDIR

Sludir are large, imposing, six-legged reptiles with a thick armored carapace, long snouts, long braided mains and beards and two strong arms. Their feet and hands
sport three clawed digits each. Their backs and torsos are covered in thick, chitinous, shell-like plates that protect them against physical blows but are ineffective
against blasters. Sludir take great pride in the quality of their armor, and use a mushy compound known as "Sludir soap" to fill cracks formed due to injury or aging.
Females in the final stages of pregnancy can keep their fetuses in a state of stasis for nearly a year when put in danger, slowing all biological functions to a near stop
while nutrients and blood keep the brain of the baby alive. Each of the many nations of their Outer Rim homeworld Sluudren are divided into three castes: that of
warriors, soldiers, and rulers, followed by that of artisans and experts with technical skills (such as stoneworking), followed by the lowly worker caste. Sub-castes
exist within these three castes, such as the warrior couriers who carry messages between kings and commanders and the artisan storytellers who record the oral
history of the Sludir. Honor in battle is prized by all Sludir castes. Combat is considered the best test of a Sludir's strength and worth, forming the basis of their trial-
by-combat legal system and regicidal system of government reform. Soldiers often rise in rank by killing superior officers. Subterfuge is appalling to a Sludir warrior
and fleeing combat, hiding, or taking cover is considered a mark of dishonor. The Sludir warrior code prefers close combat to thrown spears or bows. Once the Sludir
were exposed to sophisticated technology, blasters were also discouraged, though powered melee weapons such as force pikes or vibro-axes are considered
acceptable.

Appearances and Examples: Quammo was the majordomo of a Hutt gangster in the short story "The Great Herdship Heist" in Star Wars Adventure Journal 15.

Sludir Species Traits:
Ability Score Modifiers: +2 Str, +2 Con, -2 Int, -2 Wis, -4 Cha.
Large-size: As Large creatures, Sludir suffer a -1 size penalty to their Reflex Defense and a -5 size penalty on Stealth checks. However, their lifting and carrying
capacity is doubled, and they recieve a +5 size bonus to their Damage Threshold.
Speed: Sludir base speed is 6 squares.
Natural Armor: +1 Natural Armor bonus to Reflex Defense.
Damage Reduction: DR 2.
Battle Honor: A Sludir must spend a Force Point to disengage from a foe in melee battle in progress or to decline to engage in combat with a foe that has clearly
provoked, goaded, threatened, or challenged the Sludir. A Sludir who declines a challenge without spending a Force Point suffers a -1 penalty on the condition track
which cannot be removed as long as he is exposed to his foe.
Hexapedal: A Sludir’s six legs grant it a +5 stability bonus to resist attempts to knock it prone.
Physical Intimidation: Sludir may add their Strength modifier instead of their Charisma modifier to Persuasion checks made to intimidate others.
Fearless: Sludir gain a +2 species bonus to Will Defense against fear effects.
Bonus Feat: A Sludir gains Skill Training (Endurance) as a bonus feat.
Automatic Languages: Sludese.

Alternate Sludir Species Traits:
Ability Score Modifiers: Str +2, Con +2, Int -2, Wis -2, Cha -4
Size: Large
Speed: 8 squares.
Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense.
Multilegged: Members of this species gain a +5 bonus on all checks to avoid being tripped or bantha rushed.
Sprint: This ability works exactly as the scout talent of the same name.
Compulsion: Members of this species must succeed on a Wisdom check (DC 10) to undertake any action worthy of a Dark Side Point; if they do, they earn 1 extra
DSP, in addition to those incurred by the action itself.

SLUISSI

Sluissi are tan- or green-scaled aliens with a humanoid form above the waist and a long, muscled, sperpentine lower body. Their arms sport winglike extensions of

skin that aid their movement while laying flat on the ground, and their hands sport three fingers and a fourth opposable digit. Scale color other than light brown or
green is rare. Sluissi have round black eyes and a swooping, hoodlike fold of tough skin at the back of their heads. They use their forked tongues sense heat and
aid their sense of smell. Sluissi are indigenous to the rocky, industrial planet Sluis Van, in the Outer Rim Territories. Noted for their patience, gregariousness, calm
temperament under pressure, aversion to rushing and impatience, methodical compliance to protocol no matter how trivial, and their technical aptitude in repairing
and maintaining starships, the Sluissi have been active in galactic society almost since the beginning of the Republic. Their seeming inability to become genuinely
upset or angry often baffles and infuriates other species. Extremely industrious, Sluissi love to tinker with gadgets and mechanical objects and consider starship
construction an art form. Although jobs done by Sluissi always take longer than expected, most clients are willing to be patient, because Sluissi technicians can
make improvements upon or salvage vessels when no other mechanics can, including improving the engine efficiency, power output and system response in even

archaic, worn out ships.

Appearances and Examples: Slith Skael was the chief communications technician of the Intergalactic Communications Center in the Clone Wars novel Jedi Trial.

Sluissi Species Traits:
Ability Score Modifiers: -2 Dex, +2 Int, +2 Cha.
Medium-size.
Speed: Sluisi base speed is 6 squares.

Conditional Bonus Feat: A Sluisi with Mechanics as a trained skill gains Skill Focus (Mechanics) as a bonus feat.
Automatic Languages: Sluissese.

Alternate Sluissi Species Traits:
Ability Score Modifiers: Dex -2, Int +2, Cha +2

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Size: Medium
Speed: 6 squares.
Gearhead: Members of this species may reroll any Mechanics check, but they must abide by the second result, even if it’s worse than the first one. Additionally,
sluissi may always take 10 on Mechanics to modify or repair objects.
Conditional Bonus Feat: Members of this species gain Skill Focus (Mechanics) as a bonus feat if they are trained in that skill.

SNEEVEL

Sneevels are nimble, anvil-jawed humanoids from the Expansion Region world of Sneeve. They stand between 1.6 and 2.1 meters in
height, with males sporting larger jaws and pronounced canines. Their faces are dominated by their porcine snouts and framed by bristly
hair that ranges in color from dark black to sandy blonde; the hair turns bone white as a Sneevel ages. They have large, wide-set eyes that
range in color from pale yellow to bright red. Excited, angry, frightened or simply amused, Sneevels exude a strong odor that makes their
mood clear to other Sneevels. Most other species merely find it disgusting. Sneevels have a remarkable lust for adventure and new
experiences; few other species are so reckless as Sneevels when it comes to exploration – and few beings are so easily drawn to pursuits
where death is almost certain. They are not suicidal, but they are thrill seekers to the extreme. Before they were discovered by Duros
scouts nearly 14,000 years ago, Sneevels already had a technologically advanced society that had spread itself from the highest peaks of
their world’s mountains to the deepest recesses of its oceans. With hyperdrives and properly constructed ships at their disposal, Sneevels
not only eagerly explored and settled throughout their home system, their insatiable drive for adventure drove them to the farthest reaches
of the galaxy. While many Sneevels are remembered as heroes of the Rebellion, there are thousands more who died needlessly in pointless quests for excitement
and adventure.

Appearances and Examples: The Sneevel Boles Roor pilots his podracer in competition against Anakin Skywalker in The Phantom Menace.

Sneevel Species Traits:
Ability Score Modifiers: Dex +2, Cha –2
Stench: Once per encounter, as a free action, a sneevel may make a special stench attack (d20 + the sneevel’s Constitution modifier) against the Fortitude defense
of all non-sneevels up to 2 squares away. Those targets hit by the attack go down 1 step on the Condition Track.
Speed: 6 squares.
Size: Medium
Language: Snee & Basic

SPINER

Spiners are nearly extinct bipedal mammals with sharp brown or gray quills, lupine faces and a digitigrade stance. Their extremeties sport three digits each, the third
digit of their hands being opposable to the other two. Spiners are capable of hurling their quills with great speed and accuracy by flexing their muscles in a certain
manner. Spiners hail from the now destroyed planet Worxer, also called Yablon, once located in the Degan Gas Clouds of Elrood sector. Worxer was destroyed
when its sun went supernova in 232 BBY. The surviving population gradually became sterile for a lack of nutrients found exclusively in their home sector of Elrood.
Appearances and Examples: Hedji helped Han Solo defend a village on Aduba-3 in the Marvel Comics Star Wars 8: Eight for Aduba-3.

Spiner Species Traits:
Ability Score Modifiers: +2 Dex, -2 Wis, -2 Cha.
Medium-size.
Speed: Spiner base speed is 6 squares.
Quills: Once per encounter, as an attack action, a young adult or older Spiner can fire a quill from his or her body. Each quill does 1d8 piercing damage and has the
range of an accurate thrown weapon. A spiner withoug the Exotic Weapon Proficiency (quills) feat takes a -5 penalty.
Feat Substitution: Spiners with levels in a class that grants Weapon Proficiency may substitute Exotic Weapon Proficiency (quills) for the Weapon Proficiency (pistols)
or (rifles) feat.
Automatic Languages: Basic.

Alternate Spiner Species Traits:
Ability Score Modifiers: Dex +2, Wis -2, Cha -2
Size: Medium
Speed: 6 squares.
Quills: A spiner’s quills can be used as simple ranged weapons, dealing 1d6 piercing damage.

SQUIB

Squib are short, bipedal rodent-like aliens from the temperate, Outer Rim world of Skorr II. Their pink skin is covered in fur of white, gray, black, brown, blue, violet,
or red, which serves as an important olfactory organ, able to pick up scents at a distance and ascertain intrinsic details — such as seeing through a disguise or
identifying a forgery — when rubbed against. This led to a common Squib greeting: rubbing a person's palm across the cheek fur. Squib eyes, located on either side
of the head, range in color from blue to yellow to red to brown, and are large in relation to the skull. Squibs have large, upward-pointing ears that often sport tufts of
fur of a different color from the rest of the coat and can pivot to home in on specific sounds. The short Squib muzzle tapers to a bewhiskered black nose.over a mouth
full of forbidding, sharp teeth. Squibs can store items in their flexible cheeks. Squibs have nimble, five-fingered hands and five toes on each foot. Squibs have quick
metabolisms and relatively short life spans, maturing from fuzzling to elder in under sixty-five years. Squibs are known for their relentless collecting, trading, and
haggling, as well as their compulsion to collect and stockpile baubles. After their discovery by the galaxy at large, the Squibs established themselves as galactic

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