Dungeons & Dragons
For Use With
Star wars
By Giles P. Kiser

This guide covers how to modify D&D races and monsters for use with the Star Wars RPG by Wizards of the Coast.  Most of the guidelines are merely where I have fit in the creatures and races for use in the Star Wars universe.  The systems are largely interchangable, so there is very little actual conversion needed to use D&D material in Star Wars.  

Monsters:
The most major change to creatures is going to be the addition of Wound Points.  This is merely the creature’s Constitution score.  If you want to have quicker, more dramatic battles, simply remove all damage from Wound Points.  That is a good idea for fighting humanoid creatures, such as goblins and gnolls.  Other creatures, like Ettins or Gray Renders should use Vitality Points (which are merely the creature’s hit point total) seeing as how fights against such creatures would be tougher and more drawn out.  

Challenge Ratings in the Star Wars are different from those in D&D.  Use the table below to help determine the creature’s Star Wars Challenge Code.  This is not exact, but it a decent guideline.  You may have to modify with the Challenge Codes higher or lower.
D&D Challenge Rating	Star Wars Challenge Code	
1-2	A	
3-4	B	
5-6	C	
7-8	D	
9-10	E	
11-12	F	
13-14	G	
15-17	H	
18-20	I	

Creatures that are allowed to cast spells as a wizard or sorcerer do not gain those spells.  Disregard all Supernatural or spell-like abilities. 
Star Wars movement rates are in meters.  An easy fix for this is to divide the D&D rates by 3 and round down.

There are no such things as Preferred Multiclasses in Star Wars, disregard such information.

Species:
Below are a list of some D&D races and how they fit into my Star Wars campaign.

Aasimar
Aasimar are a species that claims that their ancestors were beings from some other extra-dimensional reality called “The Heavens.”  Whether that’s the case or not has yet to be proven, but the species is among the most just and kindest beings in the galaxy.  Aasimar look like tall, attractive humans, but they hold a certain aura about them that makes them pleasant to be around even if you meet one wearing a concealing cloak.  Most look like normal, albeit rather attractive, human, but some have golden or silver hair or a very intense stare that tends to set them apart from humans.
Personality: Aasimar are kind and gentle folk, but are easily inspired to take up arms against evil.
Aasimar Homeworld: Aasimar hail from the near celestial-like planet, Cimdar.
Languages: Aasimar speak their own language called Anglic, as well as Basic. 
Example Names: Dartur, Launce, Melindia, Vance
Adventurers: Most aasimar are thoughtful defenders of justice and good, but there are some that look at themselves as “angels of wrath” that attempt to judge all they encouter and pass harsh sentences.  Vengeful aasimar are rare.  Most young aasimar rush off to join just crusades, and many become Jedi Knights.
Aasimar Traits:
•	+2 Wis, +2 Cha.  Aasimars are wise and easy to like.
•	Medium-sized.  Aasimars have no bonuses or penalties based on their size.  
•	Aasimars have a base speed of 10 meters.
•	+5 to saves against acid, cold, and electricity.
•	+2 racial bonus to Listen and Spot checks.

Araneas
Araneas are a species of shapechangers that appear as large spiders in their natural form.  Though they can be frightening at first if seen in their natural or hybrid forms, they are neutral, and will never harn another being without being harmed first.  They are found all over the galaxy, but most people never know that they just talked to an aranea since they tend to travel in their humanoid form.
Personality: Araneas are nuetral in all matters.  They hold loyalty to no one.  They prefer to be left alone to their own devices.  
Aranea Homeworld: Araneas came from the dead world of Isha.  Isha’s sun burned out over a millenia ago.  Araneas had just discovered the secrets of starcraft, and escaped death on their world.  Now they hail from all parts of the galaxy.  
Languages: Araneas speak Aranea, Sylvan, and Basic, and frequently whatever languages are common where they live.
Example Names: Araneas native tongue is unspeakable by most species, so they choose a name that fits their humanoid form.
Adventurers: Araneas realize that they would be looked upon as mosters by many of the galaxy, so theirs is a life of solitude and, at times, paranoia.  They are excellent spies and assassins, and will work as such for the highest bidder.  Brave araneas tend to kidnap nobles and other important people for large ransoms.
Aranea Traits:
•	+4 Dex, +4 Con, +4 Int, +2 Wis, +4 Cha.  Araneas are by their very natures very agile and healthy.  Due to their precarious position in the galaxy, survival means that they must be more intelligent, wise, and charismatic than other species.
•	Medium-sized. Araneas have no bonuses or penalties based on their size.  
•	Araneas have a base speed of 16 meters, and climb at a rate of 8 meters.
•	+1 natural bonus to Defense
•	Bite does 1d6 damage
•	Webs: In spider or hybrid form, an aranea can cast a web up to six times per day.  This is similar to an attack with a net, but has a maximum range of 16 meters, with a range increment of 3 meters, and is effective on targets up to large size.  The web anchors the target into place, allowing no movement.  Entangled creatures can escape with a successful Escape Artist check (DC 20) or burst the web with a successful Strength check (DC 26).  The web has 6 wound points and takes double damage from fire.
•	Poison: Bite, Fortitude save (DC 13); initial damage 1d6 temporary Strength, secondary damage of 2d6 temporary Strength.
•	Alternate Form: An aranea’s natural form is that of a Large monstrous spider (-1 to attack rolls and Defense ratings when in this form).  It can assume two other forms.  The first is a Small or Medium-size humanoid (the exact form is fixed at birth, usually a species that is commonly found near the aranea).  The second form is a Medium-sized, spider-humanoid hybrid.  Changing forms is a standard action.  In humanoid form, it gains all the abilities of that form (like gaining Hold Breath if the form is that of a Gungan), but cannot use its web or poison abilities.  In hybrid form, an aranea look like a humanoid at first glance, but a successful Spot check (DC 18) reveals the creature’s fangs and spinnerets.  The aranea can use weapons and webs in this form.  An aranea remains in one form until it chooses to assume a new one.  Araneas do not revert to natural form upon death, but creatures with the true seeing spell-like ability see the aranea in its natural form no matter what form its in at the time.

Bugbear
Bugbears are the stongest of the goblinoid races.  They stand around 7 feet tall.  Their hides vary from light yellow to yellow-brown with coarse hair of brown to brick red.  They have warred with the dwarves of Kazim as long as any bugbear can remember.  They tend to lead groups of weaker goblinoids in attacks against their dwarven enemies when on Kazim, and are sought after as guards by unscupulous crimelords and merchants.
Personality: Bugbears are quick to anger and they bully and berate anoyone smaller than they are.
Bugbear Homeworld: Bugbears are from the mountainous planet, Kazim.
Language: Bugbears speak Goblin and Basic.
Example Names: Grarr, Narg, Tuma, Urrg.
Adventurers: Bugbears have left Kazim by capturing dwaven starcraft and have found the same niche in galatic society that the Gammoreans did, as hired muscle.  They are also hired as mercenaries for missions in which a lot of damage much be done.  Bugbears love to fight and are good at it.
Bugbear Traits:
•	+4 Str, +2 Dex, +2 Con, -2 Cha.  Bugbears are strong, agile, and healthy, but they are violent people.
•	Medium-sized.  Bugbears have no bonuses or penalties based on their size.  
•	Bugbears have a base speed of 10 meters.
•	+3 natural Defense bonus
•	Darkvision to 20 meters.
•	+4 racial bonus to Move Silently checks.

Centaur
Centaurs are a species that combines humans and horses.  Their torsos and upper bodies are that of humans, while their lower bodies are that of a horse’s body and legs.  They took to the stars after scouting ships landed on their planet and made them part of the galactic community.  They are well-known for being expert marksmen and feirce warriors.  
Personality: Centaurs tend to shun outsiders after the base treatment they received when first meeting other species.  They can be kind to those that prove that they are respectful and true to their word.
Centaur Homeworld: Centaurs hail from the verdant planet, Centa.
Languages: Centaurs speak their own tongue (Ceril), as well as Sylvan and Elven (who the centaurs have become allies with).
Example Names: Brand, Colton, Ellise, Wynd
Adventurers: Centaurs tend to dislike the galaxy beyond Centa and Lillandra.  They feel that other species don’t have the proper respect that one should have for the world around them whether they live in a forest or a desert.  Therefore, they tend to be very protective of their natural habitats, and are not above killing those that wish to unduly profit from nature.
Centaur Traits:
•	+8 Str, +4 Dex, +4 Con, +2 Wis, -2 Int.  Centaurs are strong, graceful, robust, and wise people, but they never truly developed an education system that matches that of other species.
•	Large-sized.  Centaurs are large creatures, and therefore suffer a –1 penalty to their attack rolls and Defense ratings.  
•	Centaurs have a base speed of 16 meters.  
•	+2 natural Defense bonus.
•	Hooves do 1d6 damage

Doppleganger
Dopplegangers are a mysterious species of shapechangers.  In their natural form, they look like gray-skinned aliens with pupilless, bulging eyes.  They use their nautral abilities to gain personal wealth, usually by kidnapping or killing an important person and posing as that person.
Personality: While not really evil, dopplegangers see others as playthings to use for personal gain.  They are quite arrogant and fly into a berserker like rage if caught and fingered as a fake before its game is complete.
Doppleganger Homeworld: Unknown.  No one knows where dopplegangers game from, and it is theorized that not even dopplegangers themselves remember anymore.
Languages: Dopplegangers speak their own language (Dolger), Basic, and the language of whoever they are planning to impersonate next as well as those they have impersonated before.
Example Names: Kirrn, Orrn, Thirrn, Virrn
Adventurers: Dopplegangers live to dig up dirt on those around them.  They love the strategy of taking the place of a person and making everyone, even that person’s closest friends, believe that they are that person as they rob him blind.  Dopplegangers sometimes make themselves known to crimelords and such so as to prove they are the perfect candidate for a spying job.
Doppleganger Traits:
•	+2 Str, +2 Dex, +2 Con, +2 Int, +4 Wis, +2 Cha.  Dopplegangers are stronger, more agile, more robust, smarter, wiser, and control a stronger presence than most other species.  
•	Medium-sized. Dopplegangers have no bonuses or penalties based on their size (unless they take a Small form)
•	Dopplegangers have a base speed of 10 meters
•	+4 natural Defense bonus
•	Fists do 1d6 damage
•	Detect Thoughts: Works the same as the spell cast by an 18th level sorcerer.  Counts as a free action.
•	Alter Self: A doppleganger can assume the shape of any Small or Medium-sized humanoid.  The doppleganger can remain in the form indefinitely.  It can assume a new form or return to its own as a standard action.
•	Immune to sleep and charm effects
•	+4 racial bonus to Bluff and Disguise checks.  When using its shapechanging abilities, it gains an additional +10 bonus to Diguise checks.  Furthermore, if the doppleganger can read an opponent’s mind, it gains an additional +4 bonus to Bluff and Disguise checks.

Dwarves
Dwarves are a species of short, but stout humanoids that hail from the planet, Kazim.  Kazim’s central star is extremely hot, making life on the surfaces of its planets nearly impossible.  Therefore, dwarves lived and thrived in the vast caverns of their mountainous homeworld.  For thousands of years they mined the ore and built a strong military to combat the dangers of their world, mostly Purple Worms and goblinoids.  They only took to the stars after a merchant craft crashed on Kazim after a pirate attack.  They helped the merchants rebuild their craft while taking notes so they could build starcraft of their own.  
Dwarves are well known for their loyalty (for most races), their tempers, and the great pride they put into all that they create.  Dwarven weapons are prized by soldiers and gunslingers all over the galaxy, and dwarven ale is highly sought after everywhere from Coruscant to Tatooine.
	There are several different races of dwarves.  All are detailed below.

Hill Dwarves:
	Hill Dwarves are the most common race of dwarves.  They can be found all over the galaxy in all variety of jobs from blacksmiths to soldiers. Like all dwarves they are tough, resistant to poisons, and at times even to the Force itself.  Hill dwarves hail from the higher layers of the caverns that make up most of the homes of the dwarven races.  It was hill dwarves that discovered and helped out the stranded and hunted merchant.  They were the first dwarves to brave the stars.
Personality: Hill Dwarves are friendly enough, but they are gruff and extremely stubborn.  The are loyal almost to a fault.  If they swear and oath to a person or name a person their friend, that bond will stand until the time that person ever betrays them.  They hold courage in high standing.  It is extremely disgraceful to back down from an insult.
Hill Dwarf Homeworld: The mountainous planet of Kazim.
Languages: Hill Dwarves speak Dwarven, Goblin, and most also speak Basic
Example Names: Bran, Flint, Gandar, Karn, Layla, Strom
Adventurers: Hill Dwarves are common adventurers.  Most young hill dwarves leave home to see the galaxy before finding a profession and settling down to it.  They can easily find work as soldiers, bodyguards, bouncers, and such.  They like a good scrap, and jump into battle eagerly, but never carelessly.  
Hill Dwarf Traits:
•	+2 Con, -2 Cha.  Hill Dwarves are hardy folk, but are rather gruff and stubborn.
•	Medium-sized.  Hill Dwarves have no bonuses or penalties based on their size.
•	Hill Dwarves have a base speed of 6 meters.
•	+2 racial bonus to Fortitude saves against all poisons.
•	+4 dodge bonus against giants.
•	Darkvision up to 20 meters
•	Stonecutting: +2 bonus to checks to notice unusual stonework.  They get a Search skill check when coming within 1 meter of stonework in question.  They can also intuit depth, sensing the approximate depth as easy as human can sense which way is up.
•	+2 to Appraise, Craft, and Profession checks that deal with stone or metal items.

Deep Dwarves:
	Deep Dwarves are a race of dwarves that are found in the deeper caverns of Kazim.  They are the same size as hill dwarves, but leaner and with reddish hair.  They are as common as hill dwarves on Kazim, but they rarely leave the planet, so they are a rare sight elsewhere in the galaxy.  
Personality: Deep Dwarves are standoffish and rude.  Not that they got out of their way to be so, they merely have little use ettiquette in their deep cavern homes.
Deep Dwarf Homeworld: Deep Dwarves are from the planet of Kazim.
Language: Deep Dwarves speak Dwarven, Goblin, and rarely Basic.
Example Names: Carmin, Danthar, Raknor, Salisa, Uthgar
Adventurers: Deep Dwarves rarely leave their mines deep in the depths of Kazim.  Those that do try to merely make a few credits any way that they can.  They make good soldiers.  Deep Dwarves are easy to insult and will take retribution out with their fists or weapons.
Deep Dwarf Traits:
•	+2 Con, -4 Cha.  Deep Dwarves are as hardy as Hill Dwarves, but their seclusion makes them very difficult to deal with at times.
•	Medium-sized.  Deep Dwarves have no bonuses or penalties based on their size.
•	Deep Dwarves have a base speed of 6 meters.
•	+3 racial bonus to Fortitude saves against all poisons.
•	+4 dodge bonus against giants.
•	Darkvision up to 30 meters
•	Stonecutting: +2 bonus to checks to notice unusual stonework.  They get a Search skill check when coming within 1 meter of stonework in question.  They can also intuit depth, sensing the approximate depth as easy as human can sense which way is up.
•	+2 to Appraise, Craft, and Profession checks that deal with stone or metal items.
•	Light Sensitivity: Deep Dwarves suffer a –1 penalty to attack rolls in bright sunlight.  Protective goggles can help to allieviate this problem.

Derro Dwarves:
	Derro are evil and degenerate dwarves that broke off from the other races thousands of years ago.  They look like a cross between a human an a dwarf.  Their eyes have no irises or pupils.  Their skin is of a bluish tint.  Many people call derro “ghoul dwarves.”  They are well known as slavers and pirates.  Tales of derro harriers have spread across the galaxy, making it hard for even an honest derro to make a living anywhere but on the Outer Rim.
Personality: Derro Dwarves are cruel and malicious.  Even those that aren’t actually evil are tend to have a mean streak.
Derro Dwarf Homeworld: Derro Dwarves, like all dwarves, are from Kazim.
Language: Derro Dwarves speak Derro, Dwarven, Goblinoid, and at times Basic.
Example Names: Ashat, Beeli, Crelith, Kraknik, Salizar
Adventurers: Derro Dwarves are always looking for an upper hand, and don’t seem to care who they hurt to get what they want.  Derro Dwarves are the first dwarves to become Jedi, though they were nearly all Dark Jedi.  
Derro Dwarf Traits:
•	+4 Dex, +2 Con, -2 Str, -4 Cha.  Derro are very agile for a dwarven race and are still as stout.  However, they tend to be weak, and their penchant for cruelty colors all their social skills.
•	Medium-sized.  Derro Dwarves have no bonuses or penalties based on their size.
•	Derro Dwarves have a base speed of 6 meters.
•	+2 racial bonus to Fortitude saves against all poisons.
•	+4 dodge bonus against giants.
•	Darkvision up to 10 meters
•	Stonecutting: +2 bonus to checks to notice unusual stonework.  They get a Search skill check when coming within 1 meter of stonework in question.  They can also intuit depth, sensing the approximate depth as easy as human can sense which way is up.
•	+2 to Appraise, Craft, and Profession checks that deal with stone or metal items.
•	Start play with the Blind-fight feat for free.
•	Sunlight Vulnerability: Derro take 1 point of temporary Constitution damage for every hour they are exposed to sunlight, dying when their Constitution reaches 0.  Lost Constitution points are recovered at the rate of 1 point per day out of the sun.  Protective clothing can be found that helps to allieviate this problem.

Duergar Dwarves:
	Duergar Dwarves are also known as “gray dwarves” due to their slate gray skin.  They look emanciated and have bald heads (including females as well).  They are looked down upon by hill and mountain dwarves.  Duergar Dwarves have been fighting a war of supposed oppression against their cousins for nearly a millenia, though the true causes of the war are lost to the sands of time.
Personality: Duergar Dwarves are spiteful.  They see any non-duergar as just another person or species that wants to oppress them.
Duergar Dwarf Homeworld: Duergar Dwarves hail from Kazim.
Languages: Duergar speak Dwarven, Goblin, and upon occasion the language of the Stone Giants (Stonian).
Example Names: Dumor, Eagor, Guimor, Tracsan, Vail
Adventurers: Duergar Dwarves are angry people.  They fight anyone that they feel are trying to keep them from their destined greatness.  Duergar are sneaky and tend to be spies, soldiers, and assassins.  
Duergar Dwarves:
•	+2 Con, -4 Cha.  Duergar Dwarves, despite their appearance, are quite hardy, but their views that the galaxy is trying to hold them back makes them difficult to talk to.
•	Medium-sized.  Duergar Dwarves have no bonuses or penalties based on their size.
•	Duergar Dwarves have a base speed of 6 meters.
•	+2 racial bonus to Fortitude saves against all poisons.
•	+4 dodge bonus against giants.
•	Darkvision up to 40 meters
•	Stonecutting: +2 bonus to checks to notice unusual stonework.  They get a Search skill check when coming within 1 meter of stonework in question.  They can also intuit depth, sensing the approximate depth as easy as human can sense which way is up.
•	+2 to Appraise, Craft, and Profession checks that deal with stone or metal items.
•	+4 racial bonus to Move Silently checks
•	Light Sensitivity: Duergar Dwarves suffer a –2 penalty to attack rolls in bright sunlight.  Protective goggles can help to allieviate this problem.
•	+1 racial bonus to Listen and Spot skill checks.
•	Start play with the Alertness feat for free.

Mountain Dwarves:
	Mountain Dwarves are much like their hill dwarf cousins.  They look similar, except for being a bit lighter complected, and even have many of the same mannerisms.  The only real difference between the races is that mountain dwarves are more wary of other species.
Personality: Though they are not unkind, mountain dwarves are harder to win over as friends and allies.  They have an inherenet distrust of other species.  Once their friendship is gained, they are steadfast allies.
Mountain Dwarf Homeworld: Mountain Dwarves hail from the mountainous planet of Kazim.
Languages: Mountain Dwarves speak Dwarven, Goblin, and Basic.
Example Names: Brock, Deena, Garn, Noth, Waylan
Adventurers: Mountain Dwarves are always on guard when among other races.  They make excellent soldiers, but horrible diplomats.  They are quick to anger when insulted by a member of a different species.
Mountain Dwarf Traits:
•	+2 Con, -2 Cha.  Mountain Dwarves are hardy folk, but are rather gruff and stubborn.
•	Medium-sized.  Mountain Dwarves have no bonuses or penalties based on their size.
•	Mountain Dwarves have a base speed of 6 meters.
•	+2 racial bonus to Fortitude saves against all poisons.
•	+4 dodge bonus against giants.
•	Darkvision up to 20 meters
•	Stonecutting: +2 bonus to checks to notice unusual stonework.  They get a Search skill check when coming within 1 meter of stonework in question.  They can also intuit depth, sensing the approximate depth as easy as human can sense which way is up.
•	+2 to Appraise, Craft, and Profession checks that deal with stone or metal items.

Elves
Elves are a species of beautiful, slender humanoids from the forest-covered planet of Lillandra.  They are the embodiment of grace and beauty in a galaxy marred by war and strife.  Elves are rather protective of their freedom and their way of life, to the point that they seem almost as stubborn as a mountain dwarf.  However, elves are rather open-minded, they simply do not like the way the other species in the galaxy handle their affairs with weapons instead of words.  Elves are well known for their works of art and their insightful writings.  They are almost as well known for the bloody war that has raged for a millenia against their own Drow cousins.
	The first elves to take to the stars were the High Elves.  They colonized a large amount of worlds before coming into contact with humans and other species.  To this day, there is a section of space still under the rule of the Elven Council.  
	There are several races of elf.  All are detailed below.

High Elves:
	High Elves are the most common race of elves found in the galaxy.  They are fair-skinned and golden haired people whose beauty is unmatched by any other species.  High elves have built a society based around art, beauty, and tradition.  They were the first elves to take to the stars and have built an impressive empire that has withstood the Empire to this day.
Personality: High Elves tend to be haughty and arrogant.  They see their art and music as the most beautiful, and see themselves as the most insightful of all the species in the galaxy.  This attitude carries over into their relations with other elven races as well.
High Elf Homeworld: High Elves hail from the planet, Lillandra.
Languages: High Elves speak Elven, Sylvan, and Basic.
Example Names: Aelanna, Corwin, Jaina, Starwin
Adventurers: High Elves have a desire to see the galaxy, even if they know they will never find a society as grand as their own.  High Elves are filled with a spirit that helps themselves and their allies through the darkest days.  They are not quick to fight, unless their society is insulted.  High Elves are honorable nearly to a fault.
High Elf Traits:
•	+2 Dex, -2 Con.  High Elves are rather agile, but they tend to be frail.
•	Medium-sized. High Elves have no bonuses or penalties based on their size.
•	High Elves have a base speed of 10 meters.
•	All High Elves are proficient with longswords, rapiers, longbows, composite longbows, shortbows, and composite shortbows regardless of their class.  These are the traditional High Elven weapons which all young elves are taught to use even if such weapons are not as effective in this day and age.
•	+2 racial bonus to Will saves against mind-affecting powers 
•	Low-light Vision: High Elves can see twice as far as humans in conditions of low illumination.
•	+2 racial bonus to Search, Spot, and Listen checks.  A high elf who merely passes within a meter of a concealed or secret door is entitled to a Search check as though he is actively looking for it.

Aquatic Elves:
	Aquatic Elves hail from Lillandra’s many oceans.  They are as strikingly beautiful as their land-bound cousins are.  Their skin is greenish silver in color, with hair that ranges from emerald green to deep blue.  Their fingers and toes are partially webbed.  They are a rather xenophobic race.  They rarely trust even other elves, and have attempted to stay out of the war against the Drow as much as possible.  Due to their aquatic nature, aquatic elves are among the rarest of all the elven races.
Personality: Aquatic Elves are secretive.  They trust very few non-aquatic elves, but once they do learn to trust someone they display a kindness and honesty rarely found in such abundance in other species.
Aquatic Elf Homeworld: Aquatic Elves are from the planet, Lillandra.
Languages: Aquatic Elves speak Elven, and rarely Basic.
Example Names: Aquinas, Gheltina, Shoalmander
Adventurers: Aquatic Elves are very peaceful people, plus they are not truly amphibious, this seriously hampers any attempts to leave their ocean worlds to seek adventure off Lillandra.  Special environmental suits have been developed that allow an Aquatic Elf to survive for extended periods of time out of water, but the suits are very expensive.  Aquatic Elves are very thoughtful, and try to consider every course of action before resorting to their blasters.
Aquatic Elf Traits:
•	+2 Dex, -2 Int.  Aquatic Elves are graceful, but their society has never truly emphasized learning over personal growth.
•	Medium-sized.  Aquatic elves have no bonuses or penalties based on their size.
•	Aquatic Elves move at a base speed of 10 meters, and can Swim at a base speed of 13 meters.
•	All aquatic elves are proficient with tridents, spears, and nets regardless of their class.
•	+2 Will bonus against mind-affecting powers
•	Aquatic Elves can see four times farther than humans in low-illumination conditions.
•	+2 racial bonus to Search, Spot, and Listen checks.  An aquatic elf who merely passes within a meter of a concealed or secret door is entitled to a Search check as though he is actively looking for it.
•	Gills: Aquatic Elves can survive out of the water for 1 hour per point of Constitution (after that refer to the rules for suffocation on page 217 of the Star Wars Core Rulebook).

Drow Elves:
	The Drow are a race of black-skinned, white-haired elves with a penchant for cruelty and evil.  The drow elves have waged a bloody war against the other elven races.  In their society, females are of higher station than males.  They worship the evil spider-goddess, Lolth.  
Personality: Drow Elves are at best mean, and vilely cruel at their worst.  Most of the drow elf race was banished to the swamp and mountain world of Mooran shortly after the High Elves had developed starcraft.  The banishment has fueled centuries of hatred in nearly every drow elf heart.
Drow Elf Homeworld: Though they were initially from Lillandra, most Drow Elves were banished to the planet, Mooran.
Languages: Drow Elves speak their own language (Lolthian), Elven, and Basic.
Example Names: Drizzt, Lania, Liriel, Zaknafien
Adventurers: Drow Elves by their very nature are warriors.  They count some of the fiercest Dark Jedi as their greatest champions.  Drow Elves take nearly every opportunity they have to cause pain and suffering on anyone that does not bow before their might.
Drow Elf Traits:
•	Males: +2 Dex, +2 Int, -2 Con, -2 Cha.  Drow males are bred to be warriors, agile and intelligent, yet they are treated poorly which is related in their lower Constitution and Charisma scores.  Females: +2 Dex, +2 Int, +2 Cha, -2 Con.  Drow females are as strong and intelligent as their male counterparts, however, they hold a powerful presence that demands attention, and due to the poor quality of air on Mooran their health suffers some.
•	Medium-sized. Drow Elves have no bonuses or penalties based on their size.
•	Drow Elves have a base speed of 10 meters.
•	+2 racial bonus to Will saves against mind-affecting powers.
•	Darkvision 40 meters
•	Light Blindness: Abrupt exposure to bright light (such as daylight) blinds drow for 1 round.  In addition, they suffer a –1 penalty to all attack rolls, saves, and checks while operating in bright light.
•	Immune to powers of sleep.
•	+2 racial bonus to Search, Spot, and Listen checks.  A drow elf who merely passes within a meter of a concealed or secret door is entitled to a Search check as though he is actively looking for it.

Gray Elves:
	Gray Elves are a race of elves that are slightly taller than high elves with silver, amber, or pale golden hair.  Their society is based around studies.  Their cities are reclusive retreats built into the few mountain ranges on Lillandra.  Though they have not travelled the stars as much as the high elves, gray elves can be found in throughout the galaxy usually in places of academic study.  
Personality: Gray Elves have little time for those that cannot offer them any intellectual stimulation.  They are more arrogant and aloof than other elves, and tend to be reclusive.
Gray Elf Homeworld: Gray Elves, as all elves, hail from Lillandra.
Languages: Gray Elves speak Elven, Sylvan, and Basic, though is it not uncommon to find individuals that can speak several other languages.
Example Names: Acanthis, Baenir, Hatalia, Wozolinir
Adventurers: Gray Elves are not combative, but many have become Jedi Consulars and will use their Force powers to escape or stop any trouble they come across.  They are interested only in learning, and tend to hire bodyguards to protect them while travelling the galaxy.
Gray Elf Traits:
•	+2 Dex, +2 Int, -2 Str, -2 Con.  Gray Elves are as agile as other elves and are more intelligent, but their academis pursuits leave little time to keep up their health, so they tend to be weaker and are just as frail as other elves.
•	Medium-sized. Gray Elves have no bonuses or penalties based on their size.
•	Gray Elves have a base speed of 10 meters.
•	+2 racial bonus to Will saves against mind-affecting powers.
•	Low-light Vision: Gray Elves can see twice as far as humans in conditions of low illumination.
•	+2 racial bonus to Search, Spot, and Listen checks.  A gray elf who merely passes within a meter of a concealed or secret door is entitled to a Search check as though he is actively looking for it.

Wild Elves:
	Wild Elves are a race of darker skinned, dark haired elves that are barbaric and tribal.  They live in nomadic tribes that travel the forests hunting wild stags.  They renounced the sciences of the high and gray elves for a simple life that they see as more intuned to the teachings of the elven creator, Corellon Larethian.  They are looked down upon by the other elven races, but they know that they are Corellon’s true children.
Personaltiy: Wild Elves are just that, wild.  They see omens and portents in everything.  They are quick to anger, but they can be kind and gentle to those that give the forests and Corellon proper respect.
Wild Elf Homeworld: Wild Elves are found almost exclusively on Lillandra.
Languages: Wild Elves usually only speak Elven and Sylvan, though an individual may speak Basic very rarely.
Example Names: Amber, Corel, Josian, Trania
Adventurers: Wild Elves very rarely ever leave their tribes.  Those that do are most commonly banished for wanting to travel the stars and therefore have turned their backs on Corellon.  They have few social skills, and are quick to attack anything their primitive minds deem a threat.  Once they learn the ways of the galaxy, their alertness and sharp eyes are an excellent addition to any party.
Wild Elf Traits:
•	+2 Dex, -2 Int.  Wild Elves are graceful, but their lack of educational training is evident.
•	Medium-sized. Wild Elves have no bonuses or penalties based on their size.
•	Wild Elves have a base speed of 10 meters.
•	All Wild Elves are proficient with longbows, composite longbows, shortbows, and composite shortbows regardless of their class.  
•	+2 racial bonus to Will saves against mind-affecting powers.
•	Low-light Vision: Wild Elves can see twice as far as humans in conditions of low illumination.
•	+2 racial bonus to Search, Spot, and Listen checks.  A wild elf who merely passes within a meter of a concealed or secret door is entitled to a Search check as though he is actively looking for it.
•	Primitive: Wild Elves have a –4 penalty when using technological items.  They can decrease to –2 by spending 2 character points.  After gaining another level, they can spend another 2 character points to remove the penalty altogether.

Wood Elves:
	Wood Elves live in treetop cities much like the Ewoks of Endor.  These yellow or coppery red haired elves have deemed themselves the protectors of the forests of Lillandra.  They are much more muscular than elves of other races.  Though they rarely leave Lillandra, many have.  Jedi Knight wood elves of the order of the Lorellai have sworn oaths to stop the Drow and protect the galaxy from their evil taint.  
Personality: Wood Elves are the most open of all the elven races.  They treat those with respect and kindness that give the same attitudes in return.  However, they are quick to anger when they see injustice, and have no qualms in attacking the unjust.
Wood Elf Homeworld: Wood Elves hail from the planet, Lillandra.
Languages: Wood Elves speak Elven, Sylvan, and Basic.  Wood Elf warriors that guard the forest cities ususally speak the languages of Giant Eagles and Giant Owls as well.
Example Names: Banmere, Danwin, Ornith, Willow
Adventurers: Wood Elves are happiest on Lillandra, but they know that the Drow are out in the galaxy wreaking havoc, so many wood elves leave to hunt the Drow.  Not all wood elves encountered outside of Lillandra are Drow hunters, many are young elves looking to explore the galaxy.
Wood Elf Traits:
•	+2 Str, +2 Dex, -2 Con, -2 Int, -2 Cha.  Wood Elves are the strongest of the elven races, but they are still just as frail as other elves.  Plus their society does not have a fundamental education system, and their rigid thought patterns on justice makes it difficult to relate to them at times.
•	Medium-sized. Wood Elves have no bonuses or penalties based on their size.
•	Wood Elves have a base speed of 10 meters.
•	All Wood Elves are proficient with longswords, longbows, composite longbows, shortbows, and composite shortbows regardless of their class.  These are the traditional Wood Elven weapons which all young elves are taught to use even if such weapons are not as effective in this day and age.
•	+2 racial bonus to Will saves against mind-affecting powers.
•	Low-light Vision: Wood Elves can see twice as far as humans in conditions of low illumination.
•	+2 racial bonus to Search, Spot, and Listen checks.  A wood elf who merely passes within a meter of a concealed or secret door is entitled to a Search check as though he is actively looking for it.

Gnoll
Gnolls are a species of hyena-like humanoids.  These seven and a half foot tall creatures are nearly always filthy and smell like dirt and sweat.  They are ususally allied with crimelords (Jabba the Hutt is known to employ several gnolls) and other nefarious characters.  They are known for being opptunistic warriors and killers.
Personality: Gnolls are violent, lazy bullies that force those weaker than they are to do their work.  Even when working for another, they are always looking for a way to gain the upper hand.
Gnoll Homeworld: Gnolls are from the desert world of Lorn.
Languages: Gnolls speak Gnollish, Goblin, and at times Basic.
Example Names: Gnarl, Lergan, Urlish, Weena
Adventurers: Gnolls can be found throughout the galaxy whereever there is crime.  They find work as guards, mercenaries, or theives until they either get sick of being bossed around, or find a way to get rid of their boss and gain control for themselves.  
Gnoll Traits:
•	+4 Str, +2 Con, -2 Int, -2 Cha.  Gnolls are strong and tough, but they tend to be stupid and boorish.
•	Medium-sized. Gnolls have no bonuses or penalties based on their size.
•	Gnolls have a base speed of 10 meters
•	Darkvision to 20 meters.

Gnomes
Gnomes are a species of humanoids that have a knack for tricks and inventions.  Gnomes were one of the first species to travel among the stars.  They are inquisitive and jolly beings that enjoy exploration for the sake of discovering new things.  
	Gnomes are small beings that stand only around three and a half feet tall.  They have large noses and ears, but other than that, they look like small humans.  
	There are several races of Gnomes.  All are detailed below.

Rock Gnomes:
	Rock Gnomes are the most common of all the gnomish races.  They were the race of gnomes that developed starcraft and are found all over the galaxy.  They spend most of their time either exploring, inventing, or playing tricks on other for the sake of seeing the reaction and taking notes.  No matter what a rock gnome is doing, he is learning above all else.
Personality: Rock Gnomes are friendly and generally happy-go-lucky people.  The tricks they play are never meant to hurt, and if they do, the gnome will mercilessly beg for forgiveness.  They are inquisitive to a fault, always asking how certain things work until the person being asked nearly goes insane or allows the gnome to tear the item apart.
Rock Gnome Homeworld: Rock Gnomes are from the Earth-like world of Gnori.
Languages: Rock Gnomes speak Gnomish and Basic, and rock gnome guards tend to learn Goblin and Kobold (the two main trouble makers in their system).
Example Names: Grand, Sven, Uli, Yanna
Adventurers: Rock Gnomes focus more of avoiding combat than combat.  They take classes that better serve their need to learn than to break a few heads.  
Rock Gnome Traits:
•	+2 Con, -2 Str.  Rock Gnomes are small and so are fairly weak compared to larger species, but they are a robust people, very healthy.
•	Small-sized.  Rock Gnomes gain a +1 bonus to attack rolls and also to their Defense score due to their small stature.  They can only carry ¾ that of a human, and can only use small weapons one handed.
•	Rock Gnomes have a base speed of 6 meters.
•	+4 bonus to Hide checks (due to size).
•	Low-light Vision: Rock Gnomes can see twice as far as humans can in poorly illuminated conditions.
•	+4 dodge bonus against giants.
•	+2 bonus to Listen checks.

Deep Gnomes (Svirfneblin):
	Deep Gnomes are a race of wiry, brownish-gray skinned gnomes that live in the caverns of the mountain ranges on Gnori.  They live in great cities underground, and keep the locations secret to protect them from marauders.  To conduct trade with others, they set up temporary shops and markets away from their cities near the surface.  
Personality: Due to an attack by a band of goblinoids many many years ago that wiped out several cities, deep gnomes are shy and secretive.  They rarely befriend non-deep gnomes, but can and are great friends when they do.
Deep Gnome Homeworld: Deep Gnomes hail from the planet, Gnori.
Languages: Deep Gnomes speak Gnomish, Basic, and a strange language called Terran.
Example Names: Carticus, Delia, Rastus, Zennon
Adventurers: Deep Gnomes rarely travel too far from Gnori, but some do.  They tend to take classes that allow them to be stealthy and away from prying eyes.  Deep Gnomes prefer not to fight, but will fight fiercely if forced to do so.
Deep Gnome Traits:
•	+2 Dex, +2 Wis, -2 Str, -4 Cha.  Deep Gnomes are agile and wise, but they have the characteristic weakness of their race and due to their distrust of others they are hard to truly like.
•	Small-sized.  Deep Gnomes gain a +1 bonus to attack rolls and also to their Defense score due to their small stature.  They can only carry ¾ that of a human, and can only use small weapons one handed.
•	Deep Gnomes have a base speed of 6 meters.
•	+2 bonus to Hide checks (due to size), +4 in darkened conditions underground
•	Low-light Vision: Deep Gnomes can see twice as far as humans can in poorly illuminated conditions.
•	+4 dodge bonus against all creatures
•	+2 bonus to Listen checks.
•	Stonecutting: +2 bonus to checks to notice unusual stonework.  They get a Search skill check when coming within 1 meter of stonework in question.  They can also intuit depth, sensing the approximate depth as easy as human can sense which way is up.
•	Darkvision up to 40 meters
•	+2 racial bonus to all saving throws

Forest Gnomes:
	Forest Gnomes are a race of green-gray skinned gnomes.  They are the smallest race of gnome, standing only two and a half feet tall, but they can expect to live 500 years.  They live simple lives in the forests of Gnori, using their abilities to protect their homes from marauding kobolds and goblinoids.  
Personality: Forest Gnomes are shy and reclusive, prefering to watch a person for a while to gauge his intent before introducing themselves (if they ever do).
Forest Gnome Homeworld: Forest Gnomes are from the world of Gnori.
Languages: Forest Gnomes speak Gnomish, some individuals that have left Gnori for a time can also speak Elven, Sylvan, and Basic.
Example Names: Beau, Danwien, River, Tara
Adventurers: Forest Gnomes rarely leave Gnori.  They prefer a simple life in the forests tending fields and living in tune with nature.  Those that do leave, tend to use their abilities in areas in which they would excel, spying and scouting.  
Forest Gnome Traits:
•	+2 Con, -2 Str.  Forest Gnomes are weak of arm, but strong of health.
•	Small-sized.  Forest Gnomes gain a +1 bonus to attack rolls and also to their Defense score due to their small stature.  They can only carry ¾ that of a human, and can only use small weapons one handed.
•	Forest Gnomes have a base speed of 6 meters.
•	+4 bonus to Hide checks (due to size), +8 in wooded areas.
•	Low-light Vision: Forest Gnomes can see twice as far as humans can in poorly illuminated conditions.
•	+4 dodge bonus against giants.
•	+2 bonus to Listen checks.

Goblin
Goblins are small, ugly humanoids.  They have flat faces, broad noses, pointed ears, and small, sharp fangs.  Their skin color ranges from yellow to deep red.  They are mean creatures that live lives of servitude either to tougher goblins, to other goblinoid races, or some other (usually) evil master.  
Personality: Goblins are mean creaturues.  They enjoy creating torment and pain for others to feel, but they are rather cowardly.  Quick to anger, but quick to grovel as well.
Goblin Homeworld: Goblins hail from the mountainous world of Kazim.
Languages: Goblins speak Goblin, those that actually have some intelligence can also speak Basic.
Example Names: Frignip, Mort, Rik, Vita, Zak
Adventurers: Goblins can be found all over the galaxy in a number of roles, from spy to junk dealer.  Most goblins end up in the service of a crimelord as rancor cage janitors or doing some other disgusting and/or dangerous job.
Goblin Traits:
•	+2 Dex, -2 Str, -2 Cha.  Goblins tend to be agile for nothing else than survival, but they are weak and vulgar as well.
•	Small-sized.  Goblins gain a +1 attack bonus and a +1 Defense bonus due to their size.
•	+4 bonus to Hide checks due to size.
•	Goblins have a base speed of 10 meters.
•	+4 racial bonus to Move Silently checks.
•	+6 racial bonus to Riding checks and free access to the Mounted Combat feat when riding on Worg Wolves.

Grimlock
Grimlocks are a degenerate humanoid species.  They are grey-skinned with large ears and dingy black hair.  Their eyes sockets are covered with flaps of skin, grimlocks are totally blind.  Their sense of hearing makes up for this immense infirmity, however.  Though they are primitive savages, grimlocks can be found all over the galaxy in positions of hired muscle.  
Personality: Grimlocks are savage, xenophobic warriors.  The have a penchant for cruelty that can make a hardened soldier white with fear and disgust.
Grimlock Homeworld: Grimlocks hail from the mountainous world of Urth.
Languages: Grimlocks speak Grimlock, and rarely Basic and Illithid.
Example Names: Arghal, Gazzik, Hulgak, Razi
Adventurers: Grimlocks can be found usually in the service of Crimelords with enough money to travel to Urth to capture the creatures to work as guards or fighters for their gladitorial games.  Grimlocks hate their lot in life, but grow accustomed to it if continually allowed to fight and dine on their kills.  Rarely, a grimlock will be captured young and never learn the brutality that most members of the species know, and find work as a scout or soldier.
Grimlock Traits:
•	+4 Str, +2 Dex, +2 Con, -2 Wis, -4 Cha.  Grimlocks are strong, agile, and healthy creatures, but they tend to be foolish and carry an air about them that put fear into those around them.
•	Medium-sized.  Grimlocks have no bonuses or penalties based on their size.
•	Grimlocks have a base speed of 10 meters.
•	+4 natural Defense bonus.
•	Blindsight: Grimlocks can ascertain all foes within 13 meters as a sighted creature would.  Beyond that range, they treat all targets as totally concealed.  Grimlocks are susceptible to scent and sound-based attacks, however, and are affected by normally loud noises and overpowering odors.  Negating a grimlock’s sense of smell or hearing reduces this ability to normal Blind-fight (as the feat).  If both are negated, the grimlock is effectively blind.
•	Grimlocks are immune to any sight-based attacks.
•	+10 racial bonus to Hide checks when in the mountains or underground.

Halflings
Halflings are a species of small humanoids that look much like small elves.  They are well-known for their “sticky fingers” that tend to get them into trouble wherever they go.  Halflings are a star bound species and can be found all over the galaxy.
	There are several different races of halfling.  All are detailed below.

Lightfoot Halflings:
	Lightfoot Halflings are the most common race of halfling found in the galaxy.  They are small creatures, standing only three feet tall and their entire body speaks of grace and quickness.  Lightfoot Halflings tend to be hard workers, but they are also rather opportunistic and jump on any chance to get a little further ahead.  They prefer comfort over shows of wealth.
Personality: Lightfoot Halflings are cheery folk.  They make friends even if those the choose as friends like it or not.  
Halfling Homeworld: Lightfoot Halflings hail from the verdant world of Glenn.
Languages: Lightfoot Halflings speak Halfling and Basic.
Example Names: Brandon, Gail, Merriweather, Regis
Adventurers: Lightfoot Halflings tend to crave adventure.  They are always on the look out for a chance to have a little fun and maybe make a little coin in the process.  It’s unfortunate that much of their fun causes so much trouble.  
Lightfoot Halfling Traits:
•	+2 Dex, -2 Str.  Lightfoot Halflings are quite agile, but tend to be weak.
•	Small-sized.  Lightfoot Halflings gain a +1 bonus to attack rolls and Defense scores due to their small stature.
•	+4 bonus to Hide checks due to size.
•	Lightfoot Halflings have a base speed of 6 meters.
•	+1 racial bonus to all saving throws
•	+2 morale bonus to saving throws against fear.
•	+2 racial bonus to Climb, Jump, Listen, and Move Silently checks.

Tallfellow Halflings:
	Tallfellow Halflings are a race of four foot tall, slim halflings.  After the halflings began their exploration of the stars, the Tallfellows encountered the elves of Lillandra.  They were instantly smitten with the elven people and many took up residence among the elves.  Whenever one encounters an elven starship, they are likely to find some tallfellow halflings among the crew.  
Personality: Tallfellow Halflings exhibit the same vibrant cheeriness common among halflings.  They make friends easy, and do their best to make sure everyone around them has a good time.
Tallfellow Halfling Homeworld: Tallfellow Halflings hail from Glenn, but almost as many can be found on Lillandra as well.
Languages: Tallfellow Halflings speak Halfling, Basic, and Elven.
Example Names: Callie, Galen, Pioter, Rudden
Adventurers: Tallfellow Halflings are not quite as adventurous as their lightfoot cousins, but they still enjoy a nice excuse to explore the galaxy upon occasion.  They dislike fighting, but will throw a jab once in a while when they think they can get away with it without getting hurt.
Tallfellow Halfling Traits:
•	+2 Dex, -2 Str.  Tallfellow Halflings are agile, but weak.
•	Small-sized.  Tallfellow Halflings gain a +1 bonus to attack rolls and Defense scores due to their small stature.
•	+4 bonus to Hide checks due to size.
•	Tallfellow Halflings have a base speed of 6 meters.
•	+1 racial bonus to all saving throws
•	+2 morale bonus to saving throws against fear.
•	+2 bonus to Search, Spot, and Listen checks.  Like an elf, a tallfellow who merely passes within a meter of a secret or concealed door is entitled to a Search check as though actively looking for it.

Deep Halflings:
	Deep Halflings are shorter and stockier than the more common lightfoot halflings.  They take great pleasure in gems and man mines in order to gain more, though they tend to hire out the labor.  Unlike the tallfellow halflings that took to the elves, deep halflings enjoy the company of dwarves over all others.  Even taking on the dwarven love of masonry and blacksmithing.
Personality: Though not as outgoing and cheerful as the other halfling races, deep halflings are still friendly.  They may not instantly warm up to a human, sullustan, or elf, but they do over time if the person is honorable and honest.
Deep Halfling Homeworld: Deep Halflings hail from the mountain ranges of Glenn, and are also found in abundance among the dwarves.
Languages: Deep Halflings speak Halfling, Basic, and Dwarven.
Example Names: Brock, Nathan, Vanmear, Yissilla
Adventurers: Deep Halflings are the most reclusive of all the halfling races.  They prefer to spend their time in the mines or quarries than out on the spaceways.  They usually leave their homes to try and discover new, mineral-rich worlds.  They are the quickest halflings to anger, but even then, they prefer to avoid fights.
Deep Halfling Traits:
•	+2 Dex, -2 Str.  Deep Halflings are agile, but weak.
•	Small-sized.  Deep Halflings gain a +1 bonus to attack rolls and Defense scores due to their small stature.
•	+4 bonus to Hide checks due to size.
•	Lightfoot Halflings have a base speed of 6 meters.
•	+1 racial bonus to all saving throws
•	+2 morale bonus to saving throws against fear.
•	+2 racial bonus to Appraise, Craft, and Profession checks that deal with metalworking or stonecutting.
•	Darkvision up to 20 meters.
•	Stonecutting: +2 bonus to checks to notice unusual stonework.  They get a Search skill check when coming within 1 meter of stonework in question.  They can also intuit depth, sensing the approximate depth as easy as human can sense which way is up.

Hobgoblin
Hobgoblins are a race of goblinoids that pose the greatest threat to the dwarves of Kazim.  Unlike orcs, goblins, and bugbears, hobgoblins are disciplined soldiers that are no slouches on the battlefield.  Though few still reside on Kazim, hobgoblin warlords still travel the spaceways around the dwarven homeworld, picking off as many merchant ships as possible.
Personality: Hobgoblins are aggressive creatures that demand order and obedience from all their subjects.  They are quick to anger and punishments for failure are swift and brutal.
Hobgoblin Homeworld: Hobgoblins hail from Kazim, but most are now located on the desert world of Runmor.  
Languages: Hobgoblins speak Goblin and Basic, though warlords and higher officers also speak Dwarven.
Example Names: Azag, Karson, Ordo, Tirva, Yorg
Adventurers: Hobgoblins can be found all over the galaxy serving as guards and mercenaries if they aren’t supporting the war effort near Kazim.
Hobgoblin Traits:
•	+2 Dex, +2 Con.  Hobgoblins are agile and hardy creatures.
•	Medium-sized.  Hobgoblins gain no bonuses or penalties based on their size.
•	Hobgoblins have a base speed of 10 meters.
•	Darkvision up to 20 meters.
•	+4 racial bonus to Move Silently checks.

Kobold
Kobolds are small reptilian creatures that look somewhat like a reptilian dog.  They are well known for their sadistic torture practices.  They hail from the world of Gnori, which they share with the gnomish races.  The hatred between the two species is immense, and both attempt to kill the other whenever they meet.
Personality: Kobolds like to cause displeasure and pain in all that the meet.  Nothing brightens a kobold’s day faster than setting a trap that causes a gnome to break his leg.
Kobold Homeworld: Kobolds hail from the planet, Gnori.
Languages: Kobolds speak Kobold and Draconic.
Example Names: Gardnak, Krashnir, Ortokolo, Yinnik
Adventurers: Kobolds hire themselves out as spies and assassins.  They rarely find themselves getting pushed around for long by an employer, since those that do usually end up having an accident.
Kobold Traits:
•	+2 Dex, -4 Str.  Kobolds are quite dextrous, but tend to be weaklings.
•	Small-sized.  Kobolds gain a +1 bonus to attack rolls and Defense scores.
•	+4 bonus to Hide checks due to size.
•	Kobolds have a base speed of 10 meters.
•	+1 natural Defense bonus.
•	Darkvision up to 20 meters.
•	Light Sensitivity: Kobolds suffer a –1 penalty to attack rolls in bright light, though protective goggles help to allevieate this problem.
•	+2 bonus to Craft (Trapmaking), Profession (Mining), and Search checks.

Kuo-Toa
Long ago, the fish-like humanoids called the Kuo-Toa had an empire of cruelty and pain that covered five systems.  Those under their rule rebelled and pushed the foul creatures into exile on their homeworld.  After hundreds of years, the creatures fought back and have won the right to travel the spaceways again…let the heavens tremble.
	Kuo-Toas are a species of humanoid fish that are known slavers.  Their scales are silver-gray in color and give them the look of being pudgy and bloated.  They walk on large flipper-like feet.  They smell like rotting flesh.  Though most species in the galaxy shun contact with them, the kuo-toas have the knowledge of many terrible things hidden deep under the water of their homeworld.  Things so vile, and even the kuo-toans themselves at too frightened to explore all their possibilites.
Personality: Kuo-Toas are cruel, siniters creatures that only thing of gaining more power over all those around them.  
Kuo-Toa Homeworld: Kuo-Toas hail from the oceanic world of Surl.
Languages: Kuo-Toas speak Kuo-Toan, Aboleth, and a strange language called Aquan.
Example Names: Kuar, Ni-Tithuan, Potar, Xi-Orgway
Adventurers: Kuo-Toas can be found wherever slaves are bought and sold.  They can also be found selling their services to the highest bidder as guards or inquisitors.  Kuo-Toas are also known to dabble in the Dark Side of the Force.
Kuo-Toa Traits:
•	+2 Str, +2 Con, +2 Int, +4 Wis, -2 Cha.  Kuo-Toas are superior to humans in nearly every way, but their looks and demeanor are revolting.
•	Medium-sized. Kuo-Toas gain no bonuses or penalties based on their size.
•	Kuo-Toas have a base speed of 6 meters, and can swim at a speed of 16 meters.
•	+6 natural Defense bonus.
•	Bite does 1d4 damage
•	Pincer Staff: Kuo-Toas are proficient in the use of this weapon.  It deals 1d10 damage, threatens a critical hit on a 20, and does double damage on a critical hit.  It has a 3 meter reach and cannot be used on an adjacent opponent.  A wielder that hits a Small to Large size opponent attempts a grapple as a free action.  If the weilder get a hold, the staff grabs the opponent and deals 1d10 damage each round the hold is maintained.
•	Keen Sight: Kuo-Toas have such keen sight that they can see supposedly invisible beings.  Only by remaining perfectly still can such a creature go unnoticed.
•	Slippery: All kuo-toas secrete an oily film that makes them difficult to grapple or snare.  Webs don’t affect the kuo-toas, and they can ususaly wriggle free from other forms of containment.
•	Adhesive: Kuo-Toas use their own body oil and other materials to give their shields a finish like that of flypaper, holding fast any creatures or items touching them.  Anyone who makes an unsuccessful melee attack against a kuo-toa must succeed at a Reflex save (DC 14), or the attacker’s weapon sticks to the shield and is yanked out of the weilder’s grip.  Creatures using natural weapons are automatically grappled if they get stuck.
•	Immune to poisons.
•	Light Blindness: Abupt exposure to bright light (such as daylight) blinds kuo-toas for 1 round.  In addition, they suffer a –1 penalty to all attack rolls, saves, and checks while operating in bright light.
•	Amphibious: Although kuo-toas breath by means of gills, they can survive indefinantly on land.
•	+15 racial bonus to Escape Artist checks and +4 racial bonus to Spot and Search checks.

Lizardfolk
Lizardfolk are a species of reptilian humanoids looking quite a bit like short-snouted humanoid crocodiles.  They lived in relative peace amongst the many tribes until the first Drow Elf craft landed on their homeworld.  They were subjugated and forced into slavery.  However, they did not give up, but instead learned from their captors.  They learned how to repair and maintain starcraft, use blasters, and how to become tough.  Many rebelled and left the world and scattered across the galaxy.  Now, one can find lizardfolk all over galaxy in all manner of positions.
Personality: Lizardfolk are violent if provoked.  They tend to be rude and vulgar, and quick to anger at even the most minor insult.
Lizardfolk Homeworld: Lizardfolk hail from the swamp-like world of Mooran.
Languages: Lizardfolk speak Draconic and Basic.
Example Names: Assain, Ssil, Ssuran, Thorkoss
Adventurers: Lizardfolk love the chance to show off their battle prowess.  Their fighting skills combined with their natural abilities in water, make them excellent amphibious assault soldiers.
Lizardfolk Traits:
•	+2 Str, +2 Con, -2 Int.  Lizardfolk are strong and hardy creatures, but they don’t tend to be very bright.
•	Medium-sized.  Lizardfolk gain no bonuses or penalties based on their size.  
•	Lizardfolk have a base speed of 10 meters.
•	+5 natural Defense bonus
•	Claws and Bite do 1d4 damage
•	+4 bonus to Jump, Swim, and Balance checks.

Locathah
Locathah were not even heard of, until the day one got caught up in the net of a fishing crew.  The fish-man was unlike anything any of the sailors had ever seen before.  They reported the incident and went about making their living.  During their next night out, they were attacked by more of the humanoid fish.  Only one sailor, a wookie, survived the attack.  After then, the locathah were introduced to the galaxy and a shaky truce was met.
	The locathah are a species of humanoids that are clearly more fish than man.  They stand around 5 feet tall, slim, with fine yellow-green scales.  The only way to tell males and females apart is by the ochre colored bands on their egg sacs.  Due to them being an aquatic species, they are rarely found beyond their homeworld.  There are special suits, much like those that some Aquatic Elves wear, that allow them to travel galaxy indefianitely, but such things are usually beyond the ability of an locathah to afford.
Personality: Locathah don’t trust other species.  One must work hard to prove their worth to a locathah.  They like the fishermen even less, but they keep their distance.
Locathah Homeworld: Locathah hail from the aquatic world of Humas.
Languages: Locathah speak Locathan, Aquan, and, at times, Basic.
Example Names: Eathan, Ko’reon, Rean, Yeanti
Adventurers: Locathahs rarely travel beyond their homes on Humas, and even then adhere to a strick code of peace, unless compelled by the death of one of their own, whether it be another locathah or a close friend, to attack.  Only death can repay death.
Locathah Traits:
•	+2 Dex, +2 Int, +2 Wis.  Locathahs are graceful swimmers and are also rather intelligent and wise.
•	Medium-sized.  Locathahs gain no bonuses or penalties based on their size.
•	Locathahs have a base speed of 3 meters on land and 20 meters while swimming.
•	+3 natural Defense bonus
•	Locathahs are all proficient in the use of tridents and spears, their traditional weapons.

Merfolk
Merfolk were the first forms of intelligent life on Humas.  They are a species of half man-half fish that are beautiful as well as deadly when they want to be.  The upper half of the creatures is that of an attractive human, while the lower half is that of a great fish.  They are very rarely found outside of Humas, and even then are only found on worlds with many salt-water oceans.
Personality: Merfolk are playful and fond of pranks and tricks.  They are slow to anger, but can be rather aggressive when angered.
Merfolk Homeworld: Merfolk hail from the oceanic world of Humas.
Languages: Merfolk speak Basic and Aquan.
Example Names: Coral, Fola, Ranwen, Sean
Adventurers: Merfolk rarely leave their homes on Humas due to their aquatic nature, and unlike Locathah or Aquatic Elves there are no special suits to allow merfolk to survive on land.  The only way merfolk can travel is in tanks of water, hardly an attactive option.  However, the oceans of Humas are vast and filled with dangerous creatures and other perils.  Allowing some merfolk to be hired as undersea scouts.
Merfolk Traits:
•	+2 Dex, +2 Con, +2 Cha.  Merfolk are graceful swimmers, healthy people and are rather charismatic as well.
•	Medium-sized.  Merfolk gain no bonuses or penalties based on their size.  
•	Merfolk have a base swimming speed of 16 meters, they move on land at a speed of 1 meter.
•	Amphibious: Merfolk can breathe air as easily as water, but they can only survive out of water for 1 hour per point of Constitution, after then refer to the rules for Suffocation on page 217 of the Star Wars Core Rulebook.

Mind Flayer
Mind Flayers, or Illithids as they call themselves, are an evil species similar to the Qarrens in appearance, but that is where the similarities end.  Their heads are like that of a four-tentacled octopus.  Their skin is mauve in color and glistens with slime.  Their eyes are white and bloated, and its mouth drips with oily slime.  The mind flayers are an ancient species that has took part in massacres, enslaving of entire species, and not mention becoming quite successful Dark Jedi.  
Personality: Mind Flayers care little for anyone but themselves.  It is nothing to them to leave their servitors or campanions to die if the tide of a battle goes against them.
Mind Flayer Homeworld: No one knows where the Illithid hail.  The Illithid themselves know, but they aren’t telling anyone.
Languages: Mind Flayers speak Basic, but prefer to communicate telepathically.
Example Names: Belash, Higurr, Slarr, Vumash
Adventurers: Mind Flayers are well at home as nobles or Dark Side Adepts.  They find it easy to find employment among crimelords as inquisitors.
Mind Flayer Traits:
•	+2 Str, +4 Dex, +2 Con, +8 Int, +6 Wis, +6 Cha.  Mind Flayers are stronger, quicker, wiser, and more intelligent that normal humans, a fact they are quick to prove.
•	Medium-sized.  Mind Flayers gain no bonuses or penalties based on their size.
•	Mind Flayers has a base speed of 10 meters.
•	+3 natural Defense bonus
•	Tentacles do 1d4 damage
•	Mind Blast: This attack is a cone 20 meters long.  Anyone caught in this cone must succeed at a Will save (DC 17) or be stunned for 3d4 rounds.  
•	Improved Grab: to use this ability, the mind flayer must hit a Small to large creature with its tentacle attack.  If it gets a hold, it attaches the tentacle to the opponent’s head.  A mind flayer can grab a Huge or larger, but only if it can somehow reach the foe’s head.  After a successful grab, the mind flayer can try to attach its remaining tentacles with a single grapple check.  The opponent can escape with a single successful grapple check or Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
•	Extract: A mind flayer that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts the opponent’s brain, instantly killing that creature.
•	Telepathy: Mind Flayers can communicate telepathically with any creature within 33 meters that has a language.

Minotaur
Minotaurs are powerfully built bull-headed humanoids.  They are well known for their tempers and their great strength.  Minotaurs are not a prolific species, but they can be found throughout the Outer Rim.
Personality: Minotaurs are fiercely territorial.  They hate anyone coming near their meager possessions and will lash out violently at intruders with deadly force.
Minotaur Homeworld: Minotaurs hail from the planet, Minaros.
Languages: Minotaurs speak Minotaur and Giant.
Example Names: Kralin, Rorgar, Skaginar, Worlor
Adventurers: Minotaurs are well suited to bodyguards, due to their penchant for violence and their great strength.  They are also highly sought after as guides, due to their tracking abilities and their inability to get lost in even the most confusing wilderness.
Minotaur Traits:
•	+8 Str, +4 Con, -4 Int, -2 Cha.  Minotaurs are strong and hardy, but they are rather stupid and lack even basic social etiquette.
•	Large-sized. Minotaurs suffer a –1 penalty to attack rolls and to their Defense score.
•	Minotaurs have a base speed of 10 meters.
•	+5 natural Defense bonus
•	Horns do 1d8 damage
•	Charge: A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play.  In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6+6 points of damage.
•	Natural Cunning: Although minotaurs are not especially intelligent, they possess innate cunning and logical ability.  This prevents them from ever getting lost, and enables them to track enemies.  Further, they are never caught flat-footed.
•	+4 racial bonus to Search, Spot, and Listen checks.

Ogres
Ogres are a species of hulking humanoids well known for their violent tendencies.  They are also as greedy as they are big, and can be found all over the galaxy selling their services as guards and mercenaries.  The popular form of problem solving for an ogre is to smash whatever it is that is troubling it.
	There are several different races of ogre.  All are detailed below.

Ogre:
	Ogres are large humanoids found in great abundance all over the Outer Rim.  They are as stupid as they are big, and therefore are only hired on as bouncers or as expendable geurilla troops.  They stand upwards of three meters and their yellowish skin is commonly covered with many warty bumps.  
Personality: Ogres are violent bunch.  They seem only to be happy when hurting others.  
Ogre Homeworld: Ogres hail from the planet, Vurgan.
Languages: Ogres speak Ogre, and some of the more intelligent members of their species sometimes also speak Basic and Giant.
Example Names: Gorog, Morgo, Rigog, Stagar
Adventurers: Ogres are commonly working any job that will allow them to hurt as many people as possible.  Their size and strength make then well suited to guards or other types of hired muscle.
Ogre Traits:
•	+10 Str, +4 Con, -2 Dex, -4 Int, -4 Cha.  What ogres have in strength and hardiness, they give up in agility, manners, and intelligence.
•	Large-sized.  Ogres suffer a –1 penalty to attack rolls and Defense ratings due to their size.
•	Ogres have a base speed of 10 meters.
•	+5 natural Defense bonus

Merrow:
	Merrows are an aquatic breed of ogre.  They spend much of their time either hunting creatures or simply laying about.  They look much like their land-bound cousins, except merrow have webbed fingers and toes.  Due to their size and penchant for violence, not too many people have offered merrow the special suit that would allow them to live for a while out of water, therefore, they are rarely found away from Vurgan.
Note: Merrow are identical to land ogres.  The only difference being their movement rates.  Merrow can swim at a rate of 13 meters and receive a +15 bonus to any Swim checks.

Ogre Mages:
	Ogre Mages are a race of intelligent ogres.  Ogre Mages look different from their less-intelligent cousins.  They are blue skinned, and their flesh is free of warts and rashes.  Their large bodies appear to have less muscle, but this is false.  Ogre Mages also have two horns portruding from their foreheads.  They are as powerful as their lesser cousins and even more intelligent…a dangerous combination indeed.
Personality: Ogre Mages are greedy, everything they do is for money. They are sadistic and cruel.
Ogre Mage Homeworld: Ogre Mages hail from the world of Vurgan.
Languages: Ogre Mages speak Ogre, Giant, and Basic.
Example Names: Banweng, Janghow, Kirweng, Xiog
Adventurers: Ogre Mages will do anything malicious for a few credits.  They can be found either working for crimelords or building their own criminal empire.  They are never content working for others, and are always looking for a way to remove their employers in favor of themselves.  Ogre Mages are also known to be purveyors of the Dark Side of the Force.
Ogre Mage Traits:
•	+10 Str, +6 Con, +4 Int, +4 Wis, +6 Cha.  Ogre Mages are everything that ogres are and more.  They are as strong, but they are also healthier, wiser, smarter, and more charismatic.
•	Large-sized.  Ogre Mages suffer a –1 penalty to attack rolls and Defense ratings due to their size.
•	Orge Mages have a base speed of 10 meters, and can fly at a speed of 13 meters.
•	+5 natural Defense bonus
•	Flight: Ogre Mages can cease or resume flight as a free action.  This is an innate extension of the Force, and therefore cannot use this ability when near a ysalamiri.
•	 Regeneration: Ogre Mages regenerate 2 vitatlity points per round, and 1 wound point every 5 hours, though they will die if they lose all wound points.  They must heal acid and fire damage as normal.  If one of their limbs are severed, ogre mages can hold the severed member to the stump.  Reattachment takes 1 minute.  If the head or other vital organ is severed, it must be reattached within 10 minutes or the creature dies.  Ogre Mages cannot regrow lost body parts.

Orcs
Orcs are a species of pig-faced humanoids that look much like a slimmer and hairier gammorean.  Orcs are known for their violent tendencies and their willingness to work for seemingly nothing more than empty promises.  They are filthy beings that can be found all over the Outer Rim.
Personality: Orcs are aggressive and violent creatures that can be set off with the slighest perceived insult.  
Orc Homeworld: Orcs come from the desolate world of Onith.
Languages: Orcs speak Orc and, at times, Basic and Giant.
Example Names: Argak, Gork, Skloduke, Zug
Adventurers: The orcish homeworld is a desolate world that makes Tatooine and Hoth look like paradise, so most orcs jump at their first chance to leave Onith.  They find work doing anything from bodyguards to janitors.  They are well suited to the harsh life of the more dangerous sectors of the Outer Rim.  
Orc Traits:
•	+4 Str, -2 Int, -2 Wis, -2 Cha.  Orcs are rather strong, but they tend to be stupid, unwise, and boorish.
•	Medium-sized.  Orcs have no bonuses or penalties based on their size.
•	Orcs have a base speed of 10 meters.
•	Light Sensitivity: Orcs suffer a –1 penalty to attack rolls bright sunlight, though protective goggles help to alleviate this problem.

Tieflings
Just as aasimar claim to be descended from celestial beings, tieflings try to hide their demonic heritage.  Though the claims of having infernal anscestors have yet to be proven, tieflings seem to have demons to wrestle for sure.  Outwardly, they look much like humans, but closer examination reveals some physical deformity.  Most times its nothing more than a slight red tinge to eyes and teeth, but other tieflings display forked tails, horns, and scaly flesh to name only a few of the mutations among their kind.  No matter whether the tiefling has nothing outwardly wrong about them or they look like a demon, they all carry an air of “wrongness” that few can deny.
Personality: Most tieflings are malicious, self-serving creatures.  Some rise above the stigmas surrounding their species and are rather kind, but most are devious and untrustworthy.
Tiefling Homeworld: Tieflings hail from the volcanic world of Zanmere.
Languages: Tieflings speak their own language called Delac as well as Basic.
Example Names: Damion, Lucian, Morgan, Sellana
Adventurers: Tieflings try to stay out of sight, though they fit it well enough among the dregs that inhabit many run-down spaceports throughout the Outer Rim.  They are excellent spies and assassins.  More than a handful of tieflings have become Dark Jedi.
Tiefling Traits:
•	+2 Dex, +2 Int, -2 Cha.  Tieflings are agile and intelligent, but their lack of proper social skills make them hard to like.
•	Medium-sized.  Tieflings have no bonuses or penalties based on their size.
•	Tieflings have a base speed of 10 meters.
•	+4 to saves against fire, cold, and electricity.
•	+2 racial bonus to Bluff and Hide checks.

Sahuagin
Sahuagin are an aquatic species known for being raiders and marauders.  Sahuagin look like green scaled, black-stripped, fish-like humanoids.  Their fingers and toes are webbed, and their mouths are filled with sharp fangs.  They hunt the sea floors or attack fishing ships for both sport and profit.
Personality: Sahuagin are dangerously aggressive.  They may parley for a moment before attacking for seemingly no reason other than to see blood.
Sahuagin Homeworld: Sahuagin hail from the oceanic world of Yinnib.
Languages: Sahuagin speak speak their own tongue called Kolah, and at times either Basic or Elven.
Example Names: Belik, Jagmin, Malar, Seko
Adventurers: Sahuagin rarely leave Yinnib, due to being an aquatic species and being much to aggressive to make it worthwhile to try to sell them protective suits.  Most are soldiers and openly attack elven colonies on their world.
Sahuagin Traits:
•	+4 Str, +2 Dex, +2 Con, +4 Int, +2 Wis, -2 Cha.  Sahuagin are stronger, more agile, more hardy, smarter, and wiser than most species, but they suffer from their violentness.
•	Medium-sized.  Sahuagin gain no bonuses or penalties based on their size.
•	Sahuagin have a base speed of 10 meters, and swim at a speed of 20 meters.
•	+5 natural Defense bonus.
•	Bite does 1d4 damage.
•	Blood Frenzy: Once per day a sahuagin that takes damage in combat can fly into a frenzy the following round, clawing and biting madly until it is either it or its opponent is dead.  It gains +2 Strength and +2 Constitution, and suffers a –2 Defense penalty.  The sahuagin cannot end their frenzy voluntarily.
•	Underwater Sense: A sahuagin can locate creatures underwater within a 10-meter radius.  This negates the effects of invisibility and poor visibility.  It is less effective against creatures without central nervous systems, such as oozes and droids; a sahuagin can locate such creatures only within a 5-meter radius.  
•	Light Blindness: Abrupt exposure to bright light (such as daylight) blinds sahuagins for 1 round.  In addition, they suffer a –1 penalty to all attack rolls, saves, and checks while operating in bright light.
•	Amphibious: Sahuagin can survive out of the water for 1 hour for every 2 points of Constitution, after that refer to the rules for drowning as stated on page 217 in the Star Wars Core Rulebook.
•	Freshwater Sensitivity: A sahuagin fully immersed in freshwater must succeed at a Fortitude save (DC 15) or leave the water immediately.  If the sahuagin fails and cannot escape, it suffers a –4 penalty to all attack rolls, saves, and skill checks.  Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.
•	+4 racial bonus to Hide, Listen, and Spot checks.  Underwater bonus improves to +8.  They receive a +8 bonus to Wilderness Lore and Profession (Hunter) checks within fifty miles of their homes.
•	Mutants: About one in two hundred sahuagin are born with four arms.  Such creatures can make two extra weapon attacks or four claw attack in addition to their regular attacks.  One in one hundred sahuagin that are born to tribes living near an aquatic elf colony looks just like an aquatic elf.  These creatures, called Malenti, swim at a speed of 20 meters, can remain out of water for 1 hour per point of Constitution, and have freshwater and light sensitivity (-1 to attack rolls).  They are otherwise identical with sahuagin.

Troglodytes
Troglodytes are a species of evil reptilian humanoids.  They savor warfare and have a penchant for dining on a piece of their defeated foes.  They are spindly, but muscular and walk erect on squat legs.  A frill crowns their heads and trails down their tails.  Their eyes are black and beady.
Personality: Troglodytes don’t need an excuse to start a fight.  To them battle is the greatest gift given to intelligent life.
Troglodyte Homeworld: Troglodytes hail from the stormy, mountainous world of Almar.
Languages: Troglodytes speak Draconic
Example Names: Draog, Lao, Loag, Srin
Adventurers: Troglodytes can be found anywhere where battles are fought, be it as either spectators or actually taking part themselves.  They are warriors that know nothing of surrender.  Many people fear them for their rituals that demand that they eat part of a fallen foe.
Troglodyte Traits:
•	+4 Con, -2 Dex, -2 Int.  Troglodytes live in filth and have become hardy because of it, but they tend to be clumsy and stupid.
•	Medium-sized.  Troglodytes have no bonuses or penalties due to their size.
•	Troglodytes have a base speed of 10 meters.
•	Claws and bites do 1d4 damage.
•	Darkvision up to 30 meters
•	Stench: When a troglodyte is angry or frightened, it secretes an oily, musklike chemical that nearly every from of animal life finds offesnsive.  All creatures (except troglodytes) within 10 meters of the troglodyte must pass a Fortitude save (DC 13) or be overcome with nausea.  This lasts for 10 rounds and deals 1d6 temporary Strength damage.
•	Troglodyte skin can shift color somewhat, allowing it to blend in with their surroundings, conferring a +4 bonus to Hide checks.  In rocky or underground areas, this bonus increases to +8.

Troll
Trolls are a species of grotesque humanoids.  They are known for their regenerative powers as well as their love of mayhem and violence.  They are green skinned, and are covered in warts, rashes and boils.  Their hair in a darker shade of green, and is always greasy and dirty.  They are powerfully built.  Luckily for most species, trolls are rarely found beyond their homeworld, but they can be found in a few places in the Outer Rim.
Personality: Trolls are violent when hungry or angry, which sadly, seems to be all the time.
Troll Homeworld: Trolls hail from the swamp world of Nespak.
Languages: Trolls speak Troll and sometimes Giant as well.
Example Names: Bloodcrier, Gorefang, Kurgan, Spineripper
Adventurers: Trolls can be found in dangerous places usually working as hired muscle for crimelords.  Their violent dispositions makes it hard for them to fit in anywhere else.
Troll Traits:
•	+12 Str, +4 Dex, +12 Con, -4 Int, -2 Wis, -4 Cha.  Trolls are amazingly strong and hardy creatures, but they tend to be overly stupid and foolish and also find it easy to make asses of themselves.
•	Large-sized. Trolls suffer a –1 penalty to attack rolls and Defense ratings due to their size.  
•	Trolls have a base speed of 10 meters.
•	Claws and bites do 1d6 damage.
•	Rend: If a troll hits with both claw attack in the same round, it latches onto the foe’s body and tears the flesh.  This attack automatically deals an additional 2d6 points of damge.  This attack cannot be made until the troll gains two attacks.
•	Regeneration: Trolls regenerate 5 vitality points per round and 1 wound point per hour.  However, they cannot regenerate fire or acid damage.  If a troll loses an limb or other body part, the lost part regrows in 3d6 minutes.  The creature can reattach the severed member instantly by holding it to the stump.  If a troll loses all its wound points, it dies.

Yuan-ti
Yuan-ti are a species of humanoid snake people.  They are known for their cunning vileness.  There are three different varieties: Pureblood, Halfblood, and Abominations.  All are detailed below.  No matter what variety, all yuan-ti have the same personality and non-direct game affecting material.  
Personality: Yuan-ti are cunning and cruel.  They care little for others not of their kind, seeing other species as merely pawns to be toyed with at will.
Yuan-ti Homeworld: Yuan-ti are from the forest world of Yuan.
Languages: Yuan-ti speak Yuan, Basic, and Draconic.
Example Names: Karsha, Orrin, Sarin, Syra
Adventurers: Yuan-ti can be found throughout the galaxy, usually on a mission for their Yuan-ti superiors.  They are dangerous warriors, and some are even Dark Jedi.  They are truly strong with the Dark Side of the Force, and should be dealt with caution.

Pureblood Yuan-ti:
	Pureblood Yuan-ti appear to be human at first glance.  Their snakelike features tend to be subtle: reptilian eyes, forked tongues, pointed teeth, scaly patches on the neck or limbs, and the like.
Pureblood Traits:
•	+2 Dex, +4 Int, +4 Wis, +6 Cha.  Purebloods are quite agile, but their agility is nothing to their intelligence and wisdom.
•	Medium-sized.  Purebloods have no bonuses or penalties based on their size.
•	Purebloods have a base speed of 10 meters
•	+1 natural Defense bonus
•	+5 racial bonus to Diguise checks when impersonating a human.
•	Force-sensitive: Purebloods start with the Force-sensitive feat for free.  They also start with the below new force skills for free.
•	Detect Poison: This force skill is allowed only to yuan-ti.  On a successful check (DC modified by the GM based on the subtlety of the poison) the yuan-ti can detect poisons in food or on weapons or items.  Costs 2 Vitality Points.
•	Chameleon Power: This skill allows the yuan-ti to change the color of it’s skin to gain a +8 bonus to Hide checks for 2d4 rounds.  Costs 3 Vitality Points.
•	Produce Acid: This skill allows the yuan-ti to produce a sheen of acid on its fists.  The acid does 1d6 points of damage to anything it touches.  The acid becomes inert as soon as it leaves the yuan-ti’s body.  Costs 2 Vitality points.  Using this skill for attack gains the character 1 Dark Side Point.
•	Aversion: This skill allows the yuan-ti to target one foe within 10 meters to have to pass a Will save (DC 17) or gain an aversion to snakes for 10 minutes.  Affected subjects must stay at least 6 meters away from any snake or snake-like creature, alive or dead; if already within 6 meters, they move away.  A subject can overcome the compulsion by succeeding at another DC 17 Will save, but still suffers deep anxiety.  This causes a –4 penalty to Dexterity until the effects wear off of the subject is no longer within 6 meters of a snake or snake-like creature.  Costs 4 Vitality Points.  Using this skill gains the user a Dark Side point.

Halfbloods: Halfblood Yuan-ti always have obvious snake features.  The most common of these are set out in the table below.
1d6 Roll	Feature	Effect	
1	Snake Head	Bite damage 1d6 and Poison	
2	Flexible Torso	+1 racial bonus to Reflex saves	
3	No legs, Snake tail	Speed 6 meters, Climb 5 meters, Swim 15 meters, can constrict Medium-sized or smaller creatures for 1d6 damage.	
4	Snakes for arms	Bite damage for unarmed damage (1d4 plus poison)	
5	Scales instead of skin	+4 natural Defense bonus	
6	Legs and Snake tail	Swim 5 meters, can constrict Small or smaller creatures for 1d4 damage.	
Halfblood Traits:
•	+4 Str, +2 Dex, +2 Con, +4 Int, +4 Wis, +6 Cha.  Halfblood Yuan-ti are stronger and hardier than their pureblood cousins, and they are just as intelligent.
•	Medium-sized.  Halfblood Yuan-ti have no bonuses or penalties based on size.
•	Halfbloods have a base speed of 10 meters.
•	+1 natural Defense bonus
•	Poison: Halfbloods with snake heads deliver poison with their bite attacks. Fort save (DC 17); initial and secondary damage 1d6 temporary Constitution.
•	Force-sensitive: Halfbloods start with the Force-sensitive feat for free.  They also start with the below new force skills for free.
•	Detect Poison: This force skill is allowed only to yuan-ti.  On a successful check (DC modified by the GM based on the subtlety of the poison) the yuan-ti can detect poisons in food or on weapons or items.  Costs 2 Vitality Points.
•	Chameleon Power: This skill allows the yuan-ti to change the color of it’s skin to gain a +8 bonus to Hide checks for 2d4 rounds.  Costs 3 Vitality Points.
•	Produce Acid: This skill allows the yuan-ti to produce a sheen of acid on its fists.  The acid does 1d6 points of damage to anything it touches.  The acid becomes inert as soon as it leaves the yuan-ti’s body.  Costs 2 Vitality points.  Using this skill for attack gains the character 1 Dark Side Point.
•	Aversion: This skill allows the yuan-ti to target one foe within 10 meters to have to pass a Will save (DC 17) or gain an aversion to snakes for 10 minutes.  Affected subjects must stay at least 6 meters away from any snake or snake-like creature, alive or dead; if already within 6 meters, they move away.  A subject can overcome the compulsion by succeeding at another DC 17 Will save, but still suffers deep anxiety.  This causes a –4 penalty to Dexterity until the effects wear off of the subject is no longer within 6 meters of a snake or snake-like creature.  Costs 4 Vitality Points.  Using this skill gains the user a Dark Side point.

Abominations:
	Yuan-ti Abominations are all snake (01-50 on a d100) or have a single human feature, either a head (51-75) or arms (76-00).
Abomination Traits:
•	+4 Str, +2 Dex, +3 Con, +4 Int, +4 Wis, +6 Cha.  Abominations are the most powerful of the yuan-ti.
•	Large-sized.  Abominations suffer a –1 penalty to attack rolls and to Defense ratings.
•	Abominations have a base speed of 10 meters, Climb at 6 meters, and Swim at 6 meters.
•	+10 natural Defense bonus
•	Bite does 2d6 damage plus poison
•	Poison: Abominations with snake heads deliver poison with their bite attacks. Fort save (DC 17); initial and secondary damage 1d6 temporary Constitution.
•	Improved Grab: To use this ability, a snake-headed abomination must hit with its bite attack.  If it gets a hold, it can constrict.
•	Constrict: An abomination deals 1d6 points of damage with a successful grapple check (using the bite attack if snake-headed) against Large or smaller creatures.
•	Force-sensitive: Abominations start with the Force-sensitive feat for free.  They also start with the below new force skills for free.
•	Detect Poison: This force skill is allowed only to yuan-ti.  On a successful check (DC modified by the GM based on the subtlety of the poison) the yuan-ti can detect poisons in food or on weapons or items.  Costs 2 Vitality Points.
•	Chameleon Power: This skill allows the yuan-ti to change the color of it’s skin to gain a +8 bonus to Hide checks for 2d4 rounds.  Costs 3 Vitality Points.
•	Produce Acid: This skill allows the yuan-ti to produce a sheen of acid on its fists.  The acid does 1d6 points of damage to anything it touches.  The acid becomes inert as soon as it leaves the yuan-ti’s body.  Costs 2 Vitality points.  Using this skill for attack gains the character 1 Dark Side Point.
•	Aversion: This skill allows the yuan-ti to target one foe within 10 meters to have to pass a Will save (DC 17) or gain an aversion to snakes for 10 minutes.  Affected subjects must stay at least 6 meters away from any snake or snake-like creature, alive or dead; if already within 6 meters, they move away.  A subject can overcome the compulsion by succeeding at another DC 17 Will save, but still suffers deep anxiety.  This causes a –4 penalty to Dexterity until the effects wear off of the subject is no longer within 6 meters of a snake or snake-like creature.  Costs 4 Vitality Points.  Using this skill gains the user a Dark Side point.