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Page 1: Compiled by Rob “RobShanti” Petrone - d20SE.Projectd20seproject.vanguardcomplex.net/files/aliens/AASE.pdf · The Saga Edition Alien Anthology has been compiled by Rob “RobShanti”
Page 2: Compiled by Rob “RobShanti” Petrone - d20SE.Projectd20seproject.vanguardcomplex.net/files/aliens/AASE.pdf · The Saga Edition Alien Anthology has been compiled by Rob “RobShanti”

Compiled by Rob “RobShanti” Petrone

The Saga Edition Alien Anthology has been compiled by Rob “RobShanti” Petrone from the work of the dedicated fans at the Wizards.com bulletin boards and the Star Wars Role Playing Game Network at http://holonet.swrpgnetwork.com/. The contents of the document are the sole possession and property of the author, Rob “RobShanti” Petrone (henceforth referred to as "the Author") and collective creators unless otherwise noted. Distribution, reproduction, or display of this compilation is forbidden - permission granted upon request and contingent on the author's approval. Reproduction with the intent of sale, or actual sale is, according to United States Copyright Law, an infringement on George Lucas et al., being a challenge to the commercial viability of Star Wars: The Roleplaying Game by Wizards of the Coast. The files contained within this document are not for sale, and are designed and presented for the private use of parties using Star Wars: The Roleplaying Game. Use of material releases author of any and all liability concerning any challenge to LucasFilm, Ltd., and their copyrights where concerned, as a result of any action of a viewer/user of the material. Any files owned by the Author found on other locations on the internet or in print without permission/knowledge of the Author is considered (by law) copyright infringement, and those responsible will be pursued as per the maximum extent of the laws of the United States of America, and/or International Copyright laws, including (but not restricted to) the Berne Convention, the Universal Copyright Conventions, and the Uruguay Round Agreement (WTO). Where not covered in the following, should a copyright contest occur, the Author will FULLY YIELD to the letter of the law with no contest to STAR WARS ® and © 2000 Lucasfilm, Ltd., title, character, and place names protected by all applicable trademark laws, all rights reserved, used without authorization, and will be removed promptly upon request with no contest on the part of the Author. The material contained herein is unofficial, and is not intended for sale. It in no way can be deemed a contest of the rights and ownership of Lucasfilm Ltd., or licensees thereof, including Wizards of the Coast. Any logos, titles, graphics and other iconography associated with Star Wars used are for identification purposes only, and are copyright ultimately by Lucasfilm, Ltd. or the owner of the logo in question. All other graphics and logos specific to the document are the exclusive property of the Author and Artists unless mentioned otherwise. Where not covered above, all material written by the author is presented under the auspices of the Fair Use sections of the United States Copyright Law, as the only thing non-original to the author and the collective contributors is the very concept of the Star Wars "universe"; thus, this additional creative work does not pose any threat or challenge to the commercial viability of Lucasfilms, Ltd., or licensees thereof, including Wizards of the Coast. In accordance with Fair Use, the author claims sole copyright, thus removing all material contained on the internet from "public domain.”

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A WORD ABOUT THE LAYOUT OF THIS BOOK Wizards of the Coast already published an impressive collection of alien stats in its “Ultimate Alien Anthology” for the Revised Core Rulebook edition of the Star Wars Role Playing Game. The dedicated fans using the monikers “WizO_Tao” and “Isirga Eth” on the Wizards.com community boards undertook the Herculean task of converting all these aliens to Saga Edition Rules. Their stats appear in the two appendices of this book, the first containing WizO_Tao’s conversions and the second containing those of Isirga Eth. The focus of the the main portion of this book, however, is an alphabetical listing of stats (with full-color pictures and textual write-ups) for the aliens left out of WotC’s Ultimate Alien Anthology. This idea arose from a discussion at the Wizards.com forums (at http://forums.gleemax.com/showthread.php?t=871589). The author and contributors of this book could not possibly provide stats for all the alien species in the Star Wars mythos – indeed, the mythos itself is as yet incomplete with respect to many alien species; some have names but nothing more, some are mentioned or described in various sources but have no names. And even the aliens that are fully described and named are too numerous to include here. The stats that do appear in this book represent a good faith effort by the author and collective contributors to include those requested by fans at the Wizards.com community boards. These stats have been created from scratch, mostly by Isirga Eth. I have also contributed to some of the statting, although my part in this book was mostly just compiling, writing the flavor text, and formatting. For the most part, Isirga and I relied on Wookieepedia.com for the information about each species upon which we based our stats. There are some instances – and they are few, fortunately – where official information was so sparse, however, that we had to “fill in the blanks” a bit, such as with the Iridorian (which may well simply be a misspelling of Iridonian), Jin’ha, Kurtzen, Tarentian and a few others. But for the most part, our goal was to provide stats that reflected what has already been established about each species in existing canon. Some stats, like the Nautolan and Devaronian, are the official Wizards of the Coast stats, provided in free source material; these official stats are clearly designated as “official Wizards of the Coast stats” in the individual write-ups, and are included here for the reader’s convenience. Other generous contributers (for whom I cannot speak regarding their sources…although their ultimate products seem consistent with canon) include, in order of appearance at the original Wizards.com bulletin board thread: PeteyRock DrowBattleMind TwoRiversWolfbrother Valheru LordLightVader Eli the Tanner HarmonysRage and RavenFury I also owe a debt of gratitude to the folks at Galileo Games for their awesome Bulldogs! d20 science fiction RPG book (which uses the Open License agreement of the older d20 edition), especially the chapter on creating balanced alien stats. Although not every aspect of the Bulldogs! alien generation charts translates over perfectly to Saga Edition, the skills I learned from the Bulldogs! charts were invaluable in this project. There will likely be further versions of this book. Consider this version 1.0. As more official stats are released in web enhancements, as more requests for fan-made alien stats pour in at the original thread on the Wizards.com community boards, and as I and others find the time to create more alien stats, they will eventually appear here. I would like to once again thank RavenFury for offering to host this fan-made sourcebook at his “d20 Saga Edition Project” website. I consider it an honor to have it offered side-by-side with his ambitious and well designed “Afterburn” starship sourcebook. I hope fellow fans enjoy this labor of love. Game on!

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ALEENA

Aleena are a short, scaly, reptilian species hailing from the small, tropical world of Aleen, located along the path of one of the galaxy’s larger trade routes. The planet and its primitive denizens were discovered by a starship crew who set down for repairs. Since that initial meeting, the Aleena have embraced the greater galactic community, importing technology and traveling the space lanes in search of adventure and new contests of sport and challenge, a passion of the species. Rarely over a meter tall, Aleena have scaly, gray-blue hides, stubby limbs and distinctive, elongated skulls. Males are slightly larger than females on average. Typically, Aleena travel

in groups, often family clans. This, and their quick reflexes, are evolutionary defenses against the large carnivorous predators of their homeworld, such as the sagcatchers. The Aleena love of sports, particularly adventure and thrill sports, has drawn many into the galactic community. Most who enter professional classes would be experts or diplomats, while hero Aleena tend to be gregarious Fringers, Scouts, Scoundrels or Nobles. They travel to feed their love of adventure and new experiences. Aleena are social and tend to thrive best in with close-knit teams if not with their own kind. They develop strong loyalties to friends and will protect those they care about fiercely. Jedi Aleena are known. Aleena are a friendly people, casting their loyalty to those they value like family. The word of an Aleena is considered by many to be unquestionable. Their love of contests of skill makes them a competitive race, though usually this competition is warm-hearted. Appearances and Examples: Ratts Tyerell raced against Anakin Skywalker in the Boonta Eve pod race in “The Phantom Menace.” Abilitiy Modifiers: +2 Dex, -2 Str, -2 Con Natural Alertness: Aleena may reroll any Perception check, but result must be kept even if it is worse. Pack Attack: If an Aleena is performing Aid Another with comrades of the same species, the bonus becomes +3 instead of it normally being +2. This extra bonus does not apply if an Aleena is performing Aid Another with a different species. Conditional Bonus Feat: If trained in the Perception skill, Aleena are automatically granted Skill Focus: Perception as a bonus feat. Size: small Speed: 4 squares Language: Aleena and Basic

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ANSIONIAN

Ansionians are tall and thin. In addition to possessing only one nostril, they have relatively large eyes. The Ansionians hail from the planet of Ansion, and are known to be lovers of peace. Many Ansionians, called Alwari, live in tribal factions on the plains, away from the human settler-created cities. They are relatively nomadic and resent technology and the fact that it has ruined the face of their planet, but not to such an extent so as to cause violence. Appearances and Examples: Ansionians appeared in the Clone Wars era novel “The Approaching Storm.”

Two hearts: A member of this species that dies from falling to 0 hp may make an Endurance check (DC 15); if the check is successful, the character is only unconscious, as her spare heart kicks in. Darkvision: as described in the SECR. Conditional Bonus Feats: Urban or ‘standard’ ansionians that are trained in Knowledge (Bureaucracy) and/or Persuasion gain Skill Focus in these skills. Alwari or ‘wild’ ansionians gain Skill Focus (Ride) and Skill Focus (Survival) if they are trained in these skills. Size: Medium Speed: 6 squares. Languages: Ansionian, Basic

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ANSIONIAN, GWURRAN

The Gwurran of Ansion are distantly related to Ansionians, only smaller, with brown fur, and tails as long as a human arm. They are hyperactive, inquisitive beings who live primitively off the land and who steal the food of travelers passing through the hills. The Gwurran deeply hate their taller rural brethren, the Alwari, who consider them to be backward. Appearances and Examples: Tooqui, an Ansionian Gwurran appeared in the Clone Wars era novel

“The Approaching Storm.” Str –2, Dex +2 Two hearts: A member of this species that dies from falling to 0 hp may make an Endurance check (DC 15); if the check is successful, the character is only unconscious, as her spare heart kicks in. 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. Darkvision: as described in the SECR. Conditional Bonus Feats: A gwurran ansionian gains Skill Focus (Stealth) if trained in that skill. Size: Small (+1 to Reflex Defense, +5 on Stealth checks, –5 on Grapple checks, reduced carrying capacity and damage) Speed: 4 squares. Languages: Ansionian, Basic

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ANNOO-DAT (PRIME)

The Annoo-dat is a four eyed, reptilian race hailing from the planet Annoo. The average height for an Annoo-dat male is 6 and one-half feet, while females are half a foot shorter on average. The Annoo-dat tend to have rough, yellow, scaled skin, with a small row of spines running down their backs and to the end of their short tails. Annoo-dat have four eyes; the upper two are red and the lower two are blue.

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The Annoo-dat conquered the home planet of the Rets and changed its name to Annoo after the original homeworld of the Annoo-dat. After a century of Annoo-dat rule, the Rets came to call themselves Annoo-dat and the two cultures largely merged, with the Dat-an

language replacing the native language of the Rets. To distinguish between the two species, xenobiologists called the Ret the “Annoo-dat Blue” and the original Annoo-dat conquerors’ species the “Annoo-dat Prime.” Neither species made such distinctions. Apppearances and Examples: Annoo-dat appear in the Jango Fett and Zam Wesell comics by Dark Horse. Annoo-dat Prime Species Traits: Abilities Modifiers: Str +2, Dex –2, Wis –2, Cha +2 Natural weapons: A member of this species may make a tail attack (base damage 1d6 plus twice the character’s Str modifier) instead of an unarmed attack, or as an off-hand attack. Tail attacks count as one-handed melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons. Natural armor: A member of this species gains a +2 armor bonus to its Reflex defense. Darkvision: as described in the SECR. Color change: Annoo-Dat change color according to their emotions; this gives them a –2 penalty on Deception and Persuasion checks made to hide their true intentions. Size: Medium Speed: 6 squares. Languages: Dat-an, Basic ARAMANDI

The Aramandi are four-armed, four-eyed, humanoid jungle dwellers from the heavy-gravity planet Aram. Their skin color ranges from pink to light brown, and their solid eyes are black. The Aramandi hold strongly to the beliefs of the Eeronon, a strict and ancient religion that dictates the structure of Aramandi society and emphasizes colonizing other star systems, and divide themselves into four distinct clans or “akia”: the Orma, the Cirra, the Mila, and the Lota. They jealously guard the Aramand Cluster, within the Brak Sector, because they consider it their home territory. Appearances and Examples: The Aramandi appeared in Star Wars Adventure Journal, Issue 14. Aramandi Species Traits:

Ability Adjustments: Con +2, Int –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. Environmental adaptation: Aramandi are adapted to the high pressures and thick atmosphere of their homeworld. When in

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other planets, they must don a breath mask or go down 1 step on the Condition Track every 8 hours. This persistent condition may not be removed unless the aramandi puts on a breath mask or returns to his planet for at least 8 straight hours. Size: Small (+1 to Reflex Defense, +5 on Stealth checks, –5 on Grapple checks, reduced carrying capacity and damage) Speed: 4 squares. Language: Aramandi, Basic ARUZAN

Aruzans, the inhabitants of Aruza, are humanoids with faintly blue skin and dark, nearly black hair. They have the ability to share their memories and emotions with one another by means of cybernetic implants. During the time of Imperial subjugation, the enslaved Aruzans hired the bounty hunter Dengar to assassinate General Kritkeen, who was the planetary commander. Appearances and Examples: Aruzans, including Dengar’s wife Manaroo, appeared in “Payback: The Tale of Dengar” from the novel “Tales of the Bounty Hunters,” and also in the novel “The Mandalorian Armor.”

Ability Modifiers: Wis +2, Cha +2 Attanni implant: All Aruzans have attanni implants (see below). Violence aversion: An Aruzan must succeed on a Wisdom check (DC 10) to engage in any violent action. If the check fails, the Aruzan can take no actions during his turn. Size: Medium Speed: 6 squares. Languages: Aruzan, Basic

Attanni Implant This cybernetic implant allows the user to share its feelings and emotions with other attanni implant wearers. Any character with an attanni implant automatically knows (and feels) the emotions felt by the wearer of another attanni implant. Attanni implants cost 2000 credits.

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ith

nal

share many human features.

ASKAJIAN

The Askajians hail from a planet just off of the Rimma Trade Route that makes Tatooine look like the garden spot of the Outer Rim – Askajia. Their homeworld being entirely covered wdesert, the natives of the planet not only survive but thrive in the hostile environment. Beinga primitive people, the only thing they export from the planet, aside from the occasioslave, is tomuon fabric. Tomuon is prized due to its uncommon set of qualities – strong, wrinkle-resistant, yet soft to the touch. The fabric is made by the weavers of the Askajiantribes; many wars have been waged on Askajia for weavers. Dancing is also held in high regard in their culture. Askajian society is a tribal one. Askajians always put their tribe’s needs before their own. If separated from their tribe they will treat their companions as their tribe. Exobiologists have been unable to determine if the Askajians were once baseline humans that became stranded on Askaj thousands of generations ago or if they are indigenous to the planet and simply One feature they do not share with their human counterparts is their amazing ability to store

water efficiently inside their bodies, leading to the misconception that they are obese. If they use all of the water held by

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their body, they more closely resemble humans. Askajians also have six breasts, which, for females, develop as secondary sexual characteristics and serve to provide nourishment to the large brood of children typical of Askajian reproduction. Askajians females in the galaxy are often employed as dancers and weavers; while the males occasionally hold positions as mercenaries or bodyguards. Appearances and Examples: The zaftig Askajian Yarna d’al’Gargan danced for Jabba the Hutt in “Return of the Jedi.” Ability Modifiers: +2 Con, -2 Dex May reroll Survival checks in desert conditions, but second roll must be kept even if it is worse. May reroll Endurance checks, but second roll must be kept even if it is worse. Size: Medium Speed: 6 squares Languages: Askajian, Basic ASSEMBLER

The Assembler species is rare and elusive. The main Assembler form is a large spider-like creature that is mentally linked to smaller versions of itself. Each "node" as the mini-Assemblers are called, is delegated a specific task to carry out (i.e. "lookouts" act similar to cameras, pilots will concentrate on navigating the immense cocoon that an Assembler constructs for its numerous nodes and itself so that they can survive in space). Because of the intelligence given to each node, and the fact that each node can grow up to become a full Assembler, the main Assembler must be wary enough to kill the nodes before they become mature enough to arrange the Assembler's demise, directly or indirectly, and take over its place; however, since nodes become more useful as they mature and grow, the main Assembler always faces a dilemma as to when to kill its nodes. It seems probable that this trait is somehow beneficial to the population as a whole, possibly because it ensures that an Assembler is crafty and clever; it would not have become an Assembler or remained an Assembler long if it were not.

Appearances and Examples: Kud'ar Mub'at appears in the novel “The Mandalorian Armor.”

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Ability Modifiers: Dex –4, Con +2, Int +4 Brain web: An assembler’s brain has the form of a Gargantuan tube-shaped web, which drifts through space carrying the assembler and its brain nodes. This brain can be used as a computer (with an Intelligence equal to the assembler’s Int score) to make calculations and obtain information. A non-assembler may not access this computer, unless the assembler’s ‘nodes’ help the process. An assembler’s brain may generate a replica of the assembler, a smaller arachnid ‘node’ that skitters up and down the web carrying on the tasks assigned by its ‘master’. If an assembler dies, it may be revived by making a Repair check (DC 30) on the remains of its web. An assembler´s web has 100 hit points and DR 15. If an assembler’s web is hit by a single attack dealing damage equal to or higher than the assembler´s Damage Threshold, the assembler immediately goes down 1 persistent step in the Condition Track. If the web is destroyed, the assembler dies. Vacuum immunity: An assembler is unaffected by vacuum-related penalties, effects and hazards. Stability: An assembler gains a +2 bonus on checks to avoid being tripped or bantha rushed. Web improvement: An assembler constantly strives to improve the function of its web. Every time an assembler gains an ability score increase (by reaching 4th, 8th, 12th, 16th or 20th level) it must give one of the two increases to its Intelligence score. Independent nodes: An assembler has a number of nodes equal to its Intelligence modifier (minimum of 1). Assemblers start as smaller versions of the assembler (Small size, same ability scores as the assembler but applying ‘child’ age modifiers); every time the assembler increases its ability scores by any means, the nodes increase the same ability scores by 1. If a node reaches Intelligence 13 or higher, it revolts against the assembler, and becomes an NPC under the GM’s

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control, with a Hostile attitude towards the assembler that created it. Confined to web: An assembler cannot leave its web, as it is attached by neurofibers directly connected to the assembler’s own nervous system. 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: Native tongue & Basic

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BOLTRUNIAN

Boltrunians are a large, muscular, long-lived species with hairless heads, craggy faces, wide noses, and heavy brow ridges. They appear reptilian, but are, in fact, warm-blooded mammals. In fact, Boltrunian resemble Trandoshans enough to confuse the less savvy. The Boltrunian lifespan can exceed 700 years. Appearances and Examples: The Dark Jedi Maw appears in the “Jedi Knight: Dark Forces” videogames Boltrunian Species Traits:

Ability Modifiers: Str +2, Con +2, Int –2, Wis –2 Size: Medium Speed: 6 squares. Language: Boltrunian & Basic B’OMARR MONK (Template)

With the GM’s permission, a starting character may choose the B’omarr monk template for a character of nearly any species. Also with the GM’s permission, an existing character may undergo the brain transplant surgery to implant his brain in a robotic walker. The mysterious order of the B’omarr monks moved to the planet Tatooine many centuries before the Battle of Yavin. They believed that cutting themselves off from all civilization and distraction was essential to their enlightenment. Forgotten by the Republic and populated only by uncommunicative local tribes, Tatooine offered a perfect haven. The Monks arrived aboard half a dozen cargo ships, which formed the basis of their original monastery on Tatooine on

the edge of The Dune Sea, and spent quiet centuries in meditation as they covered and enclosed it after encounters with sand storms and Sand People. Many people have cohabitated with the monks in the Monastery, adding to its monstrous halls where they could, before moving on – most notably the bandit Alkhara and the gangster Jabba the Hutt. The monks are a very quiet people, consisting of many races, and species. Their minimalist philosophy enables them to go for months without saying a word to one another. Discourse and lectures are whittled down to a single word on which the monks must meditate. At a certain point in a monk’s quest for enlightenment, the lesser monks of the order assist in a “shedding” surgery. The body, seen as a distraction, is discarded. The monk’s brain is inserted into a nutrient jar and hooked to life-sustaining apparatus on a shelf, where it can while away the millennia in contemplation of the cosmos. This service is also paid to those who have themselves rendered service to the monks, as in the case of Alkhara and the many criminals before him who resided in the monastery.

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When a B’omarr monk reaches “enlightenment” and undergoes the “shedding” of his body (i.e., when a character chooses the B’omarr monk template), he no longer needs to sleep. The nutrients and stationary apparatus that keep the brain alive also provide the regenerative effects that sleep normally would. The monk also acquires a limited form of Force Sensitivity, and, while not necessarily gaining the “Force Sensitive” feat itself (although a character may take the feat when otherwise permitted by character generation or level advancement), gains the ability to use the Telepathy subskill as if he were trained in the Use the Force Skill. For purposes of using the Telepathy subskill, a disembodied Monk may choose as his “specific target” his “brain walker,” a robotic, spider-shaped apparatus which picks up his jar, and secures it so he can become mobile. If an enlightened monk is a heroic character, he can use the Telepathy subskill on others besides members of the order and his robotic walker; otherwise, the telepathy is limited to only other B’omarr monks and the monk’s own walker. If an enlightened monk is encountered walking the halls of the monastery in his brain walker, he is given wide berth, and often is bowed to. The walkers have only rudimentary processors with sensors tuned to detect certain energy signals associated with telepathic activity. The built-in brain support unit allows the living brain of the monk to survive while it is not attached directly to the support equipment in the deepest parts of the B’omarr monastery. The telepathic sensors attune themselves to the attached brain and cannot be manipulated by other telepaths while the brain is conscious. The less enlightened members of the B’omarr monks – those who still have bodies – construct the walkers from readily obtained parts according to an ancient set of blueprints. Around the time of the Battle of Yavin, some of the initiates had begun experimenting with alternate designs, resulting in walkers with five or six legs, instead of the usual four. Provided at least two of the limbs of the walker are used as legs, the remaining limbs may be used as arms. The walker itself uses a combination of vibration sensitivity and echolocation to send “visual” images to the brain. This “blindsight” makes darkness irrelevant to the B’omar monk. Thanks to reliable anesthesia, the process of transferring a living being’s brain into a suitable container is painless, but not easy, requiring a Treat Injury check as per the “install cybernetic prosthesis” subskill, the Cybernetic Surgery feat and a surgery kit to keep the brain alive long enough for transplantation. A bacta tank provides a +5 equipment bonus to the surgery and the patient-initiate’s Will Save. Failure on the surgery check means that the brain does not survive and is discarded along with the lifeless corpse. A partial success on the surgery attempt is achieved at DC 25; the patient suffers -10 persistent steps on the Condition Track (i.e., must heal all 5 steps of the Condition Track twice) and must make a DC 10 CON check each day to move up one step on the “double” Condition Track. Normal healing will not remove the persistent condition; the persistent condition still applies its negatives on this check, at up to a -10 penalty depending on where along the “double” Condition Track the patient-initiate is. A complete success on the surgery is achieved at DC 30, in which case the brain is transplanted without ill conditions. Though rare, it is possible for a B’omarr monk to transplant one of their enlightened members into a physical form again using the same system, except the surgeon suffers a -5 to his Treat Injury roll, so it is considerably more risky than the original procedure. B’omarr monks are organic beings, although the disembodied monks typically ambulate by means of a robotic body. Since their brains are organic, they are capable of being Force Sensitive. The stats are figured differently for the brain and for the robotic walker, as shown below, the former being a template, and the latter being treated as a cyborg. Appearances and Examples: B’omarr Monks appear in Jabba the Hutt’s palace in “Return of the Jedi.” Template for Disembodied B’omarr Monk: Defense: treated as “helpless” (As in SECR) HPs = Con ÷ 4 Speed: 0 sq. (cannot move) Defenses: Fort N/A (you’re a damn brain in a jar!), Reflex N/A (treated as “helpless”), Will: -4,

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Size: Diminutive Str N/A, Dex N/A, Con (for brain only) +0, Int +0, Wis +4, Cha -4 Special Quality: Telepathic communication with other B’omarr monks B’omarr Monk Operating a Robotic “Brain Walker” (Cyborg): Arakyd Industries BT-16 Perimeter Droid Large fifth-degree conveyance droid, nonheroic 4 Init +6; Senses Darkvision, Perception +4 Languages Binary Defenses Ref 11 (flat-footed 10), Fort 8, Will variable (as character) hp 15; Threshold 8 Immune droid traits Speed 6 squares (crawling) Melee +0 Base Atk +3 Abilities Str 12, Dex 12, Con -, Int variable (per character), Wis variable (per character), Cha variable (-4 from character's original CHA) Feats Skill Focus (Climb), Skill Focus (Stealth) Toughness Skills Climb +10, Stealth +10 Systems remote processor (remote transmitter is in the fluid-filled jar with the brain), locked access, self destruct system, improved sensor package, plasteel shell Possessions: none Availability: Restricted (the parts are scavenged by corporeal monks and built to ancient specifications) Cost: An arm and a leg (...actually, the entire corporeal body) BOUNCER

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Bouncers are furry, green, floating orbs with long, tapering tails, and live in the Valley of the Jedi in Sulon on the planet Ruusan. Morgan Katarn, the father of Kyle Katarn, discovered and named the creatures. Bouncers apparently move with the wind, lifting flaps of skin as sails to guide their bodies. They bounce orock outcroppings and other geographic formations to ascend to heights highenough for air travel. Bouncers are attuned to the Force and can commwith those who can manipulate it. They become hostile when exposed to largamounts of energy from the Dark Side of the Force, such as Lord Kaan's thought bomb. Appearances and Examples: Bouncers appear in the novellas and audio dramatizations of “Star Wars: Dark Forces” and in the novel “Darth Bane: P

of Destruction.” Ability Modifiers: Str –2, Dex +2, Con –2 Bouncing: A bouncer may float like a balloon, which grants it theability to take 10 on any Climb check. Furthermore, by making use of the wind and bouncing off surfaces, a bouncer may make a special Acrobatics check (DC 15) once every round. If the check is successful, the bouncer gains a fly speed, with a speed of 6 squares, until the beginning of its next turn. Limited prediction: A bouncer has the Farseeing power, just as if it had gained it from the Force Training feat. If a bouncer

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gains Force Training, it may add a free instance of Farseeing to its power suite. When using farseeing, a bouncer may also use the visions Force Talent; however, if it chooses to do so, it goes down–2 persistent steps on the Condition Track. Bonus Feat: Members of this species gain Force-Sensitive as a bonus feat. Darkvision: as described in the SECR. Size: Medium Speed: 6 squares. Language: Bouncer & Basic BRIZZIT

The Brizzit are an insectoid species, characterized by fang-like protrusions from their proboscis and large, multi-colored, multi-faceted eyes. Despite their distinctive appearance, an individual Brizzit is difficult to identify among others of its kind.

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Ability Modifiers: +2 Con, -2 Cha Multi-faceted eyes: May reroll Perception checks, but must keep the second result. Darkvision (compound eyes) Cartilaginous body: a Brizzit’s light-weight, cartilaginous body grants the ability to reroll Endurance checks, but the second roll must be kept even if it

is worse. Size: Medium Speed: 6 squares Languages: Basic, Brizzit BRODO ASOGIAN

This peaceful species of Force-users from the planet Brodo Asogi have tan to dark brown skin; short, stubby legs; and long, thin arms on a boxy torso. Their large, round eyes sit above a small nose and mouth. They are typically 1.2 to 1.5 m in height, but their large head sits on a skinny neck which can telescope up, adding an additional .5 m to their height. They are naturalists and explorers who travel the galaxy in search of rare and medicinal plant specimens to transplant to their homeworld, which was tragically deforested by catastrophic meteor activity. It is rumored that some Brodo Asogian explorers have even traveled to distant galaxies far beyond Wild Space. Their method of doing so is unknown.

One of the first species in the galaxy to develop hyperdrive, the Brodo Asogians were already an established species when the Old Republic first contacted them. For a time, their distinctive globe-shaped starliners were a familiar sight in the Republic’s spaceports, and their voices, although unkindly described as wheezing and bleating, were heeded even at the highest levels of the Senate and the Jedi Council. The Brodo Asogians were known throughout the galaxy as peacemakers and scientists, particularly botanists and biologists. Brodo Asogian philosophers were also among the first to try to understand the Force in a systematic way, and to understand the role of the midi-chlorians. Their technology was also impressive, with many complex machines created from deceptively simple materials. Despite their high levels of civilization, the Brodo Asogians were content with a small role in galactic affairs.

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In the chaotic times of the Sith Wars, the voices of their small, pacifist civilization often went unheeded. Centuries later, as the Clone Wars and other disputes signaled the death throes of the Old Republic, their influence became even less. Soon after the ascension of Chancellor Palpatine, Brodo Asogian research vessels stopped traveling the stars and Brodo Asogian diplomats were called home. Few noticed this amidst the disarray of the Clone Wars. By the time of Palpatine’s coronation as Emperor, however, it became apparent that the Brodo Asogians had vanished, leaving their homeworld abandoned. Appearances and Examples: The Brodo Asogians appear in the Senate in “The Phantom Menace.” They are also featured, with the same name, in the novel “E.T.: The Book of the Green Planet.” Ability Modifiers: Str –2, Dex –2, Con +2, Wis +2 Bonus Feat: Brodo Asogians gain Force Sensitive as a bonus feat. Vital transfer: Brodo Asogians may use the Vital Transfer Power just as if they had gained it from the Force Training feat. If a Brodo Asogian gains Force Training, add one use of Vital Transfer to his power suite. Speed: 4 squares. Size: Small (+1 to Reflex defense, +5 on Stealth checks, –5 on grapple checks, reduced damage and weight allowance). Languages: Brodo Asogian, Basic CHALACTAN

Chalactans are near-Humans from the planet Chalacta in the Mid Rim. Their subspecies is characterized by dark hair and swarthy skin. They are a deeply spiritual people.

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One of the main spiritual orders of the Chalactans, known as the Chalactan Adepts, is a philosophical-mystic order run by the Convocation of Adepts in the Temple of Illumination, the teachings of which include invulnerability to mental manipulation and torture. The Adepts believe that the natural laws that govern the universe also govern the lives of its inhabitants. The goal of each Adept is to seek the Chalactan Enlightenment. Adepts wore the Lesser Mark of Illumination;

once an Adept reached enlightenment he or she wore the Greater Mark of Illumination as well. Appearance and Examples: Depa Billaba appeared in “The Phantom Menace” and “Attack of the Clones” as a member of the Jedi Council. Depa Billaba also appeared in the Clone Wars novel “Shatterpoint.” Chalactan Species Traits: Ability Modifiers: none Pain Resistance: Chalactans receive a +1 species bonus to Fort and Will saves. Conditional Feat: Chalactans who are trained in Use the Force gain the feat Skill Focus (Use the Force). Size: Medium Speed: 6 squares Languages: Chalactan, Basic

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CHAZRACH (also known as REPTOIDS) Chazrach (also known as "reptoids") are short, stocky, reptilian humanoids with stubby snouts who served the Yuuzhan Vong as slave soldiers. They resemble Trandoshans but were much smaller. Like the Yuuzhan Vong, the Chazrach are not native to the Galaxy, having been enslaved during the Yuuzhan Vong's conquest of their galaxy. Unlike the Yuuzhan Vong, however, they have a presence in the Force.

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For thousands of years, the Chazrach were bred in large numbers as expendable support troops. A pair of dome-like calcifications, surge coral implants, protruded from the forehead of each Chazrach, inhibiting their autonomy and allowing their Yuuzhan Vong masters to control them. However, this proved to be a

disadvantage in battle since they could be easily killed. In battle, the Chazrach were controlled by warbeasts such as Thrall Herders and Rakamats. If a warbeast was destroyed, the Chazrach associated with it would attack anything that moved, including each other. Any form of cognizance and initiative that was possessed by the base species vanished over the generations of genetic tampering by the Shaper caste. This flaw, combined with their small, stocky statures makes them incapable of mastering the use of the standard Amphistaff used by the Warrior caste as a whip. The reptoids instead use the inflexible Coufee, which was better suited to their body form, and an inferior breed of the Amphistaff. A few Chazrach served the Yuuzhan Vong so well over the generations that they were permitted to join the Warrior caste at its most basic levels. It is possible that the Chazrach could regain their intelligence if the surge-coral implants were removed. The fate of the Chazrach after the Yuuzhan Vong War is unknown, though they may have gone with the Yuuzhan Vong to Zonama Sekot. Chazrach Species Traits: Ability Modifiers: Con +2, Wis –2, Cha –2 Bonus feat: Chazrach gain Improved Damage Threshold as a bonus feat. Weapon Familiarity: The Coufee counts as a simple weapon for chazrach. Darkvision: as described in the SECR. Size: Small Speed: 4 squares Language: Chazrach, Yuuzhan Vong

Coufee (exotic melee weapon) Size: Small Damage: 1d6/1d6 Weight: 1 kg Special: A coufee counts as a double weapon, allowing a character to strike twice with it on the same round, albeit at a -10 penalty on each attack. A coufee may be wielded one-handed, even by Small creatures

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CHISTORI The Chistori are tall, saurian humanoids with a prominent muzzle, an impressive line of teeth, and thick scales. They are physically stronger than an average Human. Like many reptilian species, they are cold-blooded, and like the Trandoshan, have a thick, durable hide. They are fierce warriors whose independence has kept all record of them out of even the Jedi archives. The Chistori have no knowledge of the Force; thus, the exceptionally few Force-sensitives born to this species were feared and persecuted by their fellow Chistori. Chistori Species Traits: Ability Modifier: Str +2 Natural armor: A member of this species gains a +2 armor bonus to its Reflex defense. Allergy: Members of this species move 1 additional persistent step down on the condition track whenever they are affected by cold. Size: Medium Speed: 6 squares. Language: Chistori

COWAY

The Coway are a primitive, gray-furred, humanoid species native to the planet Mimban, of the Circarpous Major System. Coways live deep underground, and have a strong aversion to surface-dwellers. They have small eyes, but are able to see in the dark due to their infrared vision. Additionally, they are able to eat foods normally poisonous to humans because of their more tolerant digestive system. They wear simple, primitive clothing. The underground world of the Coway can be reached through deep shafts known as Thrella Shafts (named after the Thrella, an extinct species known for their numerous underground tunnels and wells). Often these have side-tunnels that lead to Coway dwellings. The tribal government of the Coway consists of a triumvirate who make the major decisions for the tribe.

Appearances and Examples: The Coway appear in the 1978 novel “Splinter of the Mind's Eye,” by Alan Dean Foster. Coway Species Traits: Ability Modifiers: Con +2, Int –2 Poison resistant: Coway gain a +5 bonus to their Fortitude defense against ingested poisons. Darkvision: as described in the SECR. Subterranean adaptation: A coway may take 10 on any Survival check made underground. Primitive: as the ewok trait. Size: Medium Speed: 6 squares. Language: Coway

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CROKE The Croke are a very small species, about the size of a Wookiee’s fist, resembling snails with furry spider-like legs. The Croke developed on a planet known as Crakull, a planet with a very thin atmosphere within the Unknown Regions. As a result, a Croke’s body is able to withstand the void of space. Croke have a reputation for being unpleasant and evil, and possess the ability to shapeshift and cast illusions.

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nd

Appearances and Examples: Rokur Gepta appeared in the “Adventures of Lando Calrissian” trilogy of novels.

Ability Modifiers: Str –10, Int +2, Wis +2, Cha +2 Shapeshifting: A croke is a diminutive slug-like creature; however, it may alter its form to that of any living creature of up to Medium size. To transform into a creature, the croke must have personally seen a creature of the same type at least once. The croke gains the bonuses, penalties, unarmed damage and carrying capacity of the creature it transforms into; its Strength score also increases (+2 if it shapeshifts into a Tiny creature, +5 if it shapeshifts into a Small creature, and +10 if it takes a Medium-sized form). A croke may remain shapeshifted indefinitely, but it reverts to its original form if killed. A croke does not gain the mental traits, ability bonuses, mental powers, feats, skills or psychological limitations of the new form, but it gains physical ability bonuses and traits relying on its physical form (such as scent, low-light vision, natural armor, natural weapons, physical addictions and allergies). Regeneration: A croke may spend a Force Point to recover from any persistent condition, just as if it had the Equilibrium Force Talent. Immortality: A croke does not die of old age and it isn’t subject to aging effects; it may be slain normally. vacuum resistance: A croke gains a +5 bonus to its Fortitude defense against vacuum-related hazards. Size: Diminutive (+15 on Sealth checks to avoid notice, -15 penalty on Grapple checks, +5 to Reflex defense, reduced carrying capacity and damage) Speed: 1 square Language: Croke DEVARONIAN (official Wizards of the Coast stats from Wizards.com web enhancement)

Devaronians are humanoids from the Expansion Region world Devaron, a planet of low mountains and deep valleys linked by thousands of rivers. They are one of the more unusual races in the galaxy, with a dramatic gender dimorphism in appearance and temperament. Males are docile, non-aggressive creatures, completely hairless, with sharp incisors, (usually) red-tinted skin and a pair of large horns growing from their heads. They take great pride in their horns, and groom them quite regularly. Females lack horns, have molars and prominent canines and are covered in thick calico fur that ranges in color from brown to white. They are aggressive by nature, atended to dominate their culture (and are the only ones allowed in government).

One in fifty Devaronian males had two sets of teeth, an inner set of sharp "male" teeth and an outer, retractable set of "female" teeth. In primitive times, such males were used as solitary scouts by Devaronian tribes, since they could survive on either meat or plants. Their bodies were denser than most humanoids' and as a result they were heavier than their appearance would tend to indicate. Appearances and Examples: Labria appeared in the Cantina scene in A New Hope; Vilmarh Grahrk appeared in many Dark Horse comics as Quinlan Vos’ sidekick. Devaronian Species Traits:

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Ability Modifiers: +2 Dexterity, –2 Wisdom, –2 Charisma (for males) or +2 Intelligence, +2 Wisdom, –2 Dexterity (for females). Male Devaronians tend to be more carefree and less personable than female Devaronians, but they are also more agile. Medium Size: As Medium creatures, Devaronians have no special modifiers due to their size. Speed: Devaronian base speed is 6 squares. Conditional Bonus Feat: Devaronians are master manipulators. A Devaronian with Deception as a trained skill gains Skill Focus (Deception) as a bonus feat. Natural Curiosity: Once per encounter as a standard action, a Devaronian can make a Perception check against a single target within line of sight (DC 15 or the result of an opposed Stealth check, if the target is actively attempting to hide). If successful, the Devaronian gains a +1 insight bonus on attack rolls against that target. Because of their natural curiosity, Devaronians are very attentive to small details that can reveal weaknesses. Automatic Languages: Basic and Devaronese

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DEVLIKK

Hailing from Ord Radama in the Outer Rim, Devlikks are bipedal, sentient creatures of vaguely humanoid stature. A Devlikk has a long neck, typically as long as its torso, and a head resembling a split anvil. Two red eyes peer down a thin snout which ends in a red nose, to either side of which pointed, protruding cheeks end in stringy danglers. The limbs and belly are white, while the back of the body and top of the head are green. Devlikks have lean bodies, short legs that end in thick feet with three hooves each, and long arms that end in three fingers. Devlikks stand on average about 1.24 meters tall. Devlikks generally sire or bear a large brood of offspring which average, according to the last Ord Radama census, approximately 129 children per brood. Devlikks have a very short lifespan, only about ten years on average. As a result, they tend to adopt a “carpe diem” philosophy to life, trying to live each day to the fullest. Consequently, they are drawn toward dangerous pursuits. Appearances and Examples: The Devlikk Wan Sandage pilots his podracer in competition against Anakin Skywalker in “The Phantom Menace.”

Devlikk Species Traits: Ability Modifiers: Dex +4, Wis -2 Low-light vision: As per the SECR. Disorientation: Devlikk suffer a –5 penalty on all skill checks made to find their way or orient themselves, unless they are on their home planet. Short lifespan: A Devlikk's lifespan is roughly 1/10 that of a human being; it becomes an adult at the age of 2, reaches middle age by 5, old age by 7 and venerable age by 9 years of life. Speed: 4 squares. Size: Small (+1 to Reflex defense, +5 on Stealth checks, –5 on grapple checks, reduced damage and weight allowance). Languages: Devlikk & Basic

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DIATHIM

The winged, bioluminescent Diathim are also known as “Angels” by the deep spacers who encounter them fluttering about in space near the mysterious rogue planet of Iego. The precise location of Iego is unrecorded on star charts, other than that it is located in a remote part of the Outer Rim Territories just south of the Perlemian Trade Route. Investigation of the planet’s existence led to the discovery of the Extrictarium Nebula, as well as the fact that the planet Iego didn't orbit a star, as most planets did. Instead, it moved around within the Extrictarium, towing its 42 moons and moonlets along with it. Although categorized as a planet, Iego was just 2,730 kilometers in diameter. Curiously, it generated a gravitational field that was close to the galactic standard, allowing it to maintain its collection of satellites. The facts about Iego’s fantastic inhabitants are contradictory; the Diathim are as enigmatic as their world. They are creatures of legendary beauty about whom little is known. Most accounts describe them as thin,

feminine humanoids 2 to 3 meters tall, with six bladelike wings sprouting from their backs. Some claim the Angels are more androgynous in form, and many alien spacers swear that the Angels appear as exotic-looking Siniteen, Tarnab, or similar representatives of their own native species. All Angels seem to be composed of searing white light tinged with a yellowish aura, making it difficult to identify biological details. Since they glide out from Iego's moonlets to greet arriving ships, it is assumed that they live on the moonlets, but so far their dwellings have remained hidden. Angels have no apparent language and convey an aura of overall benevolence, despite their known efforts at sabotage. Many a deep spacer has found himself caught in the hypnotic spell of a Diathim, and has stranded himself to be near the object of his desire. Diathim do not speak, nor do they feed on any known substance. A Diathim venturing outside of the Extrictarium Nebula is an extraordinarily rare phenomenon, if it happens at all. Appearances and Examples: In “The Phantom Menace,” Anakin Skywalker refers to the “angels” of Iego, of whom he heard the deep spacers speak on occasion. Diathim Species Traits: +4 Cha, -2 Int, -2 Wis Flight: Diathim have wings that allow them to fly at a base speed of 12 squares. Despite their use of wings, they also seem to avail themselves of some sort of non-aerodynamic means of propulsion, however, since they are generally encountered beyond the atmospheres of Iego and its satellites, in deep space in the nebulae. Diathim do not breathe or eat in the conventional manner, or at least are capable of acquiring the necessary sustenance for their physiology in deep space. Energy Burst: Every 4 rounds, a Diathim can emit a white burst of energy from its chest as a Full-Round action dealing 1d8 points of damage for every two character levels up to a maximum of 4d8. Firing this energy burst moves the Diathim -1 step on the Condition Track. The Diathim must make a ranged attack roll to hit. The beam has a range increment of 25 m for every two character levels up to a maximum of 100 m. Bonus Feat: Force Sensitive Vow of Silence: Diathim are physically capable of vocalizing sound – some have been heard to wail in anguish if subjected to intense physical or emotional pain – however, as a species, they eschew language. As such, they have no spoken or written language and do not speak the languages of others, although they are capable of learning language for purposes of understanding the speech of others. Diathim can muster the will to speak in extreme circumstances, but it requires a Will Save at DC 20, and the words spoken are sparse, weak and faltering. Bioluminescent Target: Diathim suffer a -2 to Reflex Defense in darkness or low light because their bioluminescent bodies light them like a beacon to potential attackers.

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Size: Medium. As Medium-size creatures, Diathim have no special bonuses or penalties due to their size. Base Speed: 6 squares Language(s): None DRACH'NAM

The Drach'nam are brutish reptilian humanoids with pale, pinkish blood. Appearances and Examples: A slave consortium on the planet Torpris was run by a Drach'nam crime lord, Chay Praysh in the short story by Timothy Zahn “Jade Solitaire. “ Drach’nam Species Traits: Ability Modifiers: Str +2, Int –2, Cha –2 Natural armor: A member of this species gains a +2 armor bonus to its Reflex defense. Darkvision: as described in the SECR. Size: Medium

Speed: 6 squares Language: Drach’nam & Basic DROVIAN

Drovians are a tall and burly species from Nim Drovis, with thick trunk-like legs that, like their arms, end in three sharp pincers. Cenuries ago, the Drovians divided into two separate tribes, the Gopso'o and the Drovians, and have been at war with each other since. Nearly all drovians are addicted to a narcotic called zwil, originally imported as a cake flavoring. The drovians are able to absorb it directly into their system through their breathing tubes. Str +2, Dex –2, Con +2, Int –2, Wis –2 Good depth perception: A drovian gains a +1 species bonus on all ranged attacks. Heightened senses: A drovian may reroll any Perception check, but it must keep the second result.

Addiction: Drovians are addicted to zwil, a sweet flavoring spice. A drovian must succeed at a Wisdom check (DC 10) to refuse when offered zwil. Size: Medium Speed: 6 squares. Language: Drovian & Basic DUINUOGWUIN (also known as STAR DRAGON)

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The Duinuogwuin, colloquially called Star Dragons, are among the Galaxy's more secretive and mysterious species. Though variable in appearance, Duinuogwuin generally have serpentine bodies, diaphanous wings, and a pair of legs on each of many body segments. The legs on their frontmost segment are used as arms with fully articulated hands. Their average length is ten meters, but some are rumored to be one hundred meters or more. Duinuogwuin are covered in scales which range in color from various shades of gray or pale blue to black. Aside from guesswork based on observations of live Duinuogwuin, little is known of their biology, as they have never given themselves up to scientific research. Instead, they go to an uncharted planet known as "The Graveyard of the Dragons" to die. It is believed that they have internal organs which act as repulsorlifts, since their wings are too delicate to take off from any but the lowest gravity planets. Some Star Dragons have the

ability to exhale superheated gases, leading to speculation that they also have internal organs capable of organic cold

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fusion. One of their most impressive abilities is the ability to fly and survive in the vacuum of deep space for weeks or months at a time. Their homeworld is unknown, or at least unrevealed by the Star Dragons. Individual Duinuogwuin have been seen on such far-scattered worlds as Cona, Barab I, and Columus. They have even been sighted in deep space far from any planet. Duinuogwuin have only one gender, though little is known of their reproductive process. When two Star Dragons mate, they often produce non-sentient offspring that are little more than ravening monsters. Such creatures are usually destroyed by the parents. Some show intelligence, but only in the form of evil cunning. Given the likelihood of having to destroy their own offspring if they mated, most Duinuogwuin live in isolation from others of their kind. This may be due to their highly variable genetic code — hatchlings can emerge with genetic adaptations which are not hinted at by their ancestors. Their variable genetics may lead to completely separate species being descended from the Duinuogwuin. Krayt dragons are believed by some to be the descendants of an accidental concentration of unintelligent Duinuogwuin offspring on Tatooine. Another sentient species, the Kadri'Ra, are possible relatives of the Duinuogwuin. The Duinuogwuin have a reputation for being wise and mysterious, contributed to by their very long lifespan and their polite indifference to questions about their past or their physiology. They are generally calm and even-tempered, and often preoccupied with cosmic musings. They are also noted for a strong, innate sense of morality. While they are friendly and gregarious with other races, a minority of aberrant Star Dragons seek only to manipulate and destroy others. Their part in the history of the Galaxy is uncertain: though clearly an ancient civilization, many of the stories are more mythological than historical. Star Dragons feature in the legends of many species, usually appearing as heroes coming to the aid of an oppressed people. However, many of these myths are contradictory, making it difficult to learn from them the details of Duinuogwuin history and origins. In 15,500 BBY, the Star Dragons made first contact with the Galactic Republic. Unfortunately, it proved disastrous and sparked the Duinuogwuin Conflict, which saw Coruscant assaulted by the Star Dragons. This conflict was ended in a peace negotiated by Supreme Chancellor Fillorean and Duinuogwuin philosopher Borz'Mat'oh. Prior to the Clone Wars, the Jedi Masters Jorus C'baoth and Tra's M'ins mediated a conflict between the Duinuogwuin and the Gotal. Little about this conflict is known. At least two Duinuogwuin are known to have served the Republic as Jedi: Jedi Master Willm Lywin who in 4,596 BBY founded the Teyan Praxeum on Teya IV, and a Padawan named Zephata'ru'tor, who was killed during the Clone Wars by General Grievous. Despite their historically strong moral sense, the Duinuogwuin stayed in isolation during the Galactic Civil War. They denied the fact that approximately one third of Duinuogwuin were Force-sensitives in order to avoid persecution by the Galactic Empire. Rumors about the Duinuogwuin who had served as Jedi in the past were impossible to confirm during the Imperial era, due to the destruction of the much of the order's records during the Great Jedi Purge. As late as the Thrawn campaign, it was speculated that the Star Dragons were waiting to see how the conflict would be resolved before rejoining the galactic community. Ability Modifiers: Child: +4 STR, +4 CON Young Adult: +8 STR, +8 CON, +2 INT, +2 WIS, +2 CHA Adult and Middle Aged: +14 STR, +14 CON, +6 INT, +6 WIS, +6 CHA Old: +12 STR, +12 CON, +8 INT, +8 WIS, +8 CHA Venerable: +10 STR, +10 CON, +10 INT, +10 WIS, +10 CHA. Variable Size: Child and Young Adult: Huge

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Adult and Middle Aged: Gargantuan Old and Venerable: Colossal Natural Armor: Child: +4 Young Adult: +6 Adult: +8 Middle Aged: +11 Old: +14 Venerable: +17 Speed: 10 Squares, 12 Flying. Natural Weapon: A Star Dragons bite attack damage varies based on size. See page 274, under Natural Weapons: Bite for damage. Breath Weapon: A Star Dragon may use it's breath weapon once every 1D4 rounds. The attack is treated as an area cone attack, with a size and damage as shown below. Age Cone Damage Child 6sqr 4D6 Young Adult 6sqr 5D6 Adult 8sqr 6D6 Midddle Age 8sqr 8D6 Old 10sqr 10D6 Venerable 10sqr 12D6 Survive in Vacuum: Pretty self explanatory. Skill Bonus: Star Dragons may take ten on any Use Comuter check to astrogate or on any Survival check. They may also reroll and keep the better of two Survival checks. Languages: Duinuogwuin & Basic N.B.: This species is not balanced for PC play.

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DULOK

The Duloks are green-furred bipeds native to the the Forest Moon of Endor. They are distantly related to the Ewoks, but, unlike their cousins, Duloks are tall (averaging 1.5 meters), lanky beings with long, tufted ears and tails, sharp teeth, eyes that ranged in color from yellow to red, and brown brows and noses. Their lips, upper faces, palms, and soles are hairless and gray-skinned. Duloks typically wear little or no clothing, although some wear decorations made from bones and shells or painted symbols on their fur. They are perpetually unkempt and infested with insects. Many Duloks speak a language that is intelligible to those who speak Ewokese, and may be a dialect of that language.

Duloks tend to live in Endor’s swampy regions. Their villages are made up of rotting logs and dark caverns, which they embellish with structures made of wood, animal skins, and bones. The Duloks are divided into various tribes, each headed

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by a king who has proven himself the strongest or most fierce of the tribe. Shamans and oracles also enjoy some power in the Duloks’ religious society. In contrast to Ewoks, Duloks have little respect for nature and are greedy and foul-tempered. They are aggressive and warlike, and frequently raid nearby settlements, particularly Ewok villages. Apperances and Examples: A Dulok tribe led by King Gorneesh and his shaman Umwak was frequently at odds with the Ewoks of Bright Tree Village in the “Ewoks” animated series. During the Clone Wars, a Dulok was seen on Coruscant in the “Clone Wars” animated series Abilities Modifiers: Con +2, Wis –2, Cha –2 Scent: as the ewok trait. low-light vision: as detailed in the SECR. Environmental adaptation: A dulok may take 10 on any Survival check made in swampy terrain. Primitive: as the ewok trait. Size: Medium Speed: 6 squares. Language: Dulok & Ewok ECHANI

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he

The Echani are near-Humans with silver-white hair, silver eyes, and better natural reflexes then stock humans. Siblings were often virtually identical to each other, so as to be completely indistinguishable to outsiders. The Echani are also considered a more willful species than most, though this aspect of their personality comes more from studious training rather than any inherent racial quality. Their culture is war-like and gave rise to tSun Guard of Thyrsus. They have held a long-standing rivalry with the Mandalorians, with whom they share many similarities, such as a deep respect for the combat skill of their

enemy. The Echani, however, focus on light weaponry and armor, relying more on agility rather than heavier weapons and brute force. Due to the all-encompassing use of combat in all levels of their culture, Echani Generals are believed to be able to predict an opponents next move. In fact, this is simply a tactical skill arising from living in a culture where combat is seen as something akin to a form of communication. Echani Martial Arts, practiced by the Emperor’s Royal Guards, evolved not only as a form of self-defense, but as a form of self-expression for the Echani, a means of communication similar to art. Due to the proliferation of identical siblings, distinctions between like individuals through body movement is essential. The Echani can also read feelings and emotion through combat. To an Echani, a combat between two people communicates more than hours of talking. The Echani focus primarily on melee weapons, such as vibroswords. Echani-made double-bladed vibroblades were used by the Palpatine's Royal Guard, yet again influencing their look. Though their personal energy shields were popular during the period surrounding the Jedi Exile's travel through the galaxy, they eventually fell out of general use. With rare exception (such as the Sun Guard), the Echani eschew the use of armor, preferring to fight in minimal clothing. Their fighting style focused more on agility and movement, and so anything that hampered their freedom of movement is avoided. Ability Adjustments: None Echani art: All echani have Echani Art (see below) as a bonus feat. Combat Ready: An echani may reroll any Initiative check, but must take the second check result. Conditional Bonus Feat: An echani trained in Martial Arts I gains Martial Arts II as a bonus feat.

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Social inability: Echani suffer a –2 penalty on all Perception checks made to discern a target’s intentions or feelings, and a –2 penalty on all Persuasion checks made to improve a target’s attitude. These penalties are removed for as long as the echani is actually fighting the target. Size: Medium Speed: 6 squares. Language: Echani & Basic

New Feat: Echani Martial Arts You have mastered the echani combat techniques, performing unarmed combat as if it was an art form. Prerequisite: Martial Arts I or belonging to the echani species. Benefit: Choose a single, intelligent opponent you are currently fighting in melee. Against that opponent, you may make any Perception check to sense Deception, or any Deception check to feint in combat, as a move action.

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EQUANI

This alien species is known for its empathetic skills. The Equani are distinguished by their large frames and large eyes, which always match the pigment of their pale fur. The Equani are also known for their resistance to “Jedi Mind Tricks.” At the height of their civilization, there were nearly a billion Equani living in the galaxy, most of them on their homeworld of Equanus. By the time of the Clone Wars, there were very few Equani left in the galaxy, after Equanus was incinerated by an intense solar flare. As a result, only the hundreds of Equani who were offworld survived the devastation. It is believed that the Equani have the capability to understand and psychoanalyze every other sentient race known in the galaxy. The Equani homeworld was one of five worlds in the Nharl System. Shortly before the Battle of Geonosis, the planet's primary star emitted an intense, ten light-minute long solar flare. The energy - light, heat, and radiation - washed over Equanus and literally cooked the planet in space. Oceans boiled instantly, the atmosphere was stripped away, and the landmasses were scorched barren. Many of the surviving Equani – all of whom were offworld at the time of the devastation – believe that the solar flare ejected by the star was not a natural phenomenon, but the result of a test-firing of a

superlaser by the Republic. The test was miscalculated, and the star erupted with the solar flare. Although it was of little consolation to the Equani, the scientists who were conducting the test were killed in the flare as well. Appearances and Examples: In the Clone Wars novel “Medstar I: Battle Surgeons,” by Michael Reaves and Steve Perry, Klo Merit was an Equani physician who worked for the Grand Army of the Republic during the height of the Clone Wars, serving as a doctor and empath for the Rimsoo Seven military hospital on Drongar. Species Traits: Ability Modifiers: +2 STR, -2 DEX Understand Others: Equani may reroll Perception checks to "Sense Deception" or "Sense Influence" in others. Force Resistance: Equani receive a +6 Species bonus against mind-affecting effects that target the Will Defense, including the Telepathy subskill of Use the Force and the Mind Trick Force Power. Large-size: As Large creatures, Equani 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. Base Speed: 8 squares Language(s): Equani and Basic

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ER’KIT

Er’kit are tall, thin, humanoids with conical heads, smooth, pale skin and, often, dorsal stripes of pale blue and/or green. Hailing originally from the Outer Rim planet of the same name, the Er’kit species feeds off adrenaline and speed. Their metabolism is as fast as is their speech and movement. Er’kit are very adaptable and intrepid, and many have long established colonies on Tatooine and other Outer Rim worlds, consider themselves natives of their adopted world and have abandoned their species language for the local language, such as Huttese on Tatooine. Appearances and Examples: The Er’kit Ody Mandrell pilots his podracer in competition against Anakin Skywalker in “The Phantom Menace.”

Ability Adjustments: Dex +2, Int –2, Wis –2 Resilient: Er’kits gain a +2 natural armor bonus to their Ref and Fort defenses. Speed: 6 squares. Size: Medium. Language: Er’kit (or adopted local language, such as Huttese) & Basic EVOCII

The Evocii are the primitive humanoids natives of Evocar, which later became the capital Hutt world Nal Hutta. When the Hutts arrived from their homeworld Varl, the Evocii were amazed by the wonderful technologies that the slug-like aliens brought with them. Soon they began exchanging pieces of their homeworld in exchange for the technology the Hutts brought with them, until they realized that the Hutts owned almost their entire world. Hutt palaces, amusement parks and other constructions were built all over Evocar, and the Evocii were powerless against the Hutts. They appealed to the Galactic Republic, though the laws of the Republic then favored the Hutts. The Evocii were evicted from Evocar by the Hutts and relocated to the planet's fifth moon which would later be known as Nar Shaddaa, "The Smuggler's Moon." The Hutts then used their Evocii subjects as slave laborers to build the spaceports and cities of Nar Shaddaa. Most of the Evocii eventually died off from long periods of exposure to Nar Shaddaa's atmosphere, and the surviving few began mutating in

the lower levels of Nar Shaddaa due to the various technologies practiced on the moon. The Hutts then destroyed the remaining Evocii architecture. Appearances and Examples: Evocii are mentioned in several Expanded Universe sources, but appear in the “Tempest Fued” paperback supplement to the Wizards of the Coast Star Wars Roleplaying Game (2nd ed.). Evocii Species Traits: Ability Modifiers: Con +2, Int –2, Cha –2 Survival adaptation: An evocii may take 10 on any Survival check made in an urban area. Conditional Bonus Feat: An evocii trained in Survival gains Skill Focus (Survival) as a bonus feat. Low-light vision: As detailed in the SECR. Size: Medium Speed: 6 squares Languages: Evocii & Huttese Note: Evocii are near extinct, and GM discretion is advised when allowing them as a PC species.

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FERROAN Ferroans are pale-blue skinned humanoids with gold eyes. Most females have white hair but some have black hair. The Ferroans hailed originally from the planet Ferro and colonized many of the inner Ferro systems, including Zonoma Sekot. They are independent, reclusive, and seldom leave their homes. The Ferroans of Zonama Sekot subscribe to the philosophy of the Potentium and are very attuned to the sentience of Zonama Sekot, many having grown up very aware of the lifeforces around them. However, they are not symbiotic to the planet, as the Yuuzhan Vong once were. Appearances and Examples: Ferroans appear in the novel “Rogue Planet.”

Ability Modifiers: Wis +2, Cha –2 In tune with nature: A ferroan may reroll any Survival check or Perception check made in the open wild, but he must keep the second result. Furthermore, a ferroan may reroll Conditional Bonus Feat: An echani trained in Knowledge (life sciences) gains Skill Focus in that skill as a bonus feat. Size: Medium Speed: 6 squares. Language: Ferroan & Basic FIRRERREO

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an The Firrerreo (also referred to as Firrerreon), of the planet Firrerre, resemble gold-skinned Humans with long canines, two-toned hair and nictitating eyelids. They heal quickly and csurvive even a direct blaster shot not directed to the heart or brain. Their gold-colored skin turns silver when scarred. Firrerreo believe that one can 'own' another's name, and therefore almost never give out their names to others, except to a mate or close friend. Speaking another's name is considered a form of control in Firrerreo society, and many Firrerreo do so at every opportunity as a show of power. Firrerreo society is organized in clans, members caring little for the welfare of non-clan-members. Appearances and Examples: Two Force-sensitive Firrerreos, Hethrir and his mate Rillao,

became students of the Sith Lord Darth Vader in the novel “The Crystal Star.” Firrerreo Species Traits (by RobShanti): Ability Modifiers: +4 Con, -2 Cha, -2 Wis Fast Healing: As the Wookiee trait. Psychological Weakness: Due to cultural superstition, Firrerreo are loathe to give out their name to another and consider learning another's name as a form of power over that person. Consequently, a Firrerreo must make a DC 10 Willpower Save to resist a dangerous or otherwise unfavorable situation that promises to reveal another's name. In turn, even when a Firrerreo decides to give his own name to another, either out of necessity or as an act of friendship or intimacy, he must likewise make this Will Save or be unable to overcome the cultural taboo of anonymity. Size: Med. Move: 6 sq. Languages: Firrerreo, Basic Alternate Firrerreo Species Traits (by Isirga Eth): Ability Modifiers: None Extraordinary recuperation: as the wookiee abilit.

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low-light vision: As detailed in the SECR. Conditional Bonus Feat: A firrerreo trained in Use the Force gains Skill Focus (Use the Force) as a bonus feat. Size: Medium Speed: 6 squares. Language: Firrerreo & Basic Note: Firrerreo are near extinct, and GM discretion is suggested when allowing them as a PC species. FLUGGRIAN

Hailing from the planet Ploo IV, located in the Ploo Sector of the Expansion Region of the galaxy, the amphibious Fluggrians have special neural bundles in their foreheads that allow them to process information at incredible speeds. Fluggrians value the family unit over all else. Fluggrians seldom leave their families or Ploo IV, although some have been known to travel great distances to settle a vendetta for transgressions against their kin. Their bodies are small, slightly larger than one meter tall on average. Their skin is greenish, often with ornate markings of any of various bright colors, and their head, shaped like a folded crescent, often sports large lips. Their eyes have translucent nictitating membranes that allow them to see underwater. The membranes themselves, however, are of little use out of the water, as they are very sensitive and easily damaged by abrasive airborne particles. Fluggrians have gills that allow them to breath underwater.

Appearances and Examples: The Fluggrian Kam Nale, alias Elan Mak, pilots his podracer in competition against Anakin Skywalker in “The Phantom Menace.” Ability Modifiers: Dex +2, Cha –2 High input procession: Fluggrians may reroll Perception checks, but must take the second check result. Gills: Fluggrian can't drown in water. Speed: 4 squares. Size: Small (+1 to Reflex defense, +5 on Stealth checks, –5 on grapple checks, reduced damage and weight allowance). Language: Fluggrian, Basic FOSH

The Fosh are a sentient avian species from an unknown world, possibly hailing from the Corporate Sector. Their delicate arms end in four-fingered, talon-like hands that apparently evolved over tens of thousands of years from wings. Due to the frail nature of their bodies, Fosh shy away from conflict and confrontation, though they are known to defend themselves if necessary. In combat, Fosh reflexively guard their necks, which are thin and particularly vulnerable. They are agile creatures, however, with leg joints able to bend backwards, and flay-toed feet useful for jumping.

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indicating anger, disgust, ir

The Fosh’s elongated face ends in a beak-like os, around which tufts of soft whiskers grow. The Fosh’s head is capped with two twisting antennae, the use of which remains unknown, and a skull ridge adorned with feathers that shift color depending on the Fosh's mood: green indicating inquisitiveness, thoughtfulness or amusement; orange indicating happiness; and gray ritation or seriousness.

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Female Fosh have lacrimal glands that enable them to alter their tears to produce a variety of pheromonal substances that affect males during mating. The Fosh are very private, preferring to remain unnoticed by the larger galaxy. They are, however, adept at political intrigue, and, culturally, are as manipulative a species as the Bothans, but much more devious. Many Fosh look upon other species as inferior, sometimes even as toys for their own amusement. Fosh tend to speak indirectly to others, rarely revealing their true desires, and are fond of riddles and analogies designed to confuse and confound. The Fosh are highly self-serving and self-interested, and are only generous when it suits them. Appearances and Examples: The Jedi Knight Vergere appeared in many novels, including “Rogue Planet” and many of the New Jedi Order novels. Ability Modifiers: Str -2 (females only), Dex +2, Con –2 Conditional Bonus Feats: A fosh trained in Acrobatics, Deception and/or Persuasion gains Skill Focus in these skills as a bonus feat. Tears: A female fosh may use its tears as an ingredient to make chemical concoctions. By succeeding on a Knowledge (physical sciences) or Knowledge (life sciences) check (DC 25), the tears of a female fosh may be transformed into a veriety of chemical products, including poison (attack 1d20 vs Fort, damage 1d6 plus 1 step down on the Condition Track) or healing liquids (granting a +5 bonus on Treat Injury checks). A female fosh may weep enough tears to make a single chemical dose once per day. Size: Small (+1 to Reflex Defense, +5 on Stealth checks, –5 on Grapple checks, reduced carrying capacity and damage) Speed: 4 squares. Language: Fosh & Basic Note: Fosh are suppossedly extinct, and GM discretion is suggested when allowing them as a PC species. GADOS

Gados are furry, lanky aliens with worm-like heads. They are indigenous to Abregado-rae, incredibly nimble and reknown for their gymnastic skills, as shown by the famous Leaping Tee acrobatic group of the Alsakan Circo-Menagerie. Gados’ internal organs are strewn throughout their bodies in ribbon-like patterns. Consequently, minor injury in a vital area causes limited damage, but if an appendage is lost, the Gados inevitably dies. Gados are also known for their amenability (or perhaps obtuseness) to the eccentricities of others. Gados culture was eventually virtually entirely assimilated by Galactic culture, Basic becoming as primary a language on their world as their own native language. Appearances and Examples: Gados appeared in the novel “Heir to the Empire.”

Ability Modifiers: Dex +4, Con –2 Conditional Bonus Feat: A gados trained in Acrobatics gains Skill Focus (Acrobatics) as a bonus feat. Misplaced vitals: A gados has its vital organs spread all over its body; any time a gados goes down on the condition track, its condition becomes persistent. Size: Medium Speed: 6 squares. Language: Gados & Basic

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GANK (also known as GANK KILLER) Ganks, also known as Gank Killers, are mysterious, bloodthirsty, fur-covered humanoids with yellow faces twisted into permanent snarls, and cruel, beady eyes. Their broad shoulders are strong and their thick, powerful arms often weild a variety of weapons, although they tend to favor primitive blaster rifles. Ganks mainly reside on Nar Shaddaa in the Mid Rim, but have also been found in Mos Eisley, on Tatooine, and working for the Hutts on planets such as D'vouran. Their original homeworld is unknown; however, due to their affiliation with the Hutts of Nar Shaddaa, they have moved to the “Smuggler’s Moon” permanently. Ganks usually wear high-tech battle armor from head to foot, so for a long time their physical appearance remained unknown. 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. In fact, they work so well in small groups of between two and five that sentientologists long hypothesized that Ganks possessed a mild telepathic ability that allow them to remain in constant communication with each other. This hypothesis remained untested for some time, since the Ganks killed most of the anthropologists who had approached the them for study. The shape shifting Shi'ido anthropologist Mammon Hoole, however, 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. Ganks rarely show their faces, preferring a suit of mechanized battle armor made of knee high boots, elbow pads, gloves and small knife sheaths on their wrists. Their ellipsoid helmets 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. Despite their heavy build and armor, Ganks run very quickly. 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. Some Ganks speak Huttese and Galactic Basic Standard, although their vocabulary is limited. Appearances and Examples: Gank Killers appear in the “Dark Empire” comics by Dark Horse. 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

25Special: Gank killer armor grants its wearer a +2 equipment bonus on Initiative checks.

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GEN’DAI

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vercome

This race of humanoids is rarely seen in the galaxy. Those few Gen'Dai encountered away from their homeworld are unusual in a number of respects, not the least of which is the longevity of their lifespan. Some Gen'Dai are known to have lived for 4,000 years or more. Their nervous and circulatory systems are highly unusual, and help them ophysical injuries with little effort. Rather than a central nervous system, Gen'Dai physiology comprises millions of nerve clusters which act together as a central system. However, the loss of one or more nodes results in little overall damage, since the

remaining clusters simply pick up the slack. The circulatory system of the Gen'Dai lacks a heart, using a combination of capillary actions and muscular contractions to push blood throughout the body. This allows a Gen'Dai to be cut many times without bleeding to death, as certain locations could be clamped down with minimal effort. This distribution of function allows the Gen'Dai to heal and recover in little or no time, and gives them the ability to slow the aging process. Furthermore, the musculature of the Gen'Dai is composed of independent muscles linked by the distributed nervous system, allowing for the Gen'Dai to extrude knots of muscle as secondary limbs. These muscles are also able to repair themselves rapidly, allowing a severed limb to be reattached almost immediately. The only organ which does not benefit from the Gen'Dai's unusual physiology is the brain, which deteriorates with age like any other humanoid race. The galaxy at large has been spared any fear of the Gen'Dai because, as a people, the Gen'Dai are simple nomads who are not overly aggressive. The Gen'Dai population is also quite small, as the birth rate is exceptionally low. Appearances and Examples: Durge was a Gen’Dai bounty hunter who allied with the Separatists during the Clone Wars, as shown in various Clone Wars era comics and cartoons, such as the “Clone Wars” animated series. Gen'Dai Species Traits Ability Modifiers: +4 constitution, -4 wisdom, -2 cha. Gen'Dai are extremely tough physically but are mentally unstable due to their long-lives, and are generally loners. Gen'Dai nervous system: Gen'Dai are considered automatically trained in the Perception and cannot be pushed down the condition track by targeted attacks i.e. debilitating shots, dasterdly strike, severing strike etc. Only effects that affect a large portion of the body move them along the condition track. This includes exceeding a Gen'Dai's Damage Threshold or persistant effects like poison or disease. A Gen'Dai is essentually one big neural and vascular system, it lacks any weak points and makes it highly perceptive. Regeneration: Gen'Dai, regenerate at a very high rate, meaning they are considered to of performed the Recover swift action 3 times each round. This means it moves up the condition track each round without spending any time doing so. Simply reducing a Gen'Dai to 0 hit points will not stop it as it will recover the next round die to it's regeneration. If a Gen'Dai is reduced to 0 hit points by an attack that equals or exceeds its damage threshold it automatically avoids death, as if it had spent a force point to do so and remains unconscious . A Gen'Dai may spend a destiny point to enter hibernation instead(see below). This means a Gen'Dai can only be killed by an attack that destroys its body completely. Hibernation: Instead of remaining unconscious (see above) a Gen'Dai may enter a state of hibernation where they recover from all wounds slowly. Even at a near-death state this ability can ressurect a Gen'Dai. They regain 1 hit point a year until back to full health. This allows the Gen'Dai to recover from effects like poison, disease, coup de graces' and decapiation - as long as a part of it's body persists. it can recover. This also retards the aging process, as if the creature had not aged at all over the time. 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(s): Gen’Dai and Basic

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GERB

nything

Ability Scores: Str –2, De

GURLANIN

The Gerb 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. They 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 aabout offworld affairs or technology since neither has left Yavin 13. x +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: 4 squares. Language: Gerb, Slithese Note: GM discretion is suggested when allowing gerbs as a PC species before the New Jedi Order. 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.” 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

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

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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. Gurlanin are native to Qiilura, a planet located in the Tingel Arm of the galaxy, some forty light-years from Ord Mantell, and orbited by a single moon. The remote agricultural world is best-known for its production of barq grain and kushayan. Various invaders have displaced the Gurlanin from their natural habitats and, hence, few are left in existence. Gurlanin are omnivorous, and are known to eat gdans – small, voracious, predatory mammals of their homeworld – but only if the gdans are trying to approach their young. Appearances and Examples: Valaqil and Jinart were Gurlanin who allied with the Republic during the Clone Wars in the novel “Republic Commando: Hard Contact” by Karen Traviss. Species Traits: Ability 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

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hich .

HOOJIB Hoojibs are sapient, telepathic, energy-feeding lagomorphs indigenous to Arbra, a planet wthe Alliance to Restore the Republic used as a temporary headquarters after the Battle of HothHoojibs 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.

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Ability 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 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. Ability 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 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 the Mandalorians, whom the Iridorians feel value credits above bloodshed.

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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.

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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 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.

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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”. Ability Adjustments: None Bonus feat: Jin’Ha gain Weapon Proficiency (Advanced Melee Weapons) as a bonus feat. 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 KALEESH

Kaleesh are scaly, reddish-brown, reptilian humanoids from the planet Kalee with protruding tusks that jut from their upper jaw. Their four-clawed hands have two opposable thumbs. A spiritual people, the Kaleesh believe that those who performed great deeds in life become gods in death. Consequently, they revere burial places and build many temples devoted to their ancestor gods, including Shrupak, the supreme deity of their pantheon. The Kaleesh believe the gods ascend into the heavens at Abesmi, a great monolith of stone in the Jenuwaa Sea. Many Kaleesh undertake perilous pilgrimages to Abesmi to entreat their gods. The Kaleesh view war as an essential and sacred practice, and the culture's large emphasis on honor was known to spur many acts of vengeance among the various tribes that comprised Kaleesh society. However, when necessary, the tribes put aside their differences and bond to fend off a common enemy. Typical Kaleesh weaponry includes a Czerka Outland rifle, a Lig sword, and a Shoni spear.

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leesh warrior Qymaen jai Sheelal, appears as a cyborg in evenge of the Sith.”

ck rolls to disarm a Kaleesh suffer a -

itional Feat: Kaleesh who are trained in Knowledge (tactics) gains the feat Skill Focus (Knowledge: tactics) as a bonus

otic weapons Lig Sword and Shoni Spear as simple weapons. utomatic Languages: Kaleesh, Basic

for sale on Kalee; 100 cr on open market elsewhere

ores 5 points of DR; Range penalties for "thrown weapons" are reduced by 1 category (PB: 0 / : 0 / M: -2 / L: -10)

for sale on Kalee; 100 cr on open market elsewhere

ides a particularly keen edge; it grants double the wielder’s STR onus whether it is wielded one or two handed.

Rifle

g

ard slugthrower ammo, cost: 10 cr) Notes: No retractable stock

Appearances and Examples: General Grievous, former Ka“R Kaleesh Species Traits: Ability Modifiers: +2 DEX, -2 WIS Size: Medium. Speed: 6 squares Opposable Thumbs: Due to having two opposable thumbs on each hand, melee Atta2. This stacks with the -5 penalty if the Kaleesh is holding the weapon two-handed. Condfeat. Heritage Weapons: Kaleesh treat the exA

Shoni Spear Damage: 1d6 Weight 1.2 kg Type: Piercing / Exotic (Simple for Kaleesh) Cost: Not availableAvailability: Rare Special Qualities: IgnS Lig Sword Damage: 1d8 Weight 1.5 kg Type: Slashing or Piercing / Exotic (Simple for Kaleesh) Cost: Not availableAvailability: Rare Special Quality: The weapon's curved blade provb Czerka OutlandDamage: 2d10 Rate of Fire: SWeight: 6 kg Type: PiercinCost: 200 cr Availability: Licensed Ammo: 15 shots (uses stand

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KALLIDAHIN (ALSO KNOWN AS POLIS MASSANS) 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.

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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. +2 Int, -2 Str Size: Medium Mute, but may freely communicate silently by telepathy, sign language and control devices with other Kallidahins Conditional Bonus Feats: Kallidahin who are trained in Knowledge (Life Sciences) gain the feat Skill Focus (Knowledge: Life Sciences) as a bonus feat. Additionally, Kallidahin who are trained in Climbing gain the feat Skill Focus (Climbing) as a bonus feat. Darkvision: As described in SECR Languages: Basic, Kallidahin sign language 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: Whether Kiffar ever actually appear in any of the movies is a

matter for debate. The Kiffar sisters Brea and Senni Tonnika from the Cantina scene of “A New Hope” were, in the

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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,” Expanded Universe favorite Quinlan Vos arguably appears sitting at a table in the background during the fight scene between Sebulba and Jar Jar Binks. Just before Anakin walks on-screen, when he says “Careful, Sebulba” in Huttese, you can very clearly see in the background a man who appears to be Quinlan Vos directly above Jar Jar’s cowering form. Ability 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). [Alternately, use the feat as shown below.] 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.

New feat: Psychometry You can pick up impressions of past events from inanimate objects. Prerequisites: Force Sensitivity, Wisdom 13, Kiffar (a human native to Kiffu) Benefit: You can perceive past events by handling objects that were present during those events as if you were there too. The perspective is the same as that of the object's wielder: you see, hear and feel what the wielder did. Often the images are from the past events are connected to each other and sometimes they may have some symbolic meaning - for example, viewing a lightsaber a Dark Jedi had used to kill his family members might show their faces and then a lash of red light in otherwise quickly escalating darkness and quickly silenced shouts. You cannot view more than the wielder did, so if the wielder did not look at a computer screen to discern writing on it, neither can you. Using Psychometry is a full-round action and requires Use the Force check. The DC depends upon the connection of the item to the events being reviewed. Connection Personal item frequently used (DC 10) Personal item infrequently used (DC 15) Item used by multiple inviduals (DC 20) Item handled once (DC 25) The GM can at his discretion add +5 or +10 (or even more) to the DC depending on how long ago the event in question happened. In the case of failure, the reviewer cannot comprehend the images he sees as the alien feelings of someone else overwhelms him or he feels too disconnected to understand them; the GM may also rule that no images show in the case of failure. Special: Using Psychometry on living beings is only possible through the use of the Dark Side of the Force. In order to use Psychometry on living being, the Force-user must accept 1 Dark Side point before rolling for success. Sometimes the impressions granted by Psychometry are so saturated with hatred, fear, anger and aggression that they positively leak of the Dark Side. In such case, if the original user of the object in question gained Dark Side point while using the object, the reviewer gains one also. The GM should notify the player that his character might receive Dark Side point for continuing to use this feat ("Killing the helpless Neimoidian would earn you a Dark Side point - do you really want to continue with this vision?"). The GM can give special permission for someone who isn't a Kiffar to take this feat.

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KILLIK Killiks are a sentient insectoid species originally native to Alderaan. They built large mound-like structures on the plains of both Alderaan and Alsakan. 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 their former homeworld of Alderaan. Most 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. They originated on the planet Alderaan where they built the Castle Lands of Oroboro circa 35,000 BBY. At some point, they colonized nearby Alsakan. They also claim to have created Centerpoint Station, which they called Qolaraloq, and to have witnessed the creation of the Maw. In 30,000 BBY, the Killiks were driven away from Alderaan and 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.” While Killiks are peaceful, like most hive based species, they placed no value on an individual life. Cyclical food shortages eventually prompted them to begin trading with other planets and races; however, they also began absorbing more non-Killiks into their hive mind. By 35 ABY, when the Killiks were rediscovered by the Galactic Alliance, they were still barely surviving. At the same time, the Colony had expanded to 375 nests, though it is unknown how much of the total population of Killiks this represented. However, the existence of the Dark Nest was unknown to most Killiks. In 35 ABY, under the manipulation of the Dark Nest, the Killiks began expanding into the borders of the Chiss Ascendancy, starting a dispute which the Galactic Alliance was forced to mediate. Under the terms of the Qoribu Truce, the Killiks of the Colony agreed to settle Woteba and 13 other planets in the Utegetu Nebula. Unfortunately for the Killiks, Woteba and all of the other planets in the nebula had an ancient environmental defense system. Whenever the planet was hit by the nova that formed the Utegetu Nebula, all animal life was wiped out, but plant life was restored within two years by the defense system. At first, Woteba seemed a paradise for Killik colonization, but the planet attacked them anytime they interfered with the ecosystem, destroying both structures and living beings with a corrosive substance known as Fizz, nano-machines which broke down the intrusive objects or beings on the molecular level. As a result, the Killiks mistakenly believed the Jedi had purposefully sent them to the planet to fall victim to the Fizz. In 36 ABY, the Killiks abandoned the Nebula for fourteen nest ships built in the Tusken's Eye, alongside the nest ship of the Dark Nest. This fleet captured the Galactic Alliance Victory-class Star Destroyer Admiral Ackbar in preparation for their invasion of the Chiss Ascendancy, thus starting the Swarm War. The Alliance eventually won the war and the Killiks went back to their original culture in peace and isolation from the rest of the Galaxy in the Unknown Regions.

34Appearances and Examples: Killiks appear in the “Dark Nest” trilogy of novels.

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

Ability 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

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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 heavy gases of the cloudsea comprise a deadly soup of toxicity that's 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. Every Korunnai 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. The planet is the homeworld of Jedi Master Mace Windu and was an important battleground in the Clone Wars, despite its relatively small population and questionable strategic significance. Korunnai nomads are genetically Human in most every respect, however, each is born Force-sensitive. 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. 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. Species Traits: Ability Modifiers: None. 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

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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. “ 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. Ability Modifiers: Str +2, Dex –2, Int +2, Wis +2, Cha –2 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.

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KWI

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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.” Ability 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 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.

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.

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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.” 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

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re

xported,

MANTELLIAN SAVRIP

Mantellian Savrips are large, sentient natives to Ord Mantell. They are characterized by hunched-over statures, leathery skin, snake-like heads, and arms long enough to drag on the ground. They are often believed to be simply a very cunning non-sentient animal by many other species; however, the Savrips are actually sentient but very technologically primitive. Savrips aamong the longest-lived species in the Galaxy, with average lifespans of about one thousand standard years. Savrips are natually inclined to combat, and this, coupled with their unusual, informal language, fosters the notion that they are unintelligent. Consequently, many have been hunted or eand, by the time of the Galactic Empire, few Savrips remained on Ord Mantell.

Savrip meat was also enjoyed by some, such as Baroness Omnino, who, with her son, planned to breed them for food on Ord Mantell. However, the plan never came to fruition. Appearances and Examples: A Mantellian Savrip appears as a dejarik holomonster in “A New Hope.” Str +4, Dex –2, Con +2, Int –6, Cha -2 Natural weapon: A savrip may make a bite attack (damage 1d8 plus double Str modifier) or claw attack (damage 1d6 plus Str modifier) instead of an unarmed attack. A savrip's bite attacks count as two-handed melee weapons; its claw attacks count as one-handed melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons. Thick hide: A savrip’s scaly hide grants it a +2 natural armor bonus to its Reflex defense.

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Low-light vision: As per the SECR. Primitive: As the ewok trait from the SECR. Size: Large (–1 to Reflex Defense, –5 on Stealth checks, +5 on grapple checks, +5 to Damage Threshold, increased damage and weight allowance). Speed: 8 squares. Language: Savrip (no written form of the language exists) MASSASSI (Warrior Caste of the original Sith Species)

See Sith, infra. MEERIAN

Meerians are a race of short, silver-haired Near-Humans from the planet Bandomeer.

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As a people, the Meerians were 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.

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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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, most notably, Sistra Mountain. 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. In 3,997 BBY, during the Sith Lord Exar Kun's reign over the Massassi of Yavin 4, he imprisoned their children in a spherical device called the “Golden Globe” for the purpose of both controlling the Massassi and to drain the life energies of its trapped captives. The desperate Massassi parents came to Yavin 8 to seek help and met the children of the Melodies. The children took them to their Elders but they could offer no help since they were unable to leave the waters. The Massassi engraved messages in the rocks and caves of Yavin 8 so that someone might read them and come to their aid. However, these messages were written in the Massassi tongue and the Melodie could not read them, much less prevent the extinction of the Massassi in 3,996 BBY during the Jedi/Republic asssault on the jungle moon. The fate of the species following the Yuuzhan Vong War is currently unknown. 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. 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.

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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.” 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

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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.” Ability 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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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. Their fate under the Galactic Empire after Darth Vader's massacre of the Separatist Council leaders in 19 BBY is unknown. 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. Speed: 6 squares. Size: Medium. Con +2, Wis –2, Cha –2 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

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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.

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mell,

ubmerged,

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 sthe 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 ssuch as reading the swirls in other Nautolans' large black eyes.

Nautolan history is marked by periodic, brief conflicts with the non-amphibious Anselmi since they discovered each other millennia before the rise of the Galactic Empire. Most conflicts were usually prompted by encroachment disputes regarding Nautolan territory, but fishing rights, subaquatic development and waste disposal are also causes of conflict. Each conflict, however, has been quickly resolved by the Nautolans' martial superiority grinding Anselmi aggression to a standstill, although several occasions required the involvement of the Galactic Republic to force a resolution. Little is known about Nautolan culture, as few Nautolans have left Glee Anselm, but their music is occasionally found amongst savvy music collectors. Nautolan music is comprised of sustained notes held in irregular patterns with occasional pauses. These pauses were considered the most important part of the music to the Nautolans, causing non-Nautolan listeners to misunderstand their artistic intent. Appearances and Examples: Jedi Master Kit Fisto appears “Attack of the Clones” and “Revenge of the Sith.” 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: Nautolan, Anselmian & Basic

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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.” The favored food of the day-hunting Nediji consists of immature bool grubs, an insect native to the planet Nedij. A synthesized version of the grub serves for those rare instances when a Nediji is away from the homeworld. The

mammalian rath-scurrier and taboret are also favored foods of the Nediji. Exobiologists speculate that the Nediji diet 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. According to Nediji legend, their race was birthed from a single egg, “The Cosmic Egg,” and it is said that any Nediji individual is never more than seven wings away from the Great Raptor, the greatest of the Nediji gods,. The D’javl, a demonic religious icon, is believed to be in constant conflict with the Great Raptor. Most Nediji remain on their homeworld throughout their lives, living with their “Brothers of the Air” as part of the Flock – their planetary society. All Nediji are, by definition, members of the Flock, although some individuals find that they are unable to exist within the Flock. These individuals are often exiled from Nedij, and are the only known members of Nediji society to travel the rest of the galaxy. It is generally believed that travel off-world is considered taboo among the Flock. The exiled are free to leave Nedij, and make their way in the galaxy as trackers and assassins. 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. Nediji, having evolved from the diurnal predator raptors of their homeworld, inherited the lightning-fast mobility of their ancestors. Nediji are highly dexterous and move nearly twice as fast as most species. 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-

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processing system of Republic Admiral Tarnese Bleyd and his cohort Filba the Hutt, as seen in the Clone Wars novel, “Medstar I: Battle Surgeons,” by Michael Reaves and Steve Perry. Species Traits: +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 NELVAANIAN

The Nelvaanians, or Nelvaans, were bipedal, blue-furred canines native to the planet Nelvaan. They called their planet the 'Great Mother', which they worshiped. Nelvaanian males became warriors and scouts while the females were builders, gatherers, and raised the children. The tribe was governed by one shaman who claimed spiritual rites within a clan.

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During the Clone Wars, Nelvaan was the location of a CIS base run by members of the Techno Union. General Grievous lured warriors from the

Rokrul village by having them believe he was a prophesied figure out of Nelvaan mythology. Techno Union scientists then captured them, and physically and mentally altered them into cyborgs for the war. Anakin Skywalker, who was referred to by the race as “Holt Kezed” (“Ghost Hand” in their language), freed them and destroyed the Separatist base. Although initially frightened by the appearance of their warriors, the females and children soon grew to accept them. Future generations of males retained the traits of their mutant progenitors, and as a result were larger than the females, who did not inherit the aforementioned characteristic. Appearances and Examples: The plight of the Nelvaanians and their rescue by Anakin Skywalker appeared in Season Two of the “Clone Wars” animated television series. Ability Modifiers: None (although males of the Clone War era and thereafter have a +2 STR, -2 CHA) Scent: as per the ewok trait. Natural attunement: A nelvaanian may reroll any Survival check, but it must keep the second check result. Low-light vision: As described in the SECR: Primitive: as the ewok trait. Size: Medium Speed: 6 squares. Language: Nelvaanian

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ONGREE

OSWAFT

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.”

Species Traits (by Isirga Eth, Adapted from Lordlightvader’s writeup): Ability 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 Speed: 6 squares. Language: Ongree & Basic

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

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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.” Str +12, Dex –10, Int +2, Wis –2, Cha –4 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. Size: Colossal (–10 to Reflex Defense, –20 on Stealth checks, +20 on Grapple checks, +50 to Damage Threshold, greatly increased carrying capacity and damage) 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.

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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.

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: Paaerdaug & Basic

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mutually beneficial civilization. P e

au'an society is a blend of a variety of styles and cultures, borne from the ancient merger with the Utai. Built into the

ly

adly, Pau'an culture was disturbed during the Clone Wars by the Confederacy of Independent Systems. The Utapau’ans

as

ppearances and Examples: Tion Medon greets Obi-Wan Kenobi as he arrives on Utapau during the Clone Wars in

t +2, Cha –2 au’an may reroll any Persuasion check, but he must take the second check result.

nowledge (Galactic Lore) gains Skill Focus in that skill as a Bonus Feat.

pau’an & Basic

PAU'AN

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 au'ans represent only about thirty percent of the population on Utapau, though as th

administrators and bureaucrats of the sinkhole cities, their influence makes up for their lack of numbers. Psinkhole walls, Pau'an settlements such as the Pau City spaceport are divided into different areas, each a mix of architectural styles and other-worldly design. Pau'ans have developed an industrial society, despite their seemingprimitive, troglodyte image, though it is the Utai who carry out labor work on Utapau. Sattempted to remain neutral in the conflict, though General Grievous and his allies turned the planet into a Separatist safehouse. With the arrival of Obi-Wan Kenobi, many Pau'ans fought back against the droid forces, though Utapau wsubjugated once more with the formation of the Empire. Pau'an captives were shipped as slaves for several Imperial projects including the colonization of Byss. A“Revenge of the Sith.” InDiplomatic: A PDarkvision: As per the SECR. Cultured: A Pau’an trained in KSpeed: 6 squares. Size: Medium. Language: Uta

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PHUII 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.

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

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

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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.

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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. 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: As per the ewok trait. 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. 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.” 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

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RAKATA The Rakata (also known as “the Builders”) are amphibious humanoids whose civilization was once far advanced, having peaked five thousand years before the formation of the Galactic Republic. Long term use of the Dark Side of the Force corrupted their society and turned them into a race of merciless warriors. Through the use of Dark Side fueled technologies, they had formed the so-called “Infinite Empire,” which governed 500 worlds; comprised a population numbering ten billion Rakatan warriors and one trillion slaves, including the Duros and Humans; and dominated known space for thousands of years. By transporting slave species to new worlds, the Rakata were believed to have inadvertently seeded swaths of the galaxy with sentient life. Among its conquests were the Selkath of Manaan, Wookiees of Kashyyyk, Kumumgah of Tatooine, Noghri of Honoghr and the natives of the Corellian Sector. The Rakata may have even displaced the most advanced

species of that time period, including the Killiks of Alderaan and the Sharu of the Rafa system, during their meteoric rise to power. During the reign of their Infinite Empire, they were characterized by their cruelty, savagery, and arrogance. They were known to strip entire planets of their resources, terraform worlds to fit their own shifting needs, kill entire slave workforces, and to eat and defile the bodies of slain enemies. During their period of expansion, the Rakata encountered the Sith species of Korriban. The two species went to war, and the Sith warlord Adas drove the Rakata off of Korriban, but at the expense of his life. After generations of galactic supremacy, constant tensions between internal factions suddenly erupted into a devastating civil war caused by the corrupting influence of their “Star Forge,” a Force-powered, automated shipyard that drew power from a nearby sun. Already weakened by warfare, the Builders were suddenly struck by a deadly plague, possibly created by a slave species as it only infected the Builders themselves. The plague nearly exterminated the Rakata, brought the Infinite Empire to its knees and stripped the Builders of their connection to the Force. Soon, the Rakata lost their ability to manipulate their own technology and were forced to rely on inferior devices. Sensing weakness, the slave species rebelled, collapsing the Infinite Empire in 25,200 BBY. The nearly decimated Rakata abandoned their conquests and retreated to the safety of their homeworld of Lehon, protected by a disruptor field that could disable any incoming ship's communications and navigational systems. The field, operated from the summit of a temple on the surface of Lehon, was originally constructed to protect the Star Forge, but came to serve only to protect the Rakata themselves. On their homeworld, Rakatan civilization rapidly faded into obscurity and barbarism. Warlords devastated the surface of the planet with weapons of mass destruction and the majority of Rakata fled underground. Only the descendants of the Priest Caste, the Elders tribe, remained on the surface protected by their ancient temples and enclaves to retain knowledge of the potent technology and turbulent history of their species. In the following centuries, the Builders were purposefully erased from the records of their slave subjects and the Infinite Empire slipped from the pages of galactic history. Shortly after the turn of the fourth millennium BBY, the Rakata were welcomed into the Republic, but because all records of the Infinite Empire were lost to time, many were skeptical that the seemingly primitive beings had once ruled hundreds of worlds and dominated the galaxy. Meanwhile, the few remaining Rakata refused to leave their remote and isolated homeworld and their gene pool rapidly became too limited to sustain the species. Within just a few generations, the Rakata became extinct. By 1,000 BBY, the planet was completely devoid of sentient life. Dex -2, Int +2, Cha +2 Expert swimmer: Rakata can take 10 on any Swim check, even under stress. Hold breath: Rakata can’t drown in water. Bonus feat: Rakata gain Force-sensitive as a bonus feat (prior to 25,200 BBY only). Conditional bonus feat: A rakata trained in Knowledge (technology) gains Skill Focus in that skill as a bonus feat. Dark side: All rakata begin play with a number of Dark Side points equal to half their Wisdom score (prior to 25,200 BBY only).

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Speed: 6 squares. Size: Medium. Languages: Rakata Special: Rakata PCs should not have the Forse-sensitive bonus feat or beginning Dark Side points in games taking place after the collapse of their Infinite Empire in 25,200 BBY. Rakata are extinct by 1,000 BBY, and GM discretion is advised regarding their use as a PC race after this period.

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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.

Str –2, Wis +2 Flight: A rishi 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

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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 (see http://www.wizards.com/default.asp?x=starwars/article/sw20040311roon), 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 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 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.

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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 Modifiers: Dex –2, Con +2 Bonus Feat: Like their Trandoshan cousins, Saurins gain Toughness as a bonus feat.

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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 SELKATH

The Selkath are a sentient aquatic species, native to the ocean-covered planet of Manaan. While their young need water to survive, once they mature they are able to breathe air. Their skin is blue or green and patterned for underwater camouflage. Their mouths are bracketed by cephalic lobes that direct plankton into their mouths. They tend to stroke these during conversation, analogous to the Human habit of stroking facial hair, such as moustaches. Selkath race have retractable, venom-tipped claws. Similar to the Wookiees, the use of these claws in any form of combat or attack is considered dishonorable and a sign of madness, succumbing to animal instincts unbecoming of a sentient species. Selkaths’ large, gullet-like, water-filled throats contribute to the sloshing gurgling sounds of a Selkath's voice. The native language of the Selkath was Selkatha, which despite its gurgling sound, could be learned by non-Selkath.

The Selkath were evolutionary descendants of the “Progenitor,” a large female firaxan shark, who was considered a deity by the Selkath. The Progenitor had the ability to emit a sonic wailing, causing both firaxan sharks and Selkath to go insane. During the Jedi Civil War, Manaan held great diplomatic sway in the Republic, being home to the only naturally occurring source of the healing substance kolto. At that time, they held tightly to their neutrality; however, a few farsighted Selkath occasionally broke their neutrality in secret, and arranged deals to help their preferred side. Eventually, the kolto market disappeared and the galaxy abandoned the Selkath. It was not until the rise of the Galactic Empire that the Selkath interacted with the galaxy again. However, in the years prior to this, some Selkath did venture offworld, such as that glimpsed in the Gree Enclave in 22 BBY during a HoloNet News item on the Separatist leader Count Dooku. Conquered by the Galactic Empire, the Selkath eventually repulsed the invaders and gained freedom. The Selkath maintain only one surface settlement, Ahto City. This floating city serves as the meeting place between Selkath and offworlders. The Selkath prefer to live in air-filled underwater “pod” settlements, which are restricted to offworlders. Appearances and Examples: Selkath such as Nubassa the animal handler are prominently featured in the “Knights of the Old Republic” video game. Dex –2, Con +2, Cha –2 Rage: As per the wookiee trait. Poison claws: While raging, a selkath’s unarmed attacks become deadly. If a raging selkath’s unarmed attack roll beats both the target’s Reflex and Fortitude defense, the victim suffers normal unarmed damage and immediately goes down one persistent step down the Condition Track. A selkath may not use its poison claws unless it is raging. Amphibious: A selkath can’t drown in water. Expert swimmer: A selkath may take 10 on any Swim check. Underwater camouflage: When underwater, a selkath may reroll any Stealth check made to avoid notice, but it must keep the second result. Primitive: as the ewok trait. Ancient selkath: Selkath played during the Old Republic era are not Primitive. Size: Medium Speed: 6 squares.

55Language: Selkatha & Basic

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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 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.

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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 Sharu.” Species Traits for Sharu: Ability 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: Sharu & Basic Species Traits for Sharu as Toka: Ability 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: Basic 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 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.

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Speed: 6 squares. Size: Medium.

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Languages: Siniteen & Basic SITH

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nd

kill n

.

uring the days of the Old Republic, the Sith never left their homeworld, as they had not yet discovered hyperdrive Year

rior to their extinction as a species, the Sith had fully evolved into a space faring race; however, they still did not travel

e

omeworld: Korriban (before the Hyperspace War), Unknown (After the Hyperspace War).

anguage: Sith, a language that is rare and now considered the language of Sith Lords, Dark Side users.

xample Names: Markos Ragnos, Naga Shadow, Ludo Kressh

ge in Years: Child 1-13; Young Adult 14-20; Adult 21-46; Middle Age 47-68; Old 68-93, Venerable 94+

ith Species Traits

Int, -2 Cha - Massassi Caste;

eaknesses, as each caste is bred for a specific purpose, though for the most part s

cies, Sith do not gain any modifiers for size.

have a tough hide that provides a +2 to Reflex Defense, this stacks with other Reflex Defense modifiers.

Before the term “Sith” was used to refer to the evil order of Force-Users devoted to the Dark Side of the Force, it referred to an ancient species of humanoid sentients from the planet Korriban characterized by crimson hides; glowing yellow eyes; and a fierce, vaguely simian, predatory profile. Their jowls, chin abrows often tapered in fleshy tendrils. Sith dressed in various clothing depending on caste and station, with the Massassi Caste being bigger and stronger then other Sith. The Sith's mental state depended on which caste they came from, the Massassi Caste was the warrior caste, and honed their mental skills as much as their physical ones, while those of the upper castes tend to focus more on mental smore then other skills. Depending on where a Sith was born, and what statiothey were expected to perform in, their mental states tended to follow that path

Dtechnology. Around 7,000 BBY, Dark Jedi exiles fleeing from the Galactic Republic after their defeat in the HundredDarkness, established themselves as "divine" rulers over the native Sith, uniting the world under the rule of a Dark Lord of the Sith. Over the generations, the Sith interbred with the Human Dark Jedi. Eventually, the Sith species in its original formwas almost extinct. During the Great Hyperspace War in 5,000 BBY, the Dark Lord Naga Sadow fled to the jungle moon of Yavin 4 along with a contingent of Massassi followers to escape the pursuing Jedi and the Galactic Republic. There, Naga Sadow committed cruel experiments on his own Massassi warriors, which turned them into Dark Side-wielding savages. Pbeyond their new home system. Sith from the Massassi Caste tended to be Soldiers or Scouts. Sith from the Atendent Caste were more often Nobles, while Sith of other castes followed any vocation. The Force was known to the Sith after thGreat Hyperspace War, though, while they were not inherently evil as a race, members of the Sith species did tend to fall tothe Dark Side more often then stay the path of the Light, and no Sith has ever been a member of the Jedi Order. H L E A SAbility Modifiers: +2 Str, +2 Dex, -2 +2 Int, +2 Cha, -2 Str - Atendent Caste; +2 Str, +2 Con, -2 Wis - Other Castes Sith castes vary in their strengths and wonly the Massassi and Atendent Castes show any real difference, while the other Castes generally show the same strengthand weaknesses as one another. Medium-Size: As Medium size speSpeed: 6 squares Natural Armor: Sith

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59

h do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at 1st level, even if their

proficient with the Sith Lanvarok (see below), and Sith Sword.

ote: If the character is a hybrid, then treat it as a near-human with no racial SQ.

Sith Lanvarok

d6 -

dgeoning

ith Sword

-

shing

Alternate SITH Species Traits (by Isirga Eth)

ce-sensitive feat gainst the Tech Specialist feat (see SAGA edition web red by the

Bonus Feat: A sith is trained in Use the Force gains Skill Focus (Use the Force) as a bonus feat.

nvarok and sith sword count as simple weapons. re.

es. Basic

Lanvarok ed weapon)

rown weapon

Conditional Feat: Sith of the Massassi Caste who are trained in Knowledge (tactics) gains the feat Skill Focus (Knowledge: tactics) as a bonus feat, while Sith in the Atendent Caste who are trained in Deception gain Skill Focus (Deception) as a bonus feat. Primitive: Sitclass normally grants them. Weapon Familiarity: Sith are Automatic Languages: Sith, Basic (after Hyperspace War) N

Cost 250 Damage 2Stun Damage Rate of Fire S Weight 5.8 kg Type Exotic BluAvaliability Rare SCost 6,000 Damage 2d6Stun Damage Rate of Fire - Weight 6.5 kg Type Exotic SlaAvaliability Rare

Ability Modifiers: Str –2, Int +2, Wis +2 Dark side technology: A sith with the Forenhancement #1) as a bonus feat, plus it may make a Use Force the check instead of the Mechanics check requifeat. Any items modified with this feat increase the user’s Dark Side score by one for as long as they are wielded or employed. Conditional Low-light vision: As per the SECR. Weapon familiarity: For a sith, the laDark bloodline: A sith begins play with a Dark Side score equal to half her Wisdom scoSize: Medium Speed: 6 squarLanguages: Sith &

(exotic rangSize: Small Range: as thDamage: 3d4 Autofire: Auto Weight: 6 kg Cost: 4000

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Special: A Force-Sensitive character does not receive the -5 penalty on the attack roll for using autofire with a lanvarok. A lanvarok can fire five discs before needing a reload (a single autofire attack); it can be reloaded as a full-round action. Sith sword (exotic melee weapon) Size: Medium Damage: 2d6 Weight: 6 kg Cost: 6000 Special: A Force-Sensitive character that spends a Force Point wielding a sith sword may add 1d6 (or 1d8 if Strong in the Force) to both the attack and damage roll. Using a Force Point in this manner increases the sith sword wielder’s Dark Side score by 1. A character with the Block, Deflect or Redirect talents may use them with a sith sword, just as if it was a lightsaber. Finally, a sith sword retains its DR against a lightsaber.

Alternate MASSASSI stats (by Isirga Eth) Str +2, Int –2, Wis –2 Dark side rage: All massassi may enter a rage (as the wookiee trait). Intimidating: A massassi may reroll Persuasion checks made to Intimidate. Low-light vision: As per the SECR. Weapon familiarity: A massassi treats the massassi lanvarok as a simple weapon. Dark bloodline: A massassi begins play with a Dark Side score equal to half her Wisdom score. Size: Medium Speed: 6 squares. Languages: Sith & Basic

Massassi lanvarok (exotic melee or ranged weapon) Size: Large Range: as thrown weapon (but increase range penalties by one; a massasi lanvarok has no point-blank range) Damage: 3d4 Autofire: Auto Weight: 6 kg Cost: 4000 Special: A massassi lanvarok can fire five discs before needing a reload (a single autofire attack); it can be reloaded as a full-round action. A massassi lanvarok may be used in melee; it deals the same amount of damage as a disk attack.

N.B.: Around 7,000 BBY, the Dark Jedi exiles who established themselves as "divine" rulers over the Sith species interbred with the Sith; eventually, the Sith species in its original form neared extinction. GM discretion is strongly advised in allowing PCs of this species after this time period.

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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.

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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 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. SNEEVEL

Sneevels are nimble, anvil-jawed humanoids from the Expansion Region world of Sneeve. Males and females of the species 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. Their appearance, however, is not usually what one first notices when dealing with Sneevels – more often than not, it’s the smell. 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.

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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. When the Duros arrived in the Sneeve system, Sneevels were busy exploring and attempting to colonize their star system using spaceships that were little more than jury-rigged submarines with huge rocket-boosters attached. Duros and, later, Human merchants introduced Sneevels to more efficient, although not as exciting, methods of space travel. 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 few Sneevels have shown any serious interest in becoming involved in galactic positics, there have always been many of their kind at the forefront of other fields. Sneevels have made great inroads into exploration (mostly in the area of charting new hyperspace lanes), scientific exploration (largely into dangerous quantum fields), dangerous sports (like Podracing and horizon skimming), and creative fields such as fiction, holovids, music and visual arts. During the reign of the New Order, Sneevels were strongly discouraged from leaving their star system. This only added to the thrill of traveling to strange alien worlds and the smell of even more Sneevels infused cantinas and back alleys during this time. Furthermore, when the Empire installed a governor on Sneeve and started limiting travel to and from the system, Sneevels became early members of the Rebel Alliance, not so much to free the galaxy from the Emperor’s domination, but for the excitement and opportunity to escape confinement on Sneeve. Needless to say 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 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 STENNES SHIFTER

Hailing from the planet Stennaros, these pale-skinned, sunken-eyed humanoids are completely hairless and naturally force sensitive. Although generally xenophobic, they are capable of stealing living energy from nearby beings. They also are able to blend unnoticed into any crowd due to a limited ability to alter their appearance. Though many people have heard of Stennes Shifters, the existence of the species is considered only a legend.

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Scientists believe that the Stennes Shifter is a genetic variant of the Stennes race, which first appeared some 5,000 before the Battle of Yavin. They were discovered by the ancient Jedi Knights, who noted them for their innate sensitivity to the Living Force. Their xenophobic tendencies are believed to stem in part from millennia of persecution by other species.

Unlike shape-changing species, the Stennes Shifters use telepathic manipulation to alter their appearance. Appearances and Examples: Stennes Shifter Trinto Duaba appears in the cantina scene in “A New Hope”

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Stennes Shifter Species Traits: Ability Modifier: Cha –2 Extraordinary Stealth: Stennes shifters may reroll any Stealth check made to avoid notice, taking the best of both results. In addition, any Stennes shifter trained in Stealth gains Skill Focus (Stealth) as a bonus feat. Force Stealth: A Stennes shifter that becomes Force-Sensitive may make a Use the Force check instead of any Stealth check, and he may reroll Use the Force checks made for this purpose, also keeping the best result. Speed: 6 squares. Size: Medium. Language: Stennesian SWOKES SWOKES

Hailing from the arid and ugly planet of Makem Te in the Perlemian Route of the Outer Rim, the native Swokes Swokes have nevertheless an impeccable sense of aesthetics, as can be seen in their having extensively decorated their homeworld using only primitive technology. A Swokes Swokes looks like a nightmare, with pasty, rubbery flesh of greenish gray or off-white, a crown of horns, two expressionless fish-eyes, and a mouthful of fangs. Their nervous systems are remarkably primitive, more like those of flatworms than of sentient beings. Swokes Swokes are nearly impervious to pain, since they lack the critical pain receptors that communicate sensitive touch. Their slow-flowing “blood” is more like watery sap and they can regenerate lost limbs. Swokes Swokes are ruthless bullies and tyrants who crave wealth, fame and power. They are demons on the battlefield, and

there have been many battles on Makem Te. Nevertheless, Swokes Swokes are devoutly religious, and carry pouches on their person with the remains of ancestors in them, such as a finger-bone, tooth or dried appendage. Aside from the cities of solid iron rising from the desert of their planet, impossibly delicate in their architecture considering the strength of their manufacture, the planet’s most famous construction is the Tract, a checkerboard necropolis of polished stone squares, each supporting a short pillar called a stela. One tile is laid for every fallen Swokes Swokes. The process, which has been going on for millennia, has produced an astonishing 1.2 trillion memorial squares taking up more than 7 percent of Makem Te’s total landmass. The Swokes Swokes also have a knack with training wild animals, as can be seen by their taming and domesticating the various species of giant desert snakes such as the strong and obedient schinga equa, the subterranean schinga klaug, the tiny schinga picai, the venom-dripping schinga ikkow, and the pureblooded serpent-stallion known as the schinga shikou. The Swokes Swokes government is comprised of hereditary-caliphs from prominent families who rule each city, but the pursuit of personal power is greatly encouraged. Monetary rewards await those who excel, and high status is also exemplified by the surgical implantation of jewelry next to internal organs. These adornments are visible only when a Swokes Swokes is screened by a bioscanner. Swokes Swokes of note also distinguish themselves by taking on double names. Appearances and Examples: Gragra, a gorgmonger that worked the Mos Espa marketplace, and Yeb Yeb Adem’Thorn, senator of Makem Te, appear in “The Phantom Menace.” Oakie Dokes was a patron in the Outlander Club in “Attack of the Clones.” Swokes Swokes Species Traits:

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Ability Modifiers: +2 Str, +2 Con, -2 Dex, -2 Int, -2 Cha +1 Natural Armor Bonus to defense, stacks with Armor Bonus.

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At each age increment above adult, Swokes Swokes gain a +1 bonus to Fortitude Defense. May reroll Endurance checks, but you must keep the second result. Regenerate Limb, like the Trandoshans in SECR. Size: Medium Speed: 6 squares Languages: Basic, Swoken.

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TARENTIAN

Tarentians are amphibious humanoids from the planet Tarento, a largely water-covered world with three islands, the largest of which houses a military research facility run by the planet’s government, a democratic monarchy. During the Late Republic Era, Tarentian researchers experimented with large-scale human cloning; however, they never reached the level of proficiency of the Kaminoans. The majority of the planet’s populace lives in large, underwater, domed cities. The Tarentians are known for their extraordinary talents in the area of technological design. They are rumored to have supported the Bothan Spy Network and the Rebel Alliance with numerous new technologies which they developed in

secret during the reign of the Empire. Appearances and Examples: No known mention of any Tarentians or their homeworld exists in the Star Wars mythos. A single reference to a Tarentian Jedi Master by the name of “Uhu-Ku Ozier,” supposedly a professor of knowledge at the Jedi Academy on Ossus before its destruction, appears in the “List of Star Wars Planets” entry for Tarento in Wikipedia (but not anywhere in Wookieepedia) at http://en.wikipedia.org/wiki/List_of_Star_Wars_planets_(T-V). Tarento, its inhabitants, and their favorite son may all be fanon creations. Tarentian Species Traits: Ability Modifiers: None Amphibious: Members of this species cannot drown in water. Expert swimmer: As the Gungan trait in SECR. Conditional Bonus feats: Tarentians trained in Knowledge (life sciences) and/or Knowledge (technology) gain Skill Focus in these skills as a bonus feat. Size: Medium Speed: 6 squares. Languages: Tarentian TARNAB

This humanoid alien race is from the planet of the same name, a world characterized by steppes and hilly regions and known for its rings and electromagnetic storms caused by dangerous ion-charged asteroid activity. The Tarnab themselves are characterized by a triangular skull, brownish skin and a crown of pale shaggy hair. They have a tapir-like snout and, at their temples, four short horns. Appearances and Examples: Senator Mot-Not Rab appears in “The Phantom Menace.” The Air Taxi driver Rayno Vaca appears in the deleted scenes from “The Phantom Menace.” Onyeth Canavar is a Tarnab seen roaming the alleys of Coruscant in “Attack of the Clones.” Tarnab Species Traits:

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Ability Modifiers: Str +2, Dex –2, Wis +2 Low-light vision: As per the SECR. Imposing presence: A tarnab may reroll any Persuasion check made to intimidate, but he must keep the second check result. Speed: 6 squares. Size: Medium. Language: Tarnab and Basic

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umans.

TAUNG The Taungs, later known as the Mandalorians, were a warlike Near-Human species with gray skin that dominated Coruscant thousands of years before the rise of HThe Taungs and the thirteen native Human nations, the Battalions of Zhell, eventually battled for control of Coruscant. Though the Zhell were nearly exterminated in a volcanic explosion, they managed to drive the Taungs from Coruscant. Due to the two years of darkness caused by the ash, the Taungs named themselves the Warriors of the Shadow (Dha Werda Verda). The Taungs fled to Roon, where they remained for thousands of years, until, under the leadership of the legendary Mandalore the First, the Taungs conquered another world which they renamed in honor of their leader, Mandalore. The species as a whole then also took the name, becoming the Mandalorians (or Mando'ade in their native Mando'a). Eventually, as the Mandalorian species became extinct, their name became associated

with a multi-species organization of warrior clans, who, regardless of species, adhered to the tenets of the Mandalorians. These Mandalorians, who were mostly baseline Humans, held the legacy of the Taungs in high regard. Taung Species Traits: Ability Modifiers: None Bonus feats: A taung gains Weapon Proficiency (advanced melee weapons) and Armor Proficiency (light) as bonus feats. If the taung gains Armor Proficiency (light) from its starting class, he may choose Armor Proficiency (Medium) instead. Speed: 6 squares. Size: Medium. Language: Mando’a Note: Taung are extinct, and GM discretion is advised regarding their use as a PC race in any era after 4000-3900 BBY. TCHUUKTHAI (also known as WHARLS)

Tchuukthai, also designated “Wharls” by bureaucrats of the Galactic Republic Bureau of Xenology, are sapient ceratopsian quadrupeds from the Unknown Regions. They have bristly fur on their shoulders and back, and natural armor plating covering their head, joints, and vital organs. Where they lack armor plates, their skin is thick and leathery, offering natural protection. Those that deal with other species generally wear clothing, while others do not. The Tchuukthai were considered semi-mythical non-sentient creatures for millennia due to their quadrupedal stature and physiological inability to speak Basic, a false impression the Tchuukthai encouraged, for the most part, with

displays of bestial ferocity that discouraged explorers and curious visitors. However, many of the species were possibly taken from their unknown homeworld as captive beasts as a result.

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The Tchuukthai are generally quite thoughtful, and although they often put on displays of ferocity for outsiders, they generally disdain fighting. Some enjoy meeting outsiders while others prefer to be left alone. A number of famous love poems were composed by Tchuukthai, although they translated poorly into Basic. Tchuukthai Species Traits: Ability Modifiers: Str 4, Dex –4 Thick hide: A tchuukthai’s scaly hide grants it a +5 natural armor bonus to Reflex defense. Quadruped: A tchuukthai gains a +5 bonus on checks to avoid being tripped or pushed, plus its speed is increased when running on all fours. Speed: 12 squares (quadruped), 4 squares (on two legs). Size: Large (–1 to Reflex Defense, –5 on Stealth checks, +5 on grapple checks, +5 to Damage Threshold, increased damage and weight allowance). Languages: Tchuukthai TEEK

Indigenous to Endor’s forest moon, Teek outwardly appear as a mixture of a monkey and a rodent. Teeks are very small, have long pointed ears surrounded by dirty white fur, black beady eyes and are constantly chattering. Like Ewoks, Teeks live in the forest and feed on plants and berries. They are also very curious and tend to pilfer and hoard anything that looks interesting to them. They usually leave other items, which, in their eyes, are of equal value, in the place of those that they steal (the actual owner usually sees this differently). Ewoks avoid Teeks and consider them to be a constant annoyance. Because of their fast metabolism, Teeks are move very quickly and are very nimble and hard to catch. Usually they wear ragged clothes and many pockets and bags dangle from their belts to hold the things that they acquire.

Appearances and Examples: A Teek, referred to only by his species name, appeared in the made-for-television feature film “Ewoks: The Battle for Endor.” Teek Species Traits: Ability Modifers: Dex +2, Wis –2 Bonus Feat: A teek gains Run as a bonus feat. Primitive: As per the ewok trait in the SECR. Speed: 12 squares. Size: Small (+1 to Reflex defense, +5 on Stealth checks, –5 on grapple checks, reduced damage and weight allowance). Language: Speak Teek (no written form of the language exists) TEEVAN

Hailing from the planet of the same name, Teevans are silver-skinned near-humans with highly-flexible bodies, allowing them to bend in ways that most humanoids find difficult or impossible.

Appearances and Examples: Tru Veld appeared in several of the “Jedi Quest” novels. Teevan Species Traits: Ability Modifiers: Str –2, Dex +2

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Flexible: A Teevan’s flexible body allows him to reroll any Acrobatics check and any Stealth check made to conceal an item. Conditional Bonus Feat: A Teevan trained in Acrobatics gains Skill Focus (Acrobatics) as a bonus feat. Size: Medium Speed: 6 squares. Language: Teevan & Basic THEELIN

Theelin are near-Humans notable for their artistic talent, their colorful appearance, and their unfortunate physiological history. The original appearance of the Theelin is uncertain, as almost all known "Theelin" are not full-blooded specimens, but hybrids. It is possible that some aspects of these individuals' appearances were not from their Theelin genes, but from other Human or near-Human ancestors; the differences could also be related to the very mutations that were plaguing the species. Most, however, had vividly colored hair and pale skin, sometimes with purple or reddish tones, and often mottled with colorful spots.

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A series of mutations arose among their species during the last years of the Galactic Republic that led to genetic incompatibilities within their species, making it impossible to produce offspring. Even attempts to continue the species by cross-breeding with Humans and other near-Humans could not stop the slide towards extinction due to the high infant mortality rates from which such couplings suffered. Theelins inevitably dwindled in number — only a few million Theelin and Theelin hybrids remained by the time the Republic fell, and pure Theelin were extinct by 10 ABY. Some of their

greatest works were produced in these years, however, as an epitaph for a dying people. Theelin performers and artists created many of the Galactic Republic's greatest works of art. The Theelin Divas, an all-female religious order, were recognized by many scholars of music as the greatest singers in the Galaxy. Because of the rarity of the Theelin, many female Theelin and part-Theelin were named "Diva" at birth, in hopes that they would develop the musical talent necessary to continue the traditions of the Diva order. Appearances and Examples: Rystáll Sant, a Human/Theelin hybrid with six small horns on the sides of her head was part of the Max Rebo Band in the Special Edition of the “Return of the Jedi.” Diva Funquita and the half-Human Diva Shaliqua were two slaves of Jabba the Hutt that appeared in his skybox during the pod race in “The Phantom Menace.” The three-fingered, half-Human outlaw tech Shug Ninx appeared in the “Dark Empire” comics and other Expanded Universe sources. Theelin Species Traits: Ability Modifer: Cha +2 Innate Charm: A theelin may reroll any Persuasion check, but must take the second check result. Mutation: The genetic templates of theelin vary wildly from one individual to another. A theelin will have one of the following mutations (chosen by the player, or determined randomly by rolling 1d20):

1: Whisker-like protrusions: may reroll Acrobatics checks made for balance; –5 to damage threshold against sonic-based attacks 2: Grasping claws: May take 10 on Climb checks; –2 on all checks involving manipulation of delicate or very small items (such as datapads) 3: Wild eyes: May reroll Deception checks made to distract or feint; –2 on Perception checks requiring focus or concentration 4: Fins: May take 10 on Swim checks; –1 persistent step on CT if character spends more than 24 hours out of contact with water 5: Breathing membranes: May take 10 on Endurance checks to hold breath; –5 on Perception checks needing smell

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6: Flaplike ears: May reroll Perception checks to listen; all sonic attacks cause –1 CT in addition to normal effects 7: Night vision: Character gains darkvision; –1 step on CT whenever subject to bright light 8: Strong pheromones: Character may reroll Persuasion checks to improve a target’s attitude; –2 on Stealth checks 9: Animal voice: Character may reroll Ride checks; –2 on Persuasion checks 10: Camouflage skin: Character may take 10 on Stealth checks made to avoid notice; –2 on Persuasion checks 11: Hardened skin: +1 to Fortitude defense; –2 on Perception checks requiring touch 12: Increased sense of smell: Gain the scent special ability; –5 to Fortitude against inhaled poisons, toxins and air-based attacks 13: Force affinity: Gain Skill Focus (Use the Force) if trained in that skill; –2 to all defenses against force powers 14: Extra fingers: +1 damage with two-handed weapons; –2 on all checks requiring delicate handling or small items 15: Bony ridges: +1 damage with unarmed attacks; –2 on Persuasion checks 16: Fangs or claws: Gain natural weapon (1d4 + Str bonus), counting as medium melee weapon; –2 on Persuasion checks 17: Low-level magnetic field: May take 10 on Climb checks, +5 to Reflex defense against disarm attempts; –5 on Use Computer checks 18: Quiet voice: May reroll Deception checks to give deceptive information; –2 on Persuasion checks requiring voice 19: Feathery arms: May reroll Acrobatic checks made to reduce falling damage, and Jump checks made to leap down; –2 to damage threshold against fire and heat 20: Roll twice on the table

Speed: 6 squares. Size: Medium. Language: Theelin, Basic Special: Theelin are on the verge of extinction, and GM approval is required to play one. TINTINNA (also known as Tin-Tin Dwarves)

The Tintinna have fur covering their bodies that range in color from brown to light grey. Their hands and feet are uncovered by the fur, revealing pink skin, like most rodents. Also, their eyes are black. If a Tintinna is an albino (which is rare, but occurs) his/her eyes will be a very noticeable dark pink. These creatures are generally amicable and curious (beware their amazingly nimble fingers). Although their home planet Rinn has not progressed beyond the steam age of technology, they have no problem adapting to wonders of the galaxy due to their inquisitive nature.

average height: 0.9 meters average weight: 36 kilograms example names: Kit, Meekerdin-maa, Squeak Examples and Appearances: A Tintinna appears as a patron in Ackmena’s Cantina in the “Star Wars Holiday Special.” Tintinna Species Traits: Ability Modifiers: +2 Dex, -2 Str, -2 Con Conditional Bonus Feat: Tintinna trained in the skill Knowledge in any field automatically gain the Skill Focus feat for that specific knowledge field due to their incredible curiosity. This conditional bonus feat may only be gained once. Keen Senses: Reroll any Perception check, but result must be kept even if it is worse. Low-Light Vision: Tintinna homes are burrowed into the ground. Their species has adapted over the years to low-light conditions.

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Natural Attack: bite (1d4 + str bonus) Primitive: See Gamorrean trait (SECR p. 26) Size: small Speed: 4 squares Languages: Rinnese, Basic T'LANDA TIL

The t'landa Til are massive, quadrupedal, sentients distantly related to the Hutts. They possess long, thin, whipping tails and four trunk-like legs with huge, padded feet. They also have a tiny pair of arms with delicate hands, each of which boasted four supple fingers. Their faces resemble those of the Hutts save for a long, thick horn above their snout. Like the Hutts, their necks are short, humped—almost nonexistent. They have thick, oily, leathery skin, which hangs in creases, wrinkles, and loose folds. This skin is especially prominent below the neck, where it hangs so loose that it nearly hides the arms when they are folded against the chest.

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hich

The t'landa Til also have two hearts and three stomachs, and can use their throat pouch to exhale air over the cilia to create sonic and subsonic vibrations with powerful effects on living beings. Male t'landa Til emit a frequency resonance that attracts females during mating season. This humming vibration is produced when air flows over the cilia in a male's inflated neck pouch. This vibration stimulates a female's pleasure centers. This ability is accompanied by the males' low-grade empathic ability, w

they use to project pleasant feelings toward females. The average t'landa Til stands about 2 to 2.5 meters tall. The t'landa Til are from the planet Varl, home of the Hutt species. Some also live on Nal Hutta, the adopted homeworld of the Hutts. Like their Hutt cousins, they are also immune to Force mind tricks. Despite being related to the Hutts, the t'landa Til are not as wealthy and powerful as their cousins. They are ambitious, however, and just as cowardly and short-sighted. t’landa Til Species Traits: Ability Modifiers: Str +2, Dex –4, Con +4, Int –2, Wis –2, Cha –2 Natural weapons: A member of this species may make a gore attack (damage 2d6 plus twice the character’s Str modifier) instead of an unarmed attack. Gore attacks count as Large melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons. Force-resistant: A t’landa Til gains a +5 bonus to its Will defense against Force powers. Exultation: Once per day, a t’landa Til may spend a full-round action thrumming, stomping and humming to make a Persuasion check against the Will Defense of every living creature within 10 meters. If the check overcomes the Will Defense of a creature, it becomes blissful, unwilling to fight and Friendly towards the t’landa Til. Stability: A t’landa Til gains a +5 bonus to its Will Defense against Force powers. Damage Threshold: A t’landa Til has a +2 species bonus to Damage Threshold. This bonus stacks with the +5 bonus gained from the creature’s size. Cowardice: When faced with danger, a t’landa Til must make a DC 10 Wisdom check. If the check fails, the t’landa Til loses its turn cowering against the perceived danger. This effect is in addition to any fear effects the danger may cause by itself. Thick neck: A t’landa Til may not rise or turn its neck as easily as other species. When surrounded, a t’landa Til is considered flanked by all its opponents, except for the one standing directly in front of it (if any). 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: t’landa Til, Huttese & Basic

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TOF Tofs are rotund green-skinned near-humans with a fondness for flashy, swashbuckling garb. The men typically sport beards. Their government is ruled by a hereditary monarch, a Crown Prince, who also acts as “Supreme Commander” of the military. Lesser nobles acquire lesser military ranks. Because the Crown does not pass to siblings in the event of a Prince’s death, the ruling monarch must sire an heir at all costs, lest warring factions spell the end of their decadent society. The bloodthirsty Tofs have an unyielding superiority complex, and are utterly devoid of morals and compassion. For millennia, the Tofs’ great space galleons and fighters, led by the flagship “Merriweather,” have long been the scourge of their sworn enemies the Nagai of Nagi. The Tofs finally conquered the Nagai more than 300 years before the Battle of Bakura. The Zeltron, as well as denizens of countless other systems in the deepest fringes of the Outer Rim and in the Unknown Regions, such as Trenwyth, have also been terrorized by the Tofs over the course of the Galaxy’s history.

Although initially believed to be threats from beyond the Galaxy, it was eventually discovered that both the Tof invaders and their sworn enemies, the Nagai, have proven to come from previously uncharted star clusters in huge areas of unexplored space within galactic borders. These patches of space, collectively called the Unknown Regions, have been host to a number of threats throughout the history of the Galaxy. Appearances and Examples: The Tofs, under the command of Crown Prince Sereno and his second-in-command Bargthron, first appeared in Marvel Comics’ Star Wars series when they invaded Zeltros somewhere between issues 103 and 105, and were defeated by a joint Rebel, Imperial and Nagai alliance in issue 107. All of those stories can be found in “Far, Far Away,” volume 7 of “Star Wars: A Long Time Ago...,” Dark Horse Comics’ trade paperback series reprinting the entire Marvel run.Green-skinned Near-Humans from the planet of the same name, in the Unknown Regions, the merciless Tof were devoid of morality, compassion or patience. They were ruled by monarchs who usually had military experience and were natural enemies of the Nagai. Both species were constantly at war. The Tofs had captured the Nagai home planet, resulting in the Nagai invasion of the known galaxy. The Tofs followed soon after, and were defeated when the Nagai joined forces with the Alliance of Free Planets. Ability Adjustments: None Impulsive fighter: A tof may reroll any Initiative check, but he must take the second result. Conditional Bonus Feat: If a tof has Weapon Proficiency (pistols), he gains Weapon Focus (pistols) as a bonus feat. Conditional Bonus Feat: If a tof is trained in Pilot, he gains Skill Focus (Pilot) as a bonus feat. Conditional Bonus Feat: If a tof is trained in Knowledge (tactics), he gains Skill Focus in this skill as a bonus feat. Size: Medium Speed: 6 squares. Language: Tof, Nagai & Basic

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TRIFFIAN Hailing from the hot, tropical planet of Triffis, in orbit around the binary stars Triff Major and Triff Minor, Triffians are short, rotund humanoids with vaguely simian features. Their head and thick limbs are covered with coarse hair that ranges from black to cream-colored. Triffian skin tone varies from pale blue and white to green and brown. Two furred flaps, which aid in the regulation of heat when unfurled, protrude from the sides of their heads like oversized ears. Their hands have three digits each. The typical Triffian is easy-going, albeit almost arrogantly overconfident. They do not frighten easily, a trait which has brought more than one to a quick and messy end. Appearances and Examples: The Triffian Ebe Endocott pilots his podracer in competition against Anakin Skywalker in “The Phantom Menace.”

Triffian Species Traits: Ability Modifiers: Str –2, Dex +2, Con +2, Wis –2 Aural flaps: A triffian’s fat reserves and bat-like ears give it the ability to regulate its temperature, granting a +5 bonus to Fortitude defense against temperature extremes. Darkvision: 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). Languages: Triffian, Basic TROIG

From a system beyond the Koornacht Cluster is found the technologically poor planet Pollilus, which was discovered relatively late in the history of the Old Republic, and is home to the Troig species. All Troigs have at least two heads (more than two is rare, and celebrated). The left head, or “Saprah,” is a separate entity from the right head, or “Saprin” – they just happen to share a body. Their interwoven nervous system also affords them a limited telepathy with one another. For instance, they can understand each other perfectly, even if one learns a different language. Because they share neural impulses, they are in effect always looking out for each other. Having two heads controlling two arms each also gives Troigs a certain facility with multi-tasking.

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Troig Species Traits: Ability Modifiers: Dex –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 (included one of its heads). Double being: A troig may reduce the penalties for making more than one attack by one step (–10 becomes –5, –5 becomes –2 and –2 becomes 0). Furthermore, a troig may use the aid another action to benefit itself, or use aid another twice on another character. These benefits are lost if the troig ever loses one of its heads. Self-coordination: At the beginning of its turn, as a free action, a troig may make a Persuasion check against its own Will defense. If the check succeeds, the Troig may take an extra swift action that round. If the check fails, the troig may take no more actions that round, as it spends its entire turn arguing with itself. Speed: 6 squares. Size: Medium. Language: Troig & Basic

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UNKNOWN TRIDACTYL SPECIES This ancient, long-lived species is characterized by its short stature – generally slightly over one-half of a meter tall; long, pointed ears; and greenish, bluish or purplish skin. Its hands sport only three digits each, and its toes range from three to five digits. Members of this species tend to be well-humored, and often childlike in a Zen-like way.

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The syntax of their ancient language is a tortuous and archaic one. Even when a member of this species speaks other languages, including Basic, he often tends to apply this archaic syntax to it, creating a dialect some have characterized as sounding “backwards.” This tridactyl species is close-mouthed about its origins and homeworld,

although the ascension of Jedi Masters Yoda and Yaddle to the Jedi High Council have brought this secretive and highly spiritual species once more into Galactic attention. Sometimes mistaken (to their annoyance) for the mysterious Whills ("Feathers have I not. Vestigial wings, do you see on me?" Yoda replied to GNN news reporters), these diminutive humanoids can be found in many different career paths. Appearances and Examples: Jedi Master Yoda appears in pervasively throughout the “Star Wars” saga. Jedi Councilmember Yaddle appears in “The Phantom Menace” and “Attack of the Clones.” (N.B.: LucasFilm has explicitly refused to identify this species by name. The novelization of the “Empire Strikes Back” refers to Yoda as a “gnome,” although it is clearly meant as a descriptive term and not, necessarily, an identification of the species. Many sources simply refer to it as the “unknown tridactyl species,” which may be colloquially referred to as “UTF,” “tridactyl” or “tridac.” In any event, GMs can always avoid the inevitable in-character question, “What exactly are you?” with the droll, evasive response that the name for the species is unpronounceable in any language but its own.) Homeworld: Unknown. Unknown Tridactyl Species Traits (by “DrowBattlemind”) Ability Modifiers: -2 Strength, +2 Dexterity. Surge: Once per day, all they may make a Jump check as if they had the Surge Force Power. (This is in addition to any other uses of Surge he or she may have). Non-Force Sensitive members of this species substitute a Jump check instead of a Use The Force check, while Force Sensitive members of this species make the check as normal. Speak Like Yoda, Do I: While not all members of this species speak in the same broken syntax that Yoda does, they may employ the same speech patterns to confuse their opponents. Doing so grants a member of this species a reroll on Deception checks for the purpose of confusing one's opponent, with the second roll being the decider. Small Size: As Small creatures, they gain a +1 size bonus to Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are 3/4ths of those of Medium creatures. Speed: 4 sq. Language: Basic & their Native tongue

Alternate Unknown Tridactyl Species Traits: Ability Modifiers: -2 Strength, -2 Constitution. +2 Dexterity, +2 Wisdom Small Size: As Small creatures, members of the unknown tridactyl species gain a +1 size bonus to Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are 3/4ths of those of Medium creatures. Surge: Once per day, all members of the unknown tridactyl species may make a Jump check as if they had the Surge Force Power. (This is in additon to any other uses of Surge he or she may have). Non-Force Sensitive members of the unknown tridactyl species substitute a Jump check instead of a Use The Force check, while Force Sensitive members of the unknown tridactyl species make the check as normal.

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Speak Like Yoda, Do I: While not all members of the unknown tridactyl species speak in the same broken syntax that Yoda does, they may employ the same speach patterns to confuse their opponents. Doing so grants a member of the unknown tridactyl species a reroll on Deception checks for the purpose of confusing one's opponent, with the second roll being the decider. Automatic Languages: Basic and their native tongue

UTAI

One of two species native to the sinkhole world of Utapau, the stocky Utai toil as laborers in the sinkhole cities and caverns of their homeworld. Utai society exists side-by-side with that of the gaunt Pau'ans.

73lava flats of Vaathkree and incor

Where the Pau'ans are tall and thin, their Utai cousins are generally short and chubby. Utai have pale, hairless skin and large, oblong heads. Two glassy black eyes protrude on thick stalks from the Utai's face, which is otherwise unremarkable, aside from a small, puckered mouth. Utai have stubby, four-fingered hands and are capable workers and mechanics. An age ago, the Utai were the sole inhabitants of Utapau's plummeting sinkholes, living in dwellings nestled among the crevices of the rocky

walls. A planetary climate change forced Utapau's other primary species, the Pau'ans, to migrate underground. The two species formed a mutually beneficial society, merging their disparate civilizations and generally living in peace. A natural hierarchy formed, with the Pau'ans well placed as the rulers and politicians of the Utapaun cities, while the more hands-on Utai served as laborers and workers. Utai also serve as the keepers of the veractyl – extraordinarily fast lizard mounts native to Utapau – and over the years have learned how to tame the creatures. Appearances and Examples: Utai laborers serviced General Kenobi’s Jedi starfighter on Utapau in “Revenge of the Sith.” Utai Species Traits: Ability Modifiers: Int +2, Cha –2 Mechanical aptitude: An utai may reroll any Mechanics check, but it must keep the second check result. Conditional bonus feat: An utai trained in Mechanics gains Skill Focus (Mechanics) as a bonus feat. Darkvision: 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). Languages: Utapau’an & Basic VAATHKREE

The Vaathkree evolved on the planet of the same name. They are covered in armored plates and appear to be made of stone and metal. Vaathkree are devoted traders and barterers. In fact, the name of their religion roughly translates into Basic as "The Deal." The Vaathkree have developed a complicated trade language for discussing business matters that non-Vaathkree find especially hard to decipher (which usually works in the Vaathkree's favor). The Vaathkree also invented a two-dimensional artform known as Flatsculp, similar in style to Paonidd Extrassa Art. Vaathkree have a long lifespan of 300 to 350 standard years, and a two-staged life cycle. They begin their lives as small, shapeless non-sentients called Stonesingers, roaming the porating bits of stone and metal into their body structure. Their metabolism allows them to

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are

uited

ppearances and Examples: Valka, employed by the Herglic Hamar-Chaktak as a henchman, appears in the 1997 West r

athkree Species Traits: Con +2, Cha –2

age Reduction 2. us to its Reflex defense.

environmental, air-based,

uasion check made to haggle, but it must keep the second result. e

es. e, Vathkree Trade Language, Basic

aathkree forms (young adult or younger may change between these forms at will; adult or older must choose one)

l weapon (Small, 1d4 + Str modifier); -2 on checks requiring manipulation by hand (Use Computer,

n Swim checks; land speed is halved shed; -2 on checks requiring manipulation by hand (Use

pon Mastery I, Pin and Skill Focus (Climb) as bonus feats if it fulfils the corresponding

not use skills or objects

EKNOID The Veknoid hail from the Mid-Rim world of Moonus Mandel just inside of Bothan Space, a

r

his alien race is distinguished by the pair of blunt horns which sprout from the frill of bone

any Veknoids have since found their niche in the universe – RepulsorTaxi driving. Many Veknoid warrens have emerged in large population centers such as Coruscant and Corellia.

absorb minerals that are turned into tough armor scales on the outside of the skin. By about nine years of age, the Stonesingers are about one meter tall, but are still fluid in form. They also begin to develop rudimentary intelligence, and instructed by adult Vaathkree into the ways of The Deal. As they further mature and their minds develop, the young Stonesingers lose their fluidity, and must choose a particular form. Since the Vaathkree have been active in the Galactic Republic for several millennia, they usually adopt a roughly Human-sized humanoid form. Others adopt variant forms sto their chosen professions. Stonesingers mature to adulthood at about twenty years of age. AEnd Games Role Playing Game Supplement “Tapani Sector Instant Adventures”; Grosteek, the proprietor of the FarrimmeCafe onboard Mynock 7 Space Station, appears in the Star Wars Adventure Journal, Issue 11. VAbility Modifiers: Dex –4,Damage Reduction: A vaathkree gains DamNatural armor: A member of this species gains a +2 armor bonEnvironmental resistance: A vaathkree gains a +5 bonus to its Fort Defense against anytemperature-based or climate-based+5 hazard. Merchant spirit: A vaathkree may reroll any PersFixed form: Before reaching maturity a vaathkree’s body is pliable and fluid, solidifying upon reaching adulthood; thcharacter may choose the form it will retain when its body matures. Size: Medium Speed: 6 squarLanguage: Vaathkre VHumanoid: No effect Clawed: Gains naturaMechanics and so on) Fishlike: May take 10 oMultilegged: +2 on checks to avoid being tripped or bantha ruComputer, Mechanics and so on) Multilimbed trunk: Gains Dual Weaprerequisites; speed is reduced to 0 (may not move from a single spot under its own power) Spherical: Gains Improved Charge and Run as bonus feats if it fulfils the prerequisites; may requiring hands. V

little coreward of Bothawui. Their world was colonized early in galactic history by the Bothans. Many were taken around Bothan space as pets of wealthy Bothans until theisentience was proved by scientists from the newly forming Republic. Tthat sits over their eyes. They also have wide mouths and heavy-set jaws. The Veknoid have discriminating senses of smell and taste. Their language, “Vek” is guttural and grunting, but their versatile script “Veknoid” is used for the written form of many languages. Even Basic is often written in the Veknoid script on many planets in the Outer Rim, including Tatooine. M

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pilots his podracer in competition against Anakin Skywalker in he Phantom Menace.”

bility Modifiers: Str –2, Dex +2, Cha +2 e SECR.

ts it a +1 natural armor bonus to its Reflex defense.

e and weight allowance). Basic

ULPTEREEN Vulptereen hail from the rocky planet Vulpter, on the border between the Core Worlds and the Deep Core, the home of Viper Sensor Intelligence Systems, manufacturer of

alker in “The Phantom Menace.”

x +2, Wis –2, Cha –2 cho-location: Vulptereens may always ignore cover modifiers granted by concealment (even total concealment), and may

aim (as opposed to two swift actions). nus to their Fortitude defense against poisons, acids and toxins.

oss of a limb goes down 1

Condition Track, which may not be removed except by grafting a cybernetic implant. If the

Appearances and Examples: The Veknoid Teemto Pagalies“T Veknoid Species Traits: ALow-light vision: As per thNatural armor: A veknoid’s scaly hide granSpeed: 4 squares. Size: Small (+1 to Reflex defense, +5 on Stealth checks, –5 on grapple checks, reduced damagLanguages: Vek & V

the XPLR-R hyperspace-route-mapping and habitation-location unit. Vulptereen are a barrel-chested, shovel-snouted species with four to ten tusks growing from the side of their upper, and sometimes lower, snout. A finger-like appendage sprouts antenna-like from the Vulperteen’s snout, and is itself topped with a long, pink feeler. This odd appendage allows the Vulptereen a form of echolocation, giving the appearance of their having remarkable reflexes. The Vulperteen have created remarkable sensor technology – based on principles learned from the study of their own natural sensory abilities – which has been adopted for hyperspace-route mapping and other similar uses. Should the extra-sensory appendage of a Vulperteen be severed, the extra-sensory perception is lost, although patented cybernetic prostheses can be attained on Vulpter. This surgery is highly guarded and not shared with outsiders. Appearances and Examples: The Vulpertine Dud Bolt pilots his podracer in

competition against Anakin Skyw

Vulptereen Species Traits: Ability Modifiers: DeEtake a single swift action to Toxin resistance: Vulptereens gain a +5 boConditional Bonus Feat: A vulptereen trained in Mechanics gains Skill Focus (Mechanics) as a bonus feat. Darkvision: As per the SECR. Dismemberment vulnerability: Since a vulptereen’s brains expand throughout its entire nervous system, the lrequires the character to succeed on an Endurance check (DC 15). If the check is successful, the vulptereenadditional persistent step on thecheck fails, the vulptereen dies. Speed: 4 squares. Size: Small (+1 to Reflex defense, +5 on Stealth checks, –5 on grapple checks, reduced damage and weight allowance). Languages: Vulptereen & Basic

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VULTAN Vultans are the near-Human natives of the planet Vulta with pale olive skin, two-toed feet, ridged structures on the upper torso, fin-like growths on the back, and a mass of fleshy, cartilaginous tendrils covering the top and back of their heads that are able to protect the skull against most forms of injury. Their white eyes sometimes lack pupils and irises. Male Vultans tend to have folds and ridges on their heads, while females tended to have fleshy strands radiating out from the head. This gender dimorphism impacts the Vultans' mating and courtship rituals. As a people, the Vultans are enamored with the latest trends and fashions, and are skill technicians.

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Appearances and Examples: Oss Wilum and Zona Luka were Vultan Jedi during the Naddist Uprising in the “Tales of the Jedi” comics. Vultan Species Traits: Ability Modifiers: Con -2, Int +2, Cha +2 Head ridges: A vultan gains a +2 bonus to its Reflex defense when using the total defense action. Advanced culture: A vultan may choose to be trained in any one Knowledge skill as a bonus feat.

Conditional bonus feat: A vultan trained in Knowledge (technology) gains Skill Focus in this skill as a bonus feat. Low-light vision: As per the SECR. Speed: 6 squares. Size: Medium. Languages: Vultan, Basic. VURK

The Vurk are primitive, nomads bearing the traits of both reptiles and amphibians. They hail from the watery world of Sembla where volcanic ridges warm the vast seas and are slowly forming into continents. Vurk have scales like reptiles, but the scales are moist, like an amphibian’s skin. Like amphibians, they reproduce by externally fertilizing the female’s soft eggs, laid in the water, but unlike amphibians the hatchlings do not progress from a larval state. Rather, like reptiles, young Verks look similar to adult Verks, only smaller. Vurk are generally grayish, greenish or bluish, but some appear reddish or yellowish. They evolved from creatures that crawled from the planet’s life-producing oceans millennia ago and the crown of their heads sports a sweeping, hadrosaur-like crest containing a resonating chamber-horn, allowing the Vurk to make deep, loud sounds once used to ward off predators, keep a herd together, or attract potential mates. Vurk commonly travel into the galaxy when they can get offworld, as their nomadic tendencies (ingrained into them on almost the genetic level) lead them to wander the stars and only occasionally return to their homeworld. Appearances and Examples: Jedi Master Coleman Trebor was shot and

killed by Jango Fett at the Battle of Geonisis in “Attack of the Clones” Vurk Species Traits: Ability Modifiers: +2 Int, -2 Con, +2 Wis

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Thick hide: +1 Natural Armor Bonus to Reflex Defense Amphibious: Cannot drown in water. Conditional Bonus Feat: Skill Focus (Persuasion) if trained in Persuasion. Size: Medium Speed: 6 squares Languages: Basic, Vurk

Alternate Vurk Species Traits (by Isirga Eth) Con –2, Int +2, Wis +2 Nomadic: A vurk may reroll any Survival check, but he must keep the second result. Amphibious: A vurk can't drown in water. Conditional Bonus Feat: If a vurk is trained in Persuasion, he gains Skill Focus (Persuasion) as a bonus feat. Size: Medium Speed: 6 squares. Languages: Vurk & Basic

WOL CABASSHITE

Wol Cabasshites are mollusk-like sentients from the planet Wol Cabassh. Most of a Wol Cabasshite’s body is a digestive system. They lie on their “backs,” though they can attach themselves to ceilings and walls, and they propel themselves with their long tongues using mucus. There are two round eyes near the beginning of their tongue, one on each side of their body. Relatively unknown and mysterious to the galaxy as a whole, those who know Wol Cabasshites know them to have bizarre philosophies that are profound and multi-faceted. Wol Cabasshites are patient and think in a deep, abstract way that is very different from most species. Those only vaguely familiar with them typically assume that they are

unintelligent and insignificant due to their lack of technology and their odd appearance. Though nearly immobile, Wol Cabasshites are able to communicate. They understand their limitations, but are still able to function in galactic society despite them. Homeworld: Wol Cabassh. Example Names: Ghoel, Omo Bouri. Languages: Wol Cabasshites can only speak Wol Cabasshite, a complex language that involves the manipulation of their tongue and internal magnetic contours, forming a strange sound that sounds much like singing. Some are able to speak in this way directly into an individual’s neural system, giving many uninformed beings the impression that they can control minds or use telepathy. Adventurers: Wol Cabasshites rarely become adventurers, though those that do are usually seeking the thrill of seeing what the galaxy has to see. There have been Wol Cabasshite Jedi as well.

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Wol Cabasshite Species Traits: Ability Modifiers: +2 Constitution, +4 Intelligence, -2 Strength, -8 Dexterity, -2 Charisma. Wol Cabasshites are durable and have incredible thought processes, but their bizarre ideas and way of communicating makes it difficult to interact with others, and they are very slow-moving. Great Fortitude: Wol Cabasshites gain a +2 species bonus to their Fortitude Defense, accounting for their ability to consume almost anything. Clinging: Wol Cabasshites can travel up walls or even on ceilings without falling at their normal speed. No Endurance check is needed, and a Wol Cabasshite can stay put in its current place without even being conscious. Unique Physiology: Wol Cabasshites are immune to vacuum effects as well as inhaled poisons and gasses. Temperature Resistance: Wol Cabasshites gain a +10 bonus to Fortitude Defense when resisting extreme hot or cold.

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Prehensile Tongue: Wol Cabasshites can operate objects with their tongue. However, this is their only way of manipulating objects, and it is clumsy at best. They take a -10 penalty on all Jump, Mechanics, Pilot, Ride, Swim, Treat Injury, and Use Computer checks, as well as all attack rolls. Small Size: As small creatures, Wol Cabasshites gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Speed: Wol Cabasshite base speed is 1 square. Automatic Languages: Wol Cabasshite heroes can speak Wol Cabasshite and can understand (but not speak) Basic.

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WROONIAN

Wealth: As the Anomid trait from the Ultimat

XAMSTER

Wroonians are blue-skinned,blue-haired near-Humans with yellow irises from planet Wroona in the Inner Rim. Wroonian clothing and tattoos denote the wealthy, fun-loving, and deeply spiritual nature of their culture. A well-traveled species, numerous Wroonian colonies appeared throughout the Galaxy, such as on Saleucami. Unverified claims suggest that they are related to the Chiss. Appearances and Examples: George Lucas made a one-time cameo appearance in “Revenge of the Sith” playing the Wroonian character Baron N. Papanoida. Wroonian Species Traits: Ability Modifiers: None Speed: 6 squares. Size: Medium Amicable: Wroonians may reroll Persuasion checks to improve another sentient's attitude, but must keep the reroll, even if it is worse. e Alien Anthology

Conditional bonus feats: Skill Focus (Pilot) if trained in Pilot. Bon Vivant: A Wroonian must make a DC 10 Wisdom check to resist temptations, challenges, luxuries, and the like, even where such indulgences may have detrimental or dire consequences. Language: Wroonian and Basic

Xamsters hail from the beautiful planet Xagobah in the Mid-Rim, a cloud-covered world shrouded in purplish mists caused by the incredible amount of spores and pollen found in its atmosphere given off by all manner of trees and fungus. Xamsters are short, bipedal reptiles with a hooked os tipped with a horny, beak-like point. Xamsters have long pointed ears that sweep back over an elongated crown spiked with tiny horns. Appearances and Examples: The Xamster Neva Kee pilots his podracer in competition against Anakin Skywalker in “The Phantom Menace.” Xampster Species Traits: Ability Modifiers: Dex +2, Wis –2 Acute hearing: A Xamster may reroll Perception checks made to listen, but it must keep the second result. Natural armor: A xamster’s scaly hide grants it a +1 natural armor to Reflex defense. Speed: 4 squares.

Size: Small (+1 to Reflex defense, +5 on Stealth checks, –5 on grapple checks, reduced damage and weight allowance). Languages: Xamster and Basic

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X’TING

The insectile X’Ting were once the dominant, sentient race found on the planet Ord Cestus, which they referred to simply as Cestus. Standing nearly two meters in height, the average X'Ting is distinguished by its two pairs of arms. One pair is considered the primary arms, and are used to perform actions that required strength and control. The secondary arms are used for finer manipulation and menial activities. The body of an X'Ting is oval in shape, and is made up of carapace-covered segments. In the portions of the body uncovered by carapace, tufts of bristles provide a minimum of protection. A stinger is located at the base of their abdomen, which can inject a deadly poison into prey. Within the abdomen of an X'Ting are three stomachs, each with a specific purpose in the digestion of food.

X'Ting larvae are raised in pentagonal chambers, with one small chamber for each individual. The X'Ting are descended from a species of flying insects, as evidenced by their vestigial wings. The X'Ting society is based on a fairly rigid caste system that separates warriors from diggers and chewers from workers. This system seems to be in place to counteract the most unusual aspect of the species – the gender of the adult X'Ting cycles between male and female every three years. During the peak periods of each cycle, X'Ting experience intense hormonal surges that signal the need to reproduce. Interestingly, in addition to gender changes, male and female forms of X'Ting are distinctly different. Males tend to be smaller although more lethal in combat, while the females are larger and more intimidating. The history of the X'Ting people is hidden in secrets, since they want desperately to maintain their own existence. Many years before the Clone Wars, the X'Ting took control of Cestus after defeating the Spider People in a great war. With their new-found independence, the X'Ting decided to allow the Old Republic to establish a prison complex on Cestus, hoping to gain a place in the galactic community. The hive queen negotiated a deal with the politicians on Coruscant, and the prison facilities were constructed. The unexpected outcome of all this was the formation of the droid manufacturing firm Cestus Cybernetics, which virtually enslaved the X'Ting people. Shortly after the prison was completed, plagues began to destroy parts of the X'Ting society. Many felt that the plagues had been set loose by the offworlders who came to the planet as prisoners. It was during this period of strife, some 150 years before the Clone Wars, that a Jedi Knight was believed to have arrived on Ord Cestus and rallied the X'Ting, giving them strength and encouragement to save themselves against all odds. A so-called Great Plague then decimated the X'Ting about 100 years before the Clone Wars, reducing the millions of X'Ting to mere hundreds and destroying the royal family. Only a handful of eggs from the queen remained, which were hidden beneath the planet's surface behind an extensive security system, thereby ensuring the survival of the royal line. In the early history of Ord Cestus, the X'Ting maintained a symbiont circle with the Zeetsa, who produce the fluid known as Lifemilk for the X’Ting. The Lifemilk sustained the X'Ting, who produced food for the Zeetsa. Appearances and Examples: In the novel “The Cestus Deception” by Stephen Barnes, G'Mai Duris served as regent of the X’Ting during the height of the Clone Wars. X’Ting Species Traits (by RobShanti): Ability Modifiers: -2 Strength (when female only), -2 Con (when male only; N.B.: Hit Points gained or lost via Constitution bonuses or penalties apply retroactively. In other words, when an X’Ting turns male, he loses not only 2 points of Constitution, but also all the bonus hit points gained through Level 1 from his Con bonus. These CON points and Hit Points return when he turns female.) Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery II, Pin, Skill Focus (Climb) and Triple Attack 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. Stinger: X’Ting have a stinger in the abdomen which can inflict 1d6 points of damage as a natural unarmed attack.

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Venom: An X’Ting may inject a neurotoxic poison into a target that it stings with its stinger. The poison makes an attack roll at 1d20+10 vs. the target's Fortitude Defense; if successful, the target moves -1 persistent step along the condition track. A target moved to the end of the condition track by the poison falls into a coma and cannot be revived until the poison is cured. An X’Ting is immune to its own poison. Healing Restriction: Although the X’Ting are capable of feeding on a variety of foods for basic sustenance, the comestible substance referred to as “Lifemilk,” produced as a biological byproduct by the Zeetsa, is of particular importance to X’Ting physiology. Without it, an X’Ting cannot heal damage normally. When an X’Ting takes damage, he must consume a quantity of “Lifemilk” in order to begin healing. Until this precondition is met, the X’Ting will not heal and will remain permanently injured. Medium-sized: As Medium-sized creatures, X’Ting have no special bonuses or penalties due to size. Base Speed: 6 Squares Language(s): Zeetsa, X’Ting, and Basic

Alternate X’Ting Species Traits (by Isirga Eth) Ability Modifier: Wis –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. Poison stinger: As a standard action, an x’ting may make a stinger attack against a single living target. If the attack hits, the target suffers damage equal to 1d6+double the X’ting’s Str bonus. If the attack also equals or surpasses the target’s Fortitude defense, the victim goes down 1 persistent step in the Condition Track. Unpleasant hormones: A member of this species has a -2 penalty in all Persuasion checks made to improve a non-X’ting’s attitude. Size: Medium Speed: 6 squares. Languages: X’ting & Basic

YAKA

The Yaka are a brutish, thickly built species of Near-Human cyborgs hailing from the system of the same name. Centuries before the rise of the Galactic Empire, the neighboring Arkanians, known for their genetic experiments, implanted the naturally dim-witted race with cybernetic implants. The Arkanians saw this effort as benefiting the brutes, while the Galaxy at large questioned the ethical implications of such an act. For better or worse, the alterations the Yaka received improved their intelligence, but stripped them of all emotion.

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Appearances and Examples: Luwingo, a Yaka smuggler with a tragic past, appeared in the Dark Horse “Dark Empire” comics. Yaka Species Traits: Ability Modifiers: Str +2, Int +2, Cha –4 Unemotional: A yaka has a +5 bonus to his Will Defense against effects tarrgeting emotions, such as Mind Trick or a Sith’s Temptation ability. He also gains a +5 bonus on Deception checks made to hide emotions. Conversely, he suffers a –5 penalty on Perception checks made to detect the emotions of another creature.

Conditional Bonus Feat: If a yaka is trained in Mechanics or Use Computer, he gains Skill Focus in these skills as a bonus feat. Cybernetic implants: A yaka has a –5 penalty on all Use the Force checks.

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Size: Medium Speed: 6 squares. Languages: Yaka. YAM’RII

Hailing from the planet Yamr, Yam’rii are 2-meter-tall, mantis-like, carnivorous insectoids with multi-faceted eyes. Though their appearance may look non-threatening, the Yam’rii posses incredible strength. Even though their home planet Yamr is nearly inhabitable to most races, the Yam’rii have constructed a large industrialized society, basing most of their economy on technology.

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Yam’rii typically grow to approximately 2 meters in height, though their bodies remain relatively slim all their lives. The Yam’rii are known for their great stealth, which is impressive for their size. Yam’rii are quick-tempered and are known to go on frenzies fueled by their anger. They are meat-eaters by nature, and develop their hunting methods on

Yamr from youth. Eggs are also a supreme delicacy for the Yam’rii race. Yam'rii do not possess the necessary physiological apparatus to speak Basic. Although they may learn other languages for purposes of understanding the speech of others, they are only capable of verbalizing their own and other, similar insectoid langages. Appearances and Examples: Kitik Keed’kak was a Yam’rii female who appeared in the Cantina scene of “A New Hope.” Yam’rii Species Traits: Ability Modifiers: Str +2, Con –2 Natural weapon: Members of this species may make a claw attack (base damage 1d6 plus the character’s Str modifier) instead of an unarmed attack, or as an off-hand attack. A yam’rii’s claw attacks count as light melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons. Natural mimetism: A yam’rii may take 10 on any Stealth check made to avoid notice in heavily forested areas. Conditional bonus feat: A yam’rii trained in Mechanics gains Skill Focus (Mechanics) as a bonus feat Speed: 6 squares. Size: Medium. Languages: Yam’rii and Understand Basic Y'BITH

Millions of years ago, sentience took root among the ancient forerunners of the Bith species on Clak'dor VII. As the Bith evolved, they developed impressive cities in the mountains and jungles of their world. The capital city of Weogar and the domed city of Nozho stood for centuries as testament to the achievement of the proto-Bith culture, but relations between the cities soured, and they developed a fierce rivalry. About three hundred years ago, the tensions boiled over as a dispute over a star drive patent ignited in a civil war. When the war finally ended, Clak'dor VII's biosphere was ruined. A biological attack launched at Nozho had shattered the city, mutating its populace, and the surrounding wildlife. Most Nozho citizens were killed outright, but many who survived developed mutagenic irregularities that soon led to the creation of a subspecies of Bith. The Y'bith -- which translates as "Ghost Bith," eventually left the hermetically sealed cities that were built amid the ruins, and

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attempted to establish a permanent population on Clak'dor IV, where they eventually founded the city of New Nozho. The bio-engineering geniuses among the Y'bith stabilized much of the mutation's worst effects, but the populace was forced to adapt to their newly diminished eyesight, stronger hands and feet, ductile mouth structures, sensitive skin and thicker bones. The Y'bith have been tolerated by the Bith, though not openly accepted by mainstream Bith culture. Though some claim residual guilt over the bombings that created the Y'bith as the cause of Bith apprehension, the Bith themselves pragmatically deny such reasons. They cite the Y'bith's volatile biochemistry that triggers bouts of violence and aggression as reason enough to keep their distance. The Y'bith have been working to gain acceptance as members of the galactic community, with New Nozho becoming a notable trade port. Over the course of generations, the Y'bith have spread to other worlds, forming a notable minority presence on Nar Shaddaa and Coruscant, where they aided the rebuilding efforts following the Yuuzhan Vong war. The Y'bith see the story of their people as one of success, and are determined to continue working tirelessly until the whole galaxy, including their Bith cousins, agree. Appearances and Examples: A Y’bith appears in Ackmena’s Cantina in the “Star Wars Holiday Special.” Y’bith Species Traits: Ability Modifiers: Str +2, Con –2, Int +2, Wis –2 Scent: As per the ewok trait. Trance: Same as the bith ability. Rage: Same as the wookiee ability. Poor eyesight: Besides a normal bith’s range penalties, y’bith suffer a –5 penalty on all Perception checks requiring eyesight. Size: Medium Speed: 6 squares. Language: Bith & Basic YUZZUM

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Hailing from the forest moon of Endor, and not to be confused with the “Yuzzem” of Ragna III (from “Splinter of the Mind’s Eye,” which appear in the Ultimate Alien Anthology), a typical Yuzzum is somewhat difficult to characterize. The average size of the species is highly variable (though most stand quite tall on thin, spindle-like legs). The Yuzzum’s wide mouths are filled sometimes with sharp fangs, and sometimes blunt teeth. Some Yuzzum have thick, wooly coats, while others possess short fur. A Yuzzum's coat is typically yellowish or tan, but blue-coated Yuzzums also exist. As a result “Yuzzum” refers to this class of migratory, fur bearing mammals found on Endor. They are primitive hunter/gatherers and their long legs are used to keep their

heads just barely above the savanna grasses of the Dragon’s Pelt, where the Yuzzum forage and hunt for the rodent-like ruggers, the species’ preferred food, on the forest floor. Their reflective eyes seem to glow. They ride on large, three-meter-tall, spider-like rakazzak beasts. Yuzzums’ preferred weapons are spears or setting traps. They lack industrial technology, are more savage than Ewoks and are curious and cunning. Yuzzum have a fair amount of intelligence, but seem incapable of understanding other lifeforms. Nevertheless, they are mindful and get along with outsiders who respect their beliefs. They have been taken off the moon and sold as pets, however, but, being sapient, they tend not to accept such status. The Yuzzum have a musical language characterized by haunting, singing cries, and which is unpronounceable by non-Yuzzum and has no written form. Consequently, they have found employment offworld as singers. Appearances and Examples: The Yuzzum with the stage name “Joh Yowzah” appeared as a singer in Max Rebo’s band in

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the Special Edition version of “Return of the Jedi.” Some particularly nasty blue-coated Yuzzum are featured in the animated “Ewoks” series. Yuzzum Species Traits: Ability Modifiers: +2 Dex, -2 Str May reroll Survival but must keep the second roll even if it is worse. Moving Singing Voice: Yuzzem may reroll persuasion when performing with song. Low-light vision. Primitive: As the Ewok trait. Size: Medium. Base Speed: 6 squares Language: Speak Yuzzum (no written form of the language exists) ZEETSA

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The Zeetsa are one of the primary sentient races that evolved on the planet Ord Cestus, populated also by the insectoid X'Ting and the so-called “Spider People.” The Zeetsa resemble swollen, translucent-blue spheres with stubby limbs used for grasping, but not for ambulation, which is accomplished by rThe translucent, bluish skin of a Zeetsa contains a network of veins and internal organs visible beneath its surface. The Zeetsa’s outer membrane is malleableand the Zeetsa can shape it, to a limited extent, to create a temporary vits surface that can roughly approximate the countenance of another species, but not nearly close enough to actually impersonate that species. In the earlyhistory of Ord Cestus, the X'Ting depended on the Zeetsa to produce the fluid known as Lifemilk. The Lifemilk sustained the X'Ting, who produced food for theZeetsa. Over time, many Zeetsa became willful and stubborn, and chose to

segregate themselves from the X'Ting. Many individuals chose to remain, however, ensuring that their symbiont circle remained unbroken. Appearances and Examples: In the novel “The Cestus Deception” by Stephen Barnes, the Zeetsa Shar Shar served as an assistant to X’Ting regent G'Mai Duris, during the height of the Clone Wars; the Zeetsa named Guntar worked as a drug manufacturer for the X’Ting gangster Trillot, who removed Guntar’s olefactory organs as punishment for secretly cutting his products with Xyathone. Zeetsa Species Traits: Ability Modifiers: +2 Charisma, +2 Constitution, -2 Strength, -2 Dex Malleable: The Zeetsa have a boneless structure which allows them to squeeze through very small openings. A Zeetsa can pass through any opening equivalent to 15 square centimeters or any variant thereof (28 cm x 3 cm, 20 cm x 10 cm, etc.). Moving this way can be performed only at half normal speed, and if attacked while squeezing through a small opening, the Zeetsa cannot use its Dexterity bonus to Defense. Bounce-by Attack: During combat, a Zeetsa can take a move action to bounce over an opponent with a jump check at DC 15 for medium sized opponents (+ or - 5 for each size category), and another partial action at any time during the bounce, but may not take a second move action during a round in which the Zeetsa is making the bounce attack. Size: As small creatures, Bimm gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Base Speed: 8 squares Language(s): Zeetsa, X’Ting, and Basic

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APPENDIX A: WIZO_TAO’S CONVERSIONS OF THE ULTIMATE ALIEN ANTHOLOGY SPECIES (from http://sagaconversions.mattylee.com/alien.php) Abyssin Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Abyssin base speed is 6 squares. Extraordinary Recuperation: See Wookie trait (SECR page 32). Limb Regeneration: See Trandoshan trait (SECR page 31) Poor Depth Perception: No change from information given in Ultimate Alien Anthology. Primitive: See Gamorrean trait (SECR page 26). Desert Survival: An Abyssin may choose to reroll any Survival check made in an arid environment, but the result of the reroll must be accepted even if it is worse. Automatic Languages: Abyssin. Adarian Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Adarian base speed is 6 squares. Long Call: An Adarian can emit a subsonic call by inflating his throat pouch and vibrating the air-filled sack as a full-round action. This call can be heard up to 20 kilometers away by other Adarians. Bellow: See Ithorian trait (SECR 27) Conditional Bonus Feat: An Adarian with Perception as a trained skill gains Skill Focus (Perception) as a bonus feat. Automatic Languages: Adarese. Advozse Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Advozse base speed is 6 squares. Herbivorous: No change from information given in Ultimate Alien Anthology. Natural Armor: Natural Armor is added to Reflex Defense. Pessimistic: Even if the Persuasion skill would normally be available as a class skill, he may become trained in Persuasion only by purchasing the skill through the Skill Training Feat. In addition, an Advosec untrained in Persuasion may not add 1/2 his character level to Persuasion checks. Automatic Languages: Advb. Amanin Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Amanin base speed is 6 squares. Primitive: See Gamorrean trait (SECR page 26). Roll: Amanin suffer a -5 penalty to Perception while rolling, but otherwise this trait remains unchanged. Resilient: +1 Fortitude Defense. Expert Climber: See Sullustan trait (SECR page 31). Automatic Languages: Amanese. Anomid Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Anomid base speed is 6 squares. Technical Aptitude: When working with items of a technical nature (such as computers, droids, or repulsorlift engines), Anomids may take 10 on any Mechanics check, even when distracted or threatened. Wealthy: No change (Not to be confused with the Noble's Wealth Talent). Conditional Bonus Feat: An Anomid with Knowledge (Galactic Lore) as a trained skill gains Skill Training (Persuasion) as a bonus feat. Automatic Languages: Anomid. Anx Ability Modifiers: No change from information given in Ultimate Alien Anthology. Large-size: As Large creatures, Anx 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: Anx base speed is 8 squares.

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Communicate at a Distance: No change from information given in Ultimate Alien Anthology. Revealing Coloration: Anx suffer a -5 penalty to Deception without a fin cloak, but otherwise this trait remains unchanged. Conditional Bonus Feat: An Anomid with Knowledge (Life sciences) as a trained skill gains Martial Arts I as a bonus feat. Bonus Feat: An Anx recieves Skill Training (Endurance) as a bonus feat. Automatic Languages: Anx. Anzat Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Anzat base speed is 6 squares. Anzati Tracking: An Anzat may use the Use the Force skill in place of the Survival skill for the purposes of tracking (provided he is trained in the Use the Force skill). Though an Anzat can track using the Survival skill, the Anzat gains a bonus on tracking with his Use the Force skill equal to the target character's level. Hypnosis: An Anzat can attempt to hypnotize an adjacent target as a full round action. The target must be able to see, hear, and understand the Anzat. Make a Persuasion check; If the result equals or exceeds the target's Defense, it moves -1 step along the condition track. The target gets a +5 bonus to Will Defense if it is higher level than the Anzat. Probiscises:An Anzat may attempt to drain the "soup" from a helpless target, or any target who he has successfully Grabbed or Pinned. The Anzat makes a special attack (d20 + character level + Intelligence modifier) against his target's Fortitude Defense as a full round action. If the attack succeeds, the target is immediately moved to Helpless on the condition track and the Anzat may drain 1 point of Constitution per round as a full round action, beginning the following round. Bonus Feat: An Anzat recieves Force Sensative as a bonus feat. Automatic Languages: Basic, Anzat. Aqualish See SECR page 284. Arcona Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Arcona base speed is 6 squares. Natural Armor: Natural Armor is added to Reflex Defense. Salt Addiction: When an Arcona ingests sodium chloride, make an attack roll (1d20 + 5) agains the Arcona's Fortitude Defense. If the attack succeeds, the Arcona moves -1 persistent step along the condition track. An afflicted Arcona must spend a Force Point to resist the addiction for 24 hours. The effects of salt poisoning last for 3 days after the addiction is broken, though this duration may be lowered by 1 day for each additional Force Point spent. Automatic Languages: Arconese. Arkanian Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Arkanian base speed is 6 squares. Bonus Trained Skill: See Human trait by the same name. Automatic Languages: Arkanian. Ayrou Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Ayrou base speed is 6 squares. Trustworthy: An Ayrou may choose to reroll any Persuasion check, but the result of the reroll must be accepted even if it is worse. Automatic Languages: Ayrou. Balosar Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Balosar base speed is 6 squares. Antennapalps: While extended, a Balosar's antennapalps are sensative to sound. At close range (within 10 squares) Balosar ignore cover and concealment for the purposes of Perception checks. However, a while a Balosar's antennapalps are extended he suffers a -2 penalty to Defense against sonic attacks. Posion Resistance: Balosars gain a +5 species bonus to Fortitude Defense to resist the effects of poison. Moral Ambiguity: A Balosar suffer's a -5 penalty to Will Defense against Persuasion checks if the Balosar is promised profit or power. Automatic Languages: Balosar and Basic.

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Barabel Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Barabel base speed is 6 squares. Natural Armor: Natural Armor is added to Reflex Defense. Natural Weapons: No change from information given in Ultimate Alien Anthology. Radiation Resistance: Barabel recieve a +2 species bonus to Fortitude Defense against radiation. Darkvision: See Sullustan trait (SECR page 30). Primitive: See Gamorrean trait (SECR page 26). Intimidating: Barabel may reroll any Persuasion check made to intimidate others, but the result of the reroll must be accepted even if it is worse. Automatic Languages: Barabel. Baragwin Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Baragwin base speed is 4 squares. Natural Armor: Natural Armor is added to Reflex Defense. Mood Sense: A Baragwin may reroll any Perception check made to sense deception or influence, but the result of the reroll must be accepted even if it is worse. Conditional Bonus Feat: A Baragwin with Mechanics as a trained skill gains Skill Focus (Mechanics) as a bonus feat. Automatic Languages: Basic. Bartokk (multilimbed insectoid, Medium) Speed: 6 squares. Str +2, Con +2, Int -6, Cha -4 Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery II, Pin, Skill Focus (Climb) and Triple Attack 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 weapon: Members 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. hive mind: uncanny dodge I in group Limb regeneration: This ability works as the Trandoshan ability of the same name (as detailed in the SECR).. Natural armor: members of this species gain a +1 natural armor bonus to their Reflex defense. Force-incapable: Bartokk can't become Force Sensitive or use the force. Languages: Bartokk, Basic Besalisk (four-armed fat saurian, Medium) Speed: 6 squares. Dex -4, Con +2 Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery II, Pin, Skill Focus (Climb) and Triple Attack 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. Environmental adaptation: Members of this species may always take 10 on survival checks when in arctic environments. Resist hunger: Members of this species may go without food for a number of days equal to twice their Con modifier before requiring an Endurance check. 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. Languages: Besalisk, Basic Bimm Ability Modifiers: No change from information given in Ultimate Alien Anthology. Small Size: As small creatures, Bimm gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Speed: Bimm base speed is 4 squares. Automatic Languages: Basic, Bimm. Bith Ability Modifiers: No change from information given in Ultimate Alien Anthology.

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Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Bith base speed is 6 squares. Heightened Smell: No change from information given in Ultimate Alien Anthology. Micro-Vision: Bith may reroll Perception checks when limiting the use of this skill to 2 squares. Bith suffer double the range penalties (-4 for short, -10 for medium, and -20 for long). Meditative Trance: Change "Listen and Spot checks" to "Perception checks", but otherwise this trait remains unchanged. Automatic Languages: Bith. Blood Carver Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Blood Carver base speed is 8 squares. Sneak Attack: As the Scoundrel Talent (SECR page 47). Blood Carver heroes and profesionals gain an additional Sneak Attack talent at 5th, 10th, 15th, and 20th levels. Flexible Body: A Blood Carver can reroll any Acrobatics checks made to escape bonds, but must keep the result of the second roll even if it is worse. Automatic Languages: Batorese. Bothan See SECR page 24. Brizzit Ability Modifiers: +2 Con, -2 Cha Size: Medium May reroll Perception checks, but must keep the second result. Bile Regurgitation: Once per encounter, a Brizzit can spit a burning bile on an adjacent foe. The Brizzit 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. Languages: Basic, Brizzit Caamasi Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Caamasi base speed is 6 squares. Memory Sharing (Memnii): Replace "Telepathy check" with "Use the Force check", otherwise this trait remains unchanged. Trustworthy: A Caamasi may choose to reroll any Persuasion check, but the result of the reroll must be accepted even if it is worse. Automatic Languages: Basic and Caamasi. Caarite Ability Modifiers: No change from information given in Ultimate Alien Anthology. Small Size: As small creatures, they gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Speed: Caarite base speed is 4 squares. Climate Adaptation: A Caarite may choose to reroll any Survival check made in hot climates, but the result of the reroll must be accepted even if it is worse. Automatic Languages: Basic and Caarimala. Cathar Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Cathar base speed is 8 squares. Natural Weapons: No change from information given in Ultimate Alien Anthology. Automatic Languages: Basic and Catharese. Celegian Ability Modifiers: No change from information given in Ultimate Alien Anthology. Large-size: As Large creatures, Celegians 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: Within a cyanogen atmosphere or floating life-support chamber, Celegians fly at a base speed of 4 squares. Celegians have a swim speed of 10 squares in the cyanogen seas of their homeworld. Telepathy: Celegians can use the Use the Force skill to create a telepathic link untrained and without the Force Sensitivity Feat. In addition, the DC for using Telepathy is reduced by 5. Cyanogen Breather: Replace "Fortitude save" with "Endurance check", otherwise this trait remains unchanged.

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Expert Swimmer: See Gungan trait (SECR page 27). Automatic Languages: No change from information given in Ultimate Alien Anthology. Cerean See SECR page 24. Chadra-Fan Ability Modifiers: No change from information given in Ultimate Alien Anthology. Small Size: As small creatures, They gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Speed: Chadra-Fan base speed is 4 squares. Darkvision: See Sullustan trait (SECR page 30). Isolation Aversion: After each 24 hour period spent alone, make an attack roll (1d20 + number of days) against the Chadra-Fan's Will Defense. If the attack succeeds, the character takes 2 points of damage and moves -1 persistent condition down the condition track. Conditional Bonus Feat: A Chadra-Fan with Mechanics as a trained skill gains Skill Focus (Mechanics) as a bonus feat. Automatic Languages: Chadra-Fan. Chagrian Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Chagrian base speed is 6 squares. Breathe Underwater: See Mon Calamari trait (SECR page 29). Radiation Resistance: Chagrian recieve a +2 species bonus to Fortitude Defense against radiation. Low-Light Vision: See Gungan trait (SECR page 27). Automatic Languages: Chagri. Charon (Giant spider, Large) Speed: 8 squares. Int +2, Cha -6 Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery II, Pin, Skill Focus (Climb) and Triple Attack 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. Web: Charon characters have the natural ability to spin webs. A charon may make a net attack (as described in the SECR) at any time, as a full-round action. Multilegged: Members of this species gain a +5 bonus on all checks to avoid being tripped or bantha rushed. Special: Members of this species are confined to otherspace, and require gamemaster approval to play.Automatic Languages: Charon. Chev Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Chev base speed is 6 squares. Resilient: +1 Fortitude Defense. Survival Instinct: See Ithorian trait (SECR page 28). Automatic Languages: Basic and Chev. Chevin Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Chevin base speed is 6 squares. Natural Armor: Natural Armor is added to Reflex Defense. Automatic Languages: Chevin. Chiss Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Chiss base speed is 6 squares. Automatic Languages: Cheunh. Clawdite Ability Modifiers: No change from information given in Ultimate Alien Anthology.

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Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Clawdite base speed is 6 squares. Shapeshift: Replace "Disguise check" with "Deception check made to present a Deceptive appearance" and "Fortitude save (DC 12)" with "Endurance check (DC 12)". Automatic Languages: Clawdite. Codru-Ji (Four-armed elf-like humanoid, Medium) Ability Modifiers: No change from information given in Ultimate Alien Anthology. Speed: 6 squares. Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery II, Pin, Skill Focus (Climb) and Triple Attack 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. Automatic Languages: Codruese.

Codru-ji, wyrwulf (immature Codru-ji) (six-legged dog, Small) Speed: 4 squares. Str -4, Dex -2, Con -4, Int -2, Wis -2, Cha -2 Natural weapon: Members of this species may make a bite attack (damage 1d4 plus the character’s Str modifier) instead of an unarmed attack, or as an off-hand attack. Bite attacks count as one-handed melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons. Multilegged: Members of this species gain a +5 bonus on all checks to avoid being tripped or bantha rushed. Automatic Languages: Codruese.

Colicoid Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Colicoid base speed is 6 squares. Damage Reduction: No change from information given in Ultimate Alien Anthology. Poison: The Colicoid may make a melee attack against an opponent's Fortitude Defense. If successful, the target takes 1d6 points of damage and moves -1 step on the condition track. Force Resistance: +10 species bonus to Will Defense against any Use the Force check. Defensive Ball: No change from information given in Ultimate Alien Anthology. Reviled: -5 species penalty on Persuasion checks to improve the attitude of a member of another species. Automatic Languages: Colicoid. Cragmoloid Ability Modifiers: No change from information given in Ultimate Alien Anthology. Large-size: As Large creatures, Cragmoloid 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: Cragmoloid base speed is 6 squares. Natural Armor: Natural Armor is added to Reflex Defense. Natural Weapons: No change from information given in Ultimate Alien Anthology. Automatic Languages: Cragii. Dantari Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Dantari base speed is 6 squares. Primitive: See Gamorrean trait (SECR page 26). Automatic Languages: Dantari. Dashade Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Dashade base speed is 6 squares. Heat Dissipation: No change from information given in Ultimate Alien Anthology. Force Resistance: +10 species bonus to Will Defense against any Use the Force check. Radiation Resistance: Dashade recieve a +2 species bonus to Fortitude Defense against radiation. Automatic Languages: Dashadi.

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Defel Ability Modifiers: No change from information given in Ultimate Alien Anthology. Small Size: As small creatures, They gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Speed: Defel base speed is 4 squares. Invisibility: Defel have concealment in areas of low light, and total concealment in especially poorly lit areas. Blindness: No change from information given in Ultimate Alien Anthology. Automatic Languages: Defel. Devaronian Abilitie Modifiers: +2 Cha, -2 Wis Size: Medium Speed: 6 squares Silver Tongued: Devaronians may reroll any Deception check, but the second result must be kept even if it is worse. Opportunist: A Devaronian suffers a -5 penalty to Will Defense against Persuasion checks if the Devaronian is promised profit or power. Automatic Languages: Devaronese and Basic. Draethos Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Draethos base speed is 6 squares. Natural Armor: Natural Armor is added to Reflex Defense. Telepathy: Draethos can use the Use the Force skill to create a telepathic link untrained and without the Force Sensitivity Feat. In addition, the DC for using Telepathy is reduced by 5. Low-Light Vision: See Gungan trait (SECR page 27). Conditional Bonus Feat: A Draethos with Endurance as a trained skill gains Skill Focus (Endurance) as a bonus feat. Automatic Languages: Draethos. Drall Ability Modifiers: No change from information given in Ultimate Alien Anthology. Small Size: As small creatures, They gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Speed: Drall base speed is 4 squares. Automatic Languages: Drallish. Dressellian Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Dressellian base speed is 6 squares. Early Technology: No change from information given in Ultimate Alien Anthology. Defiance: Dressellians gain a +2 species bonus to Will Defense against fear effects and Intimidate checks. Automatic Languages: Dressellian. Dug Ability Modifiers: No change from information given in Ultimate Alien Anthology. Small Size: As small creatures, They gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Speed: Dug base speed is 4 squares. Lightning Reflexes: See Gungan trait (SECR page 27). Expert Climber: See Sullustan trait (SECR page 31). Conditional Bonus Feat: Dugs trained in either Acrobatics or Jump recieve Skill Training for the other as a bonus Feat. Automatic Languages: Dug. Duros See SECR page 25. Ebranite (six armed biped, Medium) Speed: 6 squares. Str +2, Dex -2, Con +2, Int -2, Wis -2, Cha -2

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Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery II, Pin, Skill Focus (Climb) and Triple Attack 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. Rage: This ability functions exactly as the wookiee ability of the same name, as detailed in the SECR. Low-light vision: This ability functions as described in the SECR. 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. Automatic Languages: Basic, Ebranese. Elom Ability Modifiers: No change from information given in Ultimate Alien Anthology. Small Size: As small creatures, They gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Speed: Elom base speed is 4 squares, however Eloms can move at this speed even when carrying a medium or heavy load or wearing medium or heavy armor. Light Sensitivity: No change from information given in Ultimate Alien Anthology. Automatic Languages: Elom. Elomin Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Elomin base speed is 6 squares. Xenophobic: An Elomin 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 Elomin, even if they would normally be able to do so through a Talent or Species trait. Automatic Languages: Basic, Ebranese. Em'liy Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Em'liy base speed is 6 squares. Spirit of Battle: Identical to the Rage. See Wookie trait (SECR page 32). Sneaky: See Ewok trait (SECR page 27). Conditional Bonus Feat: Em'liy trained in Survival recieve Skill Training (Survival) as a bonus feat. Automatic Languages: Em'liy. Ewok See SECR page 25. Falleen Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Faleen base speed is 6 squares. Pheremones: A Faleen may choose to reroll any Persuasion check, but the result of the reroll must be accepted even if it is worse. Targets without respiratory systems are unaffected. A Faleen can also temporarily enhance this effect through careful effort. If he meditates for one hour, he may instead choose the better of the two results. This enhancement only lasts for one hour after meditation is completed. Hold Breath: See Gungan trait (SECR page 27). Automatic Languages: Faleen. Farghul Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Farghul base speed is 6 squares. Prehensile Tail: A Farghul with Martial Arts I may use his tail to wield a light melee weapon, but otherwise this trait remains unchanged. Automatic Languages: Farghul. Feeorin Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology.

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Speed: Feeorin base speed is 6 squares. Low-Light Vision: See Gungan trait (SECR page 27). Stronger by Age: No change from information given in Ultimate Alien Anthology. Resilient: +2 Fortitude Defense. Conditional Bonus Feat: Feeorin trained in Endurance recieve Skill Training (Endurance) as a bonus feat. Automatic Languages: Feeorin. Filordus Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Filordus base speed is 10 squares. When bipedal, their base speed drops to 4 squares. Natural Weapons: No change from information given in Ultimate Alien Anthology. Acute Hearing: A Filordus may choose to reroll any Perception check related to hearing, but the result of the reroll must be accepted even if it is worse. However, a Filordus suffers a -2 penalty to Defense against sonic attacks. Automatic Languages: Filordian. Frozian Ability Modifiers: No change from information given in Ultimate Alien Anthology. Large-size: As Large creatures, Frozian 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: Frozian base speed is 8 squares. Automatic Languages: Frozian. Gamorrean See SECR page 26. Gand Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Gand base speed is 6 squares. Natural Armor: Natural Armor is added to Reflex Defense. Darkvision: See Sullustan trait (SECR page 30). Automatic Languages: Gand. Geonosian Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Geonosian base speed is 6 squares. Geonosians with wings also have a fly speed of 8 squares. Exotic Weapon Proficiencies: No change from information given in Ultimate Alien Anthology. Natural Armor: Natural Armor is added to Reflex Defense. Radiation Resistance: Geonosians recieve a +2 species bonus to Fortitude Defense against radiation. Low-Light Vision: See Gungan trait (SECR page 27). Conditional Bonus Feat: A Geonosian with Mechanics as a trained skill gains Skill Focus (Mechanics) as a bonus feat. Automatic Languages: Geonosian. Givin Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Givin base speed is 6 squares. Natural Armor: Natural Armor is added to Reflex Defense. Damage Reduction: No change from information given in Ultimate Alien Anthology. Unique Physiology: No change from information given in Ultimate Alien Anthology. 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. Gossam Ability Modifiers: No change from information given in Ultimate Alien Anthology. Small Size: As small creatures, They gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Speed: Gossam base speed is 4 squares.

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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. Gotal Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. 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. Gran Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Gran base speed is 6 squares. Darkvision: See Sullustan trait (SECR page 30). Conditional Bonus Feat: A Gran with Perception as a trained skill gains Skill Focus (Perception) as a bonus feat. Automatic Languages: Gran. Gungan See SECR page 26. Herglic Ability Modifiers: No change from information given in Ultimate Alien Anthology. 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: Natural Armor is added to Reflex Defense. Gambling Addiction: Change "must succeed at a Will save" to "must spend a Force Point". Otherwise, this trait remains unchanged. Automatic Languages: Herglese. H'nemthe Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: H'nemthe base speed is 6 squares. Natural Weapon: The Female H'nemthe's natural weapon threatens critical only on a 20. Otherwise, this trait remains unchanged. Conditional Bonus Feat: A H'nemthe with Perception as a trained skill gains Skill Focus (Perception) as a bonus feat. Automatic Languages: H'nemthe. Ho'din Ability Modifiers: No change from information given in Ultimate Alien Anthology. 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. Speed: Ho'din base speed is 8 squares. Cold Blooded: Ho'din suffer a -2 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. Houk Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Houk base speed is 6 squares. Natural Armor: Natural Armor is added to Reflex Defense. Physical Intimidation: Change "Intimidate checks" to "Persuasion checks made to intimidate others", but otherwise this trait remains unchanged. Automatic Languages: Basic, Houk.

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Hutt See SECR page 284. Iktotchi Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Iktotchi base speed is 6 squares. Natural Armor: Natural Armor is added to Reflex Defense. Precognition: An Iktotchi with the Force Sensative feat may choose to reroll any Use the Force checks to Sense Surroundings or activate the Farseeing Force Power, but the result of the reroll must be accepted even if it is worse. Expert Pilot: See the Duros trait (page 25). Automatic Languages: Iktotchese. Iotran Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Iotran base speed is 6 squares. Martial Prowess: No change from information given in Ultimate Alien Anthology. 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. Ishi Tib Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Ishi Tib base speed is 6 squares. Breathe Underwater: See Mon Calamari trait (SECR page 29). Natural Weapons: No change from information given in Ultimate Alien Anthology. Rage: See Wookie trait (SECR page 32). Hydration: No change from information given in Ultimate Alien Anthology. Automatic Languages: Tibranese. Ithorian See SECR page 27. Jawa Ability Modifiers: No change from information given in Ultimate Alien Anthology. Small Size: As small creatures, They gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Speed: Jawa base speed is 4 squares. Technical Aptitude: When working with items of a technical nature (such as computers, droids, or repulsorlift engines), Jawa may take 10 on any Mechanics check, even when distracted or threatened. Darkvision: See Sullustan trait (SECR page 30). Desert Survival: A Jawa may choose to reroll any Survival check made in an arid environment, but the result of the reroll must be accepted even if it is worse. Automatic Languages: Jawa, Jawa Trade Language. Jenet Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Jenet base speed is 8 squares. Photographic Memory: No change from information given in Ultimate Alien Anthology. 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. Kaminoan Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Kaminoan base speed is 6 squares. Conditional Bonus Feat: A Kaminoan with Knowledge (life science) as a trained skill gains Skill Focus (Knowledge [life science]) as a bonus feat.

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Automatic Languages: Basic, Kaminoan. Kel Dor See SECR page 28. Kerestian Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. 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. Khil Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Khil base speed is 6 squares. Hulepi: No change from information given in Ultimate Alien Anthology. Expert Singer: A Khil may choose to reroll any Persuasion checks to change attitude through singing, but the result of the reroll must be accepted even if it is worse. Automatic Languages: Khilese. Khommite Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change or Small Size: As small creatures, They gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Speed: Khommite base speed is 6 squares. Clone: No change from information given in Ultimate Alien Anthology. Automatic Languages: Basic. Kian'thar Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Kian'thar base speed is 6 squares (in land or in water). Natural Armor: Natural Armor is added to Reflex Defense. Empath: A Kian'thar 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. Force Sensative Kian'thar with the Force Persuasion talent may choose to reroll any Use the Force checks made to Persuade, but the result of the reroll must be accepted even if it is worse. Expert Swimmer: See Gungan trait (SECR page 27). Automatic Languages: Basic, Kian'thar. Kitonak Ability Modifiers: No change from information given in Ultimate Alien Anthology. Small Size: As small creatures, They gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Speed: Kitonak base speed is 4 squares. Natural Armor: Natural Armor is added to Reflex Defense. Slow Reaction: No change from information given in Ultimate Alien Anthology. Resistant to Persuasion: A Kitonak recieves a +5 species bonus to Will Defense against Persuasion checks. Automatic Languages: Kitonese. Klatoonian Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Klatoonian base speed is 6 squares. Stong Willed: A Klatonian recieves a +2 species bonus to Will Defense. Automatic Languages: Huttese.

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Koorivar Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Koorivar base speed is 6 squares. Stong Willed: A Koorivar recieves a +1 species bonus to Will Defense. Wealthy: No change (Not to be confused with the Noble's Wealth Talent). 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. Korunnai From the toxic cloudsea planet of Haruun Kal, the Korunnai, a group of Force Sensitive Humans roams from meadow to meadow with faithful steads called Akk Dogs and the temporary terraformers called Grassers. It is thought that these Humans came from a crashed Jedi ship many milleniums before the Galactic Republic. From them sprouted some of the most powerful Force Sensitives the Galaxy has seen. Worshipping Pelekotan, the embodiment of nature and the Force in its darkest form, the Korunnai survive in the harsh jungles by calling on Pelekotan and wielding the darkest of powers. Personality: Korunnai are proud and sometimes arrogant in nature. Fighting is bred into them as they must survive against the terrors of the jungle and those of the Downfolk. Physical Description: Korunnai look almost identical to regular baseline humans in every way. Homeworld: The Korunnai live on the planet Haruun Kal in the Al'Har System. Languages: Korunnai speak Basic, but can speak, read, and write Korun. Example Names: Besh, Chalk, Iolu, Kar Vastor, Lesh, Liae Trevval, Lorz Geptun, Nick Rostu, Nuriin-Ar, Prouk, Thaffal. Adventurers: Korunnai adventurers walk many paths, but all adhering the the dangerous and fearsome Pelekotan. A Korun brought into the wide open galaxy at a young age may be allowed to walk the path of the Jedi, but Korun are usually Soldiers and Scouts due to their traditions of conflict with the Balawai (Downfolk) who reside in the capital city of Pelek Baw Korunnai Species Traits Korunnai share the following species traits: Medium-size: As medium characters, Korunnai have no special bonuses or penalties due to their size. Speed: Korunnai base speed is 6 squares. Bonus Trained Skill: Korunnai, like their human counterparts, are versatile and thus choose an additional trained skill at level one. Force Sensitivity: Instead of the Bonus Feat Humans get at level one, Korunnai automatically gain Force-Sensitivity for free at level one. Resist Gaseous Toxins: Korunnai gain a +2 Racial bonus to Fortitude Defense when attempting to resist Gaseous Toxins (Inhaled Poisons). Automatic Languages: Basic and Korun. Krevaaki Ability Modifiers: No change from information given in Ultimate Alien Anthology. (chitinous tendril-face biped, Medium) Speed: 6 squares. Wis +2, Cha -2 Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense. Conditional Bonus Feat: Members of this species gain Skill Focus (Deception) as a bonus feat if they are trained in that skill. Enhanced Fortitude: Members of this species gain a +1 bonus to their Fortitude defense. Automatic Languages: Kreva. Krish Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Krish base speed is 6 squares. Easily Distracted: Change "must succeed at a Will save" to "must spend a Force Point" and "If the Krish fails the save" to "If the Krish chooses not to spend a Force Point". Otherwise, this trait remains unchanged. 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. Kubaz Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Kubaz base speed is 6 squares . Light Sensitivity: No change from information given in Ultimate Alien Anthology. Conditional Bonus Feat: A Kubaz with Gather Information as a trained skill gains Skill Focus (Gather Information) as a bonus feat. Automatic Languages: Kubazi.

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Kushiban Ability Modifiers: No change from information given in Ultimate Alien Anthology. 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. Lannik Ability Modifiers: No change from information given in Ultimate Alien Anthology. Small Size: As small creatures, They gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Speed: Lannik base speed is 4 squares. Fearless: Lannik gain a +2 species bonus to Will Defense against fear effects and Intimidate checks. This bonus stacks with the Lannik's Strong Willed trait. Stong Willed: A Lannik recieves a +2 species bonus to Will Defense. Automatic Languages: Basic, Lannik. Lepi Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Lepi base speed is 6 squares . Natural Weapons: No change from information given in Ultimate Alien Anthology. 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. Automatic Languages: Lepi. Menahuun Ability Modifiers: No change from information given in Ultimate Alien Anthology. Small Size: As small creatures, They gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. 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. Miraluka Abilities: -2 Dex, +2 Int. Speed: 6 squares. Blindness: Miraluka cannot see normally. Unless they are able to use Force Sight (see below), all targets effectively have total concealment from them. Bonus Feat: Force Sensitivity. Force Sight: Miraluka have the ability to see through the Force despite being blind. This functions as the Force technique Improved Sense Surroundings (SECR p.103). Quick Reactions: Miraluka may reroll Initiative checks, but they must keep the second result even if it is worse. Mon Calamari See SECR page 28. Morseerian (suit-encased 4-arm biped, Medium) Ability Modifiers: No change from information given in Ultimate Alien Anthology. Speed: 6 squares. Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery II, Pin, Skill Focus (Climb) and Triple Attack 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.

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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). Automatic Languages: Morseerian. Mrlssi Ability Modifiers: No change from information given in Ultimate Alien Anthology. Small Size: As small creatures, They gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Speed: Mrlssi base speed is 4 squares. Natural Weapons: No change from information given in Ultimate Alien Anthology. Heightened Awareness: As Rodian trait (SECR page 30). Automatic Languages: Mrlsstese. Muun Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. 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. Myneyrsh Speed: 6 squares. Int -2, Wis +2 Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery II, Pin, Skill Focus (Climb) and Triple Attack 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: 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. Automatic Languages: Myneyrsh, Psadan. Nagai Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Nagai base speed is 6 squares. Lightning Reflexes: See Gungan trait (SECR page 27). Soothing Voice: A Nagai may choose to reroll any Persuasion or Gather Information check, but the result of the reroll must be accepted even if it is worse. Automatic Languages: Nagaian. Nautolan Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Nautolan base speed is 6 squares on land and 4 squares in the water. Natural Armor: Natural Armor is added to Reflex Defense. Breathe Underwater: See Mon Calamari trait (SECR page 29). Pheromonal Sensor: A Nautolan may choose to reroll any Perception checks to sense deceptions, but the result of the reroll must be accepted even if it is worse. Underwater, a Nautolan may instead reroll and keep the better result. Low-Light Vision: See Gungan trait (SECR page 27). Automatic Languages: Nautila. Nazzar Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Nazzar base speed is 6 squares. Automatic Languages: Nazzar.

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Neti Ability Modifiers: No change from information given in Ultimate Alien Anthology. 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 recieve 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 recieve a +10 size bonus to their Damage Threshold. Speed: Neti base speed is 6 squares. Metamorph: Change bonuses to +5 for Large and +15 for Huge, and remove paragraph about Wound Points. Otherwise, this ability remains the same. Photsynthesis: Replace "with the Control feat" with "trained in the Use the Force skill". Otherwise, this ability remains the same. Camouflage: While in tree form, Neti have total concealment while among trees and similar foliage. Bonus Feat: A Neti recieves Force Sensative as a bonus feat. Automatic Languages: Neti. Nikto, Mountain (Esral'sa'Nikto) Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Nikto base speed is 6 squares. Natural Armor: Natural Armor is added 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. Nikto, Pale (Gluss'sa'Nikto) Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Nikto base speed is 6 squares. Natural Armor: Natural Armor is added to Reflex Defense. Hold Breath: See Gungan trait (SECR page 27). Expert Swimmer: See Gungan trait (SECR page 27). Automatic Languages: Nikto. Nikto, Green (Kadas'sa'Nikto) Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Nikto base speed is 6 squares. Natural Armor: 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. Nikto, Red (Kajain'sa'Nikto) Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Nikto base speed is 6 squares. Natural Armor: 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. Nikto, Southern (M'shento'su'Nikto) Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Nikto base speed is 6 squares. Natural Armor: 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.

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Nimbanel Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. 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. Noehon (biped fly, Small) Speed: 4 squares. Dex +2, Int -2, Cha -2 Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery II, Pin, Skill Focus (Climb) and Triple Attack 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. Language limitation: No bonus languages from Intelligence; can't take Linguist feat Automatic Languages: Noehonese. Noghri Ability Modifiers: No change from information given in Ultimate Alien Anthology. Small Size: As small creatures, They gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Speed: Noghri base speed is 4 squares. Keen Smell: Identical to Scent See Ewok trait (SECR page 26). Additionally, a Noghri can identify an individual or species within 6 squares by scent with a successful Wisdom check (DC 10). Primitive: See Gamorrean trait (SECR page 26). Automatic Languages: Honoghran (Noghrese). Nosaurian Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Nosaurian base speed is 6 squares. Natural Weapons: No change from information given in Ultimate Alien Anthology. Expert Climber: See Sullustan trait (SECR page 31). Conditional Bonus Feat: A Nosaurian with Survival as a trained skill gains Skill Focus (Survival) as a bonus feat. Automatic Languages: Nosaurian. Nuknog Ability Modifiers: No change from information given in Ultimate Alien Anthology. Small Size: As small creatures, They gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Speed: Nuknog base speed is 4 squares. 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. Omwati Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. 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. Ortolan Ability Modifiers: No change from information given in Ultimate Alien Anthology. Small Size: As small creatures, They gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. 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.

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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. Pacithhip Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Pacithhip base speed is 4 squares. Natural Armor: Natural Armor is added to Reflex Defense. Natural Weapons: No change from information given in Ultimate Alien Anthology. 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. Pa'lowick Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. 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: No change from information given in Ultimate Alien Anthology. 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: Shimiese. Phindian Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Phindian base speed is 6 squares. Conditional Bonus Feat: A Phindian with Mechanics as a trained skill gains Skill Focus (Mechanics) as a bonus feat. Automatic Languages: Phindian. Pho Ph'eahian (four-armed blue-furred biped, Medium) Speed: 6 squares. Int +2, Wis -2 Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery II, Pin, Skill Focus (Climb) and Triple Attack 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. Automatic Languages: Ph'eahese. Psadan Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Psadan base speed is 4 squares. Natural Armor: Natural Armor is added to Reflex Defense. Damage Reduction: No change from information given in Ultimate Alien Anthology. Obstinate: A Psadan recieves a +1 species bonus to Will Defense. Primitive: See Gamorrean trait (SECR page 26). Automatic Languages: Psadan. Quarren See SECR page 29. Quermian Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Quermian base speed is 6 squares.

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Short-Range Telepathy: Change "he must succeed a Will save (DC 20 to block the thought transmission" to "the Quermian's Wisdom check must be higher than the target's Will Defense". Otherwise this trait remains unchanged. Automatic Languages: Quermian. Qwohog Ability Modifiers: No change from information given in Ultimate Alien Anthology. Small Size: As small creatures, They gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. 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: No change from information given in Ultimate Alien Anthology. Automatic Languages: Basic, Qwohog, and Qwohog sign language. Ranat Ability Modifiers: No change from information given in Ultimate Alien Anthology. Small Size: As small creatures, They gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Speed: Ranat base speed is 6 squares. Ranats have a burrow speed of 1 square through soft earth and clay. Natural Weapons: No change from information given in Ultimate Alien Anthology. 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: No change from information given in Ultimate Alien Anthology. Automatic Languages: Ranat. Ranth Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Ranth base speed is 6 squares. Natural Weapons: No change from information given in Ultimate Alien Anthology. 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). Rodian See SECR page 29. Ruurian (giant caterpillar, Small) Speed: 4 squares. Str -2, Con -2, Int +4 Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery II, Pin, Skill Focus (Climb) and Triple Attack 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. Automatic Languages: Ruurese, Basic

Ruurian Chroma-Wing (giant moth, Small) Speed: 4 squares. Str -2, Con -2, Cha +4 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 II, Pin, Skill Focus (Climb) and Triple Attack 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. Automatic Languages: Ruurese, Basic.

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Rybet Ability Modifiers: No change from information given in Ultimate Alien Anthology. Small Size (males only): As small creatures, They gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Medium-size (females only): No change from information given in Ultimate Alien Anthology. 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. Ryn Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Ryn base speed is 6 squares. Musical Beak: Change "Entertain (flute) check (DC 20)" to "Charisma check (DC 10)". Otherwise this trait remains unchanged.. Prehensile Tail: No change from information given in Ultimate Alien Anthology. Conditional Bonus Feat: A Ryn with Persuasion as a trained skill gains Skill Focus (Persuasion) as a bonus feat. Automatic Languages: Basic and Ryn. Sakiyan Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Sakiyan base speed is 6 squares. Darkvision: See Sullustan trait (SECR page 30). Scent: See Ewok trait (SECR page 26). Scent Based Tracking: A Sakiyan may treat all Survival checks for the purpose of tracking as a base DC of 10, regardless of the surface conditions. Additionally, he may ignore the penalties for poor visibility. Lightning Reflexes: See Gungan trait (SECR page 27). Automatic Languages: Sakiyan. Sanyassan Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Sanyassan base speed is 6 squares. Natural Armor: Natural Armor is added 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. Sarkan Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Sarkan base speed is 6 squares. Natural Weapons: No change from information given in Ultimate Alien Anthology. Automatic Languages: Sarkese. Sauvax Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Sauvax base speed is 6 squares on land and 4 squares in water. Natural Armor: Natural Armor is added to Reflex Defense. Natural Weapons: No change from information given in Ultimate Alien Anthology. Pincers: No change from information given in Ultimate Alien Anthology. 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. Selonian Ability Modifiers: No change from information given in Ultimate Alien Anthology.

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Medium-size: No change from information given in Ultimate Alien Anthology. 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: No change from information given in Ultimate Alien Anthology. Darkvision: See Sullustan trait (SECR page 30). Expert Swimmer: See Gungan trait (SECR page 27). Automatic Languages: Sauvax. Shi’ido Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Shido base speed is 6 squares. Telepathy: Shido can use the Use the Force skill to create a telepathic link untrained and without the Force Sensitivity Feat. Shapeshift: Replace "Disguise check" with "Deception check made to present a Deceptive appearance". Automatic Languages: Shi'idese. Shistavanen Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. 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. Skakoan (bressure-suited biped, Medium) Speed: 6 squares. Dex -2, Int +2 Bonus feat: Skakoan gain Armor Proficiency (light) as a bonus feat. Conditional Bonus Feat: Members of this species gain Skill Focus in Knowledge (technology) as a bonus feat if they are trained in that skill. Conditional Bonus Feat: Members of this species gain Skill Focus (Mechanics) as a bonus feat if they are trained in that skill. Life support required: Without a pressure suit, a skakoan moves 1 persistent step in the condition track for every minute of exposure. Automatic Languages: Skako.

Skakoan pressure suit All skakoan carry a special pressure suit: Armor bonus to Ref defense: +2 Equipment bonus to Fort defense: +2 Max Dex bonus: +4 Check Penalty: -2 Cost: 1,000 credits.

Skrilling Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. 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. S'kytri Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: S'kytri base speed is 6 squares and they have a fly speed of 6 squares. Flight: No change from information given in Ultimate Alien Anthology. Stong Willed: A S'kytri recieves a +1 species bonus to Will Defense.

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Automatic Languages: S'kytric. Sludir Ability Modifiers: No change from information given in Ultimate Alien Anthology. 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: Natural Armor is added to Reflex Defense. Damage Reduction: No change from information given in Ultimate Alien Anthology. Conditional Bonus Feat: A Skrilling with Deception as a trained skill gains Skill Focus (Deception) as a bonus feat. Battle Honor: Change "must succeed at a Will save" to "must spend a Force Point". Otherwise, this trait remains unchanged. Hexapedal: A Sludir's six legs grant it a +5 stability bonus to resist attempts to knock it prone. Physical Intimidation: Change "Intimidate checks" to "Persuasion checks made to intimidate others", but otherwise this trait remains unchanged. 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. Sluissi Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. 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. Snivvian Ability Modifiers: No change from information given in Ultimate Alien Anthology. Small Size: As small creatures, They gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Speed: Snivvian base speed is 4 squares. Natural Armor: Natural Armor is added to Reflex Defense. Insulating Hide: Snivvian recieve a +5 species bonus to Fortitude Defense to resist the effects of extreme cold. Bonus Feat: A Snivvian gains Skill Training in any one Knowledge skill as a bonus feat. Automatic Languages: Snivvian. Spiner Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Spiner base speed is 6 squares. Quills: Chenge "range increment of 6 meters. A spiner withoug the Exotic Weapon Proficiency (quills) feat takes a -4 penalty" to "range as an accurate thrown weapon. A spiner withoug the Exotic Weapon Proficiency (quills) feat takes a -5 penalty". Otherwise, this trait remains unchanged. Feat Substitution: No change from information given in Ultimate Alien Anthology. Automatic Languages: Basic. Squib Ability Modifiers: No change from information given in Ultimate Alien Anthology. Small Size: As small creatures, They gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Speed: Squib base speed is 4 squares. Natural Diplomat: A Squib may choose to reroll any Persuasion check, but the result of the reroll must be accepted even if it is worse. Conditional Bonus Feat: A Squib with Persuasion as a trained skill gains Skill Focus (Persuasion) as a bonus feat. Automatic Languages: Squibbian. Ssi-Ruu Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Ssi-Ruuk base speed is 6 squares. Natural Armor: Natural Armor is added to Reflex Defense. Force-Blind: Ssi-Ruuk can't take the Force Sensativity feat, can't make Use the Force checks, and never gain Force Points. Scent: See Ewok trait (SECR page 26). Poor Eyesight: Ssi-ruuk take a -2 penalty on Spot checks involving sight. Conditional Bonus Feat: A Ssi-Ruuk with Persuasion as a trained skill gains Skill Focus (Persuasion) as a bonus feat.

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Automatic Languages: Ssi-ruuvi. Sullustan See SECR page 30. Swokes Swokes Abilities Modifiers: +2 Str, +2 Con, -2 Dex, -2 Int, -2 Cha Size: Medium +1 Natural Armor Bonus to defense, stacks with Armor Bonus. At each age increment above adult, Swokes Swokes gain a +1 bonus to Fortitude Defense. Regenerate Limb, like the Trandoshans in SECR. Languages: Basic, Swokes. Talz Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Talz base speed is 6 squares. Natural Weapons: No change from information given in Ultimate Alien Anthology. Insulating Fur: Talz recieve a +5 species bonus to Fortitude Defense to resist the effects of extreme cold. Light Protection: No change from information given in Ultimate Alien Anthology. Darkvision: See Sullustan trait (SECR page 30). Primitive: See Gamorrean trait (SECR page 26). Automatic Languages: Talz. Tarasin Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Tarasin base speed is 6 squares. Cold Blooded: Yinchorri recieve a +5 species bonus to Fortitude Defense to resist the effects of extreme heat. Skin Color Change: A Tarasin can use its color changing skin to camouflage itself, allowing it to reroll any Stealth checks made to hide and keep the better result. Tarasin suffer a -5 penalty to Deception checks, as its color changing skin and multicolored fan make hiding emotions difficult. Silent Communication: No change from information given in Ultimate Alien Anthology. Conditional Bonus Feat: A Tarasin with Use the Force as a trained skill gains Skill Focus (Use the Force) as a bonus feat. Automatic Languages: Tarasinese and Tarasin Silent Color Language. Tarro Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Tarro base speed is 6 squares. Natural Weapons: No change from information given in Ultimate Alien Anthology. Fiercely Independent: Tarro cannot use the aid another action. A Tarro with the Coordinated Attack feat ignores this trait. Physical Intimidation: Change "Intimidate checks" to "Persuasion checks made to intimidate others", but otherwise this trait remains unchanged. Automatic Languages: Basic and Tarrese. Temolak Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Tarro base speed is 6 squares. Natural Armor: Natural Armor is added to Reflex Defense. Resilient: +2 Fortitude Defense. Automatic Languages: Temolish. Thakwaash Ability Modifiers: No change from information given in Ultimate Alien Anthology. Large-size: As Large creatures, Thakwaash 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: Thakwaash base speed is 6 squares. Natural Armor: Natural Armor is added to Reflex Defense.

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Multiple Personality Disorder: Change to +5 species bonus. Change last paragraph to "A Thakwaash who wishes to manifest the same personality for longer than 1 hour must spend a Force Point to do so. Failure to spend a Force Point means that a random personality takes hold (possibly a "neutral" one). Each Force Point spent in this manner allows the Thakwaash to maintain his personality for an additional hour. Automatic Languages: Thakwaese. Thisspiasian Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Thisspiasian base speed is 4 squares. Prehensile Tail: Change "2 meters" to "2 squares". Constrict: No change from information given in Ultimate Alien Anthology. Automatic Languages: Thisspiasian. Tiss'shar Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Tiss'shar base speed is 8 squares. Natural Armor: Natural Armor is added to Reflex Defense. Natural Weapons: No change from information given in Ultimate Alien Anthology. Darkvision: See Sullustan trait (SECR page 30). Conditional Bonus Feat: A Tiss'shar gains Skill Focus in one skill as a bonus feat, depending on its subspecies and only if they are trained in the skill: Acrobatics (orl-ar), Mechanics (isk-ar), Endurance (ask-ar), Deception (kal-ar), Stealthy (nil-ar), or Persuasion (sil-ar). Automatic Languages: Tiss'shar. Togorian Ability Modifiers: No change from information given in Ultimate Alien Anthology. Large-size: As Large creatures, Togorian 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: Togorian base speed is 6 squares. Physical Intimidation: Change "Intimidate checks" to "Persuasion checks made to intimidate others", but otherwise this trait remains unchanged. Low-Light Vision: See Gungan trait (SECR page 27). Bonus Feat: A Togorian gains Weapon Focus (simple) as a bonus feat. Automatic Languages: Thakwaese. Togruta Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Togruta base speed is 6 squares. Spatial Awareness: A Togruta may ignore the effects of concealment against any target within 10 squares. Sneaky: See Ewok trait (SECR page 27). Automatic Languages: Basic and Togruti. Toong Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Toong base speed is 6 squares. Social Anxiety: Even if the Deception or Persuasion skills would normally be available as a class skill, he may become trained only by purchasing the skill through the Skill Training Feat. In addition, a Toong untrained in Deception or Persuasion may not add 1/2 his character level to checks involving those skills. Intuitive Initiative: As the Cerean trait (SECR page 24). Automatic Languages: Toongese. Toydarian Ability Modifiers: No change from information given in Ultimate Alien Anthology. Small Size: As small creatures, They gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Speed: Toydarian base speed is 4 squares. Toydarians have a fly speed of 12 squares. Guarded Mind: +5 species bonus to Will Defense against any Use the Force check. Conditional Bonus Feat: A Toydarian with Deception as a trained skill gains Skill Focus (Deception) as a bonus feat. Automatic Languages: Huttese and Toydarian.

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Trandoshan See SECR page 31. Trianii Ability Modifiers: No change from information given in Ultimate Alien Anthology. Large-size (male): As Large creatures, male T'surr 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. Medium-size (female): No change from information given in Ultimate Alien Anthology. Speed: T'surr base speed is 6 squares. Natural Weapons: No change from information given in Ultimate Alien Anthology. Prehensile Tail:No change from information given in Ultimate Alien Anthology. Expert Climber: See Sullustan trait (SECR page 31). Conditional Bonus Feat: A Trianii with Acrobatics as a trained skill gains Skill Focus (Acrobatics) as a bonus feat. Automatic Languages: Trianii. Tsil Personality: Tsil are helpful and kind, but when their species, or a species they value highly is threatened, the Tsil will do anything to save them or protect them from harm. Physical Description: Tsil are living crystals, they come in a variety of shapes and colors, all geometric in nature. Usually around 0.5 meters in height. Homeworld: Tsil were originally found on Nam Chorios, referred to in reverence of the human population as Smokies. Example Names: Adventurers: Tsil aren't really suitable for adventuring as they are and they aren't particularly adept at any specific class, unless placed into a Droid body, (automatically gaining the Droid's Strength and Dexterity scores, all other abilities being overtaken by that of the Tsil) in which a Tsil may freely move on their own accord. During the Clone Wars, Tsil were most often Jedi, due to their Force Sensitivity, but may travel as Scouts, Soldiers, or even Nobles. Tsil Species Traits Tsil share the following species traits Ability Modifiers: +2 Con, +2 Wis; Tsil have no effective Strength or Dexterity score. Small-size: As Small creautres, Tsil gain +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium creatures. Speed: Tsil have no base speed and are immobile and inert. Natural Armor: Tsil have +2 Natural Armor Bonus to Reflex Defense Force Sensitivity: Tsils gain the Force Sensitive feat for free at first level. Electrical Discharge: Once every 1d4 hours, a Tsil may emit an electrical discharge dealing 4d6 electricity damage within a 5 quare blast radius. The Tsil must make a ranged attack, on a miss the target takes half damage. Rule for Cover and Concealment apply. Telepathy: A Tsil may communicate via a form of Telepathy, displaying images and pictures into another beings mind. If the being is resisting, the Tsil must roll a Use the Force check and overcome the target's Will Defense. Light Amplification: Tsil store, reflect, and intensift sunlight. Any character that suffers penalties due to extreme light have those penalties double within 5 squares of a Tsil. Automatic Languages: Tsil have no spoken or written language. Notes: A Tsil in a Droid functions almost exactly like a droid, requiring one hour to recharge, gainst typical droid immunities and weaknesses, but has a Constitution score. The Tsil takes on the Strength and Dexterity of the Droid model, while gaining hp equal to their Constitution modifier. While in a Droid body, a Tsil may not use its Electrical Discharge species ability, nor will any creature adjacent to it suffer from the Tsil's Light Amplification ability. T'surr Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: T'surr base speed is 6 squares. Natural Armor: Natural Armor is added to Reflex Defense. Superior Depth Perception:No change from information given in Ultimate Alien Anthology. Physical Intimidation (males): Change "Intimidate checks" to "Persuasion checks made to intimidate others", but otherwise this trait remains unchanged. Low-Light Vision: See Gungan trait (SECR page 27). Intimidating: T'surr 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 T'surr with Perception as a trained skill gains Skill Focus (Perception) as a bonus feat. Automatic Languages: T'surrese. Tunroth Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology.

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Speed: Tunroth base speed is 6 squares. Survival Instinct: See Ithorian trait (SECR page 28). Conditional Bonus Feat: A Tunroth with Survival as a trained skill gains Skill Focus (Survival) as a bonus feat. Automatic Languages: Tunrothese. Tusken Raider Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Tuskan Raider base speed is 6 squares. Primitive: See Gamorrean trait (SECR page 26). Survival Instinct: See Ithorian trait (SECR page 28). Conditional Bonus Feat: A Tuskan Raider with Stealth as a trained skill gains Skill Focus (Stealth) as a bonus feat. Automatic Languages: Tusken. Twi'lek See SECR page 31. Ubese Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Ubese base speed is 6 squares. Xenophobic: An Ubese 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 Ubese, even if they would normally be able to do so through a Talent or Species trait. Survival Instinct: See Ithorian trait (SECR page 28). Conditional Bonus Feat: An Ubese with Mechanics as a trained skill gains Skill Focus (Mechanics) as a bonus feat. Bonus Feat: Ubese gain Armor Proficiency (light) as a bonus feat. Automatic Languages: Ubese and Ubeninal (Ubese sign language). Ugnaught Ability Modifiers: No change from information given in Ultimate Alien Anthology. Small Size: As small creatures, They gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Speed: Ugnaught base speed is 4 squares. Conditional Bonus Feat: An Ugnaught with Endurance as a trained skill gains Skill Focus (Endurance) as a bonus feat. Automatic Languages: Ugnaught. Umbaran Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Umbaran base speed is 6 squares. Darkvision: See Sullustan trait (SECR page 30). Light Sensitivity: No change from information given in Ultimate Alien Anthology. Influence: An Umbaran may take 10 on any Persuasion check, even when distracted or threatened. Conditional Bonus Feat: An Umbaran with Persuasion as a trained skill gains Skill Focus (Persuasion) as a bonus feat. Automatic Languages: Umbarese. Verpine Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Verpine base speed is 6 squares. Natural Armor: Natural Armor is added to Reflex Defense. Telecommunication: No change from information given in Ultimate Alien Anthology. Superior Vision: Same as Heightened Awareness See Zabrak trait (SECR page 33). Verpine may instead choose the better of two results when the use of the skill is limited to a range of 4 squares. Conditional Bonus Feat: A Verpine with Mechanics as a trained skill gains Skill Focus (Mechanics) as a bonus feat. Automatic Languages: Verpine. Vodran Ability Modifiers: No change from information given in Ultimate Alien Anthology.

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Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Vodran base speed is 6 squares. Natural Armor: Natural Armor is added to Reflex Defense. Hutt Loyalty: Change penalty to -10, otherwise this trait remains unchanged. Conditional Bonus Feat: A Vodran with Survival as a trained skill gains Skill Focus (Survival) as a bonus feat. Automatic Languages: Huttese. Vor Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Vor base speed is 6 squares and they have a fly speed of 10 squares. Conditional Bonus Feat: A Vor with Deception or Persuasion as a trained skill gains Skill Focus for that skill as a bonus feat. Automatic Languages: Vorese. Vratix Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Vratix base speed is 6 squares. Natural Armor: Natural Armor is added to Reflex Defense. Quadrupedal: A Vratix's four legs grant it a +5 stability bonus to resist attempts to knock it prone. Produce Bacta: No change from information given in Ultimate Alien Anthology. Expert Jumper: A Vratix may choose to reroll any Jump checks, but the result of the reroll must be accepted even if it is worse. Conditional Bonus Feat: A Vratix with Perception as a trained skill gains Skill Focus (Perception) as a bonus feat. Automatic Languages: Vratix. Vuvrian Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Vuvrian base speed is 6 squares. Pain Sensitivity: Vuvrians suffer a -1 penalty on Fortitude saves. Whenever they take damage equal to or greater than their Will saving throw they move -1 step on the Condition track. Strong Willed: Vuvrians gain a +1 racial bonus on their Will Defense. This bonus increases to +2 at middle age and +4 at old age. Heightened Awareness: See Zabrak trait (SECR page 33). Trustworthy: A Vuvrian may choose to reroll any Persuasion check, but the result of the reroll must be accepted even if it is worse. Conditional Bonus Feat: A Vuvrian with the Force Sensative feat and Perception as a trained skill gains Skill Focus (Perception) as a bonus feat. Automatic Languages: Vuvrian. Weequay Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Weequay base speed is 6 squares. Pheremonal Communication: Change 20 meters, 40 meters, and 10 meters to 10, 20, and 5 squares, respectively. Otherwise, this trait remains unchanged. Automatic Languages: Sriluurian. Whiphid Ability Modifiers: No change from information given in Ultimate Alien Anthology. Large-size: As Large creatures, Whiphid 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: 6 squares. Natural Weapons: No change from information given in Ultimate Alien Anthology. Scent: See Ewok trait (SECR page 26). Insulating Fur: Whiphid recieve a +5 species bonus to Fortitude Defense to resist the effects of extreme cold. Primitive: See Gamorrean trait (SECR page 26). Automatic Languages: Whiphid. Wookiee See SECR page 32. Woostoid (Slim, bug-eyed humanoid, Medium)

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Speed: 6 squares. Str -2, Int +4 Scientific mastery: Members of this species may reroll any Use Computer check and any Knowledge (physical sciences) or Knowledge (galactic lore) check, but they must abide by the second result, even if it’s worse than the first one. Conditional Bonus Feat: Members of this species gain Skill Focus (Use Computer) 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 act violently during any given scene. Otherwise, they simply refrain from combat. Automatic Languages: Woostese. Xexto (Four-armed spindly humanoid, Small) Speed: 4 squares. Str -2, Dex +4, Con -2 Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery II, Pin, Skill Focus (Climb) and Triple Attack 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. Automatic Languages: Xextese. Yarkora Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Yarkora base speed is 6 squares. Persuasive: A Yarkora may choose to reroll any Persuasion check, but the result of the reroll must be accepted even if it is worse. Conditional Bonus Feat: A Yarkora with Gather Information as a trained skill gains Skill Focus (Gather Information) as a bonus feat. Automatic Languages: Yarkora. Yevetha Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Yevetha base speed is 6 squares. Natural Weapons: No change from information given in Ultimate Alien Anthology. Xenophobic: A Yevetha 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 Yevetha, even if they would normally be able to do so through a Talent or Species trait. Conditional Bonus Feat: A Yevetha with Mechanics as a trained skill gains Skill Focus (Mechanics) as a bonus feat. Bonus Feat: A Yevetha gains Dual Weapon Mastery I as a bonus feat. Automatic Languages: Yevethan. Yinchorri Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Yinchorri base speed is 6 squares. Force Resistance: +10 species bonus to Will Defense against any Use the Force check. Cold Blooded: Yinchorri recieve a +5 species bonus to Fortitude Defense to resist the effects of extreme heat. Great Fortitude: As the Wookiee trait (SECR page 32). Automatic Languages: Yinchorri. Yuuzhan Vong See SECR page 285. Yuzzem Ability Modifiers: No change from information given in Ultimate Alien Anthology. Large-size: As Large creatures, Yuzzem 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: Yuzzem base speed is 6 squares. Natural Weapons: No change from information given in Ultimate Alien Anthology. Scent: See Ewok trait (SECR page 26). Physical Intimidation: Change "Intimidate checks" to "Persuasion checks made to intimidate others", but otherwise this trait remains unchanged. Fearless: Yuzzum gain a +5 species bonus to Will Defense against fear effects. Expert Climber: See Sullustan trait (SECR page 31).

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Automatic Languages: Yuzz. Zabrak See SECR page 33. Zehethbra Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Zehethbra base speed is 6 squares. Spray: Change "Any living creature caught in the cloud must succeed at a Fortitude save (DC 15) or be nauseated for 2d6 rounds" to "Make a special ranged attack and compare the result to the Fortitude Defense of all living creatures within 2 squares. Creatures you hit move -1 steps on the Condition track". Automatic Languages: Basic, Zehethbra. Zeltron Ability Modifiers: No change from information given in Ultimate Alien Anthology. Medium-size: No change from information given in Ultimate Alien Anthology. Speed: Zeltron base speed is 6 squares. Intuitive Initiative: As the Cerean trait (SECR page 24). Empath: A Zeltron 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. Pheromones: Zeltron may take 10 on any Persuasion or Deception check, even when distracted or threatened. Automatic Languages: Basic. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

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APPENDIX B: ISIRGA ETH’S CONVERSIONS OF THE ULTIMATE ALIEN ANTHOLOGY SPECIES (from http://forums.gleemax.com/showthread.php?t=881196) ABYSSIN (hulking cyclops, Medium) Speed: 6 squares. Str +2, Con +2, Int -4, Cha -2 Limb regeneration: This ability works as the Trandoshan ability of the same name (as detailed in the SECR).. Environmental adaptation: Members of this species may always take 10 on survival checks when in desert. Extraordinary recuperation: This ability works as the wookiee ability of the same name (as detailed in the SECR). 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. Poor depth perception: Abyssin suffer a -1 penalty on all ranged attacks. ADARIAN (Coneheaded humanoid, Medium) Speed: 6 squares. Con -2, Int +4 Heightened Senses: Members of this species may reroll any Perception check, but they have to abide by the second result, even if it’s worse than the original. Sonic call: Adarians may emit a sonic call, which they use to communicate with each other at long distances. Against non-adarians, this ability works exactly as an ithorian’s bellow (as described in the SECR). ADVOZSE (horned humanoid, Medium) Speed: 6 squares. Dex -2, Con +2 Heightened Senses: Members of this species may reroll any Perception check, but they have to abide by the second result, even if it’s worse than the original. Natural armor: Members of this species gain a +2 natural armor bonus to their Reflex defense. Low-light vision: This ability functions as described in the SECR. Pessimistic: Advozse suffer a -2 penalty on Persuasion checks made to improve the attitude of others; similarly, Persuasion checks made to improve their attitude suffer a -2 penalty. Allergy: Members of this species move 1 persistent step down on the condition track whenever they ingest meat. AMANIN (hooded reptilian biped, Medium) Speed: 6 squares. Str +2, Int -2, Cha -2 Rolling: Amanin can curl up into a wheel and move by rolling. A rolling amanin has its base speed doubled, though it cannot turn, and cannot take any actions other than moving. Great Fortitude: Members of this species gain a +2 bonus to their Fortitude defense. Members of this species may always take 10 on Climb 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. ANOMID (frail, covered humanoid, Medium) Speed: 6 squares. Str -2, Int +2, Cha +2 Wealthy: Members of this species triple their starting credits. Conditional Bonus Feat: Members of this species gain Skill Focus (Mechanics) as a bonus feat if they are trained in that skill. Culture out of curiosity: Members of this species may reroll any Knowledge (galactic lore) check, but they have to abide by the second result, even if it’s worse than the original. No vocal chords: Anomids require vocabulators to speak. ANX (Conehead reptilian biped, Large) Speed: 8 squares. Str +2, Wis -2

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Sprint: This ability works exactly as the scout talent of the same name. Conditional Bonus Feat: Members of this species gain Martial Arts II as a bonus feat if they meet the corresponding prerequisites. Color change: Anx change color according to their emotions; this gives them a –2 penalty on Deception and Persuasion checks made to hide their true intentions. ANZAT (big-nosed humanoid, Medium) Speed: 6 squares. Cha –4 Hypnosis: As a move action, an anzat may pin a living creature it has locked eyes with, by succeeding on a Persuasion check vs. the victim's Will Defense; if the check succeeds, the target is pinned, as per the Pin feat (as described in the SECR), except that the anzat needs only maintain eye contact with the target (a move action each round) to maintain the pin. This is a mind-affecting ability. Proboscis: An Anzat may make a grab attack against a living creature within 1 square; if the attack is successful, the anzat has attached its proboscis to the target. The target may attempt to free itself of the grab as normal, unless it is pinned, disabled or otherwise unable to move. If the target is a living, sentient creature with a brain as part of its anatomy, it goes 1 step down the Condition track for every round the grab is maintained. If the proboscis remains attached for one full round after the target has become unconscious, the target dies. The anzat loses all dodge and Dex bonuses to its Reflex defense as long as its proboscis remains attached to a target. Force tracking: An anzat may make a Use the Force check instead of a Survival check when tracking. Stealthy: Members of this species may reroll any Stealth check to sneak past another creature, but they have to abide by the second result, even if it’s worse than the original. AQUALISH Use the species’ stats as detailed in the SECR. ARCONA (anvil-headed reptilian biped, Medium) Speed: 6 squares. Con +2 Natural armor: Members of this species gain a +1 natural armor bonus to their Reflex defense. Compulsion: members of this species must succeed on a Wisdom check (DC 10) to refrain from eating salt. Allergy: Members of this species move 1 persistent step down on the condition track whenever they ingest salt. ARKANIAN (pupil-less near-human, Medium) Speed: 6 squares. Dex -2, Con +2, Int +2, Cha -2 Medical expertise: Members of this species may reroll any Treat Injury check, but they have to abide by the second result, even if it’s worse than the original. Conditional Bonus Feats: Members of this species gain Skill Focus (Treat Injury) and Skill Focus in Knowledge (life sciences) as bonus feats if they are trained in these skills. AYROU (slender humanoid, Medium) Speed: 6 squares. Con -2, Wis +2, Cha +2 Natural diplomacy: Members of this species may reroll any Persuasion check or Gather Information check, but they have to abide by the second roll, even if it’s worse than the original. BALOSAR (satyr-like humanoid, Medium) Speed: 6 squares. Dex +2, Con -2, Wis -2, Cha +2 Heightened senses: Members of this species may reroll any Perception check, but they have to abide by the second result, even if it’s worse than the original. Great Fortitude: Members of this species gain a +2 bonus to their Fortitude defense, which increases to a +5 bonus versus poison. Compulsion: members of this species must succeed on a Wisdom check (DC 10) to refuse when directly offered money and/or power. BARABEL (biped dragon, Medium) Speed: 6 squares.

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Str +2, Dex -2, Wis -2 Darkvision: This ability functions as detailed in the SECR. Scaly hide: members of this species gain a +1 natural armor bonus to their Reflex defense. Natural weapons: A member of this species may make a bite or tail attack (damage 1d6 plus the character’s Str modifier) instead of an unarmed attack, or as an off-hand attack. Bite and tail attacks count as one-handed melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons. Resist radiation: Members of this species gain a +2 bonus to their Fortitude defense vs radiation. Frightening demeanor: Members of this species may reroll any Persuasion check made to intimidate, but they have to abide by the second result, even if it’s worse than the original. 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. BARAGWIN (hunchback saurian, Medium) Speed: 4 squares. Dex -4, Con +2, Int +2 Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense. Mood sense: Members of this species may accurately determine the mood of a sentient creature within line of sight by succeeding on a Perception check with a DC equal to the target’s Will Defense. A willing target grants a +10 bonus to the roll. Conditional Bonus Feats: Members of this species gain Skill Focus (Mechanics) and Skill Focus (Use Computer) as bonus feats if they are trained in these skills. BARTOKK (multilimbed insectoid, Medium) Speed: 6 squares. Str +2, Con +2, Int -6, Cha -4 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 weapon: Members 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. Hive mind: When more than one bartokk are within line of sight of each other, both of them gain Uncanny Dodge (as the scout talent). Limb regeneration: This ability works as the Trandoshan ability of the same name (as detailed in the SECR).. Natural armor: members of this species gain a +1 natural armor bonus to their Reflex defense. BESALISK (four-armed fat saurian, Medium) Speed: 6 squares. Dex -4, Con +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. Environmental adaptation: Members of this species may always take 10 on survival checks when in arctic environments. Resist hunger: Members of this species may go without food for a number of days equal to twice their Con modifier before requiring an Endurance check. 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. Conditional Bonus Feat: Members of this species gain Skill Focus (Endurance) if they are trained in this skill. BIMM (Short humanoid or furry biped, Small) Speed: 4 squares. Str -2, Dex +2, Int +2, Cha +2 BITH (Butt-faced biped, Medium) Speed: 6 squares. Con -2, Int +2, Cha +2 Scent: This ability works as listed under the ewok entry in the SECR. ability, as listed under the ewok entry in the SECR. Trance: Bith may make a Use the Force to enter a force trance, even if they are not Force-Sensitive. Micro-vision: Members of this species may reroll any Perception checks made to see things up to 1 square away.

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Poor long-range vision: Bith increase all their weapon’s range penalties by 1 step BLOOD CARVER (Biped featherless avian, Medium) Speed: 8 squares. Dex +2, Wis -2, Cha -2 Sneak attack: Blood carvers gain sneak attack +1d6 (as per the scoundrel talent). Thin limbs: Members of this species may always take 10 on Acrobatics checks to escape bonds. BOTHAN Use the species’ stats as detailed in the SECR. CAAMASI (Biped aardvark, Medium) Speed: 6 squares. Str -2, Con -2, Wis +4, Cha +2 Bonus Feat: Caamasi gain Force-Sensitive as a bonus feat. Memory sharing (memnii): Caamasi may automatically share any of their memories with other willing, force-using sentients within 6 squares. Friendly demeanor: Members of this species may reroll any Persuasion check made to change the attitude of a target. CAARITE (Small pig-faced humanoid, Small) Speed: 4 squares. Dex +2, Con -2, Cha +2 Environmental adaptation: Members of this species may always take 10 on Survival checks when in warm climates. CATHAR (Biped lion, Medium) Speed: 6 squares. Dex +2, Int -2 Low-light vision: This ability functions as described in the SECR. Natural weapon: Members 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. CELEGIAN (Giant jellyfish, Large) Speed: 8 squares. Dex -2, Int +2, Wis +2, Cha -2 Flight: Members of this species are capable of flight, with a speed of 4 sq. 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. Life support required: A celegian cannot survive outside of its homeworld without a floater tank (as described in the UAA). CEREAN Use the species’ stats as detailed in the SECR. CHADRA-FAN (Small bat-head biped, Small) Speed: 4 squares. Str -2, Dex +2, Wis -2, Cha +2 Darkvision: This ability functions as detailed in the SECR. Conditional Bonus Feat: Members of this species gain Skill Focus (Mechanics) as a bonus feat if they are trained in that skill. CHAGRIAN (Blue horned humanoid, Medium) Speed: 6 squares. Str +2, Dex -2 Radiation resistant: Members of this species gain a +5 bonus to their Fortitude defense vs radiation Low-light vision: This ability functions as described in the SECR.

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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. CHARON (RESTRICTED SPECIES) (Giant spider, Large) Speed: 8 squares. Con +2, Cha -6 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. Web: Charon characters have the natural ability to spin webs. A charon may make a net attack (as described in the SECR) at any time, as a full-round action. Multilegged: Members of this species gain a +5 bonus on all checks to avoid being tripped or bantha rushed. Special: Members of this species are confined to otherspace, and require gamemaster approval to play. CHEV (grey-skinned near-human, Medium) Speed: 6 squares. Great Fortitude: Members of this species gain a +2 bonus to their Fortitude defense. Hardened: Members of this species may reroll any survival check, but they have to take the second result, even if it’s worse than the original. CHEVIN (Hunched pachiderm, Large) Speed: 8 squares. Str +2, Dex -2, Con +2, Wis -2 Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense. CHISS (RESTRICTED SPECIES) (blue near-human, Medium) Speed: 6 squares. Int +2 Conditional Bonus Feat: Members of this species gain Skill Focus in Knowledge (galactic lore) as a bonus feat if they are trained in that skill. Special: This species requires GM approval to play before the New Jedi Order era. CLAWDITE (reptilian humanoid, Medium) Speed: 6 squares. Shapeshifting: As a full-round action, a clawdite may change shape to resemble a member of any other Medium, humanoid species. Attire changes with the clawdite, except for heavy armor or clothing. The change lasts indefinitely, but the clawdite moves 1 step down the Condition track every time this power is used. CODRU-JI (Four-armed elf-like humanoid, 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 Dual Weapon Mastery II as a bonus feat if they fulfil the corresponding prerequisites. Codru-ji, wyrwulf (immature Codru-ji) (six-legged dog, Small) Speed: 4 squares. Str -4, Dex -2, Con -4, Int -2, Wis -2, Cha -2 Natural weapon: Members of this species may make a bite attack (damage 1d4 plus the character’s Str modifier) instead of an unarmed attack, or as an off-hand attack. Bite attacks count as one-handed melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons. Multilegged: Members of this species gain a +5 bonus on all checks to avoid being tripped or bantha rushed. COLICOID (Four-legged insectoid, Medium)

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Speed: 6 squares. Con +2, Wis -2, Cha -6 Poison: As a standard action, a colicoid may make a melee touch attack to sting a target within 1 square. If the attack hits, the colicoid makes a special poison attack (1d20+2) vs the target's Fortitude defense; if the attack succeeds, the target suffers 2d6 poInts of damage and moves 1 persistent step down the Condition track. Damage Reduction: Members of this species gain damage reduction 2. This stacks with any damage reduction provided by other sources. Defensive curl: As a free action, a colicoid can curl up into a ball. While curled, a colicoid can't act, but it gets a +4 bonus to its Reflex defense. Force resistant: Colicoids gain a +5 to their Will defense against force powers. Reviled: Colicoids have a very bad reputation galaxywide, which gives them a -5 penalty on Persuasion checks made to influence non-colicoids. CRAGMOLOID (Biped elephant, Large) Speed: 8 squares. Str +4, Dex -2, Int -2, Wis -2 Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense. Natural weapon: Members of this species may make a gore attack (base damage 1d8 plus twice the character’s Str modifier) instead of an unarmed attack. Gore attacks count as two-handed melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons. DANTARI (Primitive humanoid, Medium) Speed: 6 squares. Str +2, Int -2 Environmental adaptation: Members of this species may reroll any Survival check, but they must take the second result, even if it’s worse than the original. 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. DASHADE (RESTRICTED SPECIES) (hulking lamprey-head biped, Medium) Speed: 6 squares. Dex +2, Wis -2, Cha -2 Negate own heat: Dashade cannot be detected by heat sensors. Resist radiation: Members of this species gain a +5 bonus to their Fortitude defense vs radiation Force resistant: Members of this species gain a +5 bonus to their Will defense vs force powers Special: Dashade are likely extinct, and require GM approval to play. DEFEL (lithe furry biped, Small) Speed: 4 squares. Int +2 Permanent concealment: Thanks to innate light-bending abilities, a defel is always considered to have concealment, regardless of its surroundings. Blindness: Outside of their homeworld, defels require special visors or be considered blind. DEVARONIAN Use the species’ stats as detailed in the Web Enhancement. DRAETHOS (Biped blue lizard, Medium) Speed: 6 squares. Int +2, Cha -2 Telepathy: A draethos may establish non-verbal communication with any willing sentient being. This telepathic ability does not require the draethos to be Force-sensitive. Conditional Bonus Feat: Members of this species gain Skill Focus (Endurance) as a bonus feat if they are trained in that skill. Low-light vision: This ability functions as described in the SECR. Natural armor: members of this species gain a +1 natural armor bonus to their Reflex defense. DRALL (Small furry biped, Small) Speed: 4 squares. Str -2, Int +2, Wis +2, Cha +2 Interaction gifts: Members of this species may reroll any Persuasion check.

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DRESSELLIAN (RESTRICTED SPECIES) (Wrinkle-headed humanoid, Medium) Speed: 6 squares. Con +2, Cha -2 Strong Will: Members of this species gain a +2 bonus to their Will defense. Special: This species requires GM approval to play before the New Jedi Order era. DUG (lanky pedipalp beast, Small) Speed: 4 squares. Dex +2, Wis -2, Cha -2 Athletic: Members of this species may reroll any Jump check, but they must take the second result even if it’s worse than the original. Lightning reflexes: Members of this species gain a +2 dodge bonus to their Reflex defense. Expert climber: Members of this species may always take 10 on any Climb check. DUROS Use the species’ stats as detailed in the SECR. EBRANITE (six armed biped, Medium) Speed: 6 squares. Str +2, Dex -2, Con +2, Int -2, 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. Rage: This ability functions exactly as the wookiee ability of the same name, as detailed in the SECR. Darkvision: This ability functions as described in the SECR. 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. ELOM (biped sloth, Small) Speed: 4 squares. Str +2, Int +2, Cha -2 Stout: Eloms have double the normal carrying capacity for their size and strength. Light-sensitive: Eloms are effectively blinded in bright light. ELOMIN (four-horned red humanoid, Medium) Speed: 6 squares. Int +2 Conditional Bonus Feats: Members of this species gain Skill Focus (Pilot) and Skill Focus in Knowledge (technology) as bonus feats if they are trained in these skills. EM'LIY (big featureless humanoid, Medium) Speed: 6 squares. Con +2, Wis -2, Cha -2 Rage: This ability functions exactly as the wookiee ability of the same name, as detailed in the SECR. Conditional Bonus Feats: Members of this species gain Skill Focus (Stealth) and Skill Focus (Survival) as bonus feats if they are trained in these skills. EWOK (RESTRICTED SPECIES) Use the species’ stats as detailed in the SECR. Special: Ewoks require GM approval to play before the New Jedi Order era. FALLEEN (reptilian humanoid, Medium) Speed: 6 squares. Cha +2

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Pheromones: Members of this species may reroll any Persuasion check, but they have to keep the second result, even if it’s worse than the original. Hold breath: This ability works as the gungan ability of the same name (as detailed in the SECR). FARGHUL (biped , Medium) Speed: 6 squares. Dex +2, Con -2, Cha +2 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. FEEORIN (big tendrilhead humanoid, Medium) Speed: 6 squares. Str +2, Dex -2, Con +2, Wis -2, Cha -2 Great Fortitude: Members of this species gain a +2 bonus to their Fortitude defense. Stronger with age: Members of this species are immune to the effects of old age (both beneficial and harmful); instead, they gain a +1 bonus to their Strength, Dexterity and Constitution scores upon attaining Middle age (300 years), and again upon reaching old age (350 years). Low-light vision: This ability functions as described in the SECR. Conditional Bonus Feat: Members of this species gain Skill Focus (Endurance) as a bonus feat if they are trained in that skill. FILORDI (six limbed centaur-like dog, Small) Speed: 4 squares. Dex -2, Con +2 Natural weapon: Members of this species may make a pincer attack (damage 1d3 plus the character’s Str modifier) instead of an unarmed attack, or as an off-hand attack. Pincer attacks count as light melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons. Multilegged: Members of this species gain a +5 bonus on all checks to avoid being tripped or bantha rushed. Acute hearing: Members of this species may reroll any Perception check to Listen. Weakness: The character’s damage threshold counts as if it was 5 poInts lower against sonic-based attacks and effects. FROZIAN (RESTRICTED SPECIES) (spindly furry biped, Large) Speed: 8 squares. Str +2, Dex -2, Int +2, Wis +2 Special: This species requires GM approval to play after the Rebellion Era. GAMORREAN Use the species’ stats as detailed in the SECR. House rule: I’d give gamorreans Weapon Focus (advanced melee weapons) as a conditional bonus feat. I’d also remove the primitive trait, which needlessly nerfs them and doesn’t necessarily correspond with all of their depictions. GAND (biped insectoid, Medium) Speed: 6 squares. Wis +2, Cha -2 Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense. Darkvision: This ability functions as detailed in the SECR. GEONOSIAN Use the species’ stats as detailed in Gary M. Sarli’s unofficial conversion guide. House Rule: I’d remove the Exotic Weapon bonus feat, as geonosians are plenty powerful with their remaning options. GIVIN (living skeleton, Medium) Speed: 6 squares. Str -2, Dex -2, Con +2, Int +2, Wis -2, Cha -2 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.

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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. GOSSAM (spindly bipedal saurian, Small) Speed: 4 squares. Str -2, Dex +2, Con -2, Wis +2, Cha +2 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 (hairy horned biped, 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. GRAN (Three-eyed biped beast, Medium) Speed: 6 squares. Wis -2, Cha +2 Darkvision: This ability functions as detailed in the SECR. Heightened senses: Members of this species may reroll any Perception checks, but they must keep the second result, even if it’s worse than the original. GUNGAN Use the species’ stats as detailed in the SECR. House rule: I’d add a -2 Wisdom penalty. A Reflex defense bonus, plus plenty other abilities, easily offsets the extra pain. HERGLIC (biped whale, Large) Speed: 8 squares. Str +4, Dex -2, Con +2, Int -2, Wis -4 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 (bird-head humanoid, Medium) Speed: 6 squares. Dex +2, Wis -2, Cha -2 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 (Flowerlike reptilian giant, Large) Speed: 8 squares. Str +2, Dex -2 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. HOUK (big featureless humanoid, Medium) Speed: 6 squares. Str +4, Dex -2, Con +2, Int -2, Wis -2, Cha -4 Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense.

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Physical intimidation: When making a Persuasion check to intimidate a target, houks may use their Strength modifier instead of their Charisma modifier. HUMAN Use the species’ stats as detailed in the SECR. HUTT Use the species’ stats as detailed in the SECR. IKTOTCHI (big-horned muscular folk, Medium) Speed: 6 squares. Dex -2, Con +2, Cha -2 Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense. Intuitive pilot: Members of this species may reroll any Pilot check, but they must keep the second result, even if it’s worse than the original. Precognition: Iktotchi may make Use the Force checks to search their feelings, even if they are not Force-Sensitive. An iktotchi with a Wisdom score of 10 or better with the Force-Sensitive feat immediately adds the Farseeing force to his suite of powers, even without the Force Training feat. IOTRAN (green knobby humanoid, Medium) Speed: 6 squares. Con +2, Int -2, Cha -2 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. ISHI TIB (frog-headed humanoid, Medium) Speed: 6 squares. Dex -2, Int +4 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. ITHORIAN Use the species’ stats as detailed in the SECR. House rule: I’d remove the survival instinct trait; ithorians are too powerful as it is, particularly with the bellow ability addition. JAWA Use the species’ stats as detailed in Gary M. Sarli’s unofficial conversion guide. JENET (ratlike thug, Medium) Speed: 8 squares. Str -2, Dex +2, Int +2, Cha -4 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. KAMINOAN Use the species’ stats as detailed in Gary M. Sarli’s unofficial conversion guide.

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KEL DOR Use the species’ stats as detailed in the SECR. KERESTIAN (bone-faced humanoid, Medium) Speed: 6 squares. Str +2, Int -2, Cha -2 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. KHIL (tendril-faced humanoid, Medium) Speed: 6 squares. Con -2, Int +2, Wis +2 Hullepi filter: A khil filters its food from the air passing through its hullepi (tendrils), so it doesn't need to eat Melodic voice: Khil may reroll any Persuasion checks made using their voice, but they must jeep the second roll, even if it’s worse than the previous one. KHOMMITE (grey humanoid clone, Medium) Speed: 6 squares. Con +2, Int +2, Wis -2 Bonus Feat: A khommite must (not ‘may’) 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 (reptilian tendril-face biped, Medium) Speed: 6 squares. Dex -2, Con +2, Int -2, Wis +2 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. KITONAK (squat baggy biped, Small) Speed: 4 squares. Dex -2, Con +2, Wis +2, Cha -2 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. KLATOOINIAN (horn-faced humanoid, Medium) Speed: 6 squares. Con +2, Int -2 Strong-willed: Members of this species gain a +2 bonus to their Will defense. KOORIVAR (Tall fin-head humanoid, Medium) Speed: 6 squares. Con -2, Int +2, Cha +2 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. KREVAAKI (chitinous tendril-face biped, Medium) Speed: 6 squares.

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Wis +2, Cha -2 Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense. Conditional Bonus Feat: Members of this species gain Skill Focus (Deception) as a bonus feat if they are trained in that skill. Enhanced Fortitude: Members of this species gain a +1 bonus to their Fortitude defense. KRISH (bulky humanoid, Medium) Speed: 6 squares. Str +2, Int -2, Wis -2 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 (Biped aardvark, Medium) Speed: 6 squares. Str -2, Dex +2, Int +2 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. Light-sensitive: Kubaz are blinded in bright light, unless they wear protective eye googles. KUSHIBAN (cute little bunny, Small) Speed: 4 squares. Str -4, Dex +4 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. LANNIK (short goblinlike humanoid, Small) Speed: 4 squares. Dex +2, Wis -2, Cha -2 Fearless: Members of this species gain a +2 bonus to their Will defense, which increases to a +5 bonus against fear effects. LEPI (man-sized hare, Medium) Speed: 6 squares. Str -2, Dex +2 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. MENAHUUN (short furry biped, Small) Speed: 4 squares. Str -2, Dex +2, Wis +2, Cha -2 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. MIRALUKA (blind humanoid, Medium)

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Speed: 6 squares. Dex -2, Int +2 Intuitive precognition: Members of this species may reroll any Initiative check, but they must abide by the second result, even if it’s worse than the original. Bonus feat: Miraluka gain Force-Sensitive as a bonus feat. Blindsense: Miraluka may make Use the Force checks instead of Perception checks that would require them to ‘see’ another character or object. A miraluka retains her Dex and dodge bonuses to Reflex defense even when flat-footed; other creatures gain no benefit from concealment against a miraluka. Blindness: When prevented from using the force, miraluka are completely blind. MON CALAMARI Use the species’ stats as given in the SECR. MORSEERIAN (suit-encased 4-arm biped, 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 (small avian humanoid, Small) Speed: 4 squares. Str -4, Dex +2, Con -2, Int +4, Wis +2, Cha +2 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. MUUN (featureless thin humanoid, Medium) Speed: 6 squares. Str -2, Int +4 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 (Four-armed trunked troll, Medium) Speed: 6 squares. Int -2, Wis +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. 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. NAGAI (white-skinned elf, Medium)

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Speed: 6 squares. Dex +2, Con -2, Reflex defense +2 Soothing voice: Members of this species may reroll any Persuasion check requiring them to talk; they may keep the best result. NAZZAR (Horse-headed humanoid, Medium) Speed: 6 squares. Str +2, Dex +2, Wis -2, Cha -2 NEIMOIDIAN Use the species’ stats as detailed in the SECR. NETI (Tree-like alien, Medium) Speed: 6 squares. Dex -6, Con +2, Int +2, Wis +2 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. NIKTO (scaly featureless humanoid, Medium) Speed: 6 squares. Esral'sa (mountain, blue-skinned) nikto Str +2, Wis -2, Cha -2 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. Glus'sa (pale) nikto Con +2, Int -2, Cha -2 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. Kadas'sa (green) nikto Str +2, Int -2, Cha -2 Scent: This ability works as listed under the ewok entry in the SECR. 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. Kajain'sa (red) nikto Con +2, Int -2, Cha -2 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. M'shento'su (southern, yellow) nikto Dex +2, Int -2, Cha -2 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.

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NIMBANEL (snouted humanoid, Medium) Speed: 6 squares. Int +2, Wis -2 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. NOEHON (biped fly, Small) Speed: 4 squares. Dex +2, Int -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. 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 NOGHRI Use the species’ stats as detailed in Gary M. Sarli’s unofficial conversion guide. NOSAURIAN (Crested biped saurian, Medium) Speed: 6 squares. Dex +2, Wis -2, Cha -2 Natural weapon: Members of this species may make a gore attack (base damage 1d8 plus twice the character’s Str modifier) instead of an unarmed attack. Gore attacks count as two-handed melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons. Environmental adaptation: Members of this species may always take 10 on survival checks when in jungle environments. Expert climber: Members of this species may always take 10 on Climb checks. NUKNOG (small pachidermlike biped, Small) Speed: 4 squares. Dex +2, Int -2, Wis -2 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. OMWATI (RESTRICTED SPECIES) (Thin blue humanoid, Medium) Speed: 6 squares. Str -2, Int +2, Wis +2 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. ORTOLAN (elephant-like dwarf, Small) Speed: 4 squares. Dex -2, Con +2 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.

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PACITHHIP (pear-shaped biped elephant, Medium) Speed: 6 squares. Str +2, Dex -2 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. PA'LOWIK (fat, trunked, spindly-limbed alien, Medium) Speed: 6 squares. Str -2, Dex +2, Wis +2 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. PHINDIAN (stone-faced biped, Medium) Speed: 6 squares. Int +2, Cha -2 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'EAHIAN (four-armed blue-furred biped, Medium) Speed: 6 squares. Int +2, Wis -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. Insulating fur: Members of this species gain a +2 bonus to their Fortitude defense vs natural cold. PSADAN (Fat big humanoid, Medium) Speed: 4 squares. Str +2, Dex -2, Con +4, Int -4, Cha -4 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. QUARREN Use the species’ stats as given in the SECR. QUERMIAN (spindly small-headed biped, Medium) Speed: 6 squares. Str -2, Dex +2, Con -2, Int +2, Wis +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. 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. QWOHOG (small amphibious humanoid, Small) Speed: 4 squares.

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Dex +2, Wis -2 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. RANAT (small ratling, Small) Speed: 6 squares. Dex +2, Int -2, Cha -2 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. RANTH (bipedal wild dog, Medium) Speed: 6 squares. Dex +2, Int -2, Wis -2 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. RODIAN Use the species’ stats as given in the SECR. RUURIAN, LARVA (giant caterpillar, Small) Speed: 4 squares. Str -2, Con -2, Int +4 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 (giant moth, Small) Speed: 4 squares. Str -2, Con -2, Cha +4 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 (Male: biped frog, Small) (Female: biped frog, Medium) Speed: 4 squares. Male: Str +2, Dex -2 Female: Str -2, Dex +2 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.

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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. RYN (beaked, tailed humanoid, Medium) Speed: 6 squares. Outcast’s congeniality: Members of this species may reroll any Persuasion check, but they must take the second result, even if it’s worse than the original. Prehensile Tail: A member of this species has Martial Arts I also gains Dual Weapon Mastery I as a bonus feat. The Character gains a +2 species bonus on grab checks. SAKIYAN (Red human, Medium) Speed: 6 squares. Evolved senses: Members of this species may reroll any Perception check, but they must take the second result, even if it’s worse than the original. Additionaly, they gain a +1 species bonus to their Reflex defense. Low-light vision: This ability functions as described in the SECR. SANYASSAN (ape-faced barbarian, Medium) Speed: 6 squares. Str +2, Dex -2, Con +2, Int -2 Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense. SARKAN (giant biped lizard, Medium) Speed: 6 squares. Str +2, Cha -2 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 sauvax 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. SAUVAX (man-sized crab, Medium) Speed: 6 squares. Str +2, Dex -2, Con +2, Cha -4 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 (Biped furry mammal, Medium) Speed: 6 squares. Dex +2, Wis -2, Cha -2 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. SHI'IDO (shapeshifter, Medium) Speed: 6 squares. Con -2, Int +2 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.

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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 (biped doglike humanoid, Medium) Speed: 6 squares. Dex +2, Int -2, Cha -2 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: This ability works as listed under the ewok entry in the SECR. 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 specoes also impose a -2 penalty on Persuasion checks made to interact with them. SKAKOAN (bressure-suited biped, Medium) Speed: 6 squares. Dex -2, Int +2 Bonus feat: Skakoan gain Armor Proficiency (light) as a bonus feat. Conditional Bonus Feat: Members of this species gain Skill Focus in Knowledge (technology) as a bonus feat if they are trained in that skill. Conditional Bonus Feat: Members of this species gain Skill Focus (Mechanics) as a bonus feat if they are trained in that skill. Life support required: Without a pressure suit, a skakoan moves 1 persistent step in the condition track for every minute of exposure. Skakoan pressure suit All skakoan carry a special pressure suit: Armor bonus to Ref defense: +2 Equipment bonus to Fort defense: +2 Max Dex bonus: +4 Check Penalty: -2 Cost: 1,000 credits. SKRILLING (short, tube-faced humanoid, Medium) Speed: 6 squares. Str +2, Dex -2, Int -2, Wis +2, Cha -2 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 (blue-green winged humanoid, Medium) Speed: 6 squares. Str +2, Con -2, Wis -2 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. SLUDIR (Lizard-faced centaur, Large) Speed: 8 squares. Str +2, Con +2, Int -2, Wis -2, Cha -4 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 (Snake-centaur, Medium) Speed: 6 squares. Dex -2, Int +2, Cha +2 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.

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Conditional Bonus Feat: Members of this species gain Skill Focus (Mechanics) as a bonus feat if they are trained in that skill. SNIVVIAN (Boar-headed gnome, Small) Speed: 4 squares. Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense. Cold resistance: Snivvians gain damage reduction 5 against cold-based attacks. Conditional Bonus Feat: Members of this species gain Skill Focus in Knowledge (galactic lore) as a bonus feat if they are trained in that skill. SPINER (Spiny muscular humanoid, Medium) Speed: 6 squares. Dex +2, Wis -2, Cha -2 Quills: A spiner’s quills can be used as simple ranged weapons, dealing 1d6 piercing damage. SQUIB (bipedal rabbit, Small) Speed: 4 squares. Str -2, Dex +2, Wis -2, Cha +2 Conditional Bonus Feat: Members of this species gain Skill Focus (Persuasion) as a bonus feat if they are trained in that skill. Born haggler: Members of this species may reroll any Persuasion check to haggle or improve a target’s attitude, but they must abide by the second result, even if it’s worse than the first one.. SSI-RUU (RESTRICTED SPECIES) (Big saurian, Medium) Speed: 6 squares. Str +2, Wis -2 Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense. Bullying: Members of this species may reroll any opposed Perception check vs Deception and any Persuasion check to intimidate, but they must abide by the second result, even if it’s worse than the first one. Force-incapable: Ssi-ruu can't become force-sensitive or use the force in any way. Nearsighted: Ssi-ruu suffer a -2 penalty on Perception checks requiring visual input. Special: This species requires GM approval to play before the New Jedi Order era. SULLUSTAN Use the species’ stats as detailed in the SECR. TALZ (RESTRICTED SPECIES) (four-eyed yeti, Medium) Speed: 6 squares. Str +2, Con +2, Int -2, Wis -2, Cha -2 Darkvision: This ability functions as detailed in the SECR. Insulating fur: Members of this species gain a +5 bonus to their Fortitude defense vs cold. Protected eyes: Talz can't be blinded by Intense light. 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. Special: This species requires GM approval to play before Rebellion Era. TARASIN (Bipedal lizard, Medium) Speed: 6 squares. Str -2, Int +2, Wis +2 Bonus feat: Tarasin gain Force-Sensitive as a bonus feat. Heat resistant: Members of this species gain a +2 bonus to their Fortitude defense vs natural heat Camouflage: A Tarasin may spend a swift action to gain partial concealment by changing color to match the surroundings. TARRO (RESTRICTED SPECIES) (Ape-faced humanoid, Medium) Speed: 6 squares. Str +2, Int -2, Cha -2

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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. Natural defiance: Tarro gain a +2 species bonus to their Will defense. Physical intimidation: When making a Persuasion check to intimidate a target, tarro may use their Strength modifier instead of their Charisma modifier. Uncooperative: Tarro can't receive any bonuses from the aid another action, or any of the talents from the Leadership Talent tree. Special: Less than 500 tarro remain in the galaxy, so GM approval is required to play one. TEMOLAK (monster-faced humanoid, Medium) Speed: 6 squares. Str +2, Int +2, Wis -4, Cha -2 Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense. Great Fortitude: Members of this species gain a +2 bonus to their Fortitude defense., THAKWAASH (bull-headed giant, Large) Speed: 8 squares. Str +4, Dex -2, Wis -2, Cha -2 Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense. Multiple personality: Once per round, a thakwaash may spend a move action to gain a +2 bonus on any skill check (the thakwaash effectively uses the aid another action on itself). THISSPIASSIAN (Shaggy bearded snake-centaur, Medium) Speed: 6 squares. Str +2, Wis -2, Cha -2 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. Conditional Bonus Feat: Members of this species gain Crush as a bonus feat if they meet the corresponding prerequisites. Conditional Bonus Feat: Members of this species gain Martial Arts II as a bonus feat if they meet the corresponding prerequisites. TISS'SHAR (Human-sized dinosaur, Medium) Speed: 8 squares. Str -2, Int +2, Wis -2 Darkvision: This ability functions as detailed in the SECR. Natural armor: Members of this species gain a +2 natural armor bonus to their Reflex defense. Natural weapon: Members of this species may make a bite attack (damage 1d6 plus the character’s Str modifier) instead of an unarmed attack, or as an off-hand attack. Bite attacks count as one-handed melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons. Conditional Bonus Feat: A tiss’shar gains Skill Focus on one skill if trained in that skill. The specific skill depends on the tiss’shar’s subspecies: Orl-ar: Acrobatics Isk-ar: Mechanics Ask-ar or Nil-ar: Stealth Kal-ar: Persuasion Sil-ar: Deception TOGORIAN (Biped furred predator, Large) Speed: 8 squares. Str +4, Dex -2, Con +2, Int -2, Wis -2 Low-light vision: This ability functions as described in the SECR. TOGRUTA (Four-horned red humanoid, Medium) Speed: 6 squares. Dex +2, Con -2, Wis +2 Spatial Awareness: A togruta retains Dexterity and dodge bonuses to Reflex defense when flanked, flat-footed or struck by an invisible attacker and may spend a swift action to ignore the effects of concealment on all targets within 6 squares.

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TOONG (Four-limbed rhomboid head, Medium) Speed: 6 squares. Dex +4, Con -2, Wis -2, Cha -2 Quick Reflexes: Members of this species may reroll any Initiative or Pilot check, but they must abide by the second result, even if it’s worse than the first one. Conditional Bonus Feat: Members of this species gain Skill Focus (Initiative) as a bonus feat if they are trained in that skill. Social anxiety: Toong suffer a -2 penalty on Persuasion checks, and a -2 penalty on Perception checks against Deception. As a full-round action, he Toong may attempt a Wisdom check (DC 15) to overcome these penalties for the remainder of the encounter. TOYDARIAN (Winged, trunk-faced biped, Small) Speed: 4 squares. Str -4, Dex +4, Con -2 Flight: Members of this species are capable of flight, with a speed of 4 squares. Resistant brain: Members of this species gain a +2 bonus to their Will defense, which increases to +5 against Force powers. TRANDOSHAN Use the species’ stats as described in the SECR. TRIANII (Biped man-sized cat, Medium) Speed: 6 squares. 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. Conditional Bonus Feats: Members of this species gain Skill Focus (Acrobatics) and Skill Focus (Climb) as bonus feats if they are trained in these skills. T'SURR (Demon-headed, blue hulk, Large) Speed: 8 squares. Str +2, Dex -2 Innate accuracy: The four eyes of t’surr grant them a +1 species bonus on all ranged attack rolls. Natural armor: members of this species gain a +1 natural armor bonus to their Reflex defense. Menacing appearance: Members of this species may reroll any Persuasion check to Intimidate, but they must abide by the second result, even if it’s worse than the first one. Low-light vision: This ability functions as described in the SECR. TUNROTH (Bony spined humanoid, Medium) Speed: 6 squares. Str +2, Int -2, Cha -2 Wilderness affinity: Members of this species may reroll any Survival check, but they must abide by the second result, even if it’s worse than the first one. Conditional Bonus Feat: Members of this species gain Skill Focus (Survival) as a bonus feat if they meet the corresponding prerequisites. TUSKEN RAIDER Use the species’ stats as detailed in Gary M. Sarli’s unofficial conversion guide. TWI'LEK Use the species’ stats as detailed in the SECR. UBESE (Armored humanoid, Medium) Speed: 6 squares. Dex +2, Con -2 Bonus Feat: Ubese gain Armor Proficiency (light) as a bonus feat. Hardy: Members of this species may reroll any Survival check, but they must abide by the second result, even if it’s worse than the first one. Gearhead: Members of this species may reroll any Mechanics to repair or modify objects.

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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. UGNAUGHT (Malformed hairy dwarf, Small) Speed: 4 squares. Dex -2, Con +2, Int +2, Cha -2 Bonus Feat: Ugnaughts gain Skill Focus (any one skill of their choice) as a bonus feat. Conditional Bonus Feats: Members of this species gain Skill Focus (Endurance) and Skill Focus (Mechanics) as bonus feats if they are trained in these skills. UMBARAN (Pale, sullen humanoid, Medium) Speed: 6 squares. Con -2, Wis +2, Cha +2 Darkvision: This ability functions as detailed in the SECR. Manipulative: Members of this species may reroll any Persuasion check, but they must abide by the second result, even if it’s worse than the first one. Conditional Bonus Feat: Members of this species gain Skill Focus (Persuasion) as a bonus feat if they are trained in that skill. Light-sensitive: Umbarans are blinded in bright light. VERPINE (Green bipedal insectoid, Medium) Speed: 6 squares. Radio communication: Verpines have natural radio commlink with other verpine, up to a 10 km range. Enhanced senses: Members of this species may reroll any Perception checks at 4 squares or less, but they must abide by the second result, even if it’s worse than the first one. Natural armor: members of this species gain a +1 natural armor bonus to their Reflex defense. Gearhead: Members of this species may reroll any Mechanics to repair or modify objects, but they must abide by the second result, even if it’s worse than the first one. VODRAN (Ridge-faced humanoid, Medium) Speed: 6 squares. Con +2, Int -2, Cha -2 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 first one. Natural armor: members of this species gain a +1 natural armor bonus to their Reflex defense. Loyalty: Members of this species gain a +2 bonus to their Will defense against mind-influencing effects. This benefit does not apply against hutts. VOR (Winged saurian, Medium) Speed: 6 squares. Con -2, Int +2 Flight: Members of this species are capable of flight, with a speed of 10 squares. Emotional affinity: Members of this species may reroll any Persuasion check to calm emotions and any Deception check to hide emotions, but they must abide by the second result, even if it’s worse than the first one. VRATIX (man-sized mantis, Medium) Speed: 6 squares. Dex -2, Int +2, Cha -2 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. Produce bacta: Once per day as a full-round action, a vratix may produce 1 liter of bacta. A character trained in Treat Injury (only) may use one liter of bacta as a medpac. Acute hearing: Members of this species may reroll any Perception checks where auditive input is required, but they must abide by the second result, even if it’s worse than the first one. Conditional Bonus Feat: Members of this species gain Skill Focus (Jump) as a bonus feat if they are trained in that skill. VUVRIAN (Multi-eyed biped, Medium)

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Speed: 6 squares. Str -2, Int +2, Cha +2 Multiple eyes: A vuvrian may not be flanked or flat-footed. Enhanced 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 first one. Conditional Bonus Feat: Members of this species gain Skill Focus (Use the Force) as a bonus feat if they are trained in that skill. Pain sensitivity: Vuvrians suffer a -2 penalty to their Damage Threshold. WEEQUAY (Ridge-faced humanoid, Medium) Speed: 6 squares. Str +2, Con +2, Int -2, Wis -2, Cha -4 Scent: This ability works as listed under the ewok entry in the SECR. Silent language: Weequay may communicate among themselves by smell, without need for words or signs of any kind. Enhanced smell: Members of this species may reroll any Perception check to discern things by smell, but they must abide by the second result, even if it’s worse than the first one. WHIPHID (Furry boar-faced giant, Large) Speed: 8 squares. Str +2, Int -2, Cha -2 Scent: This ability works as listed under the ewok entry in the SECR. Natural weapon: Members of this species may make a claw 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. A character can apply Weapon Focus (and derived talents) to its own natural weapons. Insulating fur: Members of this species gain a +5 bonus to their Fortitude defense vs cold effects. 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. WOOKIEE Use the species’ stats as detailed in the SECR. House rule: I’d reduce the Strength bonus to +2 and get rid of the extraordinary recuperation trait. Universe-accurate wookiees don’t need either, and they are much less overpowered that way. WOOSTOID (Slim, bug-eyed humanoid, Medium) Speed: 6 squares. Str -2, Int +4 Scientific mastery: Members of this species may reroll any Use Computer check and any Knowledge (physical sciences) or Knowledge (galactic lore) check, but they must abide by the second result, even if it’s worse than the first one. Conditional Bonus Feat: Members of this species gain Skill Focus (Use Computer) 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 act violently during any given scene. Otherwise, they simply refrain from combat. XEXTO (Four-armed spindly humanoid, Small) Speed: 4 squares. Str -2, Dex +4, Con -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. Conditional Bonus Feat: Members of this species gain Dual Weapon Mastery Feat II as a bonus feat if they fulfil the prerequisites. YARKORA (RESTRICTED SPECIES) (Bipedal camel, Medium) Speed: 6 squares. Dex -2, Wis +2, Cha +2 Natural gossip: Members of this species may reroll any Persuasion or Gather Information check, keeping the second result even if it’s worse than the first one. Special: recently discovered, this species requires GM approval to be played before the Rebellion Era.

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YEVETHA (RESTRICTED SPECIES) (Skeletal humanoid, Medium) Speed: 6 squares. Str +2, Int -2, Cha -2 Bonus feats: Yevetha gain Martial Arts I and Dual Weapon Mastery I as bonus feats. Conditional Bonus Feat: Members of this species gain Skill Focus (Mechanics) as a bonus feat if they are trained in that skill. Xenophobic: Members of this species suffer as -2 penalty on Persuasion checks made to interact with other species; NPCs of this specoes also impose a -2 penalty on Persuasion checks made to interact with them. Special: Yevetha require GM approval to be played before the Rebellion Era. YINCHORRI (Man-sized saurian, Medium) Speed: 6 squares. Mental resistance: Members of this species gain a +2 bonus to their Will defense, which increases to a +5 bonus against force powers. Heat resistance: Members of this species gain a +5 bonus to their Fortitude defense vs natural heat. YUUZHAN VONG Use the species’ stats as detailed in the SECR. YUZZEM (Tusked, furry giant, Large) Speed: 6 squares. Str +4, Dex -2, Con +2, Int -2, Wis -4, Cha -2 Natural weapon: Members of this species may make a claw attack (damage 1d6 plus the character’s Str modifier) or bite attack (damage 1d8 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 bite attacks count as one-handed melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons. Scent: This ability works as listed under the ewok entry in the SECR. Brave: Members of this species gain a +2 bonus to their Will defense vs fear. Climbing claws: Members of this species may always take 10 on Climb checks. ZABRAK Use the species’ stats as described in the SECR. ZEHETHBRA (Bipedal badger, Medium) Speed: 6 squares. Str +2, Wis -2, Cha -2 Spray: As a full-round action, a zehethbra may willingly go down 1 step on the Condition track to spray a stinging cloud in a 2-sq. radius. The zehethbra makes a ranged attack (1d20+5) against the Fort defense of all creatures in the area; those hit by the attack move down 1 step on the Condition track as well. ZELTRON (Sexy humanoid, Medium) Speed: 6 squares. Con -2, Wis -2, Cha +4 Alert senses: Members of this species may reroll any Initiative check, taking the second roll even if it’s worse than the first one. Mood sense: Members of this species may accurately determine the mood of a sentient creature within line of sight by succeeding on a Perception check with a DC equal to the target’s Will Defense. A willing target grants a +10 bonus to the roll. Seductive: Members of this species may reroll any Persuasion check to seduce other humanoids, taking the second roll even if it’s worse than the first one. Conditional Bonus Feat: Members of this species gain Skill Focus (Persuasion) as a bonus feat if they are trained in that skill.