Here are a few more:
Grimlock
Grimlocks are a degenerate humanoid species. They are grey-skinned with large ears and dingy black hair. Their eyes sockets are covered with flaps of skin, grimlocks are totally blind. Their sense of hearing makes up for this immense infirmity, however. Though they are primitive savages, grimlocks can be found all over the galaxy in positions of hired muscle.
Personality: Grimlocks are savage, xenophobic warriors. The have a penchant for cruelty that can make a hardened soldier white with fear and disgust.
Grimlock Homeworld: Grimlocks hail from the mountainous world of Urth.
Languages: Grimlocks speak Grimlock, and rarely Basic and Illithid.
Example Names: Arghal, Gazzik, Hulgak, Razi
Adventurers: Grimlocks can be found usually in the service of Crimelords with enough money to travel to Urth to capture the creatures to work as guards or fighters for their gladitorial games. Grimlocks hate their lot in life, but grow accustomed to it if continually allowed to fight and dine on their kills. Rarely, a grimlock will be captured young and never learn the brutality that most members of the species know, and find work as a scout or soldier.
Grimlock Traits:
• +4 Str, +2 Dex, +2 Con, -2 Wis, -4 Cha. Grimlocks are strong, agile, and healthy creatures, but they tend to be foolish and carry an air about them that put fear into those around them.
• Medium-sized. Grimlocks have no bonuses or penalties based on their size.
• Grimlocks have a base speed of 10 meters.
• +2 natural Defense bonus.
• Blindsight: Grimlocks can ascertain all foes within 13 meters as a sighted creature would. Beyond that range, they treat all targets as totally concealed. Grimlocks are susceptible to scent and sound-based attacks, however, and are affected by normally loud noises and overpowering odors. Negating a grimlock’s sense of smell or hearing reduces this ability to normal Blind-fight (as the feat). If both are negated, the grimlock is effectively blind.
• Grimlocks are immune to any sight-based attacks.
• +10 racial bonus to Hide checks when in the mountains or underground.
Halflings
Halflings are a species of small humanoids that look much like small elves. They are well-known for their “sticky fingers” that tend to get them into trouble wherever they go. Halflings are a star bound species and can be found all over the galaxy.
There are several different races of halfling. All are detailed below.
Lightfoot Halflings:
Lightfoot Halflings are the most common race of halfling found in the galaxy. They are small creatures, standing only three feet tall and their entire body speaks of grace and quickness. Lightfoot Halflings tend to be hard workers, but they are also rather opportunistic and jump on any chance to get a little further ahead. They prefer comfort over shows of wealth.
Personality: Lightfoot Halflings are cheery folk. They make friends even if those the choose as friends like it or not.
Halfling Homeworld: Lightfoot Halflings hail from the verdant world of Glenn.
Languages: Lightfoot Halflings speak Halfling and Basic.
Example Names: Brandon, Gail, Merriweather, Regis
Adventurers: Lightfoot Halflings tend to crave adventure. They are always on the look out for a chance to have a little fun and maybe make a little coin in the process. It’s unfortunate that much of their fun causes so much trouble.
Lightfoot Halfling Traits:
• +2 Dex, -2 Str. Lightfoot Halflings are quite agile, but tend to be weak.
• Small-sized. Lightfoot Halflings gain a +1 bonus to attack rolls and Defense scores due to their small stature.
• +4 bonus to Hide checks due to size.
• Lightfoot Halflings have a base speed of 6 meters.
• +1 racial bonus to all saving throws
• +2 morale bonus to saving throws against fear.
• +2 racial bonus to Climb, Jump, Listen, and Move Silently checks.
Tallfellow Halflings:
Tallfellow Halflings are a race of four foot tall, slim halflings. After the halflings began their exploration of the stars, the Tallfellows encountered the elves of Lillandra. They were instantly smitten with the elven people and many took up residence among the elves. Whenever one encounters an elven starship, they are likely to find some tallfellow halflings among the crew.
Personality: Tallfellow Halflings exhibit the same vibrant cheeriness common among halflings. They make friends easy, and do their best to make sure everyone around them has a good time.
Tallfellow Halfling Homeworld: Tallfellow Halflings hail from Glenn, but almost as many can be found on Lillandra as well.
Languages: Tallfellow Halflings speak Halfling, Basic, and Elven.
Example Names: Callie, Galen, Pioter, Rudden
Adventurers: Tallfellow Halflings are not quite as adventurous as their lightfoot cousins, but they still enjoy a nice excuse to explore the galaxy upon occasion. They dislike fighting, but will throw a jab once in a while when they think they can get away with it without getting hurt.
Tallfellow Halfling Traits:
• +2 Dex, -2 Str. Tallfellow Halflings are agile, but weak.
• Small-sized. Tallfellow Halflings gain a +1 bonus to attack rolls and Defense scores due to their small stature.
• +4 bonus to Hide checks due to size.
• Tallfellow Halflings have a base speed of 6 meters.
• +1 racial bonus to all saving throws
• +2 morale bonus to saving throws against fear.
• +2 bonus to Search, Spot, and Listen checks. Like an elf, a tallfellow who merely passes within a meter of a secret or concealed door is entitled to a Search check as though actively looking for it.
Deep Halflings:
Deep Halflings are shorter and stockier than the more common lightfoot halflings. They take great pleasure in gems and man mines in order to gain more, though they tend to hire out the labor. Unlike the tallfellow halflings that took to the elves, deep halflings enjoy the company of dwarves over all others. Even taking on the dwarven love of masonry and blacksmithing.
Personality: Though not as outgoing and cheerful as the other halfling races, deep halflings are still friendly. They may not instantly warm up to a human, sullustan, or elf, but they do over time if the person is honorable and honest.
Deep Halfling Homeworld: Deep Halflings hail from the mountain ranges of Glenn, and are also found in abundance among the dwarves.
Languages: Deep Halflings speak Halfling, Basic, and Dwarven.
Example Names: Brock, Nathan, Vanmear, Yissilla
Adventurers: Deep Halflings are the most reclusive of all the halfling races. They prefer to spend their time in the mines or quarries than out on the spaceways. They usually leave their homes to try and discover new, mineral-rich worlds. They are the quickest halflings to anger, but even then, they prefer to avoid fights.
Deep Halfling Traits:
• +2 Dex, -2 Str. Deep Halflings are agile, but weak.
• Small-sized. Deep Halflings gain a +1 bonus to attack rolls and Defense scores due to their small stature.
• +4 bonus to Hide checks due to size.
• Lightfoot Halflings have a base speed of 6 meters.
• +1 racial bonus to all saving throws
• +2 morale bonus to saving throws against fear.
• +2 racial bonus to Appraise, Craft, and Profession checks that deal with metalworking or stonecutting.
• Darkvision up to 20 meters.
• Stonecutting: +2 bonus to checks to notice unusual stonework. They get a Search skill check when coming within 1 meter of stonework in question. They can also intuit depth, sensing the approximate depth as easy as human can sense which way is up.
Hobgoblin
Hobgoblins are a race of goblinoids that pose the greatest threat to the dwarves of Kazim. Unlike orcs, goblins, and bugbears, hobgoblins are disciplined soldiers that are no slouches on the battlefield. Though few still reside on Kazim, hobgoblin warlords still travel the spaceways around the dwarven homeworld, picking off as many merchant ships as possible.
Personality: Hobgoblins are aggressive creatures that demand order and obedience from all their subjects. They are quick to anger and punishments for failure are swift and brutal.
Hobgoblin Homeworld: Hobgoblins hail from Kazim, but most are now located on the desert world of Runmor.
Languages: Hobgoblins speak Goblin and Basic, though warlords and higher officers also speak Dwarven.
Example Names: Azag, Karson, Ordo, Tirva, Yorg
Adventurers: Hobgoblins can be found all over the galaxy serving as guards and mercenaries if they aren’t supporting the war effort near Kazim.
Hobgoblin Traits:
• +2 Dex, +2 Con. Hobgoblins are agile and hardy creatures.
• Medium-sized. Hobgoblins gain no bonuses or penalties based on their size.
• Hobgoblins have a base speed of 10 meters.
• Darkvision up to 20 meters.
• +4 racial bonus to Move Silently checks.
Kobold
Kobolds are small reptilian creatures that look somewhat like a reptilian dog. They are well known for their sadistic torture practices. They hail from the world of Gnori, which they share with the gnomish races. The hatred between the two species is immense, and both attempt to kill the other whenever they meet.
Personality: Kobolds like to cause displeasure and pain in all that the meet. Nothing brightens a kobold’s day faster than setting a trap that causes a gnome to break his leg.
Kobold Homeworld: Kobolds hail from the planet, Gnori.
Languages: Kobolds speak Kobold and Draconic.
Example Names: Gardnak, Krashnir, Ortokolo, Yinnik
Adventurers: Kobolds hire themselves out as spies and assassins. They rarely find themselves getting pushed around for long by an employer, since those that do usually end up having an accident.
Kobold Traits:
• +2 Dex, -4 Str. Kobolds are quite dextrous, but tend to be weaklings.
• Small-sized. Kobolds gain a +1 bonus to attack rolls and Defense scores.
• +4 bonus to Hide checks due to size.
• Kobolds have a base speed of 10 meters.
• +1 natural Defense bonus.
• Darkvision up to 20 meters.
• Light Sensitivity: Kobolds suffer a –1 penalty to attack rolls in bright light, though protective goggles help to allevieate this problem.
• +2 bonus to Craft (Trapmaking), Profession (Mining), and Search checks.
Kuo-Toa
Long ago, the fish-like humanoids called the Kuo-Toa had an empire of cruelty and pain that covered five systems. Those under their rule rebelled and pushed the foul creatures into exile on their homeworld. After hundreds of years, the creatures fought back and have won the right to travel the spaceways again…let the heavens tremble.
Kuo-Toas are a species of humanoid fish that are known slavers. Their scales are silver-gray in color and give them the look of being pudgy and bloated. They walk on large flipper-like feet. They smell like rotting flesh. Though most species in the galaxy shun contact with them, the kuo-toas have the knowledge of many terrible things hidden deep under the water of their homeworld. Things so vile, and even the kuo-toans themselves at too frightened to explore all their possibilites.
Personality: Kuo-Toas are cruel, siniters creatures that only thing of gaining more power over all those around them.
Kuo-Toa Homeworld: Kuo-Toas hail from the oceanic world of Surl.
Languages: Kuo-Toas speak Kuo-Toan, Aboleth, and a strange language called Aquan.
Example Names: Kuar, Ni-Tithuan, Potar, Xi-Orgway
Adventurers: Kuo-Toas can be found wherever slaves are bought and sold. They can also be found selling their services to the highest bidder as guards or inquisitors. Kuo-Toas are also known to dabble in the Dark Side of the Force.
Kuo-Toa Traits:
• +2 Str, +2 Con, +2 Int, +4 Wis, -2 Cha. Kuo-Toas are superior to humans in nearly every way, but their looks and demeanor are revolting.
• Medium-sized. Kuo-Toas gain no bonuses or penalties based on their size.
• Kuo-Toas have a base speed of 6 meters, and can swim at a speed of 16 meters.
• +3 natural Defense bonus.
• Bite does 1d4 damage
• Pincer Staff: Kuo-Toas are proficient in the use of this weapon. It deals 1d10 damage, threatens a critical hit on a 20, and does double damage on a critical hit. It has a 3 meter reach and cannot be used on an adjacent opponent. A wielder that hits a Small to Large size opponent attempts a grapple as a free action. If the weilder get a hold, the staff grabs the opponent and deals 1d10 damage each round the hold is maintained.
• Keen Sight: Kuo-Toas have such keen sight that they can see supposedly invisible beings. Only by remaining perfectly still can such a creature go unnoticed.
• Slippery: All kuo-toas secrete an oily film that makes them difficult to grapple or snare. Webs don’t affect the kuo-toas, and they can ususaly wriggle free from other forms of containment.
• Adhesive: Kuo-Toas use their own body oil and other materials to give their shields a finish like that of flypaper, holding fast any creatures or items touching them. Anyone who makes an unsuccessful melee attack against a kuo-toa must succeed at a Reflex save (DC 14), or the attacker’s weapon sticks to the shield and is yanked out of the weilder’s grip. Creatures using natural weapons are automatically grappled if they get stuck.
• Immune to poisons.
• Light Blindness: Abupt exposure to bright light (such as daylight) blinds kuo-toas for 1 round. In addition, they suffer a –1 penalty to all attack rolls, saves, and checks while operating in bright light.
• Amphibious: Although kuo-toas breath by means of gills, they can survive indefinantly on land.
• +15 racial bonus to Escape Artist checks and +4 racial bonus to Spot and Search checks.
Lizardfolk
Lizardfolk are a species of reptilian humanoids looking quite a bit like short-snouted humanoid crocodiles. They lived in relative peace amongst the many tribes until the first Drow Elf craft landed on their homeworld. They were subjugated and forced into slavery. However, they did not give up, but instead learned from their captors. They learned how to repair and maintain starcraft, use blasters, and how to become tough. Many rebelled and left the world and scattered across the galaxy. Now, one can find lizardfolk all over galaxy in all manner of positions.
Personality: Lizardfolk are violent if provoked. They tend to be rude and vulgar, and quick to anger at even the most minor insult.
Lizardfolk Homeworld: Lizardfolk hail from the swamp-like world of Mooran.
Languages: Lizardfolk speak Draconic and Basic.
Example Names: Assain, Ssil, Ssuran, Thorkoss
Adventurers: Lizardfolk love the chance to show off their battle prowess. Their fighting skills combined with their natural abilities in water, make them excellent amphibious assault soldiers.
Lizardfolk Traits:
• +2 Str, +2 Con, -2 Int. Lizardfolk are strong and hardy creatures, but they don’t tend to be very bright.
• Medium-sized. Lizardfolk gain no bonuses or penalties based on their size.
• Lizardfolk have a base speed of 10 meters.
• +2 natural Defense bonus
• Claws and Bite do 1d4 damage
• +4 bonus to Jump, Swim, and Balance checks.
Locathah
Locathah were not even heard of, until the day one got caught up in the net of a fishing crew. The fish-man was unlike anything any of the sailors had ever seen before. They reported the incident and went about making their living. During their next night out, they were attacked by more of the humanoid fish. Only one sailor, a wookie, survived the attack. After then, the locathah were introduced to the galaxy and a shaky truce was met.
The locathah are a species of humanoids that are clearly more fish than man. They stand around 5 feet tall, slim, with fine yellow-green scales. The only way to tell males and females apart is by the ochre colored bands on their egg sacs. Due to them being an aquatic species, they are rarely found beyond their homeworld. There are special suits, much like those that some Aquatic Elves wear, that allow them to travel galaxy indefianitely, but such things are usually beyond the ability of an locathah to afford.
Personality: Locathah don’t trust other species. One must work hard to prove their worth to a locathah. They like the fishermen even less, but they keep their distance.
Locathah Homeworld: Locathah hail from the aquatic world of Humas.
Languages: Locathah speak Locathan, Aquan, and, at times, Basic.
Example Names: Eathan, Ko’reon, Rean, Yeanti
Adventurers: Locathahs rarely travel beyond their homes on Humas, and even then adhere to a strick code of peace, unless compelled by the death of one of their own, whether it be another locathah or a close friend, to attack. Only death can repay death.
Locathah Traits:
• +2 Dex, +2 Int, +2 Wis. Locathahs are graceful swimmers and are also rather intelligent and wise.
• Medium-sized. Locathahs gain no bonuses or penalties based on their size.
• Locathahs have a base speed of 3 meters on land and 20 meters while swimming.
• +1 natural Defense bonus
• Locathahs are all proficient in the use of tridents and spears, their traditional weapons.
Merfolk
Merfolk were the first forms of intelligent life on Humas. They are a species of half man-half fish that are beautiful as well as deadly when they want to be. The upper half of the creatures is that of an attractive human, while the lower half is that of a great fish. They are very rarely found outside of Humas, and even then are only found on worlds with many salt-water oceans.
Personality: Merfolk are playful and fond of pranks and tricks. They are slow to anger, but can be rather aggressive when angered.
Merfolk Homeworld: Merfolk hail from the oceanic world of Humas.
Languages: Merfolk speak Basic and Aquan.
Example Names: Coral, Fola, Ranwen, Sean
Adventurers: Merfolk rarely leave their homes on Humas due to their aquatic nature, and unlike Locathah or Aquatic Elves there are no special suits to allow merfolk to survive on land. The only way merfolk can travel is in tanks of water, hardly an attactive option. However, the oceans of Humas are vast and filled with dangerous creatures and other perils. Allowing some merfolk to be hired as undersea scouts.
Merfolk Traits:
• +2 Dex, +2 Con, +2 Cha. Merfolk are graceful swimmers, healthy people and are rather charismatic as well.
• Medium-sized. Merfolk gain no bonuses or penalties based on their size.
• Merfolk have a base swimming speed of 16 meters, they move on land at a speed of 1 meter.
• Amphibious: Merfolk can breathe air as easily as water, but they can only survive out of water for 1 hour per point of Constitution, after then refer to the rules for Suffocation on page 217 of the Star Wars Core Rulebook.
Mind Flayer
Mind Flayers, or Illithids as they call themselves, are an evil species similar to the Qarrens in appearance, but that is where the similarities end. Their heads are like that of a four-tentacled octopus. Their skin is mauve in color and glistens with slime. Their eyes are white and bloated, and its mouth drips with oily slime. The mind flayers are an ancient species that has took part in massacres, enslaving of entire species, and not mention becoming quite successful Dark Jedi.
Personality: Mind Flayers care little for anyone but themselves. It is nothing to them to leave their servitors or campanions to die if the tide of a battle goes against them.
Mind Flayer Homeworld: No one knows where the Illithid hail. The Illithid themselves know, but they aren’t telling anyone.
Languages: Mind Flayers speak Basic, but prefer to communicate telepathically.
Example Names: Belash, Higurr, Slarr, Vumash
Adventurers: Mind Flayers are well at home as nobles or Dark Side Adepts. They find it easy to find employment among crimelords as inquisitors.
Mind Flayer Traits:
• +4 Dex, +8 Int, +6 Wis, +6 Cha. Mind Flayers are stronger, quicker, wiser, and more intelligent that normal humans, a fact they are quick to prove.
• Medium-sized. Mind Flayers gain no bonuses or penalties based on their size.
• Mind Flayers has a base speed of 10 meters.
• Tentacles do 1d4 damage
• Mind Blast: This attack is a cone 20 meters long. Anyone caught in this cone must succeed at a Will save (DC 17) or be stunned for 3d4 rounds. This ability costs 4 Vitality Points.
• Improved Grab: to use this ability, the mind flayer must hit a Small to large creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A mind flayer can grab a Huge or larger, but only if it can somehow reach the foe’s head. After a successful grab, the mind flayer can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
• Extract: A mind flayer that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts the opponent’s brain, instantly killing that creature.
• Telepathy: Mind Flayers can communicate telepathically with any creature within 33 meters that has a language known to the mind flayers.
Minotaur
Minotaurs are powerfully built bull-headed humanoids. They are well known for their tempers and their great strength. Minotaurs are not a prolific species, but they can be found throughout the Outer Rim.
Personality: Minotaurs are fiercely territorial. They hate anyone coming near their meager possessions and will lash out violently at intruders with deadly force.
Minotaur Homeworld: Minotaurs hail from the planet, Minaros.
Languages: Minotaurs speak Minotaur and Giant.
Example Names: Kralin, Rorgar, Skaginar, Worlor
Adventurers: Minotaurs are well suited to bodyguards, due to their penchant for violence and their great strength. They are also highly sought after as guides, due to their tracking abilities and their inability to get lost in even the most confusing wilderness.
Minotaur Traits:
• +8 Str, +4 Con, -4 Int, -2 Cha. Minotaurs are strong and hardy, but they are rather stupid and lack even basic social etiquette.
• Large-sized. Minotaurs suffer a –1 penalty to attack rolls and to their Defense score.
• Minotaurs have a base speed of 10 meters.
• Horns do 1d8 damage
• Charge: A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6+6 points of damage.
• Natural Cunning: Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This prevents them from ever getting lost, and enables them to track enemies. Further, they are never caught flat-footed.
• +4 racial bonus to Search, Spot, and Listen checks.
Ogres
Ogres are a species of hulking humanoids well known for their violent tendencies. They are also as greedy as they are big, and can be found all over the galaxy selling their services as guards and mercenaries. The popular form of problem solving for an ogre is to smash whatever it is that is troubling it.
There are several different races of ogre. All are detailed below.
Ogre:
Ogres are large humanoids found in great abundance all over the Outer Rim. They are as stupid as they are big, and therefore are only hired on as bouncers or as expendable geurilla troops. They stand upwards of three meters and their yellowish skin is commonly covered with many warty bumps.
Personality: Ogres are violent bunch. They seem only to be happy when hurting others.
Ogre Homeworld: Ogres hail from the planet, Vurgan.
Languages: Ogres speak Ogre, and some of the more intelligent members of their species sometimes also speak Basic and Giant.
Example Names: Gorog, Morgo, Rigog, Stagar
Adventurers: Ogres are commonly working any job that will allow them to hurt as many people as possible. Their size and strength make then well suited to guards or other types of hired muscle.
Ogre Traits:
• +10 Str, +4 Con, -2 Dex, -4 Int, -4 Cha. What ogres have in strength and hardiness, they give up in agility, manners, and intelligence.
• Large-sized. Ogres suffer a –1 penalty to attack rolls and Defense ratings due to their size.
• Ogres have a base speed of 10 meters.
Merrow:
Merrows are an aquatic breed of ogre. They spend much of their time either hunting creatures or simply laying about. They look much like their land-bound cousins, except merrow have webbed fingers and toes. Due to their size and penchant for violence, not too many people have offered merrow the special suit that would allow them to live for a while out of water, therefore, they are rarely found away from Vurgan.
Note: Merrow are identical to land ogres. The only difference being their movement rates. Merrow can swim at a rate of 13 meters and receive a +15 bonus to any Swim checks.
Ogre Mages:
Ogre Mages are a race of intelligent ogres. Ogre Mages look different from their less-intelligent cousins. They are blue skinned, and their flesh is free of warts and rashes. Their large bodies appear to have less muscle, but this is false. Ogre Mages also have two horns portruding from their foreheads. They are as powerful as their lesser cousins and even more intelligent…a dangerous combination indeed.
Personality: Ogre Mages are greedy, everything they do is for money. They are sadistic and cruel.
Ogre Mage Homeworld: Ogre Mages hail from the world of Vurgan.
Languages: Ogre Mages speak Ogre, Giant, and Basic.
Example Names: Banweng, Janghow, Kirweng, Xiog
Adventurers: Ogre Mages will do anything malicious for a few credits. They can be found either working for crimelords or building their own criminal empire. They are never content working for others, and are always looking for a way to remove their employers in favor of themselves. Ogre Mages are also known to be purveyors of the Dark Side of the Force.
Ogre Mage Traits:
• +10 Str, +6 Con, +4 Int, +4 Wis, +6 Cha, -2 Dex. Ogre Mages are everything that ogres are and more. They are as strong, but they are also healthier, wiser, smarter, and more charismatic.
• Large-sized. Ogre Mages suffer a –1 penalty to attack rolls and Defense ratings due to their size.
• Orge Mages have a base speed of 10 meters, and can fly at a speed of 13 meters.
• +2 natural Defense bonus
• Flight: Ogre Mages can cease or resume flight as a free action. This ability costs 4 Vitality points.
• Regeneration: Ogre Mages regenerate 2 vitatlity points per round, and 1 wound point every 5 hours, though they will die if they lose all wound points. They must heal acid and fire damage as normal. If one of their limbs are severed, ogre mages can hold the severed member to the stump. Reattachment takes 1 minute. If the head or other vital organ is severed, it must be reattached within 10 minutes or the creature dies. Ogre Mages cannot regrow lost body parts.
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