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The Aurrorro-Tang are a fun loving ape-like race from the planet of Tang Rock in the distant Blood Drift Sector.  They live on high plateaus looking down on their dangerous jungle world.  they are rarely found in the Core worlds but are renown as excellent repulsorlift engineers.

Personality Aurro-Tang love nothing than to have a good time.  Repulsor surf parties are a popular pass time.  They always seem in a good mood.

LanguageAurrorro-Tang speak Basic.  Their own language is only ever spoken by scholars and historians.

Example namesGravin

AgeChild 1-10; young adult 11-14; adult 15-30; middle age 31-46; old 47-60; venerable 61+ 

Species Traits

Ability Modifiers: +2 Dexterity, -1 Constitution, -1 Wisdom

Medium Sized: No modifier

SpeedBase Speed 10.

Skill BonusAurrorro-Tang gain +2 on all Climb checks




The Centauri live in a Solar System in a galaxy far, far away.  Their people cover several worlds, Alpha Centauri, Beta Centauri, Omega Centauri and Delta Centauri.  The once peaceful people have now turned to war to fight off the threat of the Goa'uld, but they have been unsuccessful.  Only the small colony on Omega Centauri resists with Alpha Centauri and Delta Centauri under the control of the Goa'uld Tri-Alliance.  The Tri-Alliance is made up of the System Lords Mors, Nemesis and The Master.  The world of Beta Centauri has been all but destroyed by the Goa'uld.

A small settlement of Centauri exist on the Eastern continent of the planet Gar.  It is believed that they are the descendants of Centauri who traveled through the Stargate many centuries ago.

Personality Alpha-Centauri are bold and commanding.  They are physically superior to other Centauri and are recognised as the ruling class.  Beta-Centauri are softly spoken and are often scholars or healers.  Omega-Centauri are the warriors.  They are strong and aggressive.  The Delta-Centauri are the most curious and adventuresome of the race.  They are always friendly and inquisitive.


Example namesAsteroth, Flail, Thunder

AgeChild 1-10; young adult 11-14; adult 15-30; middle age 31-46; old 47-60; venerable 61+ 

Species Traits

Ability Modifiers: +2 Strength, +2 Constitution, -2 Dexterity,  -1 Wisdom, -1 Charisma

Medium Sized: As large creatures Centauri suffer a -1 penalty to attack and defense.

SpeedBase Speed 25.

Feat Bonus:  Power Attack.

Special:  Hooves - Hooves cause 1D6+Str modifier damage, Critical 20.  The player must specify that he is using Hooves when brawling.  A character with Two-Weapon Fighting may use a rear Hooves attack as his second action with the usual modifiers.

RestrictionsCannot use the Ride skill or take any Riding based Feats.




Draygons have only existed for a few years, but in that time they have already become feared across the galaxy.  All Draygons are clones.  They were the creation of the insane creature, and now Draygon Emperor, Drangal.  Draygons stand over eight feet tall.  Their body is a mix of green skin and scales, their heads crowned with a row of horns.  They have huge wings, can breath fire and their claws and fangs can rip through even a starships hull.  As if their physical prowess was not enough all Draygons are inbred with a desire to kill.  They see all other species as mere cattle and food, their giant Motherships containing a frightful site of races that are not kept as prisoners, but as food.  It is rare for a single Draygon to be encountered at a spaceport.  Draygons tend to remain on their Starship or in their asteroid lairs.  

Personality:  Fierce, aggressive and remorseless.  

LanguageBasix, Black Dragon

Example namesDuke, Crax, Armageddon, Inferno, Maul

AgeAs a newly created clone species the lifespan of a Draygon is unknown.


Draygon Species Traits

Ability Modifiers: +7 Strength, +5 Constitution, -4 Intelligence, -4 Wisdom, -4 Charisma

Large Sized:  

SpeedBase Speed 12.  flying speed 20, in space 50.

Flying:  A Draygon can fly at speed of 20 in an atmosphere and at a speed of 50 in space.

Temperature Resistance:  Draygons make no saving rolls against adverse effects of temperature.  They can survive extreme hot and cold conditions.

Fire Resistance:  A Draygon is immune to fire damage.

Oxygen:  A Draygon does require oxygen to breath.  They do however have an internal oxygen system allowing them to breath in variable atmosphere conditions and in space.  In order to breath 'internally'  the Draygon must constantly flap it's wings.  When resting in no oxygen environments a Draygons wings will still beat, even if sleeping.

Fire Breath:  A Draygon may use it's fire attack once per combat round as an attack action.  This attack has a range of 10 meters and causes 1D6 damage  (See RCB for catching fire rules page 287).

Claws & Fangs:  A Dryagons Claw or bite attack causes +2 unarmed damage, critical 20.

GM notes: It is strongly recommended that Players are not allowed to play this species.


Example Draygons

Draygon: Adult Int Draygon, Thug 1; Init +2 (+2 Dex); Def 18 ( +2 Dex, +0 Class, +6 Natural); Spd 10m; VP/WP -/19; Atk +8 melee (1d3+7, punch), -1 ranged (4d8, crit 19-20, Blaster [Cannon]); SQ Tainted; SV Fort +6, Ref +2, Will -1; SZ M; FP: 0; DSPs: 6; Rep: +0; Str 24, Dex 14, Con 19, Int 12, Wis 8, Cha 8.

Equipment: Blaster Canon (4D8, Crit. 19-20)

Skills: Intimidate +3, Read/Write Basic, Speak Basic, Spot +1, Survival +1, Swim +11

Feats: Armor Proficiency (light), Endurance, Weapons Group Proficiency (blaster pistols, simple weapons)

Damage Reduction: DR 6

Draygon (Tough): Adult Int Draygon, Thug 4; Init +2 (+2 Dex); Def 19 ( +2 Dex, +1 Class, +6 Natural); Spd 10m; VP/WP -/19; Atk +11 melee (1d3+7, punch), +2 ranged (4d8, crit 19-20, Blaster [Cannon]); SQ Dark Side; SV Fort +8, Ref +3, Will +0; SZ M; FP: 0; DSPs: 24; Rep: +1; Str 25, Dex 14, Con 19, Int 12, Wis 8, Cha 8.

Equipment: Blaster Canon (4D8, Crit. 19-20)

Skills: Intimidate +6, Pilot +5, Read/Write Basic, Speak Basic, Spot +1, Survival +2, Swim +12

Feats: Armor Proficiency (light), Endurance, Starship Operation (capital ship), Weapons Group Proficiency (blaster pistols, simple weapons)

Damage Reduction: DR 6




Galifreyans are an ancient race, and one of the first to master the secrets of not only space travel, but time travel.  Their modern society was formed when two Galifreyan scientists, Rassilon and Omega, used a device called the Hand of Omega to detonate a sun and create a Black Hole.  They were able to capture the energy, and to this day the Black Hole now known as the Eye of Harmony resides beneath the Panoptican, the great hall in the Capital City of Galifrey.  The Time Lords are the ruling body of Galifrey society. 

PersonalityThe general populous of Galifrey are a quiet shy people, but their lives are dull and boring.  Galifreyans, and especially Time Lords, who leave Galifrey tend to adventuresome.  The Time Lords of Galifrey tend to be extremely arrogant.

LanguageGalifreyans speak Basic (and may even have been the first race to do so).

Example namesOmega, Rassilon, Borusa.

AgeChild 1-12; young adult 12-50; adult 50-450; middle age 450-600; old 601-900; venerable 900+.  It should be noted that a Time Lord may live up to 1000 years in each regeneration. 

Species Traits

Ability Modifiers: +4 Intelligence, -1 Dexterity, -1 Strength, -2 Charisma

Medium Sized: No modifier

SpeedBase Speed 10.

New Skill: Knowledge (Temporal Science)  Galifreyans and Time Lords have an understanding on the science behind Time Travel.  this skill cannot be used untrained and only Time Traveling characters may put ranks into this skill.

Special Abilities

Repertory bypass - a Galifreyan can stop breathing for 1D4 minutes + 1 minute per level.  the individual falls unconscious but will not breathe in any noxious gasses during this time.

Fast Healing - A Galifreyan heals an addition 1 point of VP or WP than normal either naturally or through healing.

Galifrey and Time Lords are based on Doctor Who, copyright BBC.


Garbarian (near-Human)

The planet Gar is a vast world beyond the Outer Rim in the Blood Drift Sector.  Gar is a multi-national world with continents varying between Feudal and Monastic rule.  The major population of Gar are human, though they have developed to cope with the war-like nature of their world.  Most Garbarians are stronger than normal for a human.  Though they are not limited in using modern technology they still tend to favour primitive weapons such as an axe or broadsword.

Personality:  Garbarian are human, and therefore have all the variations in personality that humans have.  That said, most Garbarian tend to come across slightly intimidating or even bullying.  They often have a lot bluster and are always ready for a fight.

LanguageGarbarians speak basic.

Example names:  Lexon Lexgar, Tetris Bloodaxe, Garcom, Ivan Darkhammer.

AgeChild 1-11; young adult 12-15; adult 16-30; middle age 31-50; old 51-65; venerable 66+ 

Garbarian Species Traits

Ability Modifiers: +2 Strength, -2 Intelligence

Medium Sized: No modifier

SpeedBase Speed 10.

SpecialAs Humans Garbarians may select a bonus feat at character creation.




'the Others'

The Nok-tek-cha, most commonly referred to simply as 'The Other' come from a planet deep with the Unknown Regions.  Their are of space is not vast, but is aggressively protected.  Their homeworld was once a beautiful lust planet, but due to centuries of heavy industry the planet has become a polluted wasteland.  Water is contaminated and food is scarce.  To resolve their problems the Others have taken to robbing neighboring systems of their own water supply, enslaving their peoples and taking them as food.

Personality The others are a vicious people.  They are very mistrusting, even of their own kind.  They treat other species as cattle, though they can be very deceptive luring other with false pretentions. Despite their deep nasty desires they usually come across friendly and charming.

LanguageThe Other speak Nok-tek.  Officers will often learn basic, or the native language of the world they plan to invade.

Example namesReal names tend to be like Nok'kkik'zzsar'chek or kul'tar'mirr'kik.  Most Others found off world will usually take another name, ofter from the natives of the world they have invaded.

AgeChild 1-10; young adult 11-17; adult 18-50; middle age 50-80; old 81-109; venerable 110+ 

Species Traits

Ability Modifiers: +2 Charisma, +1 Strength, -2 Wisdom, -1 Intelligence

Medium Sized: No modifier

SpeedBase Speed 10.

Skill BonusIn humid conditions the Others gain +1onto all Dexterity based skill checks.

Poisonous Venom.  The Others may spit a poisonous acidic venom to someone within 1 meter.  They can only do this once a week and it causes -2 temporary Constitution damage to themselves lasting  48 hours.  The Poison inflicts 2D8 acid damage and the target must make a Fortitude save DC 10 + character level of the attacker or become poisoned.  A Poisoned character loses 1D8 vitality or wounds per round unless treated.  The antidote is simple requiring a DC 15 Treat Injury roll with the aid of a medpac.   




Several millennia ago the Time Lords created a slave race.  A small clan of Ugnaughts were infected with a vampiric virus.  Many centuries later the Nosferatu freed themselves from the virus and became the Nosferartau.  In the present, the time of the Empire, the Nosferartau are a high tech race whose skills are much sought after.

Personality  Nosferartau tend to be extremely arrogant.  Though they believe in freedom for all races, and are strongly opposed to slavery and the Empire, they still consider themselves better than other species.  They especially look down on soldiers and ranked military officers, but appreciate knowledge and technology.  They rank technicians and engineers above all others in their society.

Language:  Nosferartau language is a very complex series of grunts and squeals that is never taught to anyone.  Nosferartau can speak basic with ease.

Example namesUgavine, Mogwye, Zak-Zak, Q-Zark.  Female Nosferartau add their mates name to the end of their own eg. Marla Ugavine.

AgeChild 1-40; young adult 41-115; adult 116-160; middle age 161-250; old 251-285; venerable 286+ 

Nosferartau Species Traits

Ability Modifiers: -2 Dexterity, -2 Constitution, -4 Strength, +4 Intelligence, +2 Wisdom, +2 Charisma

Small SizedAs small creatures Nosferartau gain a +1 bonus to their Defense, +1 bonus on their Attack rolls and a +4 bonus on Hide checks.  They must use small weapons and only have three-quarters of the carrying capacity of medium sized creatures.

SpeedBase Speed 6.

Skill BonusNosferartau have a +4 bonus on all repair skill checks.

Bonus Feat:  All Nosferartau gain the Kit-Bashing feat at 1st level, however this feat cannot be used until the character meets the Prerequisites.

Optional RuleCareless/Genius  Nosferartau can appear as miracle workers when working with technology, but they can also be very absent-minded.  When making any Repair skill checks a roll of 1-5 is treated as an automatic failure.  A roll of 1 usually causes a (non-lethal) explosion.  On a roll of 16-20 it is an automatic success.  A roll of 20 will usually mean they have even improved on the technology.

GM notes:  Recommended classes are Fringer or Tech Specialist moving onto Chief Engineer.




The Quacka in appear like anthomorphic ducks.  The evolved on the planet Pondula III in The Big Drink, a remote sector in the Outer Rim, near Bakura.  

Personality:  As a whole the Quacka are a friendly people.  They usually have an upbeat and optimistic attitude.  They take pride in their work and work hard, though they always seem relaxed.  The Quacka, especially young males, tend to very adventuresome.  They love daring careers, such as starfighter pilots or as Sector Rangers.  Quacka can often be found frequenting space ranger bars taking up careers as smugglers or pirates, though not the cut-throat kind.  If you are ever robbed by a Quacka you'll probably find him the most polite criminal you ever meet.

LanguageThe Quacka and equally well speak their own language and basic.

Example namesQuackajack, Big Bill, Darktail, Skywing, Paddlefoot, Duckula!

AgeChild 1-11; young adult 12-15; adult 16-30; middle age 31-50; old 51-65; venerable 66+ 

Quacka Species Traits

Ability Modifiers: -2 Strength, -1 Constitution, +2 Charisma

Medium Sized: No modifier

SpeedBase Speed 10 on land, 15 in water.

Aquatic: Webbed feet give a +4 modifier when swimming on the surface of water, and +2 modifier when swimming underwater.

Skill BonusQuacka gain +4 skill ranks for any class skills if they start in Scoundrel Class.


New Feat

Swan Dive 

(may be taken by any class but is restricted to Quacka)

Allows the subject to safely dive from high ledges into shallow water or make a quick dodge into water.

Prerequisites: Dexterity 14; Dodge, Tumble 4 ranks, Race: Quacka Only.

BenefitsMay safely dive from a high ledge into Shallow water on Tumble (10), or may dodge into water with a +2 defense bonus against all attacks.  This bonus is cumulative with other dodge and defense bonus's.  If dodging from a great height the bonus is reduced to +1 and the Tumble difficulty increased to 14.




Physical Description:  The Gutree are native to Isis and form a symbiotic relationship to the planet.  Their bodies are crystal based, and are very hard.  To punch a Gutree is like punching a rock (only rocks don't punch back).  Generally Gutree are not an aggressive race, but their will defend themselves.  Their primitive way of life has been disrupted slightly by the presence of off-worlders.  Rather than shut themselves off they have embraced the opportunity to gather the 'life' of these strange aliens.

Cultures:  Gutree are a primitive tribal race.  Each Tribe is ruled by a Shaman, who will often show minor force abilities.  To a Gutree their 'life' means everything.  By 'life' they actually mean their memories.  By defeating ones enemies a Gutree can take their memories, or give them if they lose, as is their code of honour.  Such contests are usually single contests of the Bastaska.  Upon first contact with a new tribe or group a single champion from each side will take part in the Bastaska duel.  Regardless of the fight outcome, the fact that the contest was fought is enough for both sides to consider the other worthy of friendship.

Personality Friendly, yet fierce.  Combat plays a big part of Gutree society, though fights to the death are extremely rare with Gutree rarely holding grudges.

Language:  Basic

Example names:  Prism

Age:  Child 1-8; young adult 9-12; adult 13-30; middle age 31-42; old 42-55; venerable 56+ 

Species Traits

Ability Modifiers: +1 Constitution, +1 Wisdom, -1 Intelligence, -1 Charisma

Medium Sized: No modifier

Speed:  Base Speed 10.

Special Abilities

Create Crystal Spear

Once per day a Gutree can produce a Crystal spear from it's own body.  The character must make a Craft 'Weapons' DC15 to produce a combat worthy weapon.  The Spear does 1D6 damage, critical 20.

Shoot Crystal Shards

A Gutree can shoot shards of crystal from it's body as weapons.  A Gutree can shoot a number of shards a day equal to his constitution score.  The distance he can shoot the shards in meters is equal to 20 + Strength score.  Damage 1D4, critical 20.

New Feat

Create Crystal Wave 

The Gutree are one with their world, Gutree Shamans even more so.  Shamans learn to commune with Isis and can create waves in the surface of the planet which they can 'ride' to travel.

Prerequisites: Force Adept 3rd Level, Gutree Only.

Benefits:  When on Isis a Shaman can summon a wave as a mode of transport.  The wave can carry a number of people equal to the Shamans level + Wisdom modifier, as well as himself.


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