Follow TV Tropes

Following

Characters / Star Wars Legends: Races

Go To

Tropes specifically applying to races based on their appearances in the Star Wars canon (regardless whether they originally appeared in canon or legends) can be found here.

For tropes pertaining to the Galaxy's semi- and nonsentient residents in Legends, see Star Wars Legends: Creatures.


    open/close all folders 

    Abominor 
https://static.tvtropes.org/pmwiki/pub/images/abominor.png

Homeworld: Unidentified

First appearance: Star Wars: Droids

A race of droids from another galaxy who consume other droids.


  • Arc Welding: The Great Heep was first introduced in the 70s Star Wars: Droids cartoon, but was not then stated or implied to belong to a wider "species". A line in The Unifying Force has one of the Yuuzhan Vong mention they had a war with a mechanical race, but does not state what race this is. The New Essential Guide to Droids in 2006 named the Abominor and Silentium species and established their enmity and extragalactic origins. In 2013, they were confirmed to be the robots who warred against the Vong.
  • Eating Machine: The Abominor grow by literally eating other machines, including droids, and incorporating their components within themselves in a manner functionally equivalent to digestion.
  • Genius Loci: The Great Heap, who was smaller than average Abominor, is large enough to be mistaken for a giant mobile factory. The bigger ones have even been mistaken for planets.
  • Great Offscreen War: Their war with the Silentium, which laid waste to most of their galaxy. In the middle of this, they picked a fight with the Yuuzhan Vong, who proceeded to kick both sides out of their galaxy entirely, before going on to wreck whatever was left anyway.
  • Mechanical Abomination: Monstrously giant, long-lived droids who survive by eating other droids.
  • Order Versus Chaos: They represent Chaos in their conflict with the Silentium. The Abominor are beings of uncontrolled growth who endlessly consume mechanical devices to add to their sprawling, chaotic and endlessly altered bodies. The Silentium are contemplative isolationists who revere structure and symmetry and give themselves the shapes of regular, idealized geometric shapes. These differences drove the two species into all-out war with one another.
  • Planet Looters: Partially just to maintain their systems, but also just because they're jerks. A single Abominor is a one-droid climate disaster, sucking up all the moisture around to keep themselves functioning.

    Aing-Tii 

Homeworld: Unidentified

First appearance: The Kathol Outback

A reclusive race in the Unknown Region with an unusual view of the Force.


  • Berserk Button: Aing-Tii generally keep themselves to themselves, but they despise slavery. If they sniff out a slaver in their territory, they show up and totally annihilate them.
  • Blue-and-Orange Morality: Their view of the Force is very different from the usual Light/Dark split. Jorj Car'das compares it to being more like a rainbow, but he isn't sure on the whole details.
  • Eminently Enigmatic Race: The Aing-Tii are generally defined by their being unknowable and reclusive. Even Car'das, the person who's spent the most time with them, isn't really able to shed much details.

    Amani 
https://static.tvtropes.org/pmwiki/pub/images/amani.png

Homeworld: Maridun

First appearance: Return of the Jedi (background)

Known varyingly as Amani, Amanin, or Amananman, this planarian species prefers to live in the trees of their home planet's many forests, walking only when forced to travel across the plains. A tribal people, the Amani frequently fight battles over ownership of land, a fact that the Empire exploited in order to buy defeated tribesmen from the victors.


  • Bizarre Alien Biology: On top of being planarian worms that have somehow evolved limbs and an arboreal lifestyle, they excrete from the same orifice they eat through.
  • Bizarre Alien Locomotion: As their long arms and short legs were developed for movement in the trees of their natural habitat, plains-dwelling Amani have developed a technique that allows them to overcome their clumsiness on the ground: by curling themselves into balls, they can roll along at speeds of up to fifty kilometers an hour.
  • Les Collaborateurs: The Empire was able to earn the loyalty of several tribal chiefs by agreeing to leave them in peace in exchange for all the prisoners they acquired in their battles over territory — captives that would then be sold into slavery.
  • Made a Slave: Thanks to the arrangement made with the Empire, all POWs were to be handed over to Imperial forces and sold into slavery; when the Empire finally lost interest in Maridun, the Hutts took over the business — hence how one Amani ended up in Jabba's palace.
  • The Nose Knows: They have a highly developed sense of smell, allowing them to detect strangers up to ten kilometres away. It's for this reason that Senior Anthropologist Hoole had to be very careful while studying them, for though it was easy for him to shapeshift into an Amani, making himself seem like a member of the local tribe required him to constantly use his Shi'ido telepathy to trick the other Amani into perceiving him as a friend. The moment his concentration slipped, he ended up getting chased through the forest by the angry tribe.
  • Rolling Attack: A popular tactic in battle is for them to curl themselves into balls like droidekas and slash at their opponents as they pass by.

    Anzati 
https://static.tvtropes.org/pmwiki/pub/images/anzat.png

Homeworld: Anzat

First appearance: A New Hope (background), Tales from the Mos Eisley Cantina

"This is what I live for, what I fish for, what I hunt. The scent of soup, then the soup itself, running hot and fast and sweet in the confines of the veins, the vessels, the brain. In the confines of the flesh. It lends us to legend. It makes of us myth. It shapes of us demons of dreams: Don't misbehave or an Anzat will catch you and suck all your blood away. But it is not blood at all."

A legendary humanoid race, the Anzati have become the subject of many a horror story for their habit of feeding on the brains of other sentient beings. Long-lived, telepathic, and almost supernatural in nature, they were roaming the galaxy since before the Republic was even considered as a viable form of government, and continue to do so in the modern era. Because of their predatory traits, they can easily find employment in crime syndicates as assassins.


  • Assimilation Backfire: It's possible for Anzati to absorb certain mental traits of their victims if such elements are stubborn enough; having fed upon a smoker, Dannik Jerriko inherited the man's addiction — hence why he's seen smoking a hookah in the Mos Eisley cantina.
  • Bizarre Alien Biology: Certain medical reports have claimed that they don't exhibit a pulse or even body temperature, only amplifying the comparison to vampires.
  • Brain Food: Anzati feed on the brains of their victims by forcing their concealed tendrils into their skulls and sucking out what's inside.
  • Charm Person: Their telepathic powers allow them to mentally dominate others, a talent most commonly put to use in getting their victims to remain perfectly still while they eat their brains.
  • Dark Is Not Evil: Though regarded with much-justified fear for their predatory behaviour, the Anzati aren't a guaranteed case of pure evil, being largely indifferent towards other beings until their need to sate their appetite takes hold. Dannik Jerriko himself actually saved the lives of the Arranda children in Galaxy of Fear. There was even an Anzati Jedi master at one point in history.
  • The Dreaded: Because of their mythical reputation, Anzati are greatly feared by the galaxy at large, aided by the many legends surrounding their true nature. However, actually identifying an Anzati is another matter entirely; not even Dannik Jerriko's clients know what he really is.
  • Eminently Enigmatic Race: So little is actually known about them that they're widely considered a myth. As it turns out, most of what is known is just rumor and hearsay: for example, several people believe that Anzati actually drink the blood of their victims just like classical vampires — when in reality, they eat the brains of their victims. With so many inaccuracies clogging up public knowledge, Anzati are able to make their way through society without even being recognized.
  • Horror Hunger: Their need for "the Soup" is their one consistent motivation, and as they age, their hunger grows exponentially; the oldest Anzati are the most obsessive, driven, and dangerous of their kind. However, none of them like being deprived of their prey, especially if it happens to be one that they've been shadowing for a long period of time: Dannik Jerriko himself was so enraged at missing out on the opportunity to feed on Jabba the Hutt's brain that he went on a killing spree across the palace.
  • Life Drinker: Though there's nothing explicitly supernatural about the process of drinking "the Soup," several Anzati believe that feeding on the brains of their victims allow them to absorb their life essence, granting them increased vitality in the process.
  • Loners Are Freaks: Members of the species tend to live alone, only banding together in order to collaborate in especially important hunts; they don't appear to suffer any psychological disorders as a result of this isolation... but then again, many Anzati would qualify as psychopaths by human standards, so it's a little hard to be sure.
  • Long-Lived: Anzati can live for over nine hundred years.
  • Named After Their Planet: Their species name is simply their homeworld's with an "i" at the end — and its singular form is simply the planet's unmodified name.
  • Nasal Trauma: They feed by ramming a pair of facial tendrils up the victim's nostrils and into their brain.
  • Our Vampires Are Different: Because of their long lives, feeding practices, telepathic powers, and peak physical strength, the Anzati are often regarded in the same way as vampires, to the point that some legends incorrectly claim that they drink blood. In Tales from Jabba's Palace, Gartogg even refers to the Anzat assassin Dannik Jerriko as a "snot vampire."
  • Picky People Eater: Brains are literally the only thing that Anzati will feed on.
  • Really 700 Years Old: On top of possessing a lifespan that stops just short of quadruple digits, Anzati aren't considered fully mature until they reach a hundred years of age, so Chances are that any youthful-looking Anzati you might encounter are a lot older than they look...
  • Rubber-Forehead Alien: Apart from their unusual-looking noses, Anzati look completely human... up until those tendrils emerge from their concealed cheek-pouches.
  • Self-Applied Nickname: Variant; in keeping with their individualistic nature, Anzati parents don't actually name their children at all, instead allowing them to choose a name for themselves.
  • Shrouded in Myth: Suffice it to say that the entire species is treated as a collective monster under the bed for the darker regions of the galaxy.
  • Sneaky Spy Species: Thanks to their abilities and secretive natures — combined with the example set by Dannik Jerriko — they can frequently be found working as assassins.
  • Unusual Euphemism: Anzati have several strange euphemisms for the brains they feed upon, a popular one being "soup."

    Aqualish 
https://static.tvtropes.org/pmwiki/pub/images/aqualish_1.png
An Ualaq Aqualish.

Homeworld: Ando

First appearance: A New Hope

Easily recognized by their walrus-like tusks and arachnid features, the species is sharply divided into no less than three separate racial groups: the land-dwelling Quara, the aquatic Aquala, and the rare Ualaq — all three of which have been at each others' throats for centuries. The only time in history in which the Aqualish have been at peace with each other has been following first contact with the Republic — whereupon they joined forces and waged war against the aliens up until they were defeated and demilitarized. Today, the Aqualish are participants in galactic government, but are ruled and represented almost exclusively by the Aquala, with the Quara being more commonly encountered offworld as criminals, debt-collectors, and bounty hunters.


  • Blue Blood: The Aquala consider themselves the superior breed of Aqualish and govern the planet accordingly. For good measure, their finned hands are incapable of handling offworld machines and equipment, giving them a bigger incentive to leave the work to the Quara.
  • The Brute: Thanks to Ponda Baba's example, many Aqualish — Quara or Ualaq — are encountered as hired muscle for crime syndicates or violent unaffiliated criminals. Indeed, the overwhelming majority of the Aqualish bounties in Star Wars: Bounty Hunter are wanted for violent crimes like armed robbery, hijacking, piracy... and the one exception to the rule is guilty of indecent exposure and illegal porn.
  • Enemy Mine: The only point in which the Aqualish have been completely unified is when pitted against a common enemy — namely the Republic.
  • Extra Eyes: The Ualaq have four eyes instead of the usual two.
  • Fantastic Racism: The Aquala regard the Quara as brutes and look down on the Ualaq as freaks.
  • Fantastic Underclass: The Quara are considered thugs and pariahs by their elite cousins among the Aquala, while the Ualaq are so mistreated that many end up fleeing the planet to escape prejudice. One Ualaq rose quite high and even became Ando's representative in the Galactic Senate, but that's largely because the ruling Aquala prefer not to leave their home planet.
  • Fish People: The Aqualish are all amphibious, but the Aquala doubly count as this given that they also possess finned hands.
  • Hair-Trigger Temper: Aqualish are notably short-tempered, especially Quara. Cornelius Evazan himself noted that "small things" upset them; Ponda Baba proved this point by trashing a bar and sucker-punching Evazan in the face — simply because Evazan had told him that they'd have to wait before replacing the arm that Obi-Wan chopped off.

    Arcona 
https://static.tvtropes.org/pmwiki/pub/images/arcona.png

Homeworld: Cona

First appearance: A New Hope

Reptilian humanoids easily distinguished by their triangular heads, strictly communal lifestyles, and addictive susceptibility to salt. Unfortunately, two of these three identifying factors has made them very open to subjugation in the past: their limited individuality made them eager supporters — and slaves — of the Empire, while their addictive response to table salt made it very easy for prospectors to buy up huge tracts of land simply by getting the populace hooked and acting as drug dealers.


  • Alien Catnip: Table salt is a highly-addictive hallucinogen to them. It also causes pancreatic failure, which is one of the many reasons why the Arcona are trying to prohibit salt imports.
  • Expository Pronoun: Lacking a sense of individuality, Arcona usually refer to themselves as "we."
  • Fantastic Diet Requirement: They come from a planet rich in ammonia and need to supplement their diet with dactyl, a crystalline ammonia compound, while offworld.
  • Lizard Folk: Desert-dwelling reptilian bipeds, they even regularly taste the air with their tongues much like snakes.
  • Marriage of Convenience: Because Arcona possess only a limited sense of individuality, every marriage is based on the need to produce healthy offspring and strengthen the Nest. Males are allowed to select their mate, but it's based on practical qualities rather than mutual attraction — and they take the selection process very seriously: during his time with an Arcona Nest, Senior Anthropologist Hoole found himself in the company of one male who'd been surveying females for the last five years before finally making a choice... only for his selection to have become a salt addict since their previous interview.
  • Named After Their Planet: A variant — their species name is derived by adding an extra syllable at the start of their homeworld's name.
  • Yellow Eyes of Sneakiness: Salt addiction causes Arcona eyes to turn from green to gold, easily identifying them as unsuitable for marriage and potentially criminal. In fact, so many salt-addicts end up off-world that many people believe that gold is the natural eye colour for Arcona.

    Arkanians 
https://static.tvtropes.org/pmwiki/pub/images/arkanians.png

Homeworld: Arkania

First appearance: Tales of the Jedi

Highly intelligent and legendarily arrogant, the Arkanians are a near-human race well-known for their contributions to the fields of cybernetics, genetic engineering, and medicine. Unfortunately, they are also known for their ethically questionable creations, most prominently in the case of the Yaka — an act of cyborg "improvement" that even fellow Arkanians protested. Possessed of extreme confidence in their own abilities, they are widely regarded as arrogant and dismissive of outsiders; however, despite their intellectual snobbery and their government's more dubious decisions, they have remained neutral — sometimes even becoming valued allies of the Republic and the Jedi.


  • Everyone Has Standards: Though no less arrogant than others of their kind, many Arkanians were outraged at their government's decision to forcibly "improve" the Yaka through invasive cybernetics, and even fought a civil war in protest.
  • Fantastic Underclass: The Arkanian offshoots, a genetically-engineered Servant Race built to do all the duties Arkanians refuse to do themselves.
  • Four-Fingered Hands: The primary physical difference between themselves and humans is that they have one less finger.
  • Human Aliens: Apart from their white eyes, you wouldn't even suspect that they might be aliens until you got a good look at their hands.
  • Insufferable Genius: An entire species of them; Arkanians are very quick to rub their intellectual superiority in the faces of others, a fact that never fails to piss off outsiders.
  • Named After Their Planet: Their species name is simply the demonym form of their planet's.
  • Photographic Memory: Thanks to their widespread self-modification, many of them are capable of memorizing entire libraries of information.
  • Proud Scholar Race: They're widely known as scientists, especially thanks to their more dubious contributions to medicine and technology.
  • Small Name, Big Ego: They think very highly of themselves, and their arrogance tends to annoy the hell out of visitors; furthermore, it's not unknown for their overconfidence to blow up in their faces, as the Arkanian government's choice to uplift an entire species without their consent prompted a civil war in which an opposing faction of Arkanians fought against the government with an army of invincible cyborgs.
  • Space Elves: Aloof, arrogant, obsessed with politeness, and convinced of their own superiority; thanks to their habit of engineering new races for them to subjugate, they might also qualify as Space Dark Elves.
  • Transhuman: It's not uncommon for them to undergo genetic alteration or cybernetic augmentation, the better to add to their "perfection" as a species.
  • Turned Against Their Masters: Surprisingly averted; despite their arrogance in engineering new races through genetic engineering or cyborg modifications, none of these races have tried to overthrow them. Even the race of cyborg killers created by the Arkanian Renegades opted to run like hell rather than try to kill their masters — hence why a few of them are unfortunately still alive and working as bounty hunters.

    Barabel 
https://static.tvtropes.org/pmwiki/pub/images/1000001676_12902000.png

Homeworld: Barab

First appearance: Dark Force Rising

A race of reptilians from the planet Barab, who often went out into the galaxy to work on the fringes of society.


  • Big Eater: So much so they have two stomachs just to process everything.
  • Blue-and-Orange Morality: They think slightly differently from most. Consequently, they hate apologies. Even Barabel who've been around other species often have difficulty with this one.
  • Fantastic Slur: Call a Barabel "shorttail" and prepare to be beaten to death with your own arm.
  • Hates Being Touched: They're not fans of strangers touching them, even if it's a friendly gesture like putting a hand on a shoulder out of sympathy.
  • Hero-Worshipper: The Barabel adore the Jedi, thanks to their preventing a war on Barab many centuries ago.
  • Lizard Folk: They're somewhat similar to Trandoshans, but the biggest difference is they have tails.
  • Made a Slave: During the Empire, some slavers tried taking Barabel captive. The end result was usually their deaths at the hands (and claws) of the Barabel in question.
  • Nom de Mom: Newborn Barabel take their mother's names, since working out who their father would be is difficult.
  • No-Sell: Their touch skin makes them immune to stun blasts.

    Bimm 

Homeworld: Bimmisaari

First appearance: Heir to the Empire comics

The Bimms are a peaceful people currently divided into two biologically unrelated species (both called Bimms): a race of short, furry humanoids native to the planet, and a race of short near-humans who colonized the planet before assimilating into the native culture; the two species have lived in harmony ever since. A mild-mannered and welcoming culture, Bimms are a merchant society, and consider bargaining a fine art.


  • Beast Man: The furred Bimms tend to be depicted as humanoid possums or something similar Depending on the Artist.
  • Do You Want to Haggle?: They take haggling very seriously, to the point that Senior Anthropologist Hoole finds that the prices on many products have been deliberately inflated just so the merchants and the customers can haggle over them.
  • Little People: Neither race is especially tall; heights of three feet are fairly common, and even the biggest of them only reach about five foot two.
  • Proud Merchant Race: Bimms place great importance on fair trade, and feel that a day is wasted without bargaining; consequently, theft and cheating are considered high crimes.
  • Sacred Hospitality: In keeping with their peaceful natures, they treat all new arrivals as honored guests — probably the reason why the humanoid Bimms ultimately assimilated so well.
  • Starfish Language: Their language is sung rather than spoken.
  • Truce Zone: Visitors are expected to leave their weapons off-planet, enforcing this trope.

    Bith 
https://static.tvtropes.org/pmwiki/pub/images/bith_negas.png

Homeworld: Clak'dor VII

First appearance: A New Hope

Humanoid species of Craniopods from the planet of Clak'dor VII, known for their civilized, high-technology lifestyle.
  • Bizarre Alien Biology: Biths only have one lung, exhale through their skin and they don't need to sleep.
  • The Noseless: They don't perceive smell through a nose, instead they do so with the skin-flaps on their faces.
  • Planet of Hats: Biths are usually stereotyped as musicians, scientists and engineers, albeit some became criminals.
  • Proud Scholar Race: Biths are quite proud of their scientific accomplishments and are usually in high positions to serve as scholars, engineers, consultants and musicians.
  • The Sleepless: Biths don't sleep, instead they enter into meditative trances that allows them to rest while still being mostly aware of their surroundings.

    Bothan 
https://static.tvtropes.org/pmwiki/pub/images/bothan.png

Homeworld: Bothawui

First appearance: Return of the Jedi (mention only), Heir to the Empire

A race of furred mammalian humanoids renowned for producing highly capable spies and politicians, along with a galaxy-spanning information network known as the Bothan Spynet. Despite their reputation for duplicitousness, the Bothans gained considerable acclaim for obtaining the plans to the second Death Star in the leadup to the Battle of Endor — a victory that many of them died in order to achieve. Following the fall of the Empire, they have been instrumental in the formation of the New Republic.


  • Beast Man: Though what furry mammal they resemble varies Depending on the Artist, they commonly appear similar to civets or weasels.
  • Cassandra Truth: Their not-undeserved reputation for lying means that even if a Bothan politician is actually telling the truth for once, people are very reluctant to believe them.
  • Character Tics: Their fur ripples in response to emotional changes.
  • Chronic Backstabbing Disorder: Their homeworld of Bothawi is ruled by a squabbling mass of clans constantly vying for influence, resulting in most Bothans spending their lives plotting the downfall of any opponents they can imagine — even if said opponents are technically allies at the time. Unfortunately, they have a nasty habit of carrying this mindset offworld.
  • City of Spies: Bothawi has this reputation, with the survival of any clan dependent on hard-won influence and knowledge of what everyone else is up to.
  • Consummate Liar: Bothans seem to be natural liars and somehow able to hide the truth from Leia Organa Solo, a Force-sensitive politician.
  • Corrupt Politician: Their other main hat, especially among Bothans with sufficient power and influence. Known for their ruthlessness, ambition, greed, and belief in realpolitik, such Bothans will do anything to cement their positions and undermine their enemies... even if their enemies might technically be allies at present. Even when they want to do good, they tend to assume that everyone else is scheming for political power, to the point where one Borsk Fey'lya routinely ignores warnings of genuine danger to the New Republic because he thinks the good guys are lying to screw him over.
  • Hated by All: Thanks to their attitudes and history, there are a lot of species out there with an axe to grind against the Bothans, some personally and some just by proxy, and during the events of the Hand of Thrawn duology they get a causus belli to finally bring the axe out, which nearly causes the New Republic to fly apart.
  • Named After Their Planet: A variant. "Bothan" isn't visibly an adjectival form of "Bothawui", but the linguistic relationship is obvious.
  • Scavengers Are Scum: Are said to have evolved from scavengers, and demonstrate several traits that others find distasteful, like instinctually avoiding open conflict unless someone else strikes the first blow, and delighting in sneaky means like spying, hacking, or politics.
  • Selective Obliviousness: The fact that it was Bothans who obtained the plans to the second Death Star is a point of pride and even a means of parlaying their way into a position of considerable influence in the New Republic. However, as Wedge notes in the X-Wing Series, few of them admit that the only reason the Bothans got hold of the plans in the first place was because the Emperor wanted them to.
  • Small Name, Big Ego: According to Wedge, this seems to be something of a species failing, as when they make a grand contribution to politics, they expect to be thanked forever for it — even if the Bothans' involvement featured them being duped.
  • Sneaky Spy Species: Thanks to the line "many Bothans died to bring us this information" in Return Of The Jedi, Bothans have been characterized as spies and intriguers. Paranoid by nature and popularly stereotyped as untrustworthy, they're are famous for their network of thousands of information-gathering operatives spanning the galaxy — and their means of obtaining the plans for the second Death Star.
  • We ARE Struggling Together: Thanks to their rather byzantine politics, it requires a very serious common enemy to get them to put aside their squabbles. In fact, in The Essential Guide To Alien Species, Leia herself rather bitterly speculates that if the Empire had been willing to allow the Bothans the slightest bit of influence in their government, they might never have allied with the Rebel Alliance in the first place and would have gone right back to their usual power games.

    Caamasi 
https://static.tvtropes.org/pmwiki/pub/images/caamasi.png

Homeworld: Caamas

First appearance: Specter Of The Past

A mammalian race of pacifists and dedicated mediators. They have been serving as diplomats throughout the galaxy since the earliest days of the Jedi Order, and even today, are still renowned for their legendary ability to negotiate. However, their planet was ruined when the Empire bombed it from orbit, and the Caamasi are still recovering their numbers..


  • Meaningful Name: In numerous languages across the galaxy, the word "Caamasi" translates into "friend from afar" or "stranger to be trusted."
  • Named After Their Planet: Their species name is simply the demonym form of their planet's.
  • Perfect Pacifist People: Their nonviolence is used as a means of emphasizing their saintlike nature.
  • Technical Pacifist: They are, by and large, pacifists, but this isn't always absolute.
  • Transferable Memory: They can make memories of important events into a memnis, an especially vivid memory that can be telepathically transferred between related Caamasi and passed down like family photos. Memnii can also be transferred to Jedi that are good friends with Caamasi, who can use the Force to share them further.

    Cathar 

Homeworld: Cathar

First appearance: Tales of the Jedi

A humanoid feline race known for their fiery, passionate natures. Their society is largely tribal, with a great emphasis on honor and heroism in combat. Unfortunately, the Cathar people were hit hard during the Mandalorian Wars, resulting in a huge number of their species being killed during the attack on their homeworld; worse still, the dispossessed survivors also became a popular target for slavers. It wasn't until the Mandalorians were finally defeated that the Cathar people were able to resettle their planet and restore their population to pre-war numbers.


  • Animal Eyes: They sport slitted cat eyes.
  • Cat Folk: In their initial comic-book appearances, they seem mainly based on lions and sabre-toothed cats, complete with manes and claws; in their videogame appearances, they also feature a subspecies that appear more akin to jaguars and cheetahs.
  • Depending on the Artist: In their initial comic-book appearance, the Cathar looked like humanoid lions, complete with claws, dense fur, and even manes. However, Juhani of Knights of the Old Republic looks far more human, sporting lighter fur, shorter claws, and no mane, with her feline traits seemingly based more on cheetahs; Cathar seen in Star Wars: The Old Republic follow this pattern as well. This has since been justified by the Cathar being divided into subspecies.
  • Hot-Blooded:
    • They're known for being quite hot-tempered and passionate. Culturally, they can keep these attitudes in check when it matters through ritual and community; however, Cathar who have been separated from others of their kind can lose control, especially in traumatic cases. Juhani's father fell into drug addiction following his displacement on Taris and was killed by Xor in a brawl, her mother crossed the Despair Event Horizon and effectively worked herself to death, and Juhani herself eventually gave into her rage and fell to the Dark Side; even after being brought back to the Light, Juhani occasionally needs to vent her frustrations — nonviolently, of course. But the event that she bumps into Xor, all bets are off.
    • The other side of the hot-blooded coin is that, if you do get past the vicious temper and earn their loyalty and trust, they are incredibly loyal and sweet to the people they care about. Jorgan, a notorious hardass of a soldier, is turned into a stuttering mess when reunited with the Trooper after years apart, doubly so if you play a female Trooper who married him. Juhani can swing from furious rage to apologetic shyness several times in a single conversation.
  • Made a Slave: The tragic fate of many Cathar in the wake of the Mandalorian attack on their planet; for added horror, slavers considered male Cathar too much of a hassle to keep alive, making Cathar females highly prized for... reasons.
  • Named After Their Planet: Exaggerated. Their species' and homeworld's names are precisely the same.
  • One True Love: This species tends to mate for life. Sylvar refuses to consider the possibility of remarriage after her mate defected to the Sith and was killed. And if you play a Female Trooper, Aric Jorgan talks about how his people take the choosing of a life-mate very seriously because they don't really have divorce or breakups.
  • Proud Warrior Race: A tribal hunter/warrior-based culture, they place great emphasis on honorable conduct, heroism, and the purging of inner darkness.

    Celegian 
https://static.tvtropes.org/pmwiki/pub/images/celegian_uaa.jpg

Homeworld: Celegia

First appearance: Tales of the Jedi

One of the most bizarre sentient species on the galaxy, the Celegians from Celegia on the Expansion Region are known for their intelligence and wisdom. Their most famous member was the legendary Jedi Master Ooroo.
  • Bizarre Alien Locomotion: They move like a jellyfish using something similar to a repulsorlift generator.
  • Brain in a Jar: Since they cannot breathe oxygen, the few Celegians seen outside their home planet need special tanks filled with cyanogen to survive.
  • Named After Their Planet: Their species' name is simply the demonym form of their planet's.
  • Starfish Aliens: They look like floating brains with tentacles. They breathe cyanogen, a gas poisonous to Humans, while oxygen is poisonous to them.
  • Telepathy: They communicate with telepathy and have no written or spoken language.

    Celestial 
"We are sorry. We do not know how to explain the Celestials any better. They are beyond the understanding of mortals."
Killiks of Hive Thuruht, Fate of the Jedi — Apocalypse

The Celestials were the first known civilization to exist in the Galaxy, over a hundred thousand years before the rise of any modern race. They were astonishingly powerful beings capable of feats beyond any later culture's and ruled the Galaxy like gods, creating wonders and ruling over all other starfaring societies. However, they were eventually overthrown by one of their own client races, the Rakata, and vanished from the stars, leaving behind only a handful of cyclopean artifacts, feats of stellar engineering, and legends to mark their passing.

Metafictionally, the Celestials were introduced by name in the Dark Nest Trilogy, and play important backstory roles there and in Fate of the Jedi and Legacy of the Force. In order to tie them more strongly into the Legends continuity, they were retroactively equated with nonspecific ancient precursors mentioned in earlier material and given ties to other ancient factions such as the Ones and the Rakata.


  • Abusive Precursors: What is known about the Celestials' dominion of the Galaxy doesn't paint them as especially kind rulers. All other spacefaring societies, like the Killiks, the Kwa and the Rakata, existed as vassals to the Celestials, who typically conscripted them as laborers for their projects and, as in the case of the Killiks, transplanted them away from their homeworlds at will. Some species, like the Columi and Sharu, retreated into total isolationism out of fear of so much as being noticed by the Celestials.
  • Big Dumb Object: One of their signature traits is their propensity for creating incredible feats of stellar and mechanical engineering for often no especially clear purpose. Their known creations include the Maw, a mazelike cluster of black holes; the Corellian system, where five habitable worlds orbit the same star; and Centerpoint Station, a space station orbited by two of the Corellian worlds and capable of blowing up stars.
  • The Ghost: There is a lot said about the Celestials, and many of their works remain in the modern Galaxy, but with the possible exception of the Ones of Mortis they are never so much as physically described.
  • Maybe Magic, Maybe Mundane: It's known that the Celestials wielded the Force, and as such it's somewhat ambiguous how much of their feats was due to technology millennia ahead of the modern galaxy's and how much was due to literal magic.
  • Precursors: The Celestials were the first culture known to have existed in the Galaxy, ages before any modern one. They were advanced beyond any later society, and filled the Galaxy with immense, powerful wonders of often very unclear purpose.
  • The Remnant: It's thought by several characters that the Ones of Mortis are in some capacity the last remnant of the Celestials in the modern galaxy, although their precise connection isn't agreed upon — they're typically assumed to either be the last living Celestials, Celestials who were transformed into something else, or descended from the Celestials in some way.
  • Riddle for the Ages: A great deal about the Celestials, including their origins, their full powers, the nature of their civilization and what exactly happened to them, is left deliberately mysterious. Even their shape isn't agreed upon — in-universe speculation include beliefs that they were shapeshifters, incorporeal, humanoid and serpentine, but ultimately nobody knows for sure.

    Cerean 
https://static.tvtropes.org/pmwiki/pub/images/cerean_negas.jpg

Homeworld: Cerea

First appearance: Prelude to Rebellion

Humanoid species from the planet Cerea on the Mid Rim. They are easily identified by their large heads, shunning of most technology and a huge gender disparity in favor of females.
  • Blessed with Suck: The binary brains of the Cereans might allow them to easily ponder an issue from two different perpectives, but their heads also gives them back pain and are less coordinated than humans.
  • Exotic Extended Marriage: Cereans have an extreme gender disparity due to low birth-rate of males, so they practice polygamy, and Ki-Adi-Mundi was even granted a exemption to the rule forbidding Jedi to marry, on the basis that him not marrying was a legitimate threat towards the survival of his species. As such, he had five wives (one primary, four secondary).
  • Gender Rarity Value: There's only one male born for every twenty females, meaning any male is necessary to keep the species stable.
  • Matriarchy: Unsurprisingly the huge gender disparity has made their society matriarchal, with a Council of Elders led by a president who makes decisions based on the advice of the Council.
  • My Brain Is Big: Cereans are easily identified by their very large, elongated cranium that holds a binary brain.
  • Named After Their Planet: The Cereans from Cerea.
  • Short-Lived Organism: By humanoid standards, Cereans are comparatively short-lived, becoming middle-aged in their thirties and being considered venerable if they reach 65. Males age even faster than the females.
  • Rubber-Forehead Aliens: Cereans are humanoids with a large conical head.
  • Space Amish: Cereans are a low-technology society despite regular contact with the outside galaxy.

    Chadra-Fan 
https://static.tvtropes.org/pmwiki/pub/images/chadra_fan.png

Homeworld: Chad

First appearance: A New Hope

Small, rodentlike, and known for their sharp senses, members of this race are not known for their military or for producing great warriors (though some of them have actually become Jedi). Possessing an extreme dislike of loneliness, Chadra-Fan are not choosy when it comes to their companions, and quite literally prefer slavery to travelling alone; away from their homeworld, they are well-known for working as engineers, inventors, and tinkerers.


  • Bat People: Though primarily rodentlike, they possess batlike noses and eras — not to mention the hearing to match.
  • Gadgeteer Genius: They're prone to tinkering with machines, making them valued as technicians and engineers offworld.
  • Hates Being Alone: Chadra-Fan cannot stand to be alone for any reason, to the point that isolated members of the species have been known to pine away and die of loneliness. It's for this reason that they will gladly befriend anyone, including members of alien species, criminals, and even slavers trying to kidnap them. Kabe of Tales from the Mos Eisley Cantina begins panicking at the merest thought of being separated from Muftak; in the middle of a heist gone wrong, Muftak tells her to take the loot and leave him behind, prompting Kabe to suffer a full-blown Heroic BSoD.
  • Horrible Judge of Character: They're so eager for companionship that they may end up falling into bad company; some of them have ended up becoming members of crime syndicates simply because they wanted to be accommodating and helpful to people they regarded as friends. Generally speaking, it takes seriously unforgivable behavior to get them to abandon a friendship, to the point that Senior Anthropologist Hoole recalls an incident in which he was forgiven for spying on a group of Chadra-Fan immediately after it was revealed to them.
  • I Am Not Weasel: They can occasionally be mistaken for Ranats, another rodentlike sentient race.
  • Little People: The maximum height for a Chadra-Fan is about one meter.
  • Made a Slave: They have become a target for opportunistic slavers. Oddly enough, Chadra-Fan slaves tend to be surprisingly upbeat about the whole thing.
  • Named After Their Planet: While not clearly an adjectival form, "Chadra-Fan" is clearly related to "Chad".
  • Pheromones: They communicate with potential mates by projecting pheromones, the better to help them find each other in the often chaotic environments on Chad.
  • The Pollyanna: They tend to put an optimistic view on any circumstances that don't involve drowning or being alone; indeed, some of those who ended up being enslaved treated the whole experience as a grand adventure — no doubt to the bemusement of the slavers!
  • Rat Men: Essentially anthropomorphic rodents, complete with high-pitched, squeaking voices.
  • Short-Lived Organism: They only have lifespans of about forty years.
  • Super-Senses: They can see in infra-red, can detect even mild olfactory shifts, and have incredibly acute hearing — advantageous sensory gifts on a world frequently rocked by flooding and storms.
  • Why Did It Have to Be Snakes?: As a species, they possess a powerful fear of drowning... and their planet is covered with seas, marshes, and bogs — and prone to flooding as well.

    Chazrach 

Homeworld: Unknown

First appearance: New Jedi Order: Dark Tide 1: Onslaught

A reptilian species from the same galaxy as the Yuuzhan Vong, enslaved by them and brought to the Galaxy as a servant-warrior race.


  • Made a Slave: The entire species was reduced to this by the Vong back in their home galaxy.
  • Slave Mooks: The Chazrach occupy the lowest rank on the Vong caste system, lower even than the Shamed Ones, and are usually just sent into fights to soften up enemies before the real troops get sent in. However, a few did occasionally manage to get promoted to the warrior caste.
  • Sole Survivor: The only other biological race aside from the Yuuzhan Vong to survive the various events that wrecked their galaxy, though given what's become of them since, it's a pretty cruel mercy.
  • Weak-Willed: One or two Chazrach are shown speaking, but thanks to millennia of selective breeding by the Vong the average Chazrach has no real free will to speak of.

    Chevin 
https://static.tvtropes.org/pmwiki/pub/images/chevinnegas.jpg

Homeworld: Vingoth

First appearance: Return of the Jedi

A race of pachyderm-like sentients from the planet Vinsoth. They are generally distrusted by the rest of the galaxy due to their unsavory activities, including smuggling and slavery: in particular, they are infamous for the enslavement of their fellow Vinsoth natives, the human-like Chev, having essentially reduced the entire population to a Slave Race.


  • Cruel Elephant: Vaguely elephant-like and are known for their unsavory ways.
  • Faster Than They Look: Don't let their bizarre proportions fool you, they are just as fast as other humanoids.
  • Gonk: Chevins are rather grotesque, with bizarre proportions and huge heads.
  • Lightning Bruiser: As you'd expect for their enormous frames, they're very strong. However, they're a lot quicker than they look, a fact that many an opponent has realized too late.
  • The Nose Knows: Their huge heads and noses aren't just for show, they have quite the sense of smell.
  • Use Your Head: Because their bones are so dense, the Chevin headbutt can be lethal, as Ephant Mon illustrates in Tales From Jabba's Palace.

    Chiss 
https://static.tvtropes.org/pmwiki/pub/images/chiss.png

Homeworld: Csilla

First appearance: Heir to the Empire

A race of blue skinned and red-eyed humanoids who live somewhere in the Unknown Regions, known for their military genius and best known to the Galaxy in the form of the outcast Thrawn.


  • Amazing Technicolor Population: They are all a very deep blue, which also helps accentuate their glowing eyes.
  • Badass Normal: The Chiss are an oddity in that not only are there little-to-no recorded Chiss Force users, apart from a brief deal with the Sith Empire during the Old Republic, they have no idea what the Force even is by the time of the Clone Wars, making it, Jedi and Sith something of an Outside-Context Problem for them. They adapt quickly though, with some Chiss turning it into a OCP for their enemies, who are equally unaware of it.
  • Eminently Enigmatic Race: Very little is known about them at first, with the most prominent of them being an exile and a disgrace.
  • Frontline General: A key part of their military doctrine; the boss leads from the front.
  • Lost Colony: For many years it was believed the Chiss were an off-shoot of humans, a fact confirmed through genetic analysis. Most historians believed Chiss were descendents of human colonists who settled on Csilla about 27,000 years before the Battle of Yavin. Due to the conditions on Csilla, these descendants developed their trademark blue skin and glowing red eyes over the almost 30 millenia that had passed since they first came to Chiss, becoming the near-human race called the Chiss.
  • Honor Before Reason: The Chiss don't believe in pre-emptive strikes. They literally don't have the words for it, and they get really annoyed when people even suggest them. And it's why they gave Thrawn the boot, because he didn't share this point of view. On hearing this, Mara is surprised, noting most people aren't that hell-bent on following their beliefs when their backs are up against the wall.
  • Offscreen Moment of Awesome: The Chiss parts of the Unknown Regions are busy, and the Chiss have been dealing with a lot of things over the years, including stuff that makes a lot of what happened after the death of the Emperor look like a slow Tuesday... and no-one outside the Unknown Regions ever noticed.
  • Planet of Hats: Labyrinthine genius seems to be the general order of the day. Admittedly, most of the Chiss who appear on-page are their military officers.
  • The Reveal: Thrawn's species name wasn't given in print until Survivor's Quest, a good many years after his appearance.
  • The Spartan Way: Chiss child-raising techniques are quite harsh. As a result, most Chiss (and a lot of people who might've been raised among them) tend to come across as very stoic and reserved.
  • The Unpronouncable: Chiss names are difficult, if not outright impossible, for speakers of Basic to manage, which is why they tend to give shortened versions — which the Chiss call core names — when dealing with outsiders.

    Clawdite 
https://static.tvtropes.org/pmwiki/pub/images/clawdite.png

Homeworld: Zolan

First appearance: Attack of the Clones

Formerly members of the native reptilian populace of Zolan, the Clawdites were born from genetic experiments designed to help Zolanders survive radioactive emissions from a Solar Flare Disaster, accidentally imbuing them with shapeshifting powers. Regarded with disgust by unaltered Zolanders, the Clawdites have spent most of their history as a persecuted minority on their home planet — while the few to have escaped Zoland have given the species a reputation as mercenaries and criminals.


  • Blessed with Suck: Their shapeshifting powers have made them into outcasts, are painful to use, require exhaustive training to master, and require special oils to prevent their skin from cracking and tearing while maintaining a disguise. They don't even have the benefit of Shapeshifter Longevity, having an average lifespan of seventy standard years. As such, life just sucks for Clawdites for most of their history.
  • Bullying a Dragon: Were subjected to this by the Zolander people; though denying them education and forbidding them from joining the military theoretically prevented them from becoming a martial threat — or from mastering their powers to the degree as off-planet Clawdites — clumping them together in slums allowed them to breed and gradually outnumber their unaltered cousins. Once they got organized and began mastering their abilities, the civil war turned against the Zolanders, and today, the former persecutors of the Clawdite people are now being ruled by the species they marginalized.
  • Earn Your Happy Ending: After hundreds of years spent being discriminated against and marginalized, the end of Imperial oversight on Zoland resulted in a massive civil war that resulted in Clawdites practically taking over the entire planet. Best of all, in the years that follow, the Clawdites are able to join the New Republic and prove themselves in battle against the Yuuzhan Vong.
  • Fantastic Ghetto: Considered unclean by their unaltered Zolander cousins, Clawdites were segregated to permanently quarantined slum districts; though this prevented them from using their powers to infiltrate Zolander society if mastery was ever achieved, it meant that Clawdites ultimately formed their own society and were eventually able to foment rebellion.
  • Fantastic Underclass: For centuries, Clawdites were regarded by the majority of the Zolander populace as impure, their powers believed to be sinful in nature. Consequently, they had no rights whatsoever, were only allowed to live in heavily-guarded slums, and apparently weren't allowed formal education in the use of their powers. It took a twenty-year civil war for the Clawdites to finally achieve equal rights, and even that required them to essentially take over the entire planet and become the majority.
  • Humanshifting: The primary limitation of their powers is that they're restricted to humanoid races, usually only those of similar mass.
  • Invisible Introvert: Thanks to their persecuted status, Clawdites are often extremely guarded and quiet; those of them who have left the planet live very solitary lives, remain in disguise for long periods, and frequently regard everyone around them with caution — even other Clawdites. The fact that most of these escapees often found careers as criminals and mercenaries only made them more isolated; Zam Wessel didn't advertise her shapeshifting powers to anyone, not even to fellow hunter Jango Fett during their initial partnership.
  • Lizard Folk: Like all Zolanders, they're reptilian bipeds. Ironically, they look somewhat like chameleons and their powers were due to experiments concerning solar radiation.
  • Master of Disguise: Those of them who had the opportunity to master their powers frequently used them for infiltrations, easily disguising themselves as members of any humanoid species
  • Painful Transformation: Inexperienced Clawdites often find shapeshifting painful, especially when it comes to maintaining a disguise for long periods; even expert shapeshifters occasionally suffer health problems because of their talents and need to massage their bodies with oils to prevent their skin from tearing or cracking over the course of a transition.
  • Shapeshifter Struggles: The genetic mutations that led them to develop these abilities have made them a Fantastic Underclass on their home planet, segregated to slums and restricted from any kind of formal education. To add insult to injury, their shapeshifting powers can be quite painful to use for younger Clawdites, and even experienced members of the species require regular doses of moisturizing oils to prevent their skin from cracking under the strain.
  • Sneaky Spy Species: Their shapeshifting powers have given them a reputation as spies, assassins, and bounty hunters, much like the Shi'ido. Unlike the Shi'ido, their reputations have been cemented by their status as a marginalized minority, so they haven't had a prominent outlier like Senior Anthropologist Hoole to speak for them — in part because Zolanders would never allow Clawdites a voice.
  • This Was His True Form: Shapeshifted Clawdites revert to their true forms upon being killed or rendered unconscious.
  • Voluntary Shapeshifting: They're one of the galaxy's most prominent Changeling species. Unlike the Shi'ido, unfortunately, they seem largely restricted to transforming into other humanoid races; doubly unfortunately, there was no formal education in the use of their powers until after the end of the civil war, so knowledge on the subject varied wildly. Worst of all, Clawdite shapeshifting is comparatively painful, especially for novices.

    Codru-Ji 
https://static.tvtropes.org/pmwiki/pub/images/1000001690_10921400.jpg
Wyrwulf (left), adult Codru-Ji (right)

Homeworld: Munto Codru

First appearance: The Crystal Star

Possessed of four arms and a decidedly unusual life-cycle, the Codru-Ji rarely allow visitors to their planet and chose not to involve themselves in offworld politics; for this reason, most of their history has been spent dealing with their own affairs. Notably, politics on Munto Codru have gotten so complicated that it's quite common for the children of political leaders to be ritualistically abducted and successfully ransomed by their rivals.


  • Adults Are More Anthropomorphic: They start out as six-legged canines known as wyrwulfs, before eventually metamorphosing into tall, four-armed humanoids. It's not uncommon for offworlders to mistake the wyrwulfs for household pets, leading to accidental offence being taken by their parents. Even offworlders who are in the know aren't above making such blunders, as was the case with Senior Anthropologist Hoole — although he was thankfully able to talk his way out of a diplomatic incident.
  • Big Friendly Dog: Wyrwulfs are noted for being excitable around strangers, and they often get up to about a metre and a half in height.
  • Bizarre Alien Biology: The Codru-Ji start life as dog-like creature with 6 legs the size of a Doberman. As adults, they look like normal humans, only with four arms. No fur or otherwise canine features remain.
  • Metamorphosis Monster: Starting out as dog-like wyrwulfs, juvenile Codru-Ji eventually form huge rubbery cocoons in which they reshape themselves into their humanoid adult forms.
  • Multi-Armed and Dangerous: Adult Codru-Ji all possess four arms.
  • Vertebrate with Extra Limbs: The only thing adults and wyrdwulfs have in common is that they have six-limbs.

    Devaronian 
https://static.tvtropes.org/pmwiki/pub/images/devaronian_male.png
A male Devaronian.

Homeworld: Devaron

First appearance: A New Hope

"My people believe that to kill something, you must cherish it and love it as it dies. There is no barrier between you and the thing you are killing, and you die as you kill."
Kardue'sai'Malloc, Tales from the Mos Eisley Cantina

Carnivorous humanoids distinguished by their extreme sexual dimorphism: the horned male Devaronians usually leave their planet to wander the galaxy, while the furred females remain onworld and run most of their species' society.


  • Alien Blood: Devaronian blood is silver-based, and visually thick and black.
  • Allergic to Routine: Males of the species are driven to roam and rarely remain in one place unless they absolutely have to, frequently taking careers as pilots and mercenaries. For good measure, it's indicated that grounded males need something to keep them stable or they go to pieces, hence why Kardue'sai'Malloc only remained sane while on Tatooine thanks to his music collection.
  • Big Red Devil: Male Devaronians are red-skinned, pointy-eared, sharp-toothed, and crowned by a pair of tall dark horns. In real life, this is because the original Devaronian costume from A New Hope was in fact a Halloween devil costume.
  • Bizarre Sexual Dimorphism: On top of looking like completely different species (see below), males and females don't even possess the same diet: female Devaronians possess flat molars and can live off plants as well as meat, while males only have sharp incisors that can't process vegetation. A rare mutation will occasionally result in males being born with both sets of teeth; in more primitive times, such males were frequently employed as scouts by Devaronian tribes, as their dual-teeth allowed them to survive in distant environments where normal males would have starved to death.
  • Disappeared Dad: Care of young Devaronians is left entirely to the mothers, with fathers commonly being driven offworld by their own obsessions. Indeed, Devaronian males involve themselves so little in the lives of their children that the nearest thing to a good father in Devaronian culture is one that continues to provide for the family by regularly sending home money. As such, Kardue'sai'Malloc is a rare case of a truly bad father, for not only does he hoard all his credits for himself under an assumed name, but has disgraced his family by fleeing justice for war crimes. He eventually redeems himself in the eyes of his daughter during his execution by choosing to Face Death with Dignity.
  • Fangs Are Evil: Males possess fangs used for shredding carcasses, and though not automatically villainous, their wanderlust can lead to them getting involved in crime or worse.
  • Fed to the Beast: Devaronians still make use of capital punishment, which is traditionally done by feeding the accused to a pack of predatory reptiles called quarra. This practice is highly controversial among other cultures, and has prevented Devaron from joining the New Republic.
  • Horned Humanoid: Males are distinguished by a pair of tall, pointed horns growing from their foreheads.
  • Lady Land: As male Devaronians possess a strong urge to leave their homes and wander once they reach adulthood, Devaronian society is largely run by its women. Historically, Devaronian women had formal control of almost all aspects of government, but modern Devaronian society is an advanced enough democracy that strict gender roles have mostly faded from prominence.
  • Mage Species: Downplayed. Devaronians have an unusually high percentage of Force-sensitive individuals compared to most other species.
  • Named After Their Planet: "Devaronian" is simply the adjectival form of "Devaron".
  • Overly-Long Tongue: Devaronian tongues can be extended up to nearly a foot out of their mouths.
  • Pardon My Klingon: One of the worst obscenities in Devaronian culture translates literally as "cold food." Kardue'sai'Malloc, who actually uses this very word as his alias on Tatooine, remarks on how strange it is for humans to swear by sex, excrement, and religion.
  • Retractable Appendages: Normally, Devaronian males have their fangs always out; however, a rare few males are born both with their fangs hidden behind a retractable set of female teeth. On top of allowing them to enjoy an omnivorous diet, retracting the female teeth to reveal the fangs is a useful trick for intimidating people, as Kardue'sai'Malloc reveals in Tales from the Mos Eisley Cantina.
  • Sexy Dimorphism: Male Devaronians look like Halloween devils, with sharp teeth, elongated ears and big horns, and are usually fairly short. Female Devaronians look like tall human women with pointed ears and a light covering of fur.
  • To Serve Man: Devaronian males are so carnivorous that the more unscrupulous of them aren't above eating members of sentient races, either in lean times or simply out of opportunity. Kardue'sai'Malloc once caught a burglar in the act of breaking into his home, later musing that "humans don't taste good."

    Draag 
https://static.tvtropes.org/pmwiki/pub/images/1000001684_398510.jpg

Homeworld: Ninzam VI

First appearance: Star Wars: Bounty Hunter

Domineering, aggressive, and fiercely intelligent, Draag are often employed as foremen and supervisors for their skill in management. A reptilian race, they are unusual in that they are among the few reptile-based species in the Star Wars universe that suffer from serious environmental difficulties as a result of their ectothermic biology.


  • Evil Genius: Known for their advanced intellects, the ones who enter a life of crime tend to be involved in management or planning; among them, two Draags with outstanding bounties on their heads were being targeted for crimes requiring serious intellect — in one case, stealing medical frigates and making them into a fleet of attack ships, and in another, deliberately causing an environmental cataclysm.
  • Lizard Folk: They evolved from reptiles, demonstrating scales, bony protrusions, hissing speech... they're even ectothermic, hence why they have to wear heating suits everywhere.
  • Kryptonite-Proof Suit: They're native to an extremely hot planet and are impaired by lower temperatures; thus, they're almost never seen off-planet without heavily-insulated environmental suits, which can keep them stable even around the refrigerated areas of a meatpacking plant.
  • Reptiles Are Abhorrent: They're known for being extremely pushy and mean.
  • Sssssnake Talk: They tend to speak Basic in a low, hissing whisper.
  • Tranquil Fury: The Draags you encounter only shout in emergencies; at all other times, even when enraged by their dimwitted underlings, they never raise their voice.

    Drall 
https://static.tvtropes.org/pmwiki/pub/images/drall.png

Homeworld: Drall

First appearance: Han Solo And The Lost Legacy

A diminutive race of furry mammals noted for their great intellects and peaceful natures. Because few of them like to leave their home planet unless they absolutely have to and most prefer not to involve themselves in outside affairs, they didn't have much of a place in the limelight until the events of the Corellian Crisis, in which their genius was put to use against Centerpoint Station.


  • Gossipy Hens: Gossip is something of a cultural fixation for them, and despite their dignified airs, they love to talk about just about anything, no matter how minor.
  • Matriarchy: Each Drall clan is headed by the eldest female in a family.
  • Named After Their Planet: An exaggerated case. Their species' and homeworld's names are exactly the same.
  • Proud Scholar Race: They're known for producing great scientists and scholars, especially when it comes to purely abstract theories; to put things into perspective, they were theorizing about the limitations of light speed over ten thousand years before the first hyperdrive was built.
  • Shorter Means Smarter: The absolute maximum height for a Drall is one meter. However, what they lack in stature, the make up for in sheer intelligence.
  • Ursine Aliens: Even more teddy bear-like than the Ewoks, though they are sometimes depicted as being more like wolverines. For good measure, they believe that they evolved from hibernating mammals, and like to maintain dwellings that mimic the caves they used to live in.

    Drovian 
https://static.tvtropes.org/pmwiki/pub/images/1000001686_724828.jpg

Homeworld: Nim Drovis

First appearance: Planet Of Twilight

A heavily built-race distinguished by their tentacular limbs with pincered tips, the Drovians are currently divided into two major tribes fighting for control of their home planet: the Drovians and the Gopso'o. The two tribes have been at war for so long that nobody can remember why this civil war began, and neither side is prepared to give the other the slightest bit of ground or tolerance. Worse still, their home planet is known for producing acid-producing molds, meaning that the Drovians and the Gospo'o are effectively at war with their own planet as well.


  • Alien Catnip: Over 85% of the populace is addicted to zwil... which is actually a popular flavoring agent for cakes throughout the galaxy; on Drovians, unfortunately, the effects are distinctly narcotic.
  • Berserk Button: Apparently, they really hate being questioned about what started the war; in The Essential Guide To Alien Species, one of the more agreeable Drovians flew off the handle and pinned his interviewer to the wall with his pincers.
  • Chicken-and-Egg Paradox: Nobody knows who fired the first shot in the war, and by now, the grievances on either side have built up to the point that nobody cares anymore.
  • Cycle of Revenge: Most of the civil war seems based around people killing each other over relatives who were killed in the last revenge killing.
  • Fat Bastard: They're built bottom-heavy and corpulent, and they're known for being bitter, vengeful, and extremely temperamental when it comes to the origins of the war being questioned.
  • Kill It with Fire: Because the acidic mold is so aggressive, Drovians braving the wilderness are armed with flamethrowers. Unfortunately, thanks to the continuing enmity between the two major tribes, it's very common for the same flamethrowers to be turned on any opposing tribesmen they encounter.
  • Power Pincers: Their tentacles are tipped with large three-clawed pincers, one of the many reason why they're so fearsome when enraged.
  • Silly Reason for War: It's been suggested that the war itself was prompted by a disagreement over whether the world "truth" was singular or plural.

    Duros 
https://static.tvtropes.org/pmwiki/pub/images/duros.png

Homeworld: Duro

First appearance: A New Hope

Reptilian aliens from the planet Duro, recognizable by their blue skin, glowing red eyes and row of fanged teeth. Popularly known as explorers and pilots, their habit of travelling the galaxy has given rise to a notable subspecies: the Neimodians — a species that Duros loathe.


  • Berserk Button: Duros absolutely despise Neimodians, and the one thing that enrages them even further than their despised cousins is being mistaken for them.
  • Bold Explorer: As one of the oldest spacefaring races in the galaxy post-Rakata, they have a proud legacy of exploration and trailblazing journeys, to the point that a popular honorific in Duros culture is "Traveler." Even today, Duros enjoy travelling and many of them can be found working as spacers.
  • Fantastic Slur: To be called a Neimodian — even by mistake — is the greatest insult a Duros can suffer.
  • Gaia's Lament: Duro is an ecological wreck, thanks to poor ownership, and then the Empire "helping". The regular Duros live in floating cities above the smoghole that is their planet, and the corrupt politicians aren't too keen on anyone fixing the problems, since a polluted wasteland is a good place to send undesirables. The Yuuzhan Vong kindly fixed up the place when they took it over.
  • The Greys: With their bald heads and enormous eyes, they resemble the stereotype very closely, although Duros are blue rather than grey and feature an average height of about two meters.
  • Made a Slave: The Duros were one of the many species the Rakata conquered.
  • Named After Their Planet: Their species name is derived by simply adding an "s" to their planet's.
  • The Navigator: One of the reasons why they retain their reputation as top-notch explorers even today is because they tend to possess a natural affinity for astronavigation.
  • Photographic Memory: They're known for their extraordinary memories, especially when it comes to remembering the weird and wonderful places they've been.
  • Planet of Copyhats: The first two Duros to appear on-screen were pilots. Ergo, all Duros are pilots, spacers, and the like. However, games like Knights Of The Old Republic featured several Duros who work as merchants, pirates, gang members, race announcers, and mercenaries, while The Clone Wars introduces one particular Duros who breaks from the mold quite dramatically in the form of the ruthless bounty hunter Cad Bane.
  • Trilling Rs: Some Duros tend to roll their "r" sounds.

    Echani 

Homeworld: Eshan

First appearance: Knights of the Old Republic

"To the Echani, battle is a means of communication — it is an art, in the truest sense of the word. Stance, form, discipline are a means of expression and communication. They speak one's heart and one's devotion to their cause."

A near-human race easily recognized by their pale skin, white hair, and silvery eyes (barring subspecies). More unusually, the expected physical similarity between family members is exaggerated to the point that same-sex relatives can appear identical to non-Echani observers — even if they aren't actually twins. Culturally dedicated to combat, they consider battle a form of communication, and have even developed a means of predicting their opponents' moves several minutes in advance; as such, they have become famous for producing great martial artists, warriors, and finely-made melee weapons used throughout the galaxy.


  • Bizarre Alien Biology: Related members of this species will look very similar, especially in the case of same-sex siblings, to the point that only another Echani would be able to tell them apart. By contrast, members of Echani families who have been sired by outsiders will be instantly identifiable as bastards simply because they actually look like siblings rather than identical twins.
  • Combat Clairvoyance: Can predict the moves of their opponent in battle, especially in hand-to-hand combat. However, it's not a genetic trait, but a cultural one developed through years of martial arts training; the Exile can learn this ability with the help of the Handmaiden.
  • Dance Battler: Their martial arts are quite acrobatic and incorporate several dance-like moves; in Knights of the Old Republic II: The Sith Lords the Last Handmaiden can use this similarity to entertain a Hutt in Nar Shaddaa.
  • Early-Installment Weirdness: In Knights of the Old Republic, the one Echani mercenary encountered is basically an ordinary human NPC with dark hair and relatively normal-looking eyes. It's not until the next game that the Echani are introduced with their distinctive traits, courtesy of Atris's handmaidens. This discrepancy has since been justified by the presence of at least one Echani subspecies.
  • Fantastic Fighting Style: The Echani fighting style, which incorporates a preternatural degree of Combat Clairvoyance rivalled only by real Force-users.
  • Fragile Speedster: Echani prioritize swift, elegant attacks and lightweight weaponry in their tactics; other warrior races like the Mandalorians look down on this approach, considering it effete and unsustainable in long-term warfare, even dismissing the highly-prized Echani weaponry as "flimsy."
  • Human Aliens: Apart from the distinctive hair colour and the near-identical family members, you'd be hard-pressed to recognize the Echani as an alien species. In fact, it's believed in certain circles that the entire Echani race was genetically engineered from human stock by the Arkanians as an experiment.
  • Mystical White Hair: Immediately distinguished as out-of-the-ordinary by their stark white hair.
  • Proud Warrior Race: A highly-refined and elegant version of the trope, they consider battle to be the ultimate form of expression and may even regard certain forms of hand-to-hand combat as courtship.
  • Sex Is Violence: Martial arts bouts can be considered a form of courtship or even foreplay, as a male Exile can discover when the Last Handmaiden becomes increasingly attracted to him over the course of their training sessions aboard the Ebon Hawk. The fact that such sessions often take place in various states of undress only sexualizes the combat even further.
  • Talking through Technique: Echani martial arts are considered a form of communication, with every shift in the combatant's body language being considered a message.

    Ewok 
https://static.tvtropes.org/pmwiki/pub/images/ewok.png

Homeworld: Forest Moon of Endor

First appearance: Star Wars: Episode VI — Return of the Jedi

Short, bear-like aliens who live in tribal societies in the global forests of the moon of Endor. They first came to widespread galactic attention following the Battle of Endor, but scattered individuals found their way off-planet as early as millennia before that.


  • All There in the Script: The word "Ewok" is never said once in the original movie. They were only named through Expanded Universe literature.
  • Battle Bolas: They use makeshift bolas made of stones and ropes to entangle prey and foes. In the Battle of Endor, they're mostly used for incapacitating the Empire's ground troops.
  • Sapient Eat Sapient: Ewoks aren't especially squeamish about food and will happily eat other sapient beings.
  • Skeletons in the Coat Closet: Ewok shamans often wear animal skulls as hats.
  • Treetop Town: They traditionally live in wooden villages built in the canopies of their world's vast forests, with rope bridges connecting homes and platforms. Ewoks aren't particularly adapted for tree-dwelling by nature, but the Expanded Universe shows that the forests of Endor have many predators and that the diminutive Ewoks build their homes in trees to stay out of their reach. Given the size of some of the local predators, this takes some doing — Goraxes, for instance, are big enough to easily pull down huts built in a tree's lower branches. A few communities are shown to have come up with alternative solutions, such as floating lake villages or towns built hanging from cliffs, but tree settlements are the most common variety.

    Falleen 
https://static.tvtropes.org/pmwiki/pub/images/falleen.png

Homeworld: Falleen

First appearance: Shadows of the Empire

A reptilian humanoid race popularly regarded as handsome and even seductive by many races, this species has abided by a strict policy of isolationism ever since the Empire destroyed one of their cities in an effort to contain a failed bioweapons experiment. Consequently, most Falleen encountered beyond their home planet are adolescent members of the nobility on their customary tour of the galaxy.


  • Alien Blood: They have green blood.
  • Living Aphrodisiac: Falleen can emit powerful pheromones that allows them to attract members of the opposite sex, even those of alien races. The victims of this process describe it as almost impossible to resist.
  • Living Mood Ring: Their skin changes according to their emotions; Falleen have learned how to control this, however, allowing them to disguise their true feelings even further.
  • Lizard Folk: They exhibit grey-green scales, a spiny ridge along their backs, and their skin changes according to their emotions. Other than that, they're largely humanoid, featuring hair and even breasts.
  • Long-Lived: They can live for two hundred and fifty years, with some especially healthy individuals lasting for up to four hundred.
  • Named After Their Planet: An exaggerated case. Their species' and homeworld's names are exactly the same.
  • Non-Mammal Mammaries: Despite being reptilian, females of the species sport breasts.
  • Screw This, I'm Outta Here: After the Imperial massacre, the Falleen have withdrawn from galactic politics entirely, and though a few of them did join the Rebel Alliance, the species as a whole has remained isolated ever since — refusing all offers to join the New Republic.
  • The Stoic: Thanks to the byzantine nature of Falleen politics, it's very common for them to suppress all signs of outward emotions, and even consider individuals or species with less control over their emotions to be inferior.

    Frozian 
https://static.tvtropes.org/pmwiki/pub/images/frozians.jpg

Homeworld: Froz

First appearance: The Corellian Trilogy

Furry humanoids from the planet Froz located in the Corellian Sector.
  • The Fatalist: Frozians are rather melancholic, always seeing the worst possible outcome and resigning themselves to their own doom, even if they dislike it
  • Intelligent Gerbil: They are vaguely feline or mustelid-like with prominent whiskers.
  • Named After Their Planet: Frozian is a derivative of Froz.
  • Noodle People: Froz is a planet of low gravity, making the Frozians incredibly lean, with long and thin limbs and somewhat off-putting movements.
  • Only One Name: Frozians only have one name that has several syllables.
  • Verbal Tic: Frozians tend to repeat their sentences for emphasis, even when talking in Galactic Basic.

    Gand 
https://static.tvtropes.org/pmwiki/pub/images/gand.png

Homeworld: Gand

First appearance: The Empire Strikes Back

Short, stocky insectoids native to a world perpetually fogged by clouds of ammonia, Gands are rarely visited on their home planet, and mainly leave in pursuit of work. Consequently, most Gands encountered in the galaxy at large are Findsmen, members of a religious order of hunters who locate their prey by divining omens — with frightening accuracy.


  • Bizarre Alien Biology: A significant number of Gand do not possess lungs or breathe in any way, simply producing the gasses they need to survive inside their exoskeletons and sustaining themselves exclusively through food intake. The rest breathe ammonia.
  • Eminently Enigmatic Race: They have politely but firmly refused to be studied by xenobiologists, share few facts about their culture with outsiders, and only a handful of visitors to their planet have been allowed to delve deeply into their culture. Consequently, Gands have acquired a reputation for mystery, only exacerbated by their eerily-polite demeanors.
  • Extremophile Lifeforms: Their home planet has an ammonia-based atmosphere, and lung-possessing Gands are therefore dependent on ammonia in order to survive; oxygen-based atmospheres can cause irreparable damage to their lung tissue, requiring expensive transplant surgery to heal, so most Gands of this subspecies have to wear bulky suits with specialized breathing apparatus while on business off-planet. If they hope to be comfortable away from their homeworld, they usually have to rig their ships to mimic Gand's natural atmosphere or find off-planet accommodations suitable for Gands — such as the Jekk'Jekk Tarr.
  • Healing Factor: They can easily regenerate lost limbs in a matter of days.
  • Humble Hero: Though they are occasionally known to take on more dubious fields of employment such as bounty hunting or even assassination, Gands are widely known for being humble, polite, and self-effacing — a cultural attribute born from the belief in earning their individual identities.
  • Implacable Man: Their exoskeletons can stand up to a lot of punishment, allowing them to withstand everything from three-story falls to blaster bolts. Also, their regenerative abilities also give them a substantial edge over other species when it comes to recovery.
  • Insectoid Alien: Beneath their breathing apparatus, Gand possess compound eyes, exoskeletons, and basically look like bipedal flies without wings.
  • Named After Their Planet: An exaggerated case. Their species' and homeworld's names are exactly the same.
  • Rite-of-Passage Name Change: A Gand who has not accomplished anything of note refers to themselves as "Gand", as they are viewed as merely being part of the whole of Gand culture. A marginally accomplished Gand gets to use the family name, while a yet more accomplished Gand can use their given name. Particularly famous Gands are called janwuine and are permitted to refer to themselves in the first person. This also works in reverse: Gands may also use their lower-level names in conversation to express contrition or humility.
  • Scarily Competent Tracker: Gand Findsmen are uncannily successful in hunting down their prey through nothing more than vague omens; it's suggested that the Findsmen are actually mild Force-sensitives and can actually take their powers all the way to the level of precognition.
  • Third-Person Person: Most Gand who have earned the right to use both their first and family names refer to themselves in the third person as a matter of etiquette. Referring to yourself in the first person is an honor granted only to those who have become recognized for some great act of heroism, and those who use self-identifying pronouns without earning this honor are considered unforgivably arrogant.

    Gank 
https://static.tvtropes.org/pmwiki/pub/images/1000001691_14051220.png

Homeworld: Unknown

First appearance: Dark Empire

A mysterious race of brutal killers known best for hiring out their services as mercenaries — most commonly to the Hutts. Commonly encountered head to toe in high-tech battle armour, few outsiders have ever seen what they look like underneath, and little is known about their culture and biology thanks to their habit of murdering scientists who get close enough to ask questions.


  • Always Chaotic Evil: Other races that commonly occupy villainous roles have been given explanations for their behavior, heroic members, sympathetic traits, or at the very least some kind of mitigating factor. For the Ganks, there's no such elaboration available — they just seem to enjoy killing.
  • Blood Knight: They greatly enjoy fighting and bloodshed, and unlike other races known for their violent cultures, they don't seem to possess any outliers.
  • Cyborg: They're all cybernetically modified, most commonly in the form of brain implants — hence how they're able to communicate and coordinate with nobody being any the wiser.
  • Eminently Enigmatic Race: Almost nothing is known about them thanks to their violent behavior. Even Senior Anthropologist Hoole is only able to learn a little about them before being found out and forced to flee with his disguise in tatters. However, studies on the Yaka suggest that the Ganks might have been subjected to similar modification by the Arkanians, though this has yet to be confirmed.
  • Enclosed Extraterrestrials: They're almost never seen out of their armour, leading to a great deal of mystique over what they actually look like; thanks to their aggression, the few outsiders who get to see them unarmoured tend to be medical examiners and coroners. However, in Galaxy Of Fear, Hoole and the Arranda siblings got to see a whole gang of them unarmoured: it's not pretty.
  • Hair-Trigger Temper: They have very short tempers and are prone to flying into murderous rages at the slightest provocation. Of course, given that they keep the full extent of their personalities hidden, it's not known if they have any specific Berserk Button(s) — or anything that doesn't piss them off. However, curious scientists seem to be a popular target of their wrath.
  • Hive Mind: They are all linked through a hive mind, hence why they're capable of coordinating their movements so effortlessly. Hoole quickly discovers that it's also electronic in nature, thanks to the presence of cyborg implants in their brains, for otherwise his telepathic abilities would have allowed him to recognize psychic communication between Ganks on the spot. Unfortunately, it's for this reason that Hoole's Gank disguise doesn't hold up for very long: as soon as the Ganks notice that one of their number isn't registering as part of their electronic collective, they know that they're looking at an imposter.
  • Horrifying the Horror:
    • One apocryphal incident featured Mace Windu being confronted by fourteen Ganks at once — suicidal odds even by Jedi standards; however, Windu was able to get the entire group to surrender simply by placing a hand on his lightsaber and saying, "it's your decision."
    • in Galaxy of Fear, Smada the Hutt's Gank henchmen show no fear at having to match wits with a Shi'ido... but the prospect of being eaten alive by the very planet they're standing on proves too much even for the Ganks, and they are quickly reduced to fleeing for their lives in a blind panic.
  • Pint-Sized Powerhouse: On average, they're about 5'2" and have quite short legs; however, they also possess a very dense, muscular build that allows them to tackle much larger opponents. As such, Hoole will occasionally adopt the form of a Gank for use in combat — when he isn't using the form of a Wookie, of course.
  • Psycho Prototype: It's been suggested that the Ganks were actually created by the Arkanians as a beta test for the cyborg brain implants they eventually gave the Yaka; however, this was obviously before the Arkanians worked out the worst of the bugs, for where the Yaka are peaceful geniuses with a morbid sense of humor, their Gank predecessors are bloodthirsty murderers.

    Geonosian 
https://static.tvtropes.org/pmwiki/pub/images/geonosian.png
A Geonosian warrior.

Homeworld: Geonosis

First appearance: Attack of the Clones

Insectoid aliens native to the desert planet of Geonosis, the Geonosians sided with the Separatists at the start of the Clone Wars and manufactured the bulk of their droid armies.


  • Bread and Circuses: The Geonosian government uses its dramatic gladiatorial executions to pacify its enormous working class by giving them bloody entertainment to leaven the drudgery of their lives.
  • Fed to the Beast: Geonosians are very fond of disposing of captives and criminals by feeding them to exotic monsters in highly publicized spectacles.
  • Four-Legged Insect: Despite their insectoid natures, Geonosians have only four limbs structured like a land vertebrate's.
  • Hive Caste System: The Geonosian species is divided into a number of biological castes, including hordes of wingless workers make up the hives' labor force, winged warriors single-mindedly devoted to the hive and who make up most of its visible elite, and huge, bloated queens who produce offspring and rule Geonosian society from the shadows.
  • Hive Queen: The rulers of Geonosian hives are the immense reproductive queens, bloated beings resembling termite queens who are barely mobile on their own but command the utter loyalty of their progeny.
  • Insectoid Aliens: Geonosians are fairly straightforward science fiction bug aliens, with a system of biological castes, hordes of aggressive soldiers, huge ruling queens, and cities shaped like giant termite mounds.
  • The Unintelligible: While the queens can speak Basic, other Geonosians speak an incompressible language of clicks and buzzes.

    Givin 
https://static.tvtropes.org/pmwiki/pub/images/givinnegas.jpg

Homeworld: Yag'Dhul

First appearance: A New Hope

A humanoid species distinguished by their skeletal appearance and slightly tortured-looking facial features, Givins are known for their love of mathematics, to the point that their entire society is built around the reverence of advanced mathematical equations and their practitioners. Combined with their ability to survive in the vacuum of space for a short period, this has led to them gaining a galaxy-wide reputation as designers and shipbuilders.
  • Batman Can Breathe in Space: Givin can survive in the vacuum for at least 24 hours, a necessary adaptation when you live on a planet where lunar fluctuations mean that the water and atmosphere can move from one side of the planet to another.
  • Black Eyes of Evil: While in general they're not evil, their sunken black eyes can be quite unsettling to others.
  • Crazy Cultural Comparison: Since they worship numbers, Givin greet each other with quadratic equations. Except foreigners, whom they greet with really long math problems.
  • The Engineer: Being so good at mathematics makes them excellent ship designers, although other species usually need to make them vacuum proof and to install navicomputers.
  • Fantastic Racism: While they mostly keep it to themselves, Givin tend to look down on those who cannot survive in the vacuum (Duinuogwuin being the major exception), and they tend to find other species rude due to their lack of greetings using equations. They also dislike the Mon Calamari due to their very different philosophies when it comes to ship design.
  • Good with Numbers: A whole race of mathematicians. They're so good with numbers their planet is ruled by a mathematical theocracy, or mathematocracy, and they even greet each other with equations.
  • Mad Mathematician: Some of the less scrupulous members can be seen as this.
  • Proud Scholar Race: Givin are very proud of their mathematics-worshipping society and their ship designs are considered some of the most complex, sleek and impressive in the galaxy.

    Gotal 
https://static.tvtropes.org/pmwiki/pub/images/gotal.png

Homeworld: Antar 4

First appearance: A New Hope (background), Tales from the Mos Eisley Cantina

Tall, goatish humanoids distinguished by the horn-like cones sprouting from their skulls; despite the comparisons to ruminant animals, the "horns" aren't used for fighting of any kind, but as sensory organs. Through the use of these cones, Gotals can detect a huge range of energy fields, allowing them to read emotions and giving them an edge when interacting with other sentient beings: throughout the galaxy, Gotals work as diplomats, businesspeople, gamblers, and almost any other field relating to emotion and interaction. However, a few prefer to work as bounty hunters...


  • Bizarre Alien Senses: They can sense emotions, magnetic fields, infrared emanations, energy waves, neutrino bombardment, electrical emissions of almost any kind, and even the Force. This was apparently evolved due to extreme environmental pressures: Antar 4 suffers from dramatic tidal variations and inconsistent periods of daylight that range from blinding sunshine to total darkness; consequently, though they possess excellent night vision, they needed additional senses to survive all the other hazards.
  • Creepy Monotone: Because their empathic abilities allow them to detect each others' emotion, they tend to speak without inflection while among themselves, knowing that they don't need to express their emotions vocally in order to get their point across. Non-Gotals find this habit unnerving, and some mistakenly believe that Gotal lack emotions of any kind. That said, less-scrupulous Gotals can be every bit as creepy as the monotone suggests, most prominently the Corrupt Bureaucrat Feltipern Trevagg.
  • The Empath: They possess the power to read emotions with incredible ease, making them quite adept at negotiating with others — or manipulating them. In fact, it's because of their empathy that they're known for being so exquisitely polite; conversely, Sarlim Gastless is perceived as a terrifying psychopath by Gotal standards because he lacks the ability to read emotions... though Feltipern Trevagg demonstrates that Gotals can be conventional psychopaths even while being fully-fledged empaths.
  • Headache of Doom: Thanks to their sensitivity to energy fields, Gotals can suffer headaches around Force-users, which is definitely a bad sign when the Sith are in town.
  • Horned Humanoid: The cones on their skulls look like enormous horns, increasing the comparisons to goats. Gotals prize their cones very highly, to the point that small cones are regarded as unattractive, and some members of the species go so far as to wear "falsies" in order to make up for this apparent inadequacy. For good measure, species that lack cones are considered unattractive by many Gotals, while those who do possess horns or some other analogue may find themselves being propositioned.
  • Interspecies Romance: If a member of another species has cone analogues, they may be considered attractive by Gotal standards.
  • Love at First Sight: Thanks to their empathic ability, this is reportedly quite common among Gotals, who also tend to marry for life.

    Gree 
https://static.tvtropes.org/pmwiki/pub/images/gree.png

Homeworld: Gree

First appearance: Holonet news

One of the oldest established species in the galaxy, the Gree are a cephalapoidal race from the Outer Rim territories.


  • Alien Non-Interference Clause: In their precursor days, they would give technology to any species they met, provided that they'd determined that it was one that the species was capable of making themselves.
  • Eminently Enigmatic Race: The Gree's whole thing is how bizarre, closed-off and mysterious they are.
  • Fantastic Caste System: They operated on a four-tiered system; crafter, researcher, operator and administrator, with those castes subdivided for the appropriate tasks. By the time of the Empire, crafters and researchers had vanished entirely
  • How the Mighty Have Fallen: By the time of the Empire the Gree, once capable of stuff that makes the Death Star look like a kid's toy, are on the way out as a species, reducing to guarding the broken remains of their old tech, which they no longer know how to work.
  • Precursors: They're one of the oldest spacefaring races in the setting. These guys were ancient when the Kwa were still learning how to get about, and were still around long after. They ran between Abusive, Neglectful, Benevolent and occasionally plain Apathetic in their long time around.
  • Starfish Language: Gree language makes use of metaphors based on geometry and color that other races have difficulty understanding.
  • Sufficiently Advanced Alien: At their height, they were capable of stellar engineering, hypergates and terraforming, and were powerful enough to endure the bloodthirsty Rakata.

    Guineo 

Homeworld: Dohlban

First appearance: Star Wars: Bounty Hunter

Tall, muscular, and not terribly bright, Guineo are a largely obscure species primarily employed as manual laborers. Of course, their great strength has resulted in many of them being employed by crime syndicates as bruisers, aided in part by their infamously limited intelligence.


  • The Brute: On top of being a popular target for recruitment by crime syndicates, most of the ones with bounties on their heads are wanted for violent crimes — in one case, beating an off-duty police officer to death, in another, kidnapping Ewoks and selling them into slavery.
  • The Ditherer: On top of being stupid, they're not great at dealing with complicated decisions, and prefer to have other people around to deal with these matters for them. The decisions they do make are pretty basic... and unfortunately can result in them getting into trouble.
  • Dumb Muscle: They're powerfully-built, but they're very dim and prone to asking stupid questions. As such, they tend to take jobs that require little intellectual effort.
  • Simpleton Voice: The one you get to hear speak in a cutscene speaks in a low, guttural tone of voice that gives every impression of him scratching his head after every question.

    Gungans 
https://static.tvtropes.org/pmwiki/pub/images/1000001692_9101280.jpg

Homeworld: Naboo

First appearance: The Phantom Menace

An amphibious race from Naboo. Originally at odds with the Naboo, the two races came to an understanding after the Trade Federation occupation of their planet.


  • Bystander Syndrome: Initially didn't give two craps about the Trade Federation's actions, seeing it as being entirely the Naboos' problem and fault, despite Obi-Wan's warnings.
  • Domesticated Dinosaurs: Get about on steeds which look like featherless dinosaurs, and use their larger kin as beasts of burden in war.
  • Hidden Elf Village: Their main city, Otha Gunga, was hidden underneath the swamps of Naboo, and the Gungans were not particularly happy about outsiders coming in. They figured the location would keep them safe from the Trade Federation, only to be proven wrong when it turns out the Battle Droids were waterproof. Fortunately, they had a second, even more hidden city elsewhere.
  • I Owe You My Life: Gungan religion states that if someone saves your life, it belongs to them.
  • Overly-Long Tongue: Their tongue is a good several feet long, like a frog's. Useful for snatching food from a distance, or for blowing raspberries.
  • Proud Warrior Race: Maintained a large army, which some Gungans figured was part of the reason for their quarrels with the largely pacifistic Naboo. When it was pointed out that distracting the Trade Federation army would result in lots of Gungan casualties, Boss Nass simply declared they were willing to do so.
  • Snobs Versus Slobs: While not particularly slobby, they see this as one of the reasons for their beef with the Naboo, thinking the humans were looking down on them. Relations improved when Queen Amidala not only sought them out, but proved she didn't think she was better than them.

    H'nemthe 
https://static.tvtropes.org/pmwiki/pub/images/hnemthe.png

Homeworld: H'nemthe

First appearance: A New Hope (background), Tales from the Mos Eisley Cantina

"The word for 'love' in one language is the word for 'dinner' in others."

Distinguished by their distinctly pointed noses, the H’nemthe are a peaceful, artistically-inclined species with a deep cultural focus on true love. However, they have become infamous in certain regions of the galaxy for their unusual mating rituals: because of a dramatic gender disparity among H'nemthe, it has become traditional for females to disembowel the male after sex.


  • All Take and No Give: H'nemthe males are expected to literally give their females everything, up to and including their lives; the females consider this the ultimate act of love, and are not expected to give anything in return, which only adds to their naivete.
  • Blue-and-Orange Morality: None of them consider anything morally wrong with the ritualistic slaughter of males post-coitus — including the males. Quite apart from sincerely believing this horrific death to be the truest and purest expression of love, they also believe that this butchering will allow the souls of the dead males to descend to the netherworld and guide their unborn children into the world of the living.
  • Conceive and Kill: As soon as they've finished mating, the male H'nemthe is sliced open and disemboweled by the female.
  • Consuming Passion: Because virgins of the species are bound to a strict vegetarian diet, it's heavily implied that the ritual post-coital butchering involves them consuming at least part of their lovers' flesh and blood, especially since the evisceration is committed with their tongues.
  • Gender Rarity Value: Females aren't born often, leaving H'nemthe society permanently stuck at a ratio of twenty males to every female. It's believed that their infamous rituals are a direct response to this disparity in order to prevent overpopulation.
  • Horned Humanoid: Like the Gotals, they possess conical horns that allow them to read energy signatures — in this case, heat. For this reason, Gotals can find H'nemthe physically attractive.
  • Love Freak: Culturally, the species is absolutely devoted to the notion of true love, expounding at length on the subject in art, poetry, and philosophic works. More disturbingly, the males are prepared to throw their lives away for the sake of love, and the females are forbidden from leaving the planet lest they miss out on true love; those of them who do end up off-planet are so naive and so accustomed to a culture of true love that outsiders find it very easy to exploit them — financially and sexually. Of course, the latter course of action rarely ends well for pick-up artists, as Felitpern Trevagg found out the hard way.
  • Multipurpose Tongue: The H'nemthe tongue is razor-sharp and can actually be used much like a blade. In fact, it's how females butcher their mates.
  • Named After Their Planet: An exaggerated case. Their species' and homeworld's names are exactly the same.
  • Out with a Bang: Every act of sexual congress among the H'nemthe ends with the male being traditionally — and willingly — eviscerated.
  • Punctuation Shaker: Despite the apostrophe, the name is simply pronounced "He-nemth-ee."
  • Sinister Schnoz: Downplayed; they're easily distinguished by their long, sharp noses, but despite their bewildering traditions, they're not an automatically dangerous species. In fact, most of the known interspecies deaths caused by H'nemthe are due to colossal misunderstandings rather than deliberate malice.
  • Virginity Makes You Stupid: Because females are so rare, they're rarely allowed to leave their home planet, the same rule going double for virgins. Consequently, H'nemthe virgins are utterly clueless when it comes to life off-planet and can be very easily exploited by outsiders. More unpleasantly, this also means that they honestly don't know that non-H'nemthe males might be opposed to being murdered after sex, making any sort of Interspecies Romance fraught with danger.

    Ho'din 

Homeworld: Motok

First appearance: The Lost City of the Jedi

A race of great healers and botanists. Indeed, Ho'din are so devoted to the study and reverence of plants that they actually believe themselves to be plants (though most scientists dispute these claims), and have adopted a practice of ecological preservation and development rivalled only by Ithorians.


  • Alien Hair: Immediately distinguished by the plant-like tubular growths sprouting from their heads, only adding to their self-image as botanical beings. However, they're not actually plants despite the resemblance: they're actually heat-sensing organs covered in reptilian scales.
  • Gaia's Lament: Three hundred years prior to the Battle of Yavin, the Ho'din descended from their treetop homes and began exploiting the land below for farming, mining, and manufacturing, eventually resulting in an environmental catastrophe later generations referred to as the Great Rape of the Land. It was so bad that the Ho'din were forced to return to the trees and focus their energies on rebuilding the environment; on the upside, this has allowed them to prosper as a civilization by developing green technologies that can be used to regenerate other blighted planets across the galaxy.
  • Lizard Folk: Due to their scaled skin, it's believed that they are descended from reptiles.
  • Plant Aliens: They believe themselves to have evolved from plants, a hotly-disputed claim among xenobiologists.

    Hutt 
https://static.tvtropes.org/pmwiki/pub/images/hutt.png

Homeworld: Varl (original), Nal Hutta (adopted)

First appearance: A New Hope

Giant semi-humanoid gastropods known for their domineering behaviour and gargantuan egos, Hutts have been known for centuries as enthusiastic participants in the galactic criminal underworld. Most commonly found as crime lords and other administrators, they will concern themselves with any field that can bring them wealth and power, with slavery and smuggling being popular standbys. United as a whole, they have been able to claim an entire region of space as an empire for their various cartels, known simply as Hutt Space.


  • Acrofatic: Younger Hutts can be surprisingly mobile; it's not until they get older that they put on enough bulk to become really slow.
  • Always Chaotic Evil: Played with; though most of them are as every bit as greedy and criminal as the stereotype suggests, they do have some redeeming qualities: they care very deeply for their young and prize friendships very greatly, even though their arrogance has been known to ruin their relationships. Furthermore, outliers have been reported — most prominently in the form of Blotus the Hutt, universally recognized as one of the greatest and most beloved Chancellors of the Republic.
  • Beware the Silly Ones: Modern day Hutts seem just fat criminals that can be occasionally dangerous. This is the result of them shifting their entire society to (relative) non-violence after they apparently annihilated all life in their original home system in a civil war — before the Hutt Cataclysms they were powerful Galactic Conquerors that posed a legitimate threat to the Republic. Even in the modern day they can be extremely dangerous if pushed, as the Yuuzhan Vong discovered when they occupied Nal Hutta and the statues of Xim the Despot's war robots that decorated the streets suddenly revealed themselves to be the war robots by springing to life and starting killing the invaders, having been maintained for over 25,000 years just to leave a last surprise to anyone who managed to invade their homeworld.
    • Individual Hutts can be extremely dangerous if pushed, being known to flatten enemies or just swallow them whole.
    • The Shell Hutts are the smallest clan of the Hutt, known to wear armor the entire time (hence the name), even changing sets as they grow larger, and are generally derided by the other Hutt as a cultural throwback. A cultural throwback to their days as Galactic Conquerors.
  • The Don: They commonly gravitate towards the highest levels of criminal organizations, and if one is not available to them, they either make their own or carve their way into a pre-existing one.
  • Evil Sounds Deep: Frequently involved in criminal concerns, most of them speak with extremely deep, rumbling baritones.
  • Fat Bastard: As slugs, they're blubbery and boneless, and even the most pleasant of them are known for being arrogant, controlling, and ruthless.
  • Faux Affably Evil: Many Hutts put on a show of joviality and charm in order to give their business a sheen of civility... but if things go wrong, they won't hesitate to drop the act and get very nasty. All in all, it takes a lot for Hutts to become truly Affably Evil.
  • Gladiator Games: Hutts get bored with sports where no-one dies, so it's quite common for them to enjoy pitting sapient beings against each other in duels to the death for entertainment. Among other things, Huttball is designed so that if the ball remains in one player's hands too long, it goes off.
  • Hermaphrodite: They're capable of bearing children, fathering children, or self-fertilizing. However, though they possess no set biological sex, Hutt individuals often prefer to be known by a certain gender regardless of their role in childbearing.
  • Homeworld Evacuation: Nal Hutta isn't their original homeworld. That was a planet called Varl, but fifteen thousand years ago, a mysterious cataclysm befell the entire solar system, destroying every other planet but Varl. The general galactic consensus is the Hutts probably did it (at the time they were fighting a civil war known as the Hutt Cataclysms that destroyed multiple worlds), but nobody's been able to learn because the Hutts don't let anyone get close.
  • Humiliation Conga: In the wake of Jabba's death, Hutt society as a whole undergoes a swift decline as their old network of alliances fall apart, resulting in a power struggle between the various cartels. Then, Durga's efforts to seize power with the Darksaber end in humiliating failure, leaving the Hutts as a laughingstock across the galaxy. Then the Yuuzhan Vong ruin Nar Shaddaa and leave the Hutts under threat of losing their territory — something that not even the Empire ever managed to achieve. Finally, their followers among the Nikto and the Klatooinians overthrow them, stripping the Hutt cartels of their valued Slave Races after centuries of uninterrupted control.
  • Immune to Mind Control: Following Jabba's example, most Hutts are immune to all attempts at psychic coercion, most prominently the Jedi mind trick. However, the same goes for Shi'ido telepathy, hence why Senior Anthropologist Hoole is keen to leave Jabba's palace before his host gets too curious about him.
  • It's All About Me: They're notoriously egotistical, believing their planet to be the center of the universe and even setting themselves up as gods to the Klatooinians and the Nikto; in fact, because they survived the destruction of their original home planet, the Hutts supposedly believe that they have become superior to the gods they once worshipped.
  • Kevlard: Hutts are extremely difficult to kill because of their many layers of fat and muscle, being able to shrug off heat, chemical burns, and even blaster bolts; Gardulla the Hutt managed to survive being swallowed by a Krayt dragon because her bulk was too much for the dragon to digest, and it puked her up a little while later. In fact, the only reason why Leia is able to throttle Jabba with her chain is because she has the power of the Force on her side.
  • Large and in Charge: Bigger Hutts are considered more powerful and worthier of respect by their fellows; this belief results in growing Hutts experiencing ballooning egos directly proportionate to their new size... and bigger egos equal more unpleasantness, to the point that Han Solo reflects that Jabba might have been willing to let his indiscretion slide if he hadn't spent the time between meetings growing so enormous, as it meant that Jabba was even less inclined to tolerate slights to his ego.
  • Long-Lived: They can live for up to a thousand years, a fact that no doubt only enforces their gigantic egos and their near-godlike self-images.
  • Named After Their Planet: Inverted. After taking over Evocar, they renamed it Nal Hutta after themselves.
  • No-Sell: Any attempt to coerce a Hutt with the Force will end with the Hutt laughing it off.
  • Non-Action Big Bad: Generally speaking, the more established the Hutt, the less violence they directly involve themselves in. It's not because they're weak — as they've been known to brutally crush opponents under their bulk or even eat them whole if pushed to it — but simply because they consider themselves too important to involve themselves with the dirty work of fighting.
  • Proud Merchant Race: Although they primarily concern themselves with more illicit forms of trade, they are almost universally known as businessmen devoted first and foremost to their own profit; for good measure, they're known for having a great deal of influence over the galactic economy regardless of the era. However, some Hutts have been involved in more legitimate businesses: Motta in Knights Of The Old Republic runs a swoop track — though it's not regarded as an official track because of his cut-throat business tactics, and it's indicated that he occasionally involves himself in smuggling as well.
  • Starfish Aliens: Giant slugs with arms, toad-like faces, and kangaroo-like brood pouches, they're among the stranger alien races in the Star Wars universe.
  • Stout Strength: They're not total weaklings despite their reluctance to directly involve themselves in combat, and they can be quite dangerous in close quarters, to the point that Han Solo believed that Jabba would be able to take on any one of his prospective Gammorean guards if they happened to challenge him to a duel for supremacy. It's for this reason that younger Hutts can be surprisingly hands-on in pursuing their goals: Jabba himself was a gun-runner in his youth alongside Ephant Mon.
  • Stronger with Age: Hutts continue to grow throughout their lifespans, and some of their eldest have been known to become absolutely gigantic in proportion.
  • Too Important to Walk: In keeping with their monstrous egos, many of them prefer using hoversleds or palanquins carried by slaves to travelling under their own power. Indeed, some older Hutts are so enormous that moving unassisted is quite literally impossible.

    Jawa 

Homeworld: Tatooine

First appearance: A New Hope

A diminutive, rodent-like race native to Tatooine, known for their mechanical expertise and habit of... "acquiring" and selling old machinery.


  • Dark and Troubled Past: Much like the Sand People, they were initially enslaved by the Rakata, rebelled, and watched their homeworld get turned to glass. The Jawas at least have taken it a lot better than the Sand People.
  • Disaster Scavengers: Some Jawas camped out by the podraces, knowing the inevitable crashes would give them ample scrap to peddle, even when the pilot's corpses weren't even cold.
  • Honest John's Dealership: Jawas are not particularly fussy about how they get their droids and take no responsibility for new purchases suffering sudden and inexplicable total systems failure. Buyer beware. That said, the ones who abducted C-3PO and R2 were willing to swap droids no problem when R5 stopped working.
  • In the Hood: Their features are hidden underneath their hoods.
  • Little People: The average Jawa is barely waist-high to the average human.
  • Mr. Fixit: Jawas have a knack for repairing old technology, hence why their sandcrawlers are still active even after centuries of use, and also why settlers on Tatooine buy secondhand droids from them on a regular basis. However, even if a piece of machinery is doomed to failure, Jawas also have a talent for getting it to work just long enough to be sold, knowing that they'll be long gone by the time the buyer wises up.
  • Scavengers Are Scum: Zigzagged. They do scavenge and thieve, sometimes even from the dead or dying, but they are commonly depicted as just another race trying to survive in a harsh galaxy. The human settlers of Tatooine seem to mostly regard them as a nuisance at worst and have no problem trading with them.
  • Smarter Than You Look: Back when the Czerka Corporation's plans to mine Tatooine failed, they left behind the great sandcrawlers on the grounds of them being too expensive to evacuate, figuring that the most that the Jawas would do was break them or just fail to drive them at all. Thousands of years after Czerka has fallen into bankruptcy, the Jawas are still maintaining the sandcrawlers as their own.
  • Walking the Earth: Jawas tend to migrate on a regular basis, travelling across the deserts in search of fresh salvage - and often to avoid potential threats. They do occasionally settle down in fortified villages deep in the mountains, though this can leave them open to attack by the Sand People, so it's much more common for Jawas to remain aboard the relative safety of their sandcrawlers.

    Jenet 

Homeworld: Garban

First appearance: Zorba The Hutt's Revenge

A rodent-like scavenger race native to an overpopulated world dotted with refuse heaps. Jenets are expert survivors, both as individuals and as a race, capable of feats of agility that beggar most vertebrates; however, what truly distinguishes them as a species is their eidetic memory, allowing them to remember practically everything. Though this perfect memory makes them quarrelsome and prone to grudges, it has made them invaluable to employers across the galaxy.


  • Blue-and-Orange Morality: Jenets believe that it's a good thing to be insulted and humiliated, as it means that they were worthy of the effort that went into upbraiding them. Consequently, being insulted by a Jenet is technically a sign of respect as well as contempt. Understandably, few off-worlders are flattered by this tendency, and prefer to avoid Jenets wherever possible.
  • Compact Infiltrator: Known for specializing as spies and other infiltrators, mainly because of their Photographic Memory but also because they are impressively flexible for average-sized bipeds: they can squeeze themselves into spaces as small as twelve centimetres wide, not only by dislocating their arms but also via separating their cranial plates.
  • Explosive Breeder: They achieve sexual maturity at age nine, their pregnancies only last for ninety days, they produce litters of four to six offspring, and they rarely wait for longer than a year for breeding again. Combined with the fact that the maximum lifespan of the average Jenets is about seventy years, it's no surprise that Garban is overpopulated — a tendency exploited when the Empire enslaved them for cheap labor.
  • Extreme Omnivore: In keeping with their ratlike natures, Jenets can eat just about any kind of organic matter, including wild fruit and rotten meat.
  • Jerkass: They're not exactly a tactful species, and thanks to their perfect memories, they take great delight in mocking each other over past failures and humiliations. Even their closest relationships involve them being Vitriolic Best Buds.
  • Photographic Memory: They can remember just about everything that's happened over the course of their lives. Unfortunately, this means that outsiders find their culture both boring and extremely mean-spirited: recitations of long strings of trivia are very common, and the species is ludicrously prone to holding grudges, even between loved ones. On the upside, these grudges rarely end in bloodshed — in part because they believe that being the target of a grudge is a good thing.
  • Rat Men: Are clearly descended from rodents. In fact, the only thing they don't possess are the tails.
  • Scavengers Are Scum: Prone to collecting refuse and capable of eating just about everything including badly-decomposed meat, Jenets are a disagreeable culture that takes great delight in social backstabbing, and are frequently regarded in less-than-charitable terms.
  • Sneaky Spy Species: Because of their Photographic Memory, cunning minds, politicking natures, and observational skills, the Jenet have been employed quite frequently as spies.
  • You Dirty Rat!: They're not automatically evil, but they're known for being argumentative, trivial, rumor-mongering, petty, obnoxious, grudge-prone, and quite acerbic even among family and friends. As such, off-worlders find them difficult to tolerate.

    Kaleesh 
https://static.tvtropes.org/pmwiki/pub/images/1000001689_9351280.jpg

Homeworld: Kalee

First appearance: Clone Wars

A reptilian humanoid species originating from Kalee in Wild Space, famous for the masks they wear and their deeply spiritual and warlike culture. Despite being officially members of the Galactic Republic they were treated as a backwater and savage species and generally left to their own devices, until the last decades of the Republic during which they faced the invasion and enslavement attempts of an insectoid species named the Yam'rii.


  • Arch-Enemy: They have a blood feud with the Yam'rii, an hostile and slaving insectoid species that tried to invade their homeworld, capturing or enslaving millions of Kaleesh. They call the Yam'rii "Huks", which means soulless one in their tongue. Under Grievous' leadership the Kaleesh were finally able to turn the tide in their favor and even chased the Yam'rii to their homeworld, but then the Republic and the Jedi intervened in the Yam'rii's favor.
  • Ascend to a Higher Plane of Existence: Kaleesh believe that their actions will impact their fate in the afterlife, and that those with great achievements will become gods or demi-gods. After Grievous' death his people started to worship him as a god.
  • Cool Mask: They generally wear white masks made out of the skulls and teeth of fiersome predators of Kalee such as the Karabbac, Mumuu, and Erkush, adding red painting made of Mumuu's blood. Most non-kaleesh never see them without their masks and rare are those who see their true faces.
  • Fantastic Slur: They call the Yam'rii "Huk", which mean "soulless ones" in their language.
  • Perpetual Poverty: Due to their lower technological level, the lack of resources of their planet, their relative isolation, as well as the Republic's neglect of them, the Kaleesh were never a wealthy people and constantly struggled to properly feed their population. This worsens drastically after the Republic imposed a blockade and terrible war indemnities toward the Yam'rii on Kalee, causing the deaths of hundreds of thousands, if not millions of Kaleesh from hunger. Though the help of the InterGalactic Banking Clan, after Grievous accepted San Hill's offer of becoming an enforcer for the IGBC in exchange for economic help, they managed to pay their debt and restore their economy to health.
  • Proud Warrior Race Guy: Kaleesh's culture is strongly warlike due to the hostility of their homeworld, of constant wars and conflicts between kaleesh tribes, and invasions by the Yam'rii. As such they are excellent warriors able to take on and defeat species which are much more advanced technologically than they are, which has won them the respect of even the Hutts and the Sith, who have employed Kaleesh warriors in their service more than once. In fact they are such dangerous foes than Thrawn himself was unable to understand them and create a proper strategy to defeat them until he ordered an orbital bombardment, something he has never done for any other opponent.
  • Trauma Conga Line: The last decades of the Galactic Republic were terrible for the Kaleesh, who were amongst the greatest victims of the decaying Republic's corruption, bigotry and neglect. Despite being a member of the Galactic Republic, they were neglected because they were viewed as backwater savages or barbarians by the Republic and had no resources that made the Republic interested in trading with them, and were left alone to face the invasion from the Yam'rii, who raided Kalee for decades and killed and enslaved millions of Kaleesh. Shortly after finally pushing the invaders back and giving the Yam'rii a taste of their own medicine under Grievous' leadership, the Republic and the Jedi finally intervened in favor of the insectoids, largely because of the Yam'rii did have resources, treating the Kaleesh as the aggressors, blockading their planet and enforcing very heavy economic sanctions and war indemnities for the Yam'rii on Kalee, causing terrible poverty and mass-starvation that killed countless Kaleesh.
  • Unwitting Pawn: Of the Republic, which used them to deal with the Bitthævrians, another reptilian species of Wild Space that had engaged a war of protest against Republic's expansion in their space, despite not being members of the Republic, with the conflict worsening after the Republic backed a Bitthævrian soldier into a failed coup to install a government favorable to the Republic, further enraging the Bitthævrians. Rather than send their Judiciary Forces and to cover up their coup attempt, the Republic instead deceived the Kaleesh into believing that the Bitthævrians were planning to invade them, and trained and used the Kaleesh as an army supported by the Jedi to defeat the Bitthævrians. In the end, despite having fought a fight that wasn't theirs on behalf of the Republic, this didn't better their situation and standing within the Republic that would screw them decades later.

    Kaminoan 
https://static.tvtropes.org/pmwiki/pub/images/1000001725_5351365.png

Homeworld: Kamino

First appearance: Attack of the Clones

A tall and thin species living on the ocean world of Kamino. Mastering and pecializing in genetics science in order to survive the flooding of their planet, Kaminoans have become masters of cloning science and technology, though they are also a cold eugenicist people who aren't swayed by emotions and care little for others, hence why they were contracted to create the Grand Army of the Republic by the Sith.


  • Affably Evil: While not exactly evil, and despite their polite behavior, Kaminoans are an emotionless and ruthless species that have little if any care for other races and have no qualms with morals. When told about Sifo-Dyas' death by Obi-Wan, Lama Su politely offered his condolences but the absence of emotion or warmth in his voice, and him quickly changing the subject of the conversation betrayed his lack of actual care for it.
  • A Nazi by Any Other Name: Kaminoans view themselves as a superior race to the other species of the galaxy, and are strongly eugenists, seeking nothing less than genetic perfection for their people and their clones, and ruthlessly eradicating anyone that they view as defective.
  • Black Eyes of Evil: Though not exactly evil, Kaminoans have large black eyes with cloudy, indistinct white pupils. They're oddly hypnotic and dreamy, but also give them an air of detachment and duplicity, which mirrors their cold, distant and eugenist nature. It's also said that Kaminoans could see in the UV-spectrum; meaning that they could perceive colors that other races couldn't naturally see in.
  • Lack of Empathy: Save for a few more emotional and compassionate individuals such as Taun We, Kaminoans are devoid of empathy and don't care for the survival or well-being of neither other species nor their clones, which they just view as property and have no issue euthanizing if any clone show any sign of defection or insubordination. Display of emotions and affection baffle them more often than not, as shown with their disconcerted reaction to Jango Fett's fatherly attitude and relation with Boba.
  • Long Neck: Their most distinct physical trait.
  • Only in It for the Money: The only reason why they really interact with other species and accepted to produce clones for them, and for the Republic in general is this.
  • Proud Scholar Race: They have commited themselves entirely to genetic sciences, and cloning in particular. Their mastery of genetics, combined with their perfectionism, is such that they are considered to be the best cloners in the galaxy even above species famed for their mastery and use of genetics such as Arkanians.
  • Social Darwinist: Kaminoans believe that only those who are perfect genetically deserve to live in their society, and they ruthlessly seek to eliminate anything or any individual that they deem as a defect whenever it's one of their clones or their own brethren. This trait is actually something that Darth Plagueis admires in them.
  • The Stoic: Kaminoans rarely if ever show any emotion, save for a few individuals more emotional and compassionate individuals such as Taun We, and speak in an emotionless and monotone, almost robotic tone that never betray their thoughts.

    Khommite 
https://static.tvtropes.org/pmwiki/pub/images/khommite2.jpg

Homeworld: Khomm

First appearance: Dark Apprentice

A near-human species possessed of cloning technology centuries ahead of the galaxy at large, Khommites believe that they have attained perfection as a species and as a culture and have devoted themselves to preserving it at all costs. To this end, they have long since done away with sexual reproduction and now procreate entirely through cloning.


  • Creative Sterility: Thanks to over a thousand years of cloning and devotion to maintaining the "perfect" state of cultural development, creativity is an alien concept to most Khommites.
  • Designer Babies: Thanks to their cloning tech, they have edited all negative traits from the next generation of Khommites. In fact, because the Force was an element that might have brought chaos to their perfect society, they attempted to eradicate Force-sensitivity from the species; ultimately, this approach failed when Dorsk-81 became the first Khommite Jedi. However, cloning is still ubiquitous on Khomm despite the devastation wrought by the Imperial attack — it's just that Force-sensitivity is nurtured among the clones and more unpredictable elements are being considered for inclusion in the next batch.
  • Individuality Is Illegal: Since they're so fixated on preserving their culture exactly as it was at the point when they achieved "perfection," they tend to take a very dim view of anything that might detract from the status quo. Along with keeping Khomm isolated from alien influences, they expect even the slightest act of deviation to be followed by a swift return to the usual state of affairs. However, General Dala's attack on Khomm left most of their society in ruins, forcing them to adapt for the first time in eons.
  • Indubitably Uninteresting Individual: Despite their technological achievements, most people find Khomm and its people mind-numbingly boring because nothing of their planet, society, or biology is allowed to change in any way. Even the food is dull. In fact, this boring aspect of the culture is actually the main reason why they remained undisturbed up until the days of the New Republic: because Khomms had no interest in leaving their planet or advancing their culture in any way, they never became a threat to anyone. However, as soon as Dorsk-81 became a Jedi (and therefore interesting), Khomm became a target for reprisals.
  • One-Gender Race: Having abandoned traditional gender norms with the advent of cloning-based procreation, they exist only as male-presenting individuals. For good measure, they have no interest in changing this even after their society is finally forced to begin adapting to the Imperial assault.
  • Plain Palate: Because of the modifications made to their digestive tracts, Khommites can only eat processed food wafers.
  • Rubber-Forehead Aliens: Their most consistent alien feature is their bumpy skull, though Depending on the Artist, this can be joined by green or purple skin.
  • We Have Become Complacent: Having created a paradise for themselves and a perfect culture that could exist for all eternity, the Khomms were reluctant to change even in order to protect themselves, choosing to ignore Dorsk-81's warnings of the incoming Imperial attack. This arrogance resulted in the downfall of their culture and a very embarrassing wakeup call for Khommites as a whole.

    Killik 
https://static.tvtropes.org/pmwiki/pub/images/killik.png

Homeworld: Aldeeran/Oroboro (original), Yoggoy (adopted)

First appearance: Dark Nest I: The Joiner King

"The Killiks are tied to the history of the galaxy in a way we don't understand yet. They were living in cities before humans learned to build, and they were a civilization before the Sith were spawned. They were here when Centerpoint and the Maw were constructed — and they were driven from Alderaan by the beings who did it."
Jacen Solo on the Killiks, The Joiner King

Insectoid aliens who were once the original natives of Aldeeran, which they called Oroboro, before they driven into the Unknown Regions by the ancient Celestials. They reemerge long afterwards, some time after the Yuuzhan Vong War, when a war breaks out between them and the Chiss.


  • Fun with Palindromes: Killik hive names are always palindromes, as are their species name and the names of worlds where they settle. This extends to their own name for their homeworld Aldeeran, which they call Oroboro.
  • Hive Caste System: There are a number of different types of Killik, many of them radically different in appearance and tactics. Known castes include warriors, assassins, workers, and even limited Force-sensitives.
  • Hive Mind: Killiks are in constant communication with one another through a system of pheromones, bioelectric signals and telepathy. Members of other species who are exposed to Killik pheromones for a prolonged amount of time can be subsumed within this mental union, becoming Joiners.
  • Insectoid Aliens: Physically, the Killiks resemble giant sapient insects with no concessions to a humanoid body plan outside of standing up on their hindmost legs and using their front two pairs as manipulators.
  • Mile-Long Ship: Killik ships are kilometers long, dwarfing the Galactic Alliance and Chiss ships that oppose them during the Swarm War.
  • Slave Race: They were among the ancient species subjugated by the Celestials ages in the past, and Killik labor was employed in many of the Celestials' engineering projects.
  • Time Abyss: The Killiks' civilization is, by a very wide margin, the oldest one still enduring in the galaxy today, having originated in the time of the setting's Precursor empires. Combined with their Hive Mind, this allows them to recall, with varying degrees of clarity, events that happened tens of millennia in the past, when the Celestials still ruled the galaxy.
  • Zerg Rush: The primary Killik tactic; they're described as dying in the millions when facing entrenched enemies.

    Kubaz 
https://static.tvtropes.org/pmwiki/pub/images/kubaz.png

Homeworld: Kubindi

First appearance: A New Hope

Natives of a desert world devastated by solar flares, the Kubaz have adapted to their hellish home planet in many different ways — most notably by surviving entirely on insects. In fact, it's this diet that has proved the sole reason for them developing into a spacefaring civilization, since so much of their economy and sciences are devoted to producing and selling insects to their people. Off-planet, the survival traits acquired at home often lend themselves well to trades requiring observation — most notably espionage and information brokerage.


  • Beast Man: Thanks to the trunks and insectivorous appetites, they seem based on anteaters.
  • Goggles Do Something Unusual: Most Kubaz are seen wearing goggles as their eyes are highly sensitive to light produced by red or yellow suns.
  • Named After Their Planet: "Kubaz" is very clearly derived from "Kubindi", their homeworld's name.
  • Sapient Eat Sapient: Unfortunately, Kubaz regard all insect species as prey and aren't above disregarding classifications of sapience for the sake of a rare delicacy, to the point that the Republic had to step in so that the Kubaz didn't end up starting wars with insectoid races — even preventing them from developing hyperdrive technologies so that they'd be dependent on outsiders for travel. Unfortunately, when the Barabels found themselves at odds with the Verpine over breaches of contract, they decided to take revenge by serving up Verpine to Kubaz gourmands directly — resulting in a major diplomatic incident.
  • Sinister Schnoz: Notable for their long trunks, they're also known for being great spies and bounty hunters. However, they're also a very polite species, and usually not dangerous to innocent bystanders... unless said bystanders happen to be insects.
  • Sneaky Spy Species: Thanks to the example set by Garindian in A New Hope, the Kubaz are stereotyped as sneaky, underhanded characters (at least in The Essential Guide to Alien Species). Because of their unique powers of observation and talents for networking, they can often be found working as spies, information brokers, and on occasion, bounty hunters.
  • Starfish Language: It's apparently possible for them to speak Basic, but most of the ones encountered prefer to use their own language — a high-pitched squeaking, chattering sound vaguely reminiscent of a record being scratched.

    Kwa 
https://static.tvtropes.org/pmwiki/pub/images/kwa.jpg

Homeworld: Dathomir

First appearance: Young Jedi Knights

A race of reptilians from the planet Dathomir who once explored the galaxy using extremely advanced technology... until they ran afoul of the early Rakata. Panicking, they retreated to Dathomir, where they eventually regressed into the Kwi and were displaced by the Witches of Dathomir.


  • Benevolent Precursors: By all indications, they went around the Galaxy giving any species they met shiny new toys to play with. Things just went bad when they decided it was a good idea to give this tech to the Rakata.
  • Formerly Sapient Species: Lost most of their sapience following the downfall of their empire, and are now little more than steeds and curiosities... probably. Quinlan's interactions with one on Dathomir feature it pausing to give him detailed telepathic instructions on his new role as guardian of an Infinity Gate, suggesting they might still be considerably smarter than they pretend to be.
  • How the Mighty Have Fallen: Once, they had a vast stellar domain and technology far beyond anything seen in the Galaxy since, such as the Infinity Gates. After their retreat to Dathomir, they devolved into barely sapient beings, pushed back to the fringes of their own homeworld and were used as either scientific fodder or horses. However, there are occasional hints that they're still rather smarter than they seem.
  • Lightning Bruiser: The Kwa were three meters tall and could move pretty fast.
  • Obfuscating Stupidity: As the Kwi, they seem to be little more than intelligent animals. Then one telepathically instructs Quinlan, in detail, in how to guard an Infinity Gate in the place of the Whuffa Worm he killed - a piece of their ancestors' hyper-advanced technology that hasn't been used for over 30,000 years.
  • Riddle for the Ages: Exactly why they degenerated into the Kwi has never been made sufficiently clear, given other species have suffered far worse setbacks and not devolved... if that is what's happened to them.
  • Sufficiently Advanced Aliens: The Infinity Gates allowed instantaneous travel across intergalactic distances via the Force.
  • T. Rexpy: Physically, the Kwi look like horse-sized tyrannosaurs, but with the stock pack hunter behavior of Velociraptor.
  • Unwitting Instigator of Doom: Giving the Rakata knowledge of the Galaxy allowed them to make their own empire, and helped set in motion the Kwa's own downfall when the Rakata turned on them.

    Mandalorian 

Homeworld: Mandalore (adopted)

First appearance: The Empire Strikes Back

A group of indomitable warriors from the planet Mandalore, known for their distinctive armor. Mandalorians have often been at odds with the greater Galaxy, and the Jedi in particular.


  • Asskicking Leads to Leadership: One of the chief qualifications for being the Mandalore is fighting your way to the top. It's part of the reason Mandalore the Lesser is so known — all those fights that got him in charge were rigged.
  • Badass Normal: The number of named Mandalorians who have demonstrated any kind of aptitude with the Force can be counted on the fingers of one hands. Of course, even if a Mando did show any, many of them would rather not use them at all. Regardless, at their heights the Mandalorians have managed to wage war on the entire Galaxy.
  • Blood Knight: They believe war is a way of life. More than once they've started wars just because they were looking for a good fight.
  • Challenge Seeker: Mando way of life, mixed with a bit of Glory Seeker. Find the biggest, nastiest thing there is and pick a fight with it. If you lose, oh well. If you win, go find something bigger and nastier. Repeat until you either die or run out of things to fight. This has, historically, led them into some rather dark places. For instance, the Cathar species was known for producing some very impressive warriors, leading the Mandalorians to decide to attack them in order to prove their own skill in warfare. The resulting war ended up driving the Cathars to the brink of extinction.
  • Cool Helmet: The main piece of Mandalorian armor is the all-encompassing helmet, usually with a t-shaped visor.
  • Cultural Posturing: Mandalorians are quite prone to going on about how great and mighty and impressive they are (and especially how better they are than, say, Jedi). Responses may vary.
  • Dragon Rider: Ancient Mandalorian warriors often rode into battle on the backs of four-legged, winged draconic aliens. In a darker take on this trope, these dragons weren't willing mounts, but a sapient species, the Basiliskans, that the Mandalorians defeated and enslaved; eventually, the brutality of their subjugation caused them to degenerate into simple beasts.
  • Equal-Opportunity Evil: While by-and-large Mandalorians tend to be natives of Mandalore and its moons, at times they've been willing to take on anyone who's willing to follow their ways.
  • The Exile: The first Mandalorians were the Taung, who got kicked off Coruscant. They eventually wound up on Madalore, which they took over.
  • Family-Values Villain: They prize family and loyalty to that family, which is one of the reasons they really don't like Jedi, with that whole "no attachments" thing.
  • The Magnificent: The leader of Mandalore is called Mandalore, with each distinguished by a title so it's clear which Mandalore (the First, the Ultimate, the Lesser, the Vindicated)...
  • Proud Warrior Race: Mandalorians take great pride in being warriors, although the dark side of this trope can rear its head quite often, with Mandalorians starting fights just to prove to everyone else that they're super-badass.
  • Stealth Insult: The Mandalorians joined up with the Sith Empire to fight the Jedi. The fact they didn't chose to fight the empire wasn't a sign of respect. They didn't think the empire was worth their time.
  • Vestigial Empire: At its height, the Mandalorian empire was one of the three great powers in the galaxy alongside the Sith Empire and the Republic, and ruled an impressive slice of space. By the time of the Clone Wars, four millennia of wars, both internal and external, have worn down Mandalorian-ruled space to little besides their homeworld and its moons.
  • Worthy Opponent: While Mandalorians are not, by and large, fond of Jedi, they do respect anyone who'll face them in battle, or give them a suffiently tough fight.
  • You Cannot Kill An Idea: At least one Mandalorian is on record as saying this applies to them; Mandalorians are not so much a people but a way of living, and they'll always be back.

    Melodie 
https://static.tvtropes.org/pmwiki/pub/images/melodies.png
An adolescent and adult Melodie.

Homeworld: Yavin 8

First appearance: Junior Jedi Knights: Lyric's World

Melodies are among the most obscure races in the galaxy, for though they were the victims of an atrocity committed by one of the most infamous Sith lords in the galaxy (four thousand years ago), they didn't become known to the galaxy at large until twenty years after the Battle of Yavin. Living only around rivers and lakes deep in the mountainous regions of their home planet, they possessed an unusual life cycle: born from eggs despite being apparently mammalian, they lived as humanoids for the first twenty years of their lives, before maturing into aquatic lifeforms and spending the rest of their lives underwater.


  • Bizarre Alien Biology: Up until they turn twenty, they look relatively human... but are hatched from eggs and will eventually become aquatic lifeforms complete with mermaid tails.
  • Human Aliens: Prior to the age of twenty, Melodies look exactly like humans.
  • Lost Tribe: Following their run-in with Exar Kun, they remained completely undisturbed by the rest of the galaxy until Luke Skywalker's new Jedi order ran into them and accepted Lyric as an apprentice.
  • Our Mermaids Are Different: Their adult forms are mermaids in all but name, with the legs of a Melodie fusing together during their Changing Ceremony to become a finned tail. For good measure, younger adults can surface for brief periods of time, while the older ones can't tolerate life out of water at all.
  • Uncertain Doom: Yavin 8 was occupied by the Yuuzhan Vong, who went out of their way to purge the moon of any Jedi who might be there — including Lyric. However, although Sannah survived to attend the Conclave on Zonama Sekot, it's not known if enough Melodies survived the invasion to repopulate the species.

    Miraluka 
https://static.tvtropes.org/pmwiki/pub/images/miraluka_uaa.jpg

Homeworld: Alpheridies (adopted)

First appearance: Tales of the Jedi

Outwardly, Miraluka appear almost completely human save for one notable trait: they have no eyes, possessing only vestigial sockets covered in skin. Instead, Miraluka perceive the world entirely through the Force. Needless to say, Force-sensitivity is very common among the species, and many have gone on to join the Jedi or the Sith... or both.


  • Bizarre Alien Senses: They "see" entirely through the use of a Force power.
  • Blind Seer: Though physically blind, Miraluka can see auras and other phenomena through the Force. In Knights of the Old Republic II: The Sith Lords, Kreia herself refers to Miraluka teammate Visas Marr as "the seer."
  • Disability Superpower: Completely blind, but are capable of compensating through use of the Force.
  • Eyeless Face: Miraluka have no eyes and only vestigial sockets.
  • Human Aliens: Since their most alien features are kept concealed for the sake of decorum, it's very easy to mistake Miraluka for humans.
  • Inhuman Eye Concealers: Because most species find their eyeless faces unnerving, they tend to hide them with blindfolds, veils, masks, and other facial coverings.
  • Mage Species: All Miraluka are Force-sensitive, although actual strength and breadth of abilities still varies.
  • Obfuscating Disability: In times where Force-sensitives had to remain hidden, it's not uncommon for Miraluka to pretend to be blind humans, as was the case with Jerec prior to the fall of the Empire.

    Neti 

Homeworld: Myrkr (originally), Rykk (adopted)

First appearance: Tales of the Jedi

An incredibly long-lived race of sentient plants, also known as Rykk for the colony world where they were first encountered. Force-sensitive, the Neti have included some of the wisest Jedi masters in recorded history thanks to their longevity and quiet, philosophical natures. However, the species is widely believed extinct, having been eradicated along with their planet by a supernova over four thousand years ago; however, scattered survivors have reappeared over the years, leaving the true state of the species uncertain.


  • Gentle Giant: Their true forms are trees that can grow up to five meters tall, and they have the potential to get even bigger thanks to their shapeshifting powers. They're also profoundly gentle and peaceful, and have been known to work as teachers for young Jedi.
  • Hope Sprouts Eternal: Both survivors of the species end their storylines by sacrificing their lives, seemingly leaving the Neti well and truly extinct... but in the aftermath of both deaths, tiny Neti saplings are found growing nearby, ensuring that the species will live on in some form.
  • Long-Lived: Lifespans in the quadruple digits are common, with the most prominent survivor being over five thousand years of age at the time of his reappearance.
  • Non-Mammal Mammaries: Females of the species can sport breasts in their humanoid forms, though this is presumably an aspect of their ability to shapeshift.
  • Not So Extinct: For a race that's supposedly extinct, survivors have appeared no less than twice in the Legends continuity. Oh, and while both of them have ultimately been forced to enact a Heroic Sacrifice to save the day, both have left saplings behind, presumably giving their species further opportunities to rebuild.
  • Plant Aliens: They're mobile sentient trees.
  • Voluntary Shapeshifting: Normally taking the form of trees ranging from two to five meters tall, they can shrink themselves down into humanoid shapes... or they can expand into gigantic masses of roots up to nine meters tall. This is apparently a skill that takes time to master, but then again, it's not as if the Neti can be said to be short on time.
  • Wise Tree: Thanks to their long lives and Force sensitivity, they are often regarded as incredibly wise and benevolent, and their ranks have often included famed Jedi masters.

    Noghri 
https://static.tvtropes.org/pmwiki/pub/images/noghri.png

Homeworld: Honoghr

First appearance: Heir to the Empire

Short, reptilian, and tribal, the Noghri are an honor-bound warrior race known for their adeptness in the arts of hand-to-hand-combat and stealth. For most of galactic history, they remained largely undisturbed on their home planet up until a space battle between two fleets note  resulted in much of Honoghr being reduced to a Polluted Wasteland. Following this, Darth Vader stepped in and promised the Noghri that the Empire would rebuild their homeworld, earning the loyalty of the entire race in the process; since then, most Noghri seen off-planet have been employed by the Empire as bodyguards and assassins.


  • Battle Thralls: Though they're working for the Empire due to a debt of honor, the Empire is ensuring that their services are retained permanently by subtly preventing Honoghr from recovering from the environmental devastation, effectively reducing them to indentured servitude.
  • Cadre of Foreign Bodyguards: Served as elite bodyguards to the Imperial remnant, and later to Senator Leia Organa-Solo herself.
  • The Dog Bites Back: Leia eventually reveals to the Noghri that the Empire have reneged on their promise to rebuild Honoghr. This results in the Noghri not only switching their allegiance to Leia and the New Republic, but pulling a Bodyguard Betrayal on Thrawn.
  • Henchmen Race: Serve the Empire as bodyguards, assassins, and hitsquads for many years.
  • Lizard Folk: They look similar to Trandoshans in this respect, though the Noghri are shorter and featured skin in tones of grey or blue instead of green or brown.
  • Minion Manipulated into Villainy: They serve the Empire in the belief that their masters were helping to rebuild their planet, totally unaware that the Empire is taking steps to effectively enslave them.
  • Named After Their Planet: Their species name is a truncated version of their homeworld's.
  • The Nose Knows: The Noghri have a highly-developed sense of smell, to the point that they can recognize blood relations by scent alone — hence how they become aware that Leia is actually the daughter of their former benefactor, Darth Vader.
  • Pint-Sized Powerhouse: Average height for a Noghri is about four foot five; nonetheless, they're among the deadliest melee combatants in the galaxy, not to mention very capable assassins.
  • Proud Warrior Race: A tribal warrior people with a very strong tradition of honor and loyalty. However, they're sneakier than most, and aren't above using guerilla tactics and assassinations.
  • Sneaky Spy Species: The Noghri possess great talents in stealth and hand-to-hand combat, along with Undying Loyalty towards their benefactors. Consequently, most Noghri seen away from their home planet are employed as assassins and bodyguards.
  • Stealth Hi/Bye: Because of their talents for stealth and surprise attacks, it's very common for them to seemingly appear out of nowhere, often frightening the living crap out of their targets in the process... even if said targets happen to be Jedi.
  • Undying Loyalty: Vader won their unhesitating loyalty by offering them his help. In turn, Leia won theirs by freeing them from Imperial control and even gained her own cadre of Noghri bodyguards in the process.

    Nosaurian 
https://static.tvtropes.org/pmwiki/pub/images/1000001724_11132000.jpg

Homeworld: New Plympto

First appearance: The Phantom Menace

A reptilian species native to the planet New Plympto in the Core Worlds. A long-suffering species, they're known for both surliness and hotheadedness.
  • Bioluminescence Is Cool: Nosaurians can light up the lining of their mouths at will. The resulting flash is bright enough to briefly illuminate a room and even blind people, but it can't be sustained for long.
  • Cosmic Plaything: Fate was never kind to the Nosaurians; while ignored for most of their history, when the Republic banned their only worthwhile product, they were forced to join the Separatists, leading to their homeworld being invaded. Then the Empire oppressed them even further, and when it finally appeared their situation was improving, the Yuuzhan Vong came and rendered their planet uninhabitable.
  • Crippling Overspecialization: The only export of note from New Plympto were the eggs and ovum sacs of a native species of crustacean known as the rikknit. When Chancellor Finis Valorum declared the rikknit was a protected species, the nosaurians were forced to join the CIS in order to keep their trade afloat.
  • Fantastic Racism: They don't like or trust humans due to the human-centrist Galactic Empire occupying their planet and enslaving their people.
  • Hot-Blooded: Other species tend to see Nosaurians as hot-headed and thrill-seeking.
  • Jerk Justifications: You would also turn sullen and dismissive if your planet suffered not just one but two brutal occupations that killed scores of your people.
  • Lizard Folk: They're vaguely dinosaur and lizard-like, easily identified by their horns.
  • You Can't Go Home Again: Thousands of Nosaurians fled New Plympto after it was taken over by the Empire, and a few decades later the planet was rendered uninhabitable by the Yuuzhan Vong.

    Ortolan 
https://static.tvtropes.org/pmwiki/pub/images/ortolan_negas.jpg

Homeworld: Orto

First appearance: Return of the Jedi

A pachyderm-like species from the planet Orto. Well known for their love of food and music, their beady eyes and their brightly colored blue fur.
  • Bizarre Alien Biology: Ortolans eat through the suction cups on the tips of their fingers.
  • Black Bead Eyes: Ortolans are easily identified by their beady eyes.
  • Food as Bribe: They love food so much they will accept it in lieu of payment.
  • Kevlard: Ortola is a mostly polar world, as such Ortolans have a thick layer of blubber underneath their fur.
  • Named After Their Planet: The Ortolans of Orto.
  • Obsessed with Food: The scarcity of resources in their home planet means most Ortolans love a good meal more than any other wealth.
  • Planet of Hats: Most Ortolans are stereotyped as either cooks or musicians.
  • World of Technicolor Hair: Ortolans are actually not blue, instead they dye their short and thin fur with blue and even pink dyes. Their actual fur color is unknown.

    Oswaft 
https://static.tvtropes.org/pmwiki/pub/images/oswaft.png

Homeworld: ThonBoka Nebula

First appearance: Lando Calrissian and the Starcave of ThonBoka

Dwelling entirely in space and growing up to a kilometer in length, the Oswaft are one of the strangest races in the galaxy, an impression only exacerbated by their refusal to stray outside their home system. Though they are a sentient race, they have almost no technology, nor do they have any need of it: they have everything they need in space, and their natural abilities stand in for most forms of technology found aboard starship; they even possess the power to travel in hyperspace naturally.


  • Large and in Charge: They are governed by the oldest of their kind; since Oswaft continue to grow throughout their lives, the oldest of them also happen to be the biggest.
  • Long-Lived: It's not sure how long they can live for, but their lifespan apparently spans several centuries at least, with some sources claiming that they can last for millennia.
  • Make Me Wanna Shout: Because their speech incorporates electromagnetic pulses and microwaves, Lando eventually figured out that it could actually be used as a natural weapon against species that actually have to use starships. By simply shouting at sufficient "volume," the Oswaft are able to overload the internal systems of most ships and even destroy some of them outright.
  • Master of Illusion: Their ability to synthesize raw materials can be extended to creating phantom images of themselves; once Lando Calrissian figured this out, the ability was put to devastating use against the Imperial fleet sent to the ThonBoka Nebula and resulted in several cases of friendly fire before the Imperial blockade was finally broken.
  • Solid Gold Poop: The Oswaft can excrete any manner of pure substance, including precious metals and gemstones of remarkable size and purity. The fact that these have value to others is endlessly surprising to them.
  • Space Whale: They're basically giant manta rays in space, with a little bit of jellyfish thrown in for good measure.
  • Starfish Aliens: Easily the least humanoid sentient race in the galaxy next to the Neti, with an absolutely bewildering physiology and abilities that beggar the imagination.
  • Starfish Language: Their native tongue involves microwaves and electromagnetic radiation.

    Paaerdaug 

Homeworld: Sorjus

First appearance: Knights of the Old Republic

"Two voices create the name, and four ears hear the true sound."

An unusual and rarely-encountered race, this symbiont species do not actually go by their commonly accepted name, as their language cannot be spoken or understood by non-Paaerdaugs. Paaerdaugs consist of two separate beings conjoined over the course of their lives — a large, hunchbacked biped and a smaller humanoid body sprouting from the first body's back; as symbionts, the two act in concert, with movement being handled by the first body and speech being handled by the smaller one (as the larger of the two bodies speaks at a frequency inaudible to most sentients).


  • Bizarre Alien Biology: They start out as separate lifeforms that merge over time into one entity.
  • The Dividual: As symbionts, the two halves act in unison and don't even appear to possess separate names.
  • Starfish Language: According to Ja'Gatcha, their language is impossible to hear and speak unless you possess two mouths and four ears. Even the main character — who can understand a ridiculous number of languages and can pick up new ones very quickly — can't discern it.
  • The Symbiote: An example of mutualism, with the smaller body being able to rely on the bigger body's muscle for protection and movement, while the bigger body gains the ability to communicate from the smaller one.

    Phindian 
https://static.tvtropes.org/pmwiki/pub/images/phindian.png

Homeworld: Phindar

First appearance: Jedi Apprentice: The Dark Rival

A long-armed race of technologically advanced humanoids with a pronounced tendency towards sarcasm. Prior to the Battle of Naboo, Phindar was ruled by a criminal organization known as the Syndicat; during their reign, they became infamous for using a device a device that could erase and reprogram the minds of sentient beings as if they were droids, remaking several dissenters into loyal servants — including a young Obi-Wan Kenobi (very briefly). Fortunately, Obi-Wan and Qui-Gon Jinn were eventually able to aid a resistance movement in toppling the regime, and today, Phindar is a democracy.


  • Deadpan Snarker: They're very prone to comical exaggeration and smartass remarks, the tendency apparently being a treasured cultural tradition.
  • Brainwashed and Crazy: "Renewal," a process that erases the mind and personality of the victim, allowing the Syndicat to remake them into loyal slaves of the regime — often so loyal that they are prepared to go Ax-Crazy and murder their former loved ones. To give you an idea of the mindset behind the people who would actually employ such a thing, the technique was created under duress and used to erase the minds of the scientists who were forced to develop it. Needless to say, Renewal was outlawed as soon as the Syndicat lost control of Phindar.
  • Creepy Long Arms: Their arms come down to their ankles; however, while the "renewed" members of the species are pretty creepy, the species as a whole is fairly benign. In fact, the long arms are traditionally used for hugs that completely encircle the body.
  • Dying as Yourself: "Renewal" wears off as the victim dies, resulting in Terra regaining just enough of her own mind to say goodbye to her brother.
  • Jerk with a Heart of Gold: Despite their snarky natures, they're actually very affectionate among friends and family. In The Essential Guide To Alien Species, Senior Anthropologist Hoole recalls being given a heartfelt triple-hug by a Phindian friend as he was leaving the planet. That said, the sarcasm doesn't let up no matter how much they love you: Hoole also revealed that his friend followed up this hug with a smartass remark that he was getting too emotional.
  • Named After Their Planet: "Phindian" is simply a demonym form of "Phindar".
  • Perpetual Frowner: With their wide eyes and long faces, they appear to be in a downcast mood even when they're genuinely happy.
  • The Syndicate: As the name implies, the Syndicat was an intergalactic crime syndicate that maintained power over Phindar by controlling the Phindian peoples' access to food and other essentials. For good measure, they were also attempting a bit of Engineered Heroics by secretly cutting off bacta supplies to the planet Gala so that they could make themselves look like heroes for publically reinstating the bacta trade once the residents were desperate enough.

    Pho Ph'eahian 
https://static.tvtropes.org/pmwiki/pub/images/pho_pheahian.png

Homeworld: Pho Ph'eah

First appearance: Han Solo's Revenge

A mountain-dwelling species distinguished by their furry pelts, four arms, engineering skills, and peculiar attitudes towards cleanliness. Having developed relatively advanced technology around the time they made contact with the Republic, the Pho Ph’eahians adapted well to the influx of alien devices, and quickly incorporated the new machines into their daily lives, even making their own before long. Consequently, Pho Ph’eah is a major exporter of high-quality technological devices like hyperdrives, while many of their people find work off-world as engineers and mechanics.


  • Bunny-Ears Lawyer: Despite their obsessive cleanliness, they are among the best technologists in the galaxy.
  • Mr. Fixit: They're most commonly found as highly-skilled engineers and technicians.
  • Multi-Armed and Dangerous: They sport four arms.
  • Named After Their Planet: "Pho Ph'eahian" is simply a demonym form of "Pho Ph'eah".
  • Nice Guy: They're known for being cheerful, gregarious types who don't mind the funny looks they get for their religious beliefs; consequently, the few of them who don't work as engineers can actually find careers as entertainers thanks to their crowd-pleasing natures.
  • Neat Freak: Pho Ph'eahians believe that any dirt that touches them must be cleaned off as quickly as possible lest it stain their souls; consequently, their mechanics are the most aggressively-groomed in the galaxy. Han Solo recounts that one Pho Ph’eahian repair crew aboard the Millennium Falcon had to refill the water tanks aboard the ship once they were finished — simply due to all the times they had to wash their hands.

    Priapulin 
https://static.tvtropes.org/pmwiki/pub/images/17116458463333436251724700683714.jpg

Homeworld: Pria

First appearance: Rogue Planet

Giant amphibious gastropods, the Priapulin are a comparatively obscure race despite their massive bulks; though they possess space flight capabilities and have been known to Old Republic ever since it was founded, they prefer not to involve themselves in intergalactic affairs unless they absolutely have to. Most Priapulin are pacifists and great believers in honorable conduct, even possessing symbiotic bonds with the creatures who provide them with food.


  • Actual Pacifist: With a few exceptions, Priapulin are very strict pacifists and tend to shy away from conflict wherever possible. Even the few of them who have become criminals tend to work in non-violent fields like smuggling. Those who have been forced to kill find that it weighs very heavily on their souls, even in cases in which it was honestly justified.
  • Gentle Giant: Normally four meters long, they can fold themselves into vertical s-curves, making themselves look even bigger. However, despite their size, Priapulin are a nonviolent race and prefer to maintain caring, symbiotic relationships even with the things inhabiting their bodies.
  • Starfish Aliens: Enormous slugs with multiple arms, six eyes, and a rudimentary skeleton.
  • The Symbiote: Priapulin possess a symbiotic relationship with a race of crab-like organisms known as "food-kin." The Priapulin provide them with food and eventually eat them, but allow the food-kin to infest their bodies with their eggs, eventually giving birth to the next generation of food-kin and caring for them as their parents would have. For good measure, it turns out that the food-kin are a sentient race and see nothing unusual about laying eggs in their best friends or allowing said best friends to eat them; indeed, they're proud to do so.

    Psadan 
https://static.tvtropes.org/pmwiki/pub/images/psadan.png

Homeworld: Wayland

First appearance: The Last Command

Natives of the planet Wayland alongside the Myneyrshi and their polar opposites in many ways: short, stocky, and covered in dense natural armor. The Psadans are relatively primitive, incredibly stubborn, and have spent most of their history at war with the Myneyrshi; this latter trait changed dramatically when Joruus C'baoth took control of the planet and began using the natives as slave labor, prompting the Psadans and the Myneyrshi to unite against their mutual enemy.


  • Determinator: Psadans are notoriously obstinate; once they've set their minds to a certain course of action, nothing can budge them, not even the threat of death or extreme pain. In The Essential Guide to Alien Species, Joruus C'baoth wrote of an incident in which a Psadan started a fight with one of his human servants, and despite repeatedly zapping the Psadan with Force Lightning and keeping the guy in solitary confinement for two weeks, the Psadan not only refused to apologize, but escalated to a hunger strike.
  • Enemy Mine: Normally enemies of the Myneyrshi, the arrival of the Empire forced them to band together, resulting in them gradually putting aside their differences and uniting permanently.
  • Implacable Man: Thanks to their armor-plating, they're exceptionally difficult to kill and can shrug off blaster bolts with relative ease.
  • Uncertain Doom: Wayland was hit hard by the Yuuzhan Vong invasion; a huge chunk of the Psadan populace were wiped out, with the remainder fleeing into the jungles alongside the Myneyrshi survivors. Nothing is known what became of them after this.

    Pydyrian 
https://static.tvtropes.org/pmwiki/pub/images/1000001688_526875.png

Homeworld: Pydyr

First appearance: The New Rebellion

"Ours is a wealthy world, and one day someone is going to see us as a victim just begging to be robbed. We are literally inviting them into our coffers, along with our homes and families."
Minister of Security, The Essential Guide To Alien Species

An affluent race native to a moon known for its astounding mineral wealth — and their reluctance to share any of it with their less-prosperous neighbors on the moon of Almania. Ultimately, the Pydyrians were all but exterminated in a surprise attack engineered by the Almanian dictator Kueller, destroying most of their civilization in the process. Only a thousand of the species were spared, and only because they had the skills to continue harvesting jewels for Kueller's regime. Though Kueller has long since been dethroned, the Pydyrians are still rebuilding and may never recover their former glory.


  • The Greys: Apart from their backwards-bending legs, the Pydyrians are very close to the classical depiction of aliens, complete with short, spindly physiques and domed skulls.
  • How the Mighty Have Fallen: They once possessed jeweled cities and droids for every chore. Now, there's barely a thousand of them, and they're all struggling to rebuild from scratch.
  • Idle Rich: A wealthy culture, they were so rich that just about every single chore on the planet — cleaning, building, repairing, cooking, even teaching — was performed by droids while the Pydyrians devoted themselves to a life of luxury.
  • We Have Become Complacent: After years of uninterrupted affluence, the Pydyrians gradually became so decadent that they cut back on any kind of military spending or even manual labor, instead delegating more and more menial tasks to droids. Despite repeated warnings from Pydyr's minister of security, nothing stirred them from their indolence, believing their droid servants and their alliance with the New Republic was security enough. Kueller exploited this by fitting the latest shipment of droids to Pydyr fitted with explosives, waiting until they had dispersed across the planet's populated areas, and then detonated them all at once for maximum damage. The end result was a civilization left in ruins.

    Rakatan 

    Rattataki 
https://static.tvtropes.org/pmwiki/pub/images/kaliyodjannisfull_tor.png

Homeworld: Rattatak

First appearance: Republic

Near Human species from the planet Rattatak on the Outter Rim. They are known for their gladiatorial combat and being completely bald.
  • Amazing Technicolor Population: Rattataki have chalk-white skin. Umbarans and some Dathomirians look very similar.
  • Bald of Evil: Both male and female Rattataki are hairless, and while not all of them are evil, they have a reputation of being violent and amoral.
  • Facial Markings: Like Dathomirians, Rattataki almost always have black markings or tattos on their faces.
  • Gladiator Games: Their planet is known for having several arenas for pit fighting and gladiatorial combat.
  • Human Subspecies: Republic biologists think they descend from human colonists who landed on the planet in the distant past.
  • Named After Their Planet: Inverted. The planet and species were named after the warlord Rattatak, who unified the planet in the ancient past, only to fall back to in-fighting as soon as he died.
  • Planet of Hats: They are stereotyped as gladiators, warriors and assassins.
  • Proud Warrior Race Guy: Rattatak's culture is completely focused on fighting, either as warriors, gladiators or assassins.

    Rodian 
https://static.tvtropes.org/pmwiki/pub/images/rodian.png

Homeworld: Rodia

First appearance: A New Hope

Reptilians native to a jungle world, the harsh environment and deadly predators of their home planet have resulted in a culture with a strong focus on hunting. By now, most of the predators have been rendered extinct, so the great hunts are frequently targeted at sentient beings, resulting in many Rodians becoming bounty hunters, assassins, and other mercenaries; in more violent periods of history, this has even resulted in wars of annihilation waged against certain clans. However, Rodians are also known for their work in drama, having devised theater as a means of harmlessly venting aggression in more civilized eras.


  • Boisterous Weakling: Thanks to Greedo's example, it's not uncommon for the hunters of their kind to talk big but end up getting flattened in combat. In Jedi Knight, for example, they're easily the weakest of the enemies in Nar Shadda; meanwhile, in Knights of the Old Republic, Hulas of the Genoharadan functions best in an administrative role, but even he can't resist getting puffed up on his own ego... and if challenged, he ends up getting killed easier than any of the other Genoharadan overseers — despite bringing bodyguards to the fight!
  • Dirty Coward: Their hunters at least are regarded as cowards for their habit of upping their prices in the case of riskier targets — or targets that have to be brought back alive, for that matter. On a similar note, in some games where they feature as enemies, they tend to fight alongside groups rather than operating as the lone hunters they like to style themselves as; in particular, Hulas of the Genoharadan doesn't dare show up to a duel to the death without bringing an entire team of bodyguards with him.
  • Egomaniac Hunter: They're popularly stereotyped as an entire culture of professional hunters who just can't resist indulging their egos.
  • Lizard Folk: They're reptilian in origin, featuring green skin and crests as signs of their ancestry.
  • Named After Their Planet: The Rodians of Rodia.
  • Planet of Hats: Zigzagged. Though they do feature as violent mercenaries throughout Legends continuity, they can be much more varied than the popular stereotype suggests. Apart from the many actors they produce alongside bounty hunters, they've also appeared as non-violent criminals, duelists, merchants, technicians, musicians, weaponsmiths, gamblers, explorers, politicians, farmers, and even Jedi.
  • Professional Killer: The stereotype of the Rodian hunter was formed during a period in which, following the extinction of native animals, society-wide hunts were declared against entire clans in order to work off the species' natural aggression. As such, the typical hunter is basically a glorified hitman pitted against political refugees... which might explain why Rodians fare so terribly against targets who actually know how to defend themselves.
  • Proud Hunter Race: They're a deconstruction of this. They are enthusiastic hunters who caused the extinction of all other predators on their homeworld. As a result, many of them find work off-planet as bounty hunters. However, they aren't actually shown to very competent or dangerous — while much is made of how they are the best hunters in the galaxy, in practice they are almost always defeated with almost comical ease without ever threatening the heroes. Some texts explain that this is because, once they drove all other species on their planet to extinction through overhunting, they developed a barbaric system of wargames in which members of a selected clan would be hunted to the death, and, on more than one occasion, the system was used by the planet's ruling warlord to eliminate rivals. Consequently, the fabled Rodian "hunter" is a glorified hitman deployed against fleeing political dissidents, hence why they're frequently curb-stomped when they try to use their skills against targets who can actually fight back. In Tales from the Mos Eisley Cantina, Warhog Goa derisively remarks that he's never seen a Rodian hunter good for anything other than "killing unarmed ugnauts".
  • The Purge: Under the reign of Navik the Red, Rodian society became so bloody that it wasn't uncommon for entire clans to become targets of hunts. Greedo's family was one such clan, and only survived thanks to his family fleeing Rodia for a distant farming commune — and later, thanks to his uncle keeping their escape vessels ready for takeoff. It's even revealed that Greedo's death was partly due to his backup and mentor, Spurch Warhog Goa, being payed off by Rodians loyal to Navik.
  • Small Name, Big Ego: It's something of a stereotype for Rodian bounty hunters to boast of their prowess, even if — like Greedo — they don't have much in the way of actual skill. For good measure, Rodians don't always receive the respect they feel they're due: bounty hunter Spurch Goa remarked that he'd never seen a Rodian fit for anything other than shooting unarmed Ugnaughts... and he was Greedo's mentor!
  • Signature Scent: Rodians are known to emit a particularly unpleasant musk that less charitable observers have compared to excrement. Unfortunately for Greedo, Rontos around Mos Eisley can't resist the aroma.

    Ruurian 
https://static.tvtropes.org/pmwiki/pub/images/1000001808_6121134.jpg

Homeworld: Ruuria

First appearance: Han Solo And The Lost Legacy

An insectoid race known for serving as educators and diplomats thanks to their proficiency with languages. Though well-represented throughout the galaxy, Ruurians are unusual in that most outsiders only encounter them at a single stage of their life-cycle: sporting a three-stage metamorphic cycle similar to that of butterflies, Ruurians are most active as larvae, during which they appear to be one-meter-tall caterpillars; fully aware and capable from the moment they've hatched from their eggs, they perform all the work of Ruurian society. All other stages of the life-cycle are restricted to their home planet, especially the butterfly-like chroma-wings.


  • Brainless Beauty: Chroma-wings are described as beautiful, especially for their vibrantly colorful wings; unfortunately, they're also self-absorbed to the point of idiocy.
  • Extreme Libido: Adult Ruurians are focussed almost entirely on sex to the exclusion of anything save eating and sleeping. Indeed, Senior Anthropologist Hoole's account of a Chroma-Wing emerging from his pupa features the newly-metamorphosed adult being immediately flushed and anxious to have sex, with the larva having prepared a mate well in advance.
  • Insectoid Aliens: Similar to caterpillars and butterflies in this respect, complete with a pupa.
  • Named After Their Planet: "Ruurian" is simply a demonym form of "Ruur".
  • Took a Level in Dumbass: Upon metamorphosing into chroma-wings, Ruurians — regardless of the intelligence they demonstrated as larvae — immediately lose all interest in their work and concern themselves solely with eating, sleeping, flying, and mating.

    Sand People 
https://static.tvtropes.org/pmwiki/pub/images/tusken.png

Homeworld: Tatooine

First appearance: A New Hope

Also known as Tusken Raiders, a race of nomads from Tatooine known for their aggressive attitude towards outsiders. They descend from the Kumumgah, an ancient species that inhabited prehistoric Tatooine when it was still a lush tropical world. The earliest Sand People, known as the Ghorfa culture, took shelter in Tatooine's cave systems and remained there until the return of offworlders a few thousand years before the movie's time, whose disruption of their water supplies forced them to take up a nomadic lifestyle. They have remained in a state of war with the settlers' descendants ever since.


  • Absolute Xenophobe: Knights of the Old Republic expands a bit on this. Once you manage to talk with one of the tribes, it seems like hatred of all other species is a fundamental aspect of Tusken culture, and one of the main reasons why they are all so violent and unwilling to negotiate with outsiders.
  • Always Chaotic Evil: Zigzagged. The films unambiguously portray them as such, aggressively attacking anyone who steps foot on their territory and occasionally torturing random people they abduct to death, which has left the human locals of Tatooine with a very dim opinion of them. However, EU materials show they can be reasoned with on occasion.
  • Bruiser with a Soft Center: Some of them — one of the Jedi in New Jedi Order is an orphaned farm girl raised by Tuskens.
  • Chased by Angry Natives: They have occasionally ended up pursuing fleeing outsiders for quite some distance if in large enough numbers, though usually only if their target has really pissed them off. Senior Anthropologist Hoole, after being caught infiltrating one Tusken tribe, ended up fleeing across the desert with a mob of enraged Sand People at his back and only survived because he happened to cross paths with an Imperial patrol.
  • Cowardly Lion: They startle easily, but will return soon enough in greater numbers.
  • Dark and Troubled Past: Way back in the distant past, the Rakata came to Tatooine and tried enslaving the locals, who resisted. In response, the Rakata glassed the planet, creating the endless desert it is today. Small wonder the Sand People are so unwelcoming to outsiders after something like that.
  • The Dreaded: Easily startled and terrible shots they may be, but the farmers of Tatooine are worried about them, and with very good reason. Sand People tend to make mincemeat out of people they attack, as happened with Fort Tusken. When the Sand People get together and get organized, there's very little to stand against them.
  • Enclosed Extraterrestrials: Constantly covered in heavy-robes and a face-mask. To Tuskens, showing any part of the skin is an absolute taboo (though there is also basic practicallity at work — Tatooine has two suns and precious little cover.)
  • Fantastic Race Weapon Affinity: The Gaderffii (or Gaffi) Stick, generally seen as the signature weapon of the Sand People. It requires two hands to properly hold, and some Sand People would even commit suicide if rendered unable to wield it.
  • Freudian Excuse: Going by the backstory, the early Sand People's first contact with aliens were the Rakata, who enslaved their Kumumgah ancestors. When the Kumumgah tried rebelling, the Rakata glassed Tatooine, which eventually gave rise to the planet's current horrible condition. No wonder then they don't like outsiders.
  • Horse of a Different Color: Sand People get about on Banthas, and Tatooine farmers know to be cautious when there's Banthas about, because their riders won't be far away.
  • Imperial Stormtrooper Marksmanship Academy: They are terrible shots, so much so that even the lowliest Stormtrooper looks like an ace shot compared to them.
  • No-Sell: Attempts to infiltrate the Sand People via wearing their robes and masks only works at a distance, as the player character discovers in Knights Of The Old Republic. Changelings like the Shi'ido have more luck, but maintaining a believable Tusken persona requires a very delicate touch, and even something like asking too many questions can undermine the disguise.
  • Oral Tradition: This is how the Sand People have kept their history since ancient times. Interestingly, their oral tradition differs from most in that, to prevent inaccuracies in its telling between generations, incorrect recitation of the oral history is punishable by death, and the keeper of the histories, known as the Storyteller, is raised from birth for the sole purpose of memorizing the Oral Tradition exactly from the previous Storyteller.
  • Poisoned Weapons: Some Sand People dip the tips of their gaffi sticks with sand bat venom.
  • Why Did It Have to Be Snakes?: They're startled off by Krayt dragons. Given what Krayt dragons are like, this fear is entirely justified.

    Selkath 
https://static.tvtropes.org/pmwiki/pub/images/selkath.png

Homeworld: Manaan

First appearance: Knights of the Old Republic

"We will not tolerate threats to our neutrality, our existence, and our way of life!"

An aquatic race, most prefer to remain underwater given that Manaan is composed entirely of oceans. During the days of the Old Republic, however, Manaan was the only viable source of kolto — a valuable medical resource prior to the discovery of bacta. Realizing their newfound importance, the Selkath built Ahto City on the surface to accommodate their customers and insisted on remaining strictly neutral in all conflicts. Thus, during the Jedi Civil War, both the Republic and the Sith had to remain peaceful while on Manaan if either faction hoped to earn the kolto they needed to fuel their respective war efforts.


  • Ax-Crazy: The Selkath Progenitor has the power to drive Selkath — and only Selkath — to violent insanity, prompting a mass-slaughter of all non-Selkath in Hrakert Station. It's also established that this phenomenon has no effect on other races.
  • Fish People: They can best be described as anthropomorphic stingrays. However, they actually believe themselves to be descended from a giant shark. They're apparently correct, judging by the catastrophe at Hrakert Station.
  • How the Mighty Have Fallen: During the KOTOR years, the Selkath were so important that they were able to demand obedience from both the Republic and the Sith, with prominent emissaries from both factions having to kowtow before the Selkath leaders despite their misgivings. In the centuries since then, the Selkath have gone into serious decline: when the kolto supply finally dried up, Manaan's economy collapsed, the Republic stopped doing business with the Selkath, Ahto City was abandoned, civil war broke out, and the civilization regressed to barbarism. To add insult to injury, bacta was found to be more potent and less expensive than kolto, so any attempts at reclaiming their lost glories were doomed to failure. They still exist, but they're nowhere near as powerful as they once were — leaving them easily conquered by the Empire.
  • Monster Progenitor: They believe that they were descended from a monstrous Firaxan Shark known only as the Progenitor, itself the mother of all the sharks on the planet. In the finale of the Manaan plot, you discover that this belief is essentially true when the Progenitor attacks the Republic's kolto refinery and turns the nearby Selkath violently insane; how you deal with this creature will drastically change your standing with the Selkath — and killing it can end with you being permanently exiled.
  • Neutral in Name Only: Despite their stated neutrality, the Manaan plotline reveals that the Selkath government doesn't trust the Sith to respect their neutrality forever given their typical backstabbing behavior and are secretly working with the Republic on a top-secret project. For good measure, the player's actions can increase the Republic's standing with the Selkath... provided you take the light-side options.
  • Neutrality Backlash: Their policy of remaining neutral hasn't won them any friends among the Republic or the Sith, and representatives of either side can be found grumbling in disgust at their "hosts". As such, once the kolto dries up and the economy on Manaan goes pear-shaped, the Selkath are abandoned to their fate with their petition to join the Republic being flatly denied.
  • Selkies and Wereseals: Their name seems redolent of "Selkie," appropriate given that they're aquatic lifeforms more comfortable underwater.
  • Team Switzerland: Because they don't want to lose customers — or end up losing their independence to the rivals of said customers — the Selkath remain determinedly neutral in conflicts.
  • Terminally Dependent Society: Though they technically didn't need kolto, their government leaned too heavily on it as a source of economic power, trusting that it would always be around and needed. When the kolto dried up, it took Manaan's economic stability with it and plunged Selkath society into a dark age.
  • Terrestrial Sea Life: For a given value of "terrestrial" — they can survive on land without discomfort, but they don't necessarily like it. As such, the Selkath on Ahto City are those who actually work there as diplomats, law enforcement, merchants, or other professions vital to the kolto trade.
  • To Serve Man: Following the collapse of the kolto market, they ended up plunging so low in galactic status that the Empire sold some of them to the Hutts as delicacies.

    Selonian 
https://static.tvtropes.org/pmwiki/pub/images/selonian_aa.jpg

Homeworld: Selonia

First appearance: Gambler's World

Mustelid-like species from the planet Selonia on the Corellian Sector, Selonians are rarely seen outside their home planet, making their society and culture obscure as well.
  • Amazon Brigade: All Selonian warriors are infertile females.
  • Bee People: Despite being mammalian, Selonian society functions like that of insect species, with a dominant female called Den Mother in charge of the colony, males only seen as useful for breeding and with infertile females serving as the main work force.
  • Gender Rarity Value: Males are outnumbered 100 to 1, making them very rare to see, and 75% of their species are infertile females. That said, males were only seen as useful for breeding.
  • Intelligent Gerbil: They are sentient mustelids, resembling otters or weasels.
  • Named After Their Planet: Selonians are just a derivative of Selonia.
  • The Shut-In: Fitting for their burrowing lifestyle, Selonians don't like being outside and prefer confined spaces.

    Shi'ido 
https://static.tvtropes.org/pmwiki/pub/images/shiido.png
A Shi'ido in mid-transformation

Homeworld: Lao-Mon (AKA Sh'shuun)

First appearance: The Illustrated Star Wars Universe

"One might say we're a private people who are always nosing around in other people's business."
Senior Anthropologist Hoole, The Essential Guide To Alien Species

A mysterious and powerful race of shapeshifters, the Shi'ido are an enigma to most of the galaxy, preferring to remain hidden rather than reveal themselves as a community. As a result, this species has acquired a rather shady reputation as criminals and Imperial agents thanks to the example set by the few of them to have become known off-planet, and despite the best efforts of law-abiding Shi'ido citizens like Senior Anthropologist Hoole, the stereotype is showing no signs of fading. However, most Shi'ido don't care about how the rest of the galaxy sees them, and instead simply choose not to be seen at all.


  • Beware the Quiet Ones: Shi'ido are a shy species and would rather not be involved in the affairs of offworlders; their first instinct upon being pestered by unwanted explorers is to hide, and their second instinct is to fob them off with a fake monster attack. Even the more outgoing ones prefer to keep their heads down rather than live large, and Hoole himself would rather sneak out of Jabba's Palace in the shape of a Jawa rather than risk a fight. However, their shapeshifting abilities make them highly effective as assassins, tricksters, and hand-to-hand combatants. Getting on the bad side of a Shi'ido is not advisable unless you have guns and backup.
  • Chameleon Camouflage: Thanks to their shapeshifting ability, they have the power to mimic surfaces very easily; finding himself chased by Ganks, Hoole recalled hiding in an alley and mimicking the brickwork around him in the hope that his pursuers wouldn't see him. It worked, thankfully.
  • Charm Person: They possess a telepathic ability to fog minds, allowing them to cover up any imperfections in their disguises. It's believed that this power increases in strength with age and experience: older Shi'ido can use this power to implant false memories, allowing them to go unnoticed among alien cultures as friends and family members that didn't previously exist.
  • Constantly Curious: This is something of a species trait, for though Shi'ido are reluctant to share their secrets with anyone outside their species, they're insatiably curious when it comes to delving into the secrets of everyone else in the galaxy — hence why they tend to spend a lot of their time offworld spying on others. On the upside, this makes them quite effective as scientists.
  • Creepy Long Fingers: They can be easily recognized by their long, slender fingers; those of them who turn to a life of crime definitely fit the bill of "creepy," and even Hoole comes across as unearthly and mysterious before he warms up to the Arranda siblings.
  • Deep Cover Agent: Their disguises can be maintained for long periods of time, allowing them to remain undercover for years on end — though this runs the risk of a Shapeshifter Identity Crisis. In one notable case, a Shi'ido spy by the name of Nank Tun became a secretary attached to the Ando system's senator and remained in his Aqualish disguise for several years: he not only followed Senator Po Nudo into the ranks of the CIS when the Clone Wars broke out, but ultimately died on Mustafar with the rest of the Separatist leadership, without ever revealing his true identity or what he was doing in the Senator's employ in the first place.
  • Eminently Enigmatic Race: They're known to be shapeshifters and have gained a reputation for working as spies and assassins, but other than that, nobody knows anything about them, mainly because most of them want nothing to do with the rest of the galaxy. Their homeworld has actually been visited by outsiders on several occasions, but the local Shi'ido spend these visits pretending not to be there, so their culture remains a mystery to outsiders. To date, only a handful of Shi'ido have lived off-planet without posing as other species, and they aren't inclined to talk about their culture much; even Hoole, arguably the most prominent Shi'ido in the galaxy, prefers not to share the secrets of his people.
  • Humanshifting: Prior to turning a hundred and fifty, Shi'ido can only take on other humanoid forms. Of course, even after crossing that particular Rubicon, some of them still prefer to restrict themselves to mimicking humanoids — as is the case with Borborygmus Gog.
  • Invisible Introvert: They possess incredible shapeshifting powers, but are so shy that they rarely interact with outsiders except while disguised. When explorers visit their home planet, Shi'ido will often transform into inanimate objects until their visitors get bored and leave. Ironically, their shyness is tempered by their obsessive curiosity, hence why they're stereotyped as spies and criminals. Only a few Shi'ido live openly among outsiders, and even they shun the spotlight: the most famous of them, one Senior Anthropologist Hoole, comes across as introverted, cagey, and perpetually at arm's length — even around his own niece and nephew (at least at first).
  • Kill and Replace: More unscrupulous Shi'ido aren't above killing individuals and taking their place in order to fulfill their objectives; even the subtler ones have few qualms about keeping targets imprisoned until they've finished usurping their identities. In one issue of Star Wars Insider, a hypothetical scenario claimed that Senator Toonbuck Toora had been replaced by a Shi'ido as part of a plot to bring Sy Myrth into the Confederacy of Independent Systems.
  • Master of Disguise: Some of them develop a talent for impersonating specific individuals, and put this skill to great use as assassins or spies. Hoole's former friend and partner, Borborygmus Gog, specializes in this, and often spends most of the novels he features in masquerading as someone else until the time comes to drop his disguise. He's also very skilled at luring in potential targets by posing as rebel sympathizers on the Holonet, as Tash Arranda finds out the hard way.
  • Mundane Utility: Their powers are most commonly used for disguise or defence, but it's not unknown for them to be put to use for pleasure and profit; one Shi'ido gambler used his powers to cheat various casinos without arousing suspicion, while Hoole isn't above using the power for the sake of etiquette — even growing extra pairs of arms during negotiations with the Codru-Ji.
  • Objectshifting: In the event that they don't want to frighten away explorers on their home planet, the standard Shi'ido approach to such visitors is to shapeshift into rocks or trees and simply pretend that none of them are at home.
  • Primal Polymorphs: Implied. Unless there's some vast underground city that no previous explorers have been able to detect, Shi'ido apparently live in the wild, using their abilities to make themselves comfortable without the use of technology. However, they're not opposed to the use of technology, as many of them have left the planet and have made a living in mainstream galactic society.
  • Psychic Block Defense: According to The Jedi Path, it's very difficult for Force-sensitives like Jedi and Sith to get a fix on Shi'ido thanks to their protean biology... and that's before you take the Shi'ido's own telepathic abilities into account.
  • Punctuation Shaker: Shi'ido is interrupted by a notable apostrophe; for good measure, there's no pronunciation guide in the books where they first appeared. Eventually, the Essential Guide To Alien Species revealed that it's pronounced "She-e-do."
  • Respected by the Respected: Even at the height of their power, the Jedi Order considered the Shi'ido mysterious and potentially dangerous beings, and warned their students not to underestimate them. This actually goes both ways, as the legendary Shi'ido themselves recognize that the Jedi are among the few people in the galaxy who are able to see through their disguises, and treat them with considerable caution.
  • Rubber-Forehead Aliens: Apart from their pale grey skin and eerily long fingers, they're otherwise indistinguishable from human beings.
  • Shapeshifter Baggage: They can somehow become as small as a rodent yet make themselves as big as a Hutt at a moment's notice; according to the Essential Guide To Species, their tissues are highly elastic, their tendons can be shifted around their bodies at will, and they apparently possess a great deal of hidden matter that they can draw on whenever they need to.
  • Shapeshifter Default Form: In their natural forms, they are grey-skinned humanoids with eerily long fingers — though only Hoole has allowed himself to depicted in this state.
  • Shapeshifter Identity Crisis: This is a potential danger for Shi'ido who take on a permanent cover identity, and why the species as a whole needs to periodically return to their natural form; without this grounding influence, they run the risk of forgetting who they really are.
  • Shapeshifter Longevity: Shi'ido live for up to five hundred years of age, aren't considered adults until they're sixty, and can't transcend the limitations of their own mass until the age of a hundred and fifty. Indeed, Hoole himself has been active for decades prior to the events of the Clone Wars and is showing no signs of slowing down during the Rebellion.
  • Shapeshifter Mode Lock: Attempting to assume a form beyond the physical limits of their age can result in a Shi'ido being trapped in that form for weeks while they recover.
  • Shapeshifter Showoff Session: According to Hoole, this is a popular Shi'ido method of keeping outsiders from getting too interested in their home planet; whenever explorers begin snooping around, nearby Shi'ido transform into monsters to intimidate them into leaving. Consequently, in the Essential Guide to Species, the illustration of a Shi'ido is depicted right in the middle of transforming into something hideous, the model refusing to stand still long enough to be seen in their default form.
  • Shapeshifter Struggles: Because their powers were developed to hide themselves from predators, Shi'ido are extremely shy, to the point that even those who live public lives off-world are known for being cautious and withdrawn... and as Galaxy of Fear demonstrates, this can lead to their non-Shi'ido friends and relatives believing them to be uncaring, even if the shapeshifter genuinely loves them and the fact that Uncle Hoole is also struggling with the baggage of his Dark and Troubled Past doesn't help. Also, their powers and compulsive need to observe others has given them a nasty reputation as spies-for-hire, though Senior Anthropologist Hoole is doing his best to combat this stereotype.
  • Shrinking Violet: Shi'ido are compulsively shy, avoiding confrontations with intruders unless they have no other choice — and then, they prefer to frighten unwanted visitors away rather than actually harm them. For good measure, they're also extremely secretive, another reason why they would rather be left alone. Even Hoole, easily the most open Shi'ido in the galaxy, prefers to keep his secrets, and gets extremely cagey when he catches his niece and nephew prying into his business. It's actually because he's trying to hide a shameful past rather than cultural shyness.
  • Sneaky Spy Species: Since so few of them lead public lives offworld, the Shi'ido have become infamous thanks to those of them who ended up as criminals and are popularly stereotyped as an incredibly dangerous race of spies and assassins. Senior Anthropologist Hoole is attempting to fight this stereotype by working as a respectable member of the scientific community... but even he tends to work best by observing alien cultures from the inside without their knowledge.
  • Stronger with Age:
    • The mastery of their shapeshifting ability is directly proportionate to their age; young Shi'ido can only mimic other humanoids, and can't mimic larger or smaller creatures until they're at least a hundred and fifty years old. For good measure, there's no indication that this process ever stops: Hoole, as a Shi'ido of considerable age and experience, has taken on the form of a whalodon.
    • It's also indicated that their telepathic powers increase in potency with age, for while younger members of the species use it primarily to cover up flaws in their new forms, older Shi'ido can use it to alter the memories of observers as well.
  • Voluntary Shapeshifting: Known best as shapeshifters, they can transform into just about anything given effort and experience. Though best known as the traditional Shi'ido method of avoiding attention, it's also a very handy ability in combat: many battles in Galaxy of Fear end with Hoole transforming into something strong and mopping the floor with his opponents.

    Silentium 
https://static.tvtropes.org/pmwiki/pub/images/silentium_adult.png
An adult Silentium
A young Silentium

Homeworld: Unidentified

First appearance: Lando Calrissian and the Mindharp of Sharu

A race of droids from another galaxy. The Silentium waged a terribly destructive war against another robotic species, the Abominor, that devastated their galaxy, before a younger organic species, the Yuuzhan Vong, rallied behind the use of organic technology and forced both robotic species to flee into intergalactic space. As luck would have it, at least some Silentium wound up in the same galaxy that the Vong would much later invade.


  • Arc Welding: The Silentium were first introduced in the Lando Calrissian novels, very early in the EU's development, but were not named. The New Essential Guide to Droids in 2006 named them the Silentium and connected them to other elements of the EU by establishing them as ancient enemies of the Abominor and giving them extragalactic origins as one of the robotic species who warred against the Yuuzhan Vong.
  • Great Offscreen War: Their war with the Abominor, which laid waste to most of their galaxy and played a major part in forming the Yuuzhan Vong's xenophobia. The Vong eventually kicked both sides out of their galaxy entirely, before going on to wreck whatever was left anyway.
  • Order Versus Chaos: They represent Order in their conflict with the Abominor. The Silentium are contemplative isolationists who revere structure and symmetry and give themselves the shapes of regular, idealized geometric shapes. The Abominor are beings of uncontrolled growth who endlessly consume mechanical devices to add to their sprawling, chaotic and endlessly altered bodies. These differences drove the two species into all-out war with one another.
  • Retcon: In the Lando Calrissian novels, the then-unnamed Silentium species was stated to come from the Unknown Regions. They were later retconned to be extragalactic in origin.
  • Starfish Robots: The Silentium resemble giant flying geometric shapes, with their leaders being larger than starships. Their "offspring", made in the image of their biological creators, resemble mechanical starfish with an eye in the middle of their body.

    Sith 
https://static.tvtropes.org/pmwiki/pub/images/17116458962428183748645500576529.jpg

Homeworld: Korriban

First appearance: Tales of the Jedi

A race of dark side wielders from an obscure planet hidden in the Unknown Regions, who would give their name to a group of exiled fallen Jedi when they stumbled upon their world after the Second Great Jedi Schism.


  • Amazing Technicolor Population: Usually a shade of deep red, though one of them was charcoal black.
  • Asskicking Leads to Leadership: Sith King Adas ruled by being strong, smart and having a very big axe.
  • The Dark Side: In an odd way. They were dark side wielders, but not necessarily drunk on it. For them, the dark side was just life.
  • The Empire:
    • First, King Adas made the Sith Empire on Korriban by taking power, but it was confined to Korriban.
    • After stealing spaceship tech from the Rakata, they formed the Sith Empire, which was relatively small and hidden from the gaze of most of the Galaxy by dint of its geographic position in the Stygian Caldera, which was difficult to nagivate, hard to get into and nigh-impossible to get out of.
    • Then they were succeeded by the Sith Empire formed by their conquerors. A few hundred years later, this empire collapsed when it picked a fight with the Republic, and the remnants were seized by a pureblood Sith Sith Lord, who remade them into his own personal empire.
  • Evil Versus Evil: One of the few races to get the Rakata to back off and stay away. Not entirely without cost, since they lost their king, but they came out a lot better than the inhabitants of Tatooine did.
  • How the Mighty Have Fallen: By the time the exiled Jedi stumbled upon them, the Sith had backslid into primitive superstition, making them relatively easy pickings even for a handful of Jedi.
  • Technology Uplift: The Rakata tried bribing the Sith into their empire via goodies like holocrons. Once the Sith gave them the boot, this left a few spaceships and weapons lying around, which the Sith were all too eager to tinker with.

    Sluissi 
https://static.tvtropes.org/pmwiki/pub/images/sluissi.png

Homeworld: Sluis Van

First appearance: Heir to the Empire

A snakelike race that had already begun their initial forays into space travel when human and Duros scouts encountered their home planet, the Sluissi embraced galactic technology on a massive scale. Consequently, most Sluissi encountered are engineers, mechanics, technicians, and slicers, and have become famous for their thoroughness in repairing starships.


  • Boring, but Practical: Sluissi mechanics take a lot of time to perform repairs, often concerning themselves with trivial matters that other technical crews would have ignored for the sake of getting the job on time. However, Wedge notes that this gives them time to be really thorough, and their approach has saved many lives in the field. Even the Empire knew that rushing a Sluissi repair job was a bad idea.
  • Mellow Fellow: The Sluissi never seem to get angry or upset about anything, and have a tendency to remain calm under pressure. Combined with their habit of taking their time with repairs, this can make them frustrating to other species, but it proves a distinct advantage in making sure their work is as thorough as possible.
  • Mr. Fixit: Brilliant engineers and mechanics, the Sluissi are often called upon for expert repair jobs — provided you don't mind having to wait longer than you might for other repair crews to finish.
  • Named After Their Planet: "Sluissi" is simply an adjectival form of the first part of "Sluis Van".
  • Snake People: Reptillians with long, snakelike tails; some illustrations even depict them with cobra-like hoods.
  • Sssssnake Talk: Known to speak Basic with hissing lisps and slurs.

    Ssi-ruuk 
https://static.tvtropes.org/pmwiki/pub/images/ssi_ruu.png

Homeworld: Lwhekk

First appearance: The Truce at Bakura

A highly-dangerous reptilian race directly responsible for an invasion attempt immediately following the Battle of Endor. Religious extremists convinced of their own superiority as a spaces, they are driven to conquer the universe in the name of their religion and racial pride; more worryingly, they possess unique technology powered entirely by the life-force of sentient victims, guaranteeing a grim fate for those they have conquered.


  • And I Must Scream: Victims of entechment are still aware of themselves, but unable to do anything but power Ssi-ruuvi droids and circuitry.
  • Dirty Coward: Ssi-ruuk are very afraid of fighting other races and of being killed outside of their homeworld, unless their priests consecrate a planet which they target which relieves them of their fear. This is justified by their culture and religion, as they believe that their souls will go to the afterlife which they call the "Fourth Egg" if they stay on and die around it or on an "consecrated" , but that if they die elsewhere in an "un-consecrated" place their souls won't be able of going to the afterlife, and will be forced to wander the universe in a Fate Worse than Death.
  • Fantastic Caste System: The Ssi-ruuk have a strict caste system where members of their kind are divided by profession, which also corresponds to the color of their scales. Blues are the rulers, Golds the clergy, Silvers scientists/technicians, Reds soldiers, Greens manual workers, Blacks are spies or assassins, and Browns are outcasts (born from unions of different castes, which is forbidden) who perform only the most menial work in their society. P'w'ecks are below even this, a slave race used as cannon fodder by the Ssi-ruuk military.
  • Fantastic Racism: They believe they're superior to all other species, regarding them as being fit only for entechment and slavery.
  • Fate Worse than Death: Entechment rips out one's life force and implants it in a Ssi-ruuvi machine as a power source. The enteched soul is still somewhat aware of its plight, but left helpless and in constant agony for the remainder of its short existence.
  • Living Lie Detector: The Ssi-Ruu's tongues have an extremely strong sense of smell, and are even able of reading others' emotional state and even of sensing signs of deceptions in their interlocutors. This makes it really difficult for others to lie to them.
  • Mind Rape: They have their own form of Renewal, a process that allows them to cleanse a sentient mind of all resistance so it can be indoctrinated.
  • Operator Incompatibility: It's stated that Ssi-Ruu paddle beamers (and other technology) are utterly incompatible with Human technology due to their unusual life-force powered energy cells.
  • Powered by a Forsaken Child: Most Ssi-ruuvi tech uses Life Energy as a power source, which needs to be extracted from sentient creatures via the "entechment" process.
  • Reptiles Are Abhorrent: Nothing so much as evil sapient raptors.
  • Scary Dogmatic Aliens: The first major example of this in Legends. Much like the Yuuzhan Vong, they are religiously motivated conquerors with a strict caste system, but while the Vong are incredibly technophobic, the Ssi-ruuk power their technology with the stolen life-force of their slave races. They also tend to use droids to do most of their front-line fighting, as their religion teaches that if they die outside of their already-consecrated territory, they'll be doomed to wander the galaxy for eternity, and as such they're a Proud Warrior Race on their own turf and Dirty Cowards off it.

    Taurill 
https://static.tvtropes.org/pmwiki/pub/images/taurill_egtas.jpg

Homeworld: Unknown

First appearance: Darksaber

A hive-minded race of diminutive simians, they possess no individual identities or motivations of their own, and are regarded as only semisentient as a result. The governing Overmind is mostly harmless, having no desire for power or territory, and can even be put to use as a workforce — though this can be undermined by the Taurill hive mind's inquisitive nature.


  • Attention Deficit... Ooh, Shiny!: Taurill have very short attention spans and will drop everything they're doing to get a good look at any new arrivals in the vicinity, regardless of how unimportant they might be. Consequently, Durga the Hutt's attempt to turn them into construction workers for the Darksaber project results in the superweapon having to be rebuilt... twice.
  • Constantly Curious: The Overmind is constantly seeking new information about the world around it, and will regularly send out the Taurill to examine anything in range.
  • Hive Mind: The Overmind that controls the Taurill; it's the only reason why the Taurill are motivated at all, as without its influence, they will stop moving and waste away unless returned to its control. On the upside, its presence allows instant dissemination of influence to all Taurill: as soon as a drone is taught something, the entire species learns it. Unfortunately, the Overmind's constant desire for new information means that putting the newly-learned skills into action is a trial.
  • Multi-Armed and Dangerous: Taurill possess six limbs, four of which are to be used as arms.
  • Zerg Rush: Non-combat example; though dismayed by their limited competence as builders, Bevel Lemelisk quickly learns that Taurill work best on a quantity over quality basis: by doubling the shifts and directly supervising the rebuilding process, he is able to get the Taurill to finish the Darksaber in two days. Unfortunately, errors still creep in; combined with shoddy materials, cost-cutting measures, and top-down incompetence, the Darksaber is quickly found to be a nonfunctional boondoggle that gets totalled when the first real use of the superlaser ends in failure.

    Tintinna 
https://static.tvtropes.org/pmwiki/pub/images/17116459993557733814753195678904.jpg

Homeworld: Rinn

First appearance: Star Wars Radio

Small, rodentlike, and pleasant-natured, Tintinna (sometimes referred to as T'iin-T'iin or "Tin-Tin Dwarfs") are similar to Ranats, though they lack the distinctive tusk-like teeth. Because of their relative obscurity as a species, they are are often mistaken for insentient animals by other races, resulting in much awkwardness when the full extent of the Tintinna's intelligence is revealed.


  • Rat Men: At barely a meter tall and possessed of long hairless tails on top of all their other rodentine features, the only thing stopping them from just being giant rats is the fact that they can walk upright.
  • Smarter Than You Look: Frequently mistaken for animals by oblivious visitors to their home planets, but Tintinna are clever enough to quickly master alien technology without being taught or even prompted. In one case, Shug Ninx took in a Tintinna as a pet, naming him Kit and clearly not expecting much from him... only to later find his "pet" organizing his tools by function and even performing repairs to his ship. From then on, the Tintinna was Ninx's partner.

    T'landa Til 
https://static.tvtropes.org/pmwiki/pub/images/1000001807_1178672.png

Homeworld: Varl (original), Nal Hutta (adopted)

First appearance: The Paradise Snare

Distant relatives of the Hutts, though they look nothing alike: where Hutts are legless gastropods, the t'landa Til are horned quadrupeds. However, both share a planet of origin and an adopted homeworld in Nal Hutta, and while the t'landa Til might not be as wealthy or powerful as the Hutts, they occasionally serve as accomplices in Hutt criminal enterprises. Notably, their males possess a unique ability to enthrall others with addictive pleasure-inducing sounds — an ability the Hutts have exploited in the past to create slaves.


  • Emotion Control: T'Landa Til possess a low-grade empathic ability to project sensations of euphoria and pleasure; combined with their ability to produce subsonic sounds, this is the basis for the Exultation technique used to enslave Durga the Hutt's spice miners.
  • False Utopia: Durga the Hutt had them create one in the form of Ylesia; advertised as a sacred site where pilgrims can experience pure joy in connection to the One, it's actually a brainwashing center and slave camp. Once they're fully indoctrinated, the pilgrims are sold and packed off to the buyers.
  • Fantastic Arousal: "Exultation" is actually the t'landa Til mating call, used to induce pleasure in the female of the species; by all accounts, it's produced by a mixture of telepathic encouragement and subsonic sounds produced in the male's throat.
  • Fantastic Drug: Though it's technically not an actual drug, Exultation is treated as such, right down to addiction, withdrawal, and exploitation for use in enslaving a workforce.
  • Fantastic Racism: The victims of this, being considered second-class citizens by the Hutts and effectively enslaved through their desire for comfort.
  • Gender-Restricted Ability: Only males of the species can produce the Exultation, as it's actually part of the mating display they use to "impress" t'landa Til females.
  • The Hedonist: Unlike Hutts, they're not driven by hunger for power, but by their need for comfort and luxury — likely due to a combination of their status as second-class citizens and their own arousal-inducing abilities. Unfortunately, this drive has made them very easy to enslave by the Hutts.
  • Long-Lived: They can live for centuries on end, though it's not known if t'landa Til can exceed or even approach the thousand-year lifespan of a Hutt.
  • Scam Religion: Charged with running one of these on Ylesia, posing as priests and luring in pilgrims to be brainwashed into slaves.
  • Screw This, I'm Outta Here: After the disastrous failure of the Ylesia operation, the t'landa Til have refused to have anything to do with further scam religions, hence why their powers aren't seen being put to use for enslavement ever again.
  • Starfish Aliens: It's hard to find an analogue for them in the animal kingdom; they look a little like rhinos, but possess humanoid facial features and have two tiny arms under their necks.
  • Tribe of Priests: The priests running Ylesia are all t'landa Til males, as they are the only ones capable of producing Exultation.

    Toka 
https://static.tvtropes.org/pmwiki/pub/images/17116460685814632785377682845556.jpg

Homeworld: Rafa V

First appearance: Lando Calrissian and the Mindharp of Sharu

A strange race of primitive near-humans dwelling among the ruins left behind by the ancient Sharu people of the Rafa system. The Toka are unusual in that they all appear aged and withered — even the children. Lacking advanced intelligence and unable to comprehend alien technology, they have been widely labelled as subhuman.


  • Connected All Along: It turns out that the Toka were actually the Sharu all along.
  • Dumbass No More: Using the Mindharp immediately restores their intelligence, allowing them to reclaim their civilization and status as the Sharu.
  • How the Mighty Have Fallen: Willingly inflicted this on themselves, reducing their technologically-advanced civilization to a race of dimwitted primitives in order to avoid being conquered by alien invasion. Of course, they planned to eventually undo this once the danger had passed.
  • Meaningful Name: Toka apparently means "broken people."
  • Mind-Control Device: The Imperial governor of Rafa V believed that the Sharu Mindharp was a version of this meant for the Toka, and had Lando track it down so he could convert the Toka into a pliable workforce. Unfortunately for the governor, it turns out that the Mindharp wasn't for mind control at all, but for undoing the intelligence-reduction the Sharu inflicted on themselves.
  • Phlebotinum-Induced Stupidity: It's ultimately revealed that the Toka were once the Sharu, the highly-advanced race that ruled the Rafa system. Many thousands of years ago, they were threatened by an alien menace conquering intelligent species across the galaxy, they used the lifetree orchards to drain away their intelligence so the threat would ignore them.
  • Younger Than They Look: They all look incredibly old and frail — even the children.

    Trandoshans 
https://static.tvtropes.org/pmwiki/pub/images/trandoshan.png

Homeworld: Trandosha/Dosha/Hsskhor (name varies across sources)

First appearance: The Empire Strikes Back

A reptilian species whose homeworld is in the same solar system as Kashyyyk, the home planet of the Wookiees, with whom they have a long and bloody history. Trandoshan culture revolves almost entirely around hunting and amassing personal renown, and Trandoshan mercenaries and bounty hunters are common sights in the galaxy.


  • Fantastic Racism: They despise Wookiees, and have spent most of their species' shared history raiding Kashyyyk for slaves and Wookiee pelts.
  • Healing Factor: They can regrow severed limbs, including all four at once, although this takes time to do.
  • Hunting the Most Dangerous Game: Trandoshan hunters don't care a whole lot about the intelligence of their quarry outside of how much a challenge it proves. They're avid hunters of the sapient Wookiees, and a band in The Clone Wars stocks its hunting preserve with captured Jedi Padawans.
  • I Owe You My Life: Something Trandoshans share with Wookies, though neither species may ever admit that they have anything in common, is that they take life debts very seriously, offering their services for life and becoming totally loyal to the person who has saved their life.
  • Lizard Folk: They resemble scaly, clawed humanoids with reptilian heads.
  • Named After Their Planet: Zig-zagged, as their homeworld's name isn't always the same in continuity. Depending on the source, it's called Trandosha (in which case their name is just its demonym), Dosha (in which case the relationship is less direct but still obvious), or Hsskhor (in which case they're a straight aversion).
  • Planet of Hats: With very few exceptions, Trandoshans are all hunters, bounty hunters, or slavers.
  • Proud Hunter Race: Their culture is based around hunting and killing powerful game in order to earn "Jagganath points" tallied by their goddess, the Scorekeeper. Failure to do so results in all points being revoked, essentially making an individual worthless unless they manage to regain those points by revenge-killing the one that originally caused them to lose them. Hunting non-sentient big game qualifies for points, so long as it's dangerous enough to be life-threatening, but many Transdoshans specifically focus on intelligent beings — Wookiees are a favored prey, as they're seen as the most dangerous game of all and thus worth the most points. As a result, many Trandoshans become bounty hunters by trade.
  • Reptiles Are Abhorrent: Trandoshans are typically characterized as foul-tempered, ruthless hunters at best, and are infamous for their willingness to hunt other sapient beings as prey. In their rivalry with the mammalian Wookiees, they're invariably the unsympathetic party.
  • Sapient Fur Trade: Trandoshans consider Wookiee pelts to be some of the most desirable in the galaxy, and will go to considerable trouble to acquire those of rare color variants or infamous individuals.
  • Short-Lived Organism: Trandoshans have a notably shorter lifespan than other sentient species. They're adults at fifteen and middle-aged in their tirties, and rarely live much past fifty — a Trandoshan who reaches sixty years is considered a venerable ancient.
  • Super-Senses: Trandoshans can see into the infrared range.

    Twi'leks 
https://static.tvtropes.org/pmwiki/pub/images/twilek.png

Homeworld: Ryloth

First appearance: Return of the Jedi

Humanoids characterized by their colorful skin and the twin "tails", called lekku, growing from their heads.


  • Alien Hair: Lekku; despite being extensions of the Twi'lek brain, they're treated in much the same way as hair, with Twi'les tying or arranging them into "hairdos," even cultivating fat deposits in order to cultivate an image of wealth and prosperity. Conversely, a damaged lekku is a sign of disability and illness in much the same way that Baldness Means Sickness in humans: Nat Secura was badly burned across his lekku during Bib Fortuna's attack on Ryloth, and was often treated as a weakling — especially by Fortuna.
  • Amazing Technicolor Population: Twi'leks come in a rainbow of skin tones, including blue (called Rutians, and relatively common), red (Lethans, and very rare), green, yellow, orange, pink, purple, brown, and bone white. Some also exhibit markings such as stripes and mottling.
  • By the Hair: Lekku are so sensitive that grabbing them forcefully enough can cause incapacitating pain.
  • Fantastic Slurs: They have a number of unflattering nicknames, most prominently "tail-heads" and "worm-heads".
  • Go-Go Enslavement: Female Twi'leks are frequent targets of the slave trade, and are particularly valued as slave dancers due to their physical beauty.
  • Green-Skinned Space Babe: Female Twi'leks are known for their beauty, and often targeted by the slave trade as a result. Early works in the franchise tend to feature them almost exclusively as slave dancers; later works diversify their portrayals more, including free Twi'leks and ones in non-sexual occupations.
  • Half-Human Hybrid: Twi'leks are some of the few aliens capable of producing children with humans.
  • Rubber-Forehead Aliens: Twi'leks largely resemble humans with two tentacle-like growths on their heads, cone-shaped ears, and colorful skin.
  • Sexy Dimorphism: Male Twi'leks have lumpy foreheads, pointy ears, and sharp teeth. Females, by contrast, resemble colorful and attractive female humans, except for their cone ears and lekku.
  • Starfish Language: Though they have a spoken language of their own and can often be found speaking Basic quite fluently, Twi'leks also possess a secondary language based around gestures of their lekku; essentially, it's a form of sign language that only Twi'leks can speak, and is often used for private conversations. As a result, a loss of one or both lekku leaves a Twi'lek permanently mute in this language.

    Ubese 

Homeworld: Uba IV

First appearance: Shadows of the Empire

A slightly-built race of near-humans, the Ubese are the inhabitants of a planet ruined by a pre-emptive orbital strike by Republic sector authorities- the result of a botched attempt to prevent a full-scale war in the wake of first contact. For good measure, the authorities covered up the incident and pretended the Ubese never existed. To this day, the Ubese are deeply embittered by the disaster; on the rare occasions they leave Uba IV, they have to wear face-concealing environmental suits to tolerate oxygen-rich atmospheres, and frequently take jobs that allow them to vent their hatred on the rest of the galaxy.


  • Berserk Button: They hate most Republic-aligned aliens on general principle, but the one thing they despise more than anyone else are the Jedi; blaming them for failing to save them or do anything about their predicament, the Ubese will gladly accept any job that will allow them to murder Jedi — to the point that they were often employed by death squads during the rise of the Empire.
  • Beware the Quiet Ones: Because their vocal chords suffer consistent damage as a result of the ruined atmosphere on Uba IV, most of them can't speak any louder than a harsh whisper and many don't like to speak at all if they can help it. Make no mistake, however, just because they don't sound angry doesn't mean that they aren't simmering with murderous rage... especially if you're a Jedi.
  • Enclosed Extraterrestrials: Almost never seen out of armour thanks to their compromised lungs.
  • Human Aliens: Though you wouldn't know it, thanks to their envirosuits, but they're almost identical to humans apart from their height.
  • The Napoleon: Often quite short, the Ubese are also known for being aggressive and xenophobic.
  • Tranquil Fury: When the Jedi Exile runs into a group of Ubese bounty hunters in Knights of the Old Republic II: The Sith Lords, they don't say a single word in any of their interactions, even in combat... but Hanharr confirms that they're absolutely reeking of hate.

    Vagaari 
https://static.tvtropes.org/pmwiki/pub/images/vagaari.png

Homeworld: Vagar Praxut

First appearance: Survivor's Quest

A nomadic race in the Unknown Regions, known for conquering and enslaving all they came across, who eventually came into conflict with the Chiss Ascendancy.


  • Dirty Coward: Vagaari ships have specially placed bubbles on their ships where captives are placed to use as living shields. Faced with a sufficient threat, Vagaari troopers will cut and run.
  • The Empire: The name for their territory was the Vagaari Empire.
  • Guilt-Free Extermination War: Being without a positive trait, it's hinted that the Chiss finally getting off their duffs about them has brought the Vagaari either to extinction or as good as if they show up again, because the Chiss will not hold back. No-one, not even Luke Skywalker, raises any objections to this.
  • Hate Sink: The Vagaari are petty, arrogant, cowardly, sexist slavers who never once show even anything remotely resembling a positive trait of any kind. They're so unpleasant Luke has no objections slicing them up.
  • Low Culture, High Tech: They're spacefaring, but they just seem content to conquer and enslave everything in sight.
  • Mysterious Backer: It's hinted, what with the Organic Technology they've got, that they might have been acting as front men for the not-yet-arrived Yuuzhan Vong.
  • The Napoleon: All Vagaari are tiny by human standards. They wear elaborate masks as an act of compensation, and their leader actually seems to be shorter than that.
  • Politically Incorrect Villain: In addition to all their other charming personality traits, they're major sexists. Their leader sneers extensively at Luke for letting "a female" fight in his stead, even when that female is going through them like a combine harvester.
  • Savage Wolf: Wolvkils, evidently one of the goodies of their bargain with the Vong, wolf-like creatures they tended to set on enemies, and which were largely immune to blasters thanks to a decentralized nervous system (though not immune to being sliced in half).
  • Slavery Is a Special Kind of Evil: They take whatever they felt they were owed, which included people, who they're either use as hostages or just kill for fun.
  • Small Name, Big Ego: The Vagaari have a very high opinion of themselves, but they only last as long as they do by either hiding, or because the Chiss wouldn't declare war on them. Two Jedi manage to carve a swath through them and kill their leader (admittedly, those two Jedi are Luke Skywalker and Mara Jade), and a group of thirty Vagaari warriors are mown down by form Stormtroopers.
  • Space Nomads: Vagar Praxut is still around, but for whatever reason the Vagaari wander around space, and have done since around the time just before the Clone Wars.

    Verpine 
https://static.tvtropes.org/pmwiki/pub/images/verpine.png

Homeworld: Roche asteroid field

First appearance: Star Wars (Marvel 1977)

Evolved from eusocial insects and renowned as some of the greatest engineers in the galaxy, the Verpine are highly sought-after for their expertise in designing and building spaceships. They have also produced several highly-advanced weapons, though the Verpine themselves don't often use them: having apparently destroyed their original home planet in a cataclysmic civil war, they try to avoid conflict wherever possible.


  • Bizarre Alien Senses: They can see in microscopic detail, perceive ultraviolet light, and their antennae can pick up radio waves; for good measure, they can also produce radio waves naturally, allowing them to communicate soundlessly across great distances — sometimes being mistaken for telepaths as a result.
  • Four-Legged Insect: Despite their insectoid natures, Verpine have only four limbs — two arms and two legs.
  • Hermaphrodite: They can fulfil whatever parental role their community requires, with the role of breeders and inseminators changing depending on the colony's needs. Consequently, they don't possess the same concept of gender as most species do, and the use of gender-neutral terminology is quite common among them.
  • Hive Caste System: In the past, they used to be divided into unintelligent workers and sentient leaders — the latter numbering barely five percent of Verpine society. However, their development as a technologically-adept species prompted them to realize that they would need an intelligent workforce in order to adapt to the new reality; from then on, all Verpine selected to act as mothers would take a special enzyme that would ensure that the broods they produced would be of the sentient variety.
  • Insectoid Aliens: They're basically anthropomorphic locusts, complete with exoskeletons and antennae.
  • Mr. Fixit: They're well-known for their skill in repairing as well as building.
  • Obfuscated Interface: There have been instances where well-meaning Verpine technicians inadvertently "fix" X-wing controls to work on base six math, much to the annoyance of the human pilots. Even worse, they occasionally forget that other species don't have microscopic vision and can't see UV light, and so re-jig the instrument displays to be "more efficient".
  • To Serve Man: They found themselves on the receiving end of this when the Barabels took revenge on the Verpine for contract violations by selling Verpine to the Kubaz as delicacies.

    Vodran 
https://static.tvtropes.org/pmwiki/pub/images/vodran_2.jpg

Homeworld: Vodran

First appearance: Knight Errant

One of the three native species of the Si'Klaata Cluster within Hutt Space. They, alongside the Klatooinians and Nikto, swore fealty to the Hutts 25,000 years prior at the Treaty of Vontor and have served them since.
  • Cultural Rebel: Xenon Nnaksta is a Vodran infamous for his individualism and his desire to see the outter galaxy, something most of his kind consider unusual.
  • Happiness in Slavery: Most Vodran are perfectly happy serving under the Hutts, never rebelling or even trying to see more of galaxy at large.
  • Henchmen Race: They are this for the Hutts alongside the Nikto and Klatooinians.
  • Lizard Folk: Vodran are reptilian, with a resemblance to the Nikto.
  • Named After Their Planet: Vodran is the name of the species and the planet.
  • The Needs of the Many: Vodran place little value in individuality and focus more on the whole, which is why most of them never even consider a life without their Hutt masters.
  • Punch-Clock Villain: A whole race of them. Unlike the Nikto and Klatoonian who are stereotyped as thugs, Vodran are generally peaceful. That doesn't diminish the ferocity or determination they have fighting for their overlords.
  • Slave Race: Their servitude to the Hutts might be voluntary, but they're still slaves.
  • Undying Loyalty: For the Hutts.

    Vor 
https://static.tvtropes.org/pmwiki/pub/images/vor_sw.png

Homeworld: Vortex

First appearance: Dark Apprentice

Winged reptiles with a long history of artistic accomplishment, most prominently in the form of the legendary Cathedral of Winds, a crystalline structure designed to channel the power of Vortex's wind currents into beautiful music. However, Vors are rarely seen away from their home planet, having little interest in leaving their ancestral territory — especially since their wings were naturally adapted for the gale-force winds of Vortex.


  • Named After Their Planet: A variant — "Vor" is simply a truncated form of "Vortex".
  • The Stoic: Vors often come across as emotionless to outsiders, though in reality, they're simply very good at suppressing them. This is exemplified by their reaction to the destruction of the Cathedral of Winds; instead of expressing rage or looking for someone to blame, they simply accept that it's the result of a tragic accident, absolve Admiral Ackbar of all fault and vow to rebuild the Cathedral.

    Voss 

Homeworld: Voss

First appearance: Star Wars: The Old Republic

Enigmatic and confusing to both the Sith Empire and Galactic Republic alike, Voss society is dominated by the Mystics: Force-sensitive visionaries and healers. After an attempted invasion by the Empire failed, both sides are trying to court the Voss' affection through diplomacy.


  • Amazing Technicolor Population: The Voss can have skin pigments of either red or blue.
  • Dark Secret: Although the Voss are loathe to admit it, they are the descendants of Gormak who were taught to use the Force.
  • The Fundamentalist: Besides being insular, the Voss would stab the Supreme Chancellor if they believed the Mystics had forseen it. Outsiders respect Voss ways, or are driven off their world. Just ask the Imperial fleet who tried to invade.
  • Lawful Stupid: The Voss are a subversion. While they are willing to do absurd things to follow their Mystics' prophecies, the prophecies in question always turn out to be true and always benefit the Voss in the end. To a certain extent. As the Sith Warrior finds out before visiting the planet, while the visions are perfectly accurate, the interpretation sometimes suffers. The Voss acknowledge that this can happen and have safeguards in place to help prevent false interpretations.
  • Named After Their Planet: Their species and planet are named the same.
  • Take a Third Option: The Voss are considered gray by other Force traditions, and reject any attempts to have their views changed.

    Vratix 
https://static.tvtropes.org/pmwiki/pub/images/vratix.png

Homeworld: Thyferra

First appearance: X-Wing: The Krytos Trap

Known as the inventors and primary suppliers of bacta to the galaxy, the Vratix have endured numerous conflicts because as a result of this invention, at one point having their homeworld effectively occupied by Empire-backed corporations. A normally peaceful species, they are nonetheless more than capable of starting their own resistance movements: following the death of the Emperor, they have achieved self-rule of their own planet — enough to petition the New Republic for membership.


  • Hermaphrodite: They reproduce asexually and adopted male and female roles interchangeably depending on the needs of the community.
  • Insectoid Aliens: Two-meter-tall praying mantises, they have no anthropomorphic traits — unlike, say, the Verpine.
  • In a Single Bound: Notable for their huge legs, they're capable of incredible leaps.
  • Telepathy: They're mildly telepathic, albeit only between family members.

    Weequay 
https://static.tvtropes.org/pmwiki/pub/images/1711645748998967107093382235774.jpg

Homeworld: Sriluur

First appearance: Return of the Jedi

Humanoid species from the planet of Sriluur near Hutt Space. While not slaves to the Hutts, the Weequay have been constantly hired as mercenaries, bodyguards and foot soldiers.
  • Black Eyes of Evil: They sunken black eyes, and while not evil, they're stereotyped as mercenaries, pirates and criminals.
  • Braids of Action: Males usually grow their hair into braids whenever they go offworld and would shave them when they return.
  • Fantastic Racism: Weequay who live on Sriluur are distrustful and xenophobic, so when a colony of Houk was established on the planet, there were several tensions and even outright war during 10 BBY.
  • Henchmen Race: While not a Slave Race like the Nikto, Klatooinians and Vodran, Weequay are constantly the henchmen of Hutts.
  • Never Given a Name: Weequay consider their clans far more important than the individual, so they only take personal names when living among other clans or other species.
  • Pheromones: Weequay can communicate with each other using pheromones, and only members of the same clan can understand each other.
  • Planet of Hats: Most Weequay are seen as pirates, criminal henchmen and mercenaries.
  • Tertiary Sexual Characteristics: Males usually have long braids on the back of their heads, while females are usually bald.

    Whiphid 
https://static.tvtropes.org/pmwiki/pub/images/whiphid.png

Homeworld: Toola

First appearance: Return of the Jedi

Native to a frozen world and governed by tribes operating with Stone Age technology, Whiphids rarely had any contact with the galaxy up until traders began visiting their homeworld to harvest ice for desert planets. Even after this, the Whiphid tribes showed little interest in bringing advanced technology to their society, opting to continue hunting and trapping wild game as they had for thousands of years. Despite this apparent apathy, Whiphids are curious about the rest of the galaxy, and quite a few regularly leave with ice-harvesters to explore: many find careers as mercenaries and big game hunters.


  • Bigfoot, Sasquatch, and Yeti: Given their furry pelts and their frozen home planet, they're distinctly reminiscent of Yeti.
  • Exposed to the Elements: They've been adapted for cold climates, complete with thick pelts and blubber... so they find desert planets really hard to cope with. Consequently, Lady Valarian keeps her base of operations in Mos Eisley thoroughly air-conditioned so she can work without being held back by Tatooine's sweltering temperature, while J'Quille functions best in the lower levels of Jabba's palace... but even he finds himself making mistakes as a mixture of overheating and paranoia take a toll on him. In the end, Lady Valarian puts a bounty on his head to prevent him from ever leaving Tatooine, and J'Quille is left so crushed with despair by the prospect of remaining on a desert planet for the rest of his life that he joins the B'omarr Monks — willingly accepting the prospect of having his brain stuffed into a jar if it means escaping Tatooine's oppressive heat.
  • Fangs Are Evil: Played with; Whiphids possess tusk-like teeth protruding from their lower jaws, and most Whiphids you're likely to meet outside Toola are bounty hunters and other disreputable types. However, they're not an intrinsically violent species, and as hunters, they prefer to abide by a code.
  • Foil: To the Wookies; both are tall, furry bipeds with long lives, a warrior/hunter tradition, and a preference for continuing to live a relatively simple lifestyle. However, Wookies tend to be regarded as huggable Gentle Giant types despite their great strength, while Whiphids are often regarded in a much darker light given their habit of becoming bounty hunters.
  • Hunter Trapper: Thanks to their upbringing on Toola, most of them have at least some skill as hunters and trappers, and even the ones who leave the planet continue in the same vein — though some prefer to hunt sentient beings instead.
  • Long-Lived: They can live for well over two hundred years. The most notable member of the species, the Jedi K'Kruhk, began his career as a general in the Clone Wars and lived to become a Master of the New Jedi Order during the Legacy era, over a century and a half later.
  • Low-Tech Spears: As they are still a Stone Age culture, their primary weapons are spears. As a result, their clan chiefs are called Spearmasters.
  • Proud Hunter Race: On Toola, they live in nomadic bands that hunt the local megafauna. They've shown little interest in adopting more advanced technology after first contact with galactic civilization, but it's still very common for younger Whiphids to head offworld, where they typically put their extensive skill in hunting to use by finding employment as professional trackers or bounty hunters.
  • Sacred Hospitality: Despite their shady reputation, Whiphids are surprisingly open in dealing with off-worlders and are careful to check if their targets can speak before trying to kill them — just in case their "prey" happens to be a visitor. For this reason, Senior Anthropologist Hoole didn't bother disguising himself as one of them during his studies: he simply introduced himself to a chieftain and was allowed to stay with the tribe while he learned from them.
  • Would Not Hurt A Child: Whiphid hunters consider children of all species strictly off-limits.

    Wookie 
https://static.tvtropes.org/pmwiki/pub/images/wookiee.png

Homeworld: Kashyyyk

First appearance: A New Hope

Large, hairy bipeds from the forest world of Kashyyyk, renowned for their prodigious strength and unshakable sense of loyalty.


  • Fantastic Race Weapon Affinity: Wookies are known for their bowcasters, essentially Ray Guns shaped like crossbows.
  • Gentle Giant: A typical Wookie is taller than the human average, and extremely strong. They're usually pretty mellow, but if something does upset them, they tend to react badly. As in, smash and shoot the source of their ire. Wookies are best kept calm.
  • I Owe You My Life: Wookies strongly believe in the life-debt. Trying to beg off is not advised. Not only will it not work, but there's a very good chance that the Wookie will be offended and upset. The debt can also be passed down among families on both sides, so don't presume that it dies with you or with the Wookie who first made the pledge.
  • Long-Lived: A Wookie can live for hundreds of human years, with four hundred being somewhere around middle age for them.
  • Made a Slave: This happens to them a distressing amount.
    • The Rakatans enslaved them during their empire, with their abandoned terraforming tech resulting in Kashyyyk's distinctively giant trees.
    • The Czerka Corporation, with some help from a corrupt chieftain, began enslaving them when they discovered the place around the time of the Mandalorian Wars.
    • Trandoshans liked to take Wookies as slaves, resulting in a severe enmity between the two species.
    • The Galactic Empire took the Wookies as manual labor when they came to power.
  • Magically Inept Fighter: There are the occasional Wookie Jedi, but not many. The out-of-universe reason is George Lucas forbad it.
  • Mysterious Past: They might not be native to Kashyyyk. Certainly, some of them think so, but what little legends they have on the subject are vague, and there's no evidence to suggest they've never not been there, or any evidence suggesting they ever lived anywhere else.
  • Rite of Passage: Young Wookies have one, where they go down into the Shadowlands of the trees. The rite? Survive.
  • Sore Loser: Wookies are not tremendously good sports when it comes to losing. As in, they are known to rip off peoples' arms in a bad mood.
  • Treetop Town: Wookies are arboreal by nature and build their towns high in the canopies of the wroshyr trees, often kilometers above the ground. This is in part to avoid the dangerous predators of the global forest's understory and ground level, but even in safer areas with shorter plants they prefer to make their homes up in the treetops.
  • The Unintelligible: They speak in roars and howls. They really can't manage any other language, but don't take that to mean they're stupid. Not unless you're not particularly attached to your limbs. Prolonged exposure means other people can figure out what they're saying, with enough practice.
  • Worthy Opponent: Canderous Ordo called them surprisingly capable warriors. Mandalorians think Wookies are tough customers.

    Yaka 
https://static.tvtropes.org/pmwiki/pub/images/17116460992091948609446807276906.jpg

Homeworld: Yaka

First appearance: Dark Empire

An imposing species of near-humans, the Yaka were "uplifted" many centuries ago by the Arkanians and provided with cybernetic brains to improve their naturally limited intelligence. Today, the modern Yaka are all genius-level intellects, and continue improving the intellects of their children through cybernetic implantation.


  • Cyborg: All of them, though the alterations seem restricted to brain implants to improve cognition and reason. Then again, big as they are, Yaka don't seem to need physical improvement.
  • Dumb Muscle: Physically very strong, they were supposedly of limited intelligence prior to their modification.
  • Dumbass No More: Were subjected to this as a whole by the Arkanians via cyborg modifications. For good measure, the ethics of this decision were a subject of some debate among the Arkanians.
  • Genius Bruiser: Yaka are very heavily built and look as if they could give Chewbacca a run for his money, but thanks to the cyborg implants, they're also genius-level intellects.
  • Evil Counterpart Race: Inverted; In The Essential Guide To Alien Species, Senior Anthropologist Hoole uncovers information suggesting that the technology used to improve the Yaka was based on the same implants possessed by Gank Killers, indicating that the Ganks themselves were also altered by the Arkanians... making the Yaka the good counterpart race to the Ganks.
  • Face of a Thug: With their hulking physiques and brutish faces, they generally give the impression of being the sort of people you'd dread meeting in a dark alley. However, they're largely neutral and also a lot cleverer than they look.
  • Named After Their Planet: Their species' name is the same as their planet.

    Yarkora 
https://static.tvtropes.org/pmwiki/pub/images/yarkora_0.png

Homeworld: Unknown

First appearance: Return of the Jedi

One of the more obscure races in the galaxy, only a handful have been seen in public over the years and their home planet has never been identified; for good measure, the Yarkora themselves are extremely secretive and almost never share the details of their planet and culture. However, it's believed that they are hampered as a species by a low birthrate and solitary nature, hence why they are always encountered as wanderers rather than as a unified force. More unusually, they also seem to possess the ability to subtly coerce others into acting against their natures, leaving the Yarkora with a reputation as con artists and scoundrels.


  • The Aloner: Yarkora tend to live relatively solitary lives and supposedly only gather in groups so that they can mate or raise children.
  • Beast Man: For all intents and purposes, they're anthropomorphic camels.
  • Bizarre Alien Biology: They possess two stomachs, two pancreases, four kidneys, and three livers; for good measure, all the redundant organs make them a very hardy species that can survive wounds that other races would find life-threatening — a handy trait to have for such a solitary people.
  • Eminently Enigmatic Race: Almost nothing is known about their homeworld, culture, or how their abilities work, and what is known is due to scavenged data.
  • Emotion Control: Their power to manipulate others is believed by some to be a form of projected empathy, imposing upon their targets the emotions they want them to feel.
  • Long-Lived: Thanks to their multiple redundant organs, they can live for up to two hundred years.
  • Walking the Earth: Much like the camels they resemble, they rarely settle down, instead spending a lot of time roaming in search of whatever mysterious goals motivate them.

    Yevetha 
https://static.tvtropes.org/pmwiki/pub/images/yevetha.png

Homeworld: N'zoth

First appearance: Black Fleet Crisis

Prior to first contact with the galactic community, the Yevetha believed that they were the only sentient race in the galaxy — and were therefore unprepared for the arrival of the Empire. Conquered and occupied, their home planet became the site of a massive Imperial shipyard, while the Yevetha themselves became enslaved and subject to countless atrocities; during the occupation, they became particularly prized for their technological adaptiveness, making them prized workers at the shipyard. Ultimately, they threw off Imperial oppression, only to begin their own reign of terror against the New Republic; warlike, death-obsessed, and aggressively xenophobic, they quickly became known as perpetrators of the worst acts of genocide in galactic history before finally being defeated and disarmed.


  • Absolute Xenophobe: Thanks to a combination of their ancient solipsistic philosophy and years of oppression by outsiders, the Yevetha are notoriously intolerant of alien species of any kind, referring to them as "vermin". Only a few ambassadors like Nil Spaar will even permit themselves to be in the same room as members of other sentient species, and immediately afterwards they will burn their clothes and submit themselves to painful water needle-spray cleansing showers. At the height of the Yevetha's power, they even enacted a mass-slaughter of all alien-occupied planets within their territory.
  • All Crimes Are Equal: Yevetha don't have a single prison, jail, or stockade in their society. All their crimes are punished with a beating (if minor) or death.
  • Bizarre Alien Biology: Despite being apparently humanoid complete with skulls, their brains are in their thoraxes, which are also protected by thick bone. They also have auditory cells on their temples.
  • Bizarre Alien Reproduction: Yevetha reproduce via females laying eggs called "birth casks" — essentially external wombs placed in special birthing chambers and fed fresh blood that is absorbed through their shells.
  • Blade Below the Shoulder: All Yevetha possess retractable blades concealed in their wrists; known as dew claws, they can grow up to a foot in length.
  • Curb-Stomp Battle: Following their defeat by the New Republic, the Yevetha spent some time attempting to rebuild their forces for another attack... only to be caught off-guard by the arrival of the Yuuzhan Vong. Refusing aid from the New Republic, their culture was almost completely wiped out by the invaders, and it's believed that less than ten thousand Yevetha were left alive.
  • Defiant to the End: Yevetha will not back down even when defeated and will not go quietly; even when faced with a Fate Worse than Death, Nil Spaar refuses to beg for mercy. Ultimately, this backfires when they're pitted against an enemy with no interest in holding back, resulting in their home planet being bombed into molten wreckage by the Yuuzhan Vong.
  • Evil vs. Evil: After rebuilding their forces following their defeat by the New Republic, the Yevetha soon found themselves pitted against the Yuuzhan Vong, another invasion force of dogmatic conquerors. It ended with the technologically-brilliant Yevetha being almost obliterated by the Organic Technology of the Vong.
  • Fantastic Caste System: The Yevetha live in a highly stratified hierarchical society with many different castes. Social mobility is extremely limited: a member of a lower-ranked caste cannot rise regardless of merit — but those from higher castes can also be "demoted" into lower ones for failures. The killing of an inferior from a lower-ranked caste is not considered murder, only the killing a superior from a higher caste. Such "dominance killings" are common if subordinates failed in their duties (along with suicide as penance).
  • Gadgeteer Genius: Aside from their obsession with honor and blood purity, this is the Yevetha's other hat, with them presented as being capable of duplicating and improving the Imperial technology they were exposed to when they were slave workers in the shipyards.
  • Lean and Mean: Yevetha are so slender they appear distinctly skeletal, and are easily one of the most hostile races in the galaxy.
  • Master Race: The Yevetha view themselves as this, with all other species being simply "alien vermin".
  • Neat Freak: When it comes to coming into contact with aliens, Yevetha are obsessively clean and will go so far as to burn their clothes as soon as business has ceased; Senior Anthropologist Hoole confirms that this isn't just restricted to their ambassadors either: Yevetha as a whole find the smell of literally any other species other than themselves.
  • Planet Looters: The stated reason for the Yevetha's genocides of other species in the area is so they can have the depopulated planets for their own use.
  • Scary Dogmatic Aliens: The Yevetha draw a great influence from the Axis powers of WWII, most prominently Imperial Japan, with their obsessive focus on honor, refusal to surrender, and technological adaptation.

    Yinchorri 
https://static.tvtropes.org/pmwiki/pub/images/1000001687_302604.png

Homeworld: Yinchorr

First appearance: Star Wars (Marvel 1977)

A highly aggressive race of humanoid turtles from the planet Yinchor, with a surprising resistance to Force mind-control, who prior to the formation of the Galactic Republic led the largest war the Galaxy had seen in a thousand years.


  • Always Chaotic Evil: By and large, the average Yinchorri is always amazingly bad-tempered and aggressive. Extensive studies by Kaminoans found it would be impossible to curb these tendencies without removing what made the Yinchorri such fierce warriors in the first place.
  • Ascended Extra: From a one-off race in the Marvel Star Wars comic to the Arc Villain of a later series.
  • Back from the Brink: During the reign of the Empire, Yinchorr was bombarded into oblivion and most of the Yinchorr killed, but enough survived that they were eventually able to rebuild.
  • Defiant to the End: Some slavers tried taking the Yinchorri, but found they would hold out to the death, and if captured refuse to lift so much as a claw, even starving themselves to death if need be.
  • Family-Values Villain: Hyper-aggresive they may be, but Yinchorri are very devoted to their families, both immediate and extended, to the case widowed Yinchorri will die of despair.
  • Fatal Flaw: Yinchorri are terrible strategists.
  • Named After Their Planet: The Yinchorri of Yinchorr.
  • Non-Mammal Mammaries: Some female Yinchorri, despite being based on turtles, have breasts.
  • No-Sell: They're immune to the Jedi Mind Trick, which meant when Plagueis tried it on some of their representatives, they were confused at why the old man was waving his hand and saying they would do something they had no intention of doing. That said, they're not completely immune, but it takes a lot of time and effort.
  • Social Darwinist: Their hat. Yinchorr live by the rule of Might Makes Right.
  • Unwitting Pawn: On learning about their Force immunity, Plagueis and Sidious figured the Yinchorri would make useful pawns, and Sidious pointed them at the Jedi. The Yinchorri Uprising managed to shake up the galaxy, damage the Jedi, the Republic, and Chancellor Valorum's reputation, and got the Yinchorri out of the way. Just as Sidious had hoped.

    Yuuzhan Vong 

    Zeltron 
https://static.tvtropes.org/pmwiki/pub/images/zeltron.jpg

Homeworld: Zeltros

First appearance: Star Wars (Marvel 1977)

Outwardly human apart from their vividly-coloured skin, Zeltrons are a passionate, fun-loving species; considering monogamy unusual, they are a highly-sexual race, aided in their exploits by their natural pheromones and empathic skills. For this reason, they are frequently stereotyped as hedonistic and shiftless. However, though not a warlike culture, they aren't above fighting in the name of their own personal pleasure — and should not be underestimated...


  • Amazing Technicolor Population: Their skin ranges from bright pink to deep red.
  • The Empath: They are all empaths who can tune in on the emotions of even the most alien visitors to their planet; for this reason, they insist on trying to make everyone as happy as possible in order to keep the atmosphere of their world contented.
  • Ethical Slut: Because of their empathy, they want everyone in range to be contented. The culture also considers monogamy to be quaint, but archaic. So long as everyone involved has consented and is enjoying themselves, what's the problem?
  • Green-Skinned Space Babe: Known for highly-attractive members of both sexes (though women seem to be the most commonly represented), their alien features being limited to pink or red-coloured skin.
  • Living Aphrodisiac: Thanks to their pheromones, they can easily make themselves irresistible.
  • No-Sell: According to Senior Anthropologist Hoole, their pheromones have only failed them once in their entire history... and as bad luck would have it, it was due to a natural immunity possessed by a race that was out to conquer them.
  • Named After Their Planet: "Zeltron" and "Zeltros" differ by a single letter.

Top