SWURPG
Cover image for The Empire Made the Kubaz Into Spies

The Empire Made the Kubaz Into Spies

· 5 min read

The Kubaz are playable in SWURPG: darkvision out to 60 feet, Investigation from the snout, and the only light penalty in the catalog that never expires.

You already know one

A hooded figure with a long snout and dark goggles follows Obi-Wan Kenobi and two droids through Mos Eisley, then points the stormtroopers at the docking bay. He is on screen for seconds, he has no lines, and he is the reason a whole species has a reputation.

That is Garindan ezz Zavor, and the Kubaz are playable now — in the catalog and the Character Builder.

The goggles are not a disguise - Kubaz eyes need them offworldThe snout evolved to raid insect hives, not to look sinisterClassified insectoid, elephantine and mammalian - the sources disagree
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The goggles are not a disguise - Kubaz eyes need them offworld

The reputation was manufactured

Here is the part the cantina scene leaves out. The Empire occupied Kubindi, enslaved Kubaz, and deliberately trained others as informants. The galaxy then did what galaxies do and concluded that Kubaz are naturally sneaky. A species-wide character judgement, assembled out of coercion and one unnamed extra in a hood.

Back home they are farmers. Kubindi runs on insecticulture — insect breeding as a planetary industry, organised into clans that each hold a strain. Garindan's own clan was known for a sought-after variety of picolet beetle. Their cuisine is real cuisine, not a gag: termyte, filleted decaleg, buzzworm hauled in from Haruun Kal. Gardulla the Hutt kept a Kubaz chef. So did Imperial Admiral P'ton, who maintained a whole Kubaz kitchen.

And Garindan himself does not stay a stooge. By 1 BBY the canon record has him planning to free Kubindi and his fellow Kubaz — the indoctrination did not take.

The goggles, likewise, are not spy gear. Kubaz eyes are tuned to the long red end of the spectrum and genuinely cannot handle normal daylight. (No source anywhere describes Kubaz infrared vision, whatever the lenses imply — we checked, because we assumed it too.)

The build

Ability modifiersDEX +2, STR −2
Size / speedMedium, 30 ft
SkillStealth
Red-Blind EyesDarkvision 60 ft. Sudden bright light gives Disadvantage on attack rolls and sight-based Perception — and it does not wear off on its own. It lasts until 10 minutes in darkness, or until protective lenses go on
Probing SnoutGrants proficiency in Investigation
Bought and SoldOnce per Long Rest, reroll a failed Knowledge: Galactic Lore check made to learn who someone is, who they work for, or where they have been

Red-Blind Eyes is the one to read twice. Plenty of species in the catalog have darkvision, and a few pay for it with a light penalty — but every other one of those penalties expires on its own, usually by the end of your next turn. This one does not. A flashbang, a flare, a thrown glowrod, somebody simply opening a blast door onto a sunlit street, and you are at Disadvantage on attacks and sight-based Perception for the rest of the fight unless you can get lenses on or find ten minutes of dark. It is the harshest drawback attached to darkvision anywhere in the catalog, and it is the reason a Kubaz keeps a spare pair of lenses the way other people keep a spare power cell.

Probing Snout is the trait that is doing the quiet work. The snout evolved to reach down a hive tunnel and pull out whatever was at the end of it, and the Investigation proficiency applies that instinct to cargo crates, wall cavities and bodies. Pair it with Bought and Sold — a Long Rest reroll on working out who somebody actually is — and you have a scout who finds the thing and knows who it belonged to.

Build your own

The Kubaz are live in the Character Builder — best eyes in the dark, worst day of anyone's life when the lights come on. Read the full species profile, or browse the rest of the species catalog, now 134 strong.

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