
Talz
Talz are a large, fur-covered species from the frozen world of Alzoc III, known across the galaxy for their towering size, their thick white pelts, and the four black eyes that let them see through both the blinding glare of a snowfield and the deepest polar night.
Home world: Alzoc III
- Size
- Medium
- Speed
- 30 ft
- Height
- 2 to 2.5 meters
- Weight
- 100 to 160 kilograms
- Adulthood
- 15 standard years
Traits
Four Eyes
Two pairs of eyes let a Talz see in any light. The large pair grants Darkvision out to 60 feet; the small pair filters blinding glare, so bright light and snow-dazzle never blind you — you have Advantage on saving throws to avoid being Blinded.
Thick Coat
A dense coat of fur, grown for the killing winters of Alzoc III. You have Resistance to Cold damage and are comfortable in freezing conditions that would force others into survival gear.
Rending Claws
The sharp claws on a Talz's hands are a natural weapon, dealing 1d6 slashing damage on an unarmed strike.
Gentle Giant
A Talz is calm, patient, and slow to leap into a fight — which means slow to act when one breaks out. You have Disadvantage on Initiative rolls.
Lore
Talz are a large, fur-covered species from the frozen world of Alzoc III, known across the galaxy for their towering size, their thick white pelts, and the four black eyes that let them see through both the blinding glare of a snowfield and the deepest polar night.
A Talz stands two to two and a half meters tall, with a heavy, powerful frame buried under a dense coat of shaggy white fur that insulates against killing cold and hides them against the snow. The four eyes are the species' signature: a small pair for daylight, when sun glancing off the ice would dazzle a lesser creature blind, and a large pair for the dark, kept shut against the glare of day and opened wide in the black of a moonless night. Their hands end in sharp claws, and their face tapers to a short proboscis — Talz take most of their nourishment as liquid, sipping rather than chewing. For all that bulk and armament, they are a quiet, unhurried people, more given to patience than to sudden violence.
Home is Alzoc III, a frozen, mineral-rich world in the Outer Rim's Alzoc system, where the Talz evolved to endure a cold that would kill most humanoids in an hour. A second population lived entirely apart on the ice moon of Orto Plutonia, a tribe so isolated that the wider galaxy did not know it was there until the Clone Wars stumbled onto it. Cut off from the currents of galactic technology and learning, these Talz kept a simple, tribal way of life — which the galaxy too often mistook for stupidity, and exploited accordingly.
That exploitation is the darker thread in the Talz story. In the years of Empire, the Talz of Alzoc III were rounded up and enslaved to mine their own planet, worked in the frozen dark for ore they would never own (In Legends). A people this strong and this gentle makes an unnerving slave: slow to anger, but immovable once roused, and quietly certain of their own dignity. The Orto Plutonia tribe showed the other side of that temperament when a Pantoran chairman marched troops onto their moon and refused to leave — the Talz met the intrusion with spears and fury, and would not be cowed until a treaty, not a conquest, ended the fight.
The galaxy has met a handful of memorable Talz. Chief Thi-Sen led the Orto Plutonia tribe and, through a young senator's diplomacy, secured his people's right to their own world. Muftak — the four-eyed alien glimpsed in the Mos Eisley cantina the day Luke Skywalker met Han Solo — made a living on the streets of Tatooine, proof that a Talz could thrive far from the snow. And in the last days of the Republic, a Talz named Foul Moudama sat among the Jedi as a Master, a reminder that the species' reputation for slow wits says more about who kept them ignorant than about what they can become.
As a player character, a Talz is the gentle giant of the crew — a heavy hitter who would rather not throw the first punch. The four eyes make them superb watchers (proficiency in Perception, and darkvision that laughs at both night and glare), the fur shrugs off cold, and the claws are always in reach when talking fails. They pay for that bulk in two ways: they are not quick thinkers (a hit to Intelligence), and their calm, deliberate nature leaves them slow off the mark when a fight breaks out (disadvantage on Initiative). Play a Talz as the crew's patient anchor — the one who sees everything, feels nothing of the cold, and is very, very hard to move.
Physical Description
A Talz is impossible to mistake for anything else. Two to two and a half meters of heavy, rounded muscle sits under a coat of thick white or cream fur, long and shaggy enough to shed snow and blur the creature's outline against a drift. The head is broad and set low on the shoulders, dominated by four glossy black eyes arranged in two pairs — a smaller upper set and a larger lower set — and finished with a short, flexible proboscis where another species would have a jaw.
The eyes are the whole story of how a Talz lives. On a bright ice field, the large lower pair clamp shut against a glare that would leave most eyes streaming and useless, and the small upper pair carry the day. In darkness the arrangement reverses: the great lower eyes open to drink in what little light there is, giving the Talz clean vision in a blackness that would blind a human. Their hands are broad and clawed — the claws serve for digging, for grip on ice, and, at need, for defense. Beneath the fur the body is built for endurance and raw power rather than speed; a Talz moves at an unhurried, rolling walk and rarely bothers to hurry. The proboscis marks them as liquivores — a Talz draws liquid nourishment rather than eating solid food, which makes one an easy creature to overlook at a shared table and, now and then, an awkward guest.
Culture & Personality
The first thing most people get wrong about the Talz is the assumption that a creature this large and this heavily armed must be dangerous. In truth they are among the most even-tempered people in the galaxy — patient, gentle, and slow to take offense, more inclined to watch a situation unfold than to force it. A Talz will stand quietly at the edge of a room, four eyes taking in everything, and say nothing until it has something worth saying.
That calm is not weakness, and it has a floor. A Talz pushed past its patience — its family threatened, its home invaded, its dignity denied — becomes an implacable thing, immovable and unafraid, and the same claws that dug ore or gripped ice will answer an insult in earnest. The Orto Plutonia tribe made that lesson plain to an invading chairman: they were happy to be left alone, and utterly unwilling to be conquered. It is the temperament of a people who have been underestimated their whole history and learned to let the mistake play out.
For an adventuring party, a Talz is the steady one — the crewmate who keeps watch through the long night, walks unbothered across a glacier that has everyone else shivering, and stands like a wall when the shooting starts. They are not the quickest to react and not the sharpest planner, and they know it; a Talz is content to let a cleverer friend do the scheming and to simply be there, enormous and unmovable, when the plan falls apart. Loyal, observant, and hard to rattle, they make the kind of companion you are very glad to have at your back.
Famous Talz Characters
Thi-SenChief of the Orto Plutonia Talz
The chief who led the isolated Talz tribe of the ice moon Orto Plutonia during the Clone Wars. When a Pantoran chairman landed troops on his people's world and refused to recognize their claim to it, Thi-Sen answered with spears and fought the intrusion to a standstill — until the young senator Riyo Chuchi chose diplomacy over her chairman's war and secured the Talz their right to their own moon.
MuftakThe four-eyed alien of Mos Eisley
The shaggy, four-eyed Talz seen in Chalmun's Cantina the day Obi-Wan Kenobi and Luke Skywalker hired Han Solo. Far from the snows of Alzoc III, Muftak scraped out a living on the streets of Tatooine — in Legends, as a small-time thief and information broker inseparable from his Chadra-Fan friend Kabe — proof that a Talz could make a home even in a desert.
Foul MoudamaTalz Jedi Master (Legends)
A Talz who rose to the rank of Jedi Master in the last years of the Republic — a quiet rebuke to the galaxy's habit of writing the species off as slow-witted. In Legends, Moudama was hunted down during the purge of Order 66 and cut down alongside a fellow Master rather than abandon his duty.
Frequently Asked Questions
What is a Talz in Star Wars?
Talz are a large, fur-covered species from the frozen world of Alzoc III, known across the galaxy for their towering size, their thick white pelts, and the four black eyes that let them see through both the blinding glare of a snowfield and the deepest polar night.
What are the Talz ability score modifiers in SWURPG?
A Talz character gains +1 Strength, +1 Constitution, and -2 Intelligence to their ability scores in SWURPG.
What species traits do Talz characters have?
Talz characters have 4 species traits: Four Eyes, Thick Coat, Rending Claws, Gentle Giant.
Can I play a Talz in SWURPG?
Yes — Talz is a free, fully playable species in SWURPG, a fan-made Star Wars tabletop RPG. Pick it in the browser-based character builder and its ability modifiers and traits apply automatically.
What are some Talz names?
Example Talz names include Thi-Sen, Muftak, Foul Moudama. Generate more original Talz names with the SWURPG Star Wars name generator.
Who are some famous Talz characters?
Famous Talz characters include Thi-Sen, Muftak, Foul Moudama.