Species: GRINDALID
Home Planet: Unidentified

Attribute Dice: 12D
DEXTERITY: 1D/3D+2
KNOWLEDGE: 1D/4D
MECHANICAL: 1D/4D
PERCEPTION: 2D/4D
STRENGTH: 2D/4D+1
TECHNICAL: 1D/4D

Special Abilities:
Aquatic: Grindalids can breathe both air and water. In addition, fertile females must lay, hatch, and care for their hatchlings underwater.

Dark Vision: Grindalids can see in darkness or low-light conditions without penalty.

Lesser Limbs: Grindalids’ primary forelimbs function like a typical humanoid. However, their numerous smaller limbs, though less developed, aid them in certain functions. In game terms, for every full 2 meters in length that a Grindalid’s body has, the various smaller pairs of limbs that run along that 2-meter length of body grant a +1 bonus to running, climbing/jumping, or swimming skill rolls. For example, Lady Proxima’s 4.88 length grants her a combined +2 bonus to her running, climbing/jumping, or swimming skill rolls.

Maternal Instinct: Matriarchs of Grindalids family units are devoted to their hatchlings. They will prioritize the survival of their children above those of others and other relations.

Matriarchy: Groups of Grindalid are often ruled by a female leader. Males are subordinate to fertile females in particular, even if a given Grindalid woman is not their biological mother.

Photosensitive Skin: The Grindalid homeworld has a dense atmosphere that filters out most light, meaning that direct sunlight is dangerous to the species. For this reason, most Grindalids tend to remain in the dark depths of planets with stronger sunlight. In game terms, for every round that a Grindalid is exposed to direct sunlight, she suffers damage — with the injury manifesting as a painful, bubbling burn. The first round incurs an automatic Stunned result; the second round incurs a Wounded result; the following round a Wounded Twice result, and so forth. The potentially lethal wounds accumulate until the Grindalid can seek appropriate cover. Grindalids that brave the sunlight, like White Worm enforcer Moloch, must wear protective armor or coverings to do so safely.

Segmented-Body Control: Although the Grindalids are somewhat slower on land than most humanoids in terms of overall speed, their segmented bodies allow them to be surprisingly agile over the short distances the lengths of their bodies can cover. In game terms, Grindalids that are at least 3 meters in length/height gain a +1D bonus to braw attacks or dodges and parries (depending upon their declared actions) against opponents within three meters of distance.

Sharp Teeth: The Grindalids possess sharp teeth that inflict STR+1D damage if used in combat.

Story Factors:
None

Move: 8/10 (land), 12/14 (water)
Size: 1.75 – 2.25 meters tall (adult male); 2.0-5.0 meters long (adult female)

Background: Grindalids were a worm-like sentient species native to Persis IX, an Expansion Region planet with a dense atmosphere blocking sunlight. Grindalids had photosensitive skin that caused them to burn when exposed to sunlight. Lady Proxima led the White Worms on Corellia during the Imperial Era alongside fellow Grindalids Moloch and Jabbat. Han Solo later exploited her vulnerability to light to escape the lair twice.

Sentient annelids similar to worm and insect species, Grindalids were native to Persis IX, a homeworld with a dense atmosphere that rendered them light-adverse. Because of this, their squinting, sensitive eyes were easily damaged on lighter worlds, and their photosensitive skin burned and blistered when exposed to direct sunlight. Prolonged exposure to sunlight caused a Grindalid to disintegrate into dust upon death. Some wore protective clothing outside: articulated faceplates, flexible cowl armor, long coats, gloves, and full-seal armored coverings.

Grindalids hatched from eggs and lived in watery pools as youngsters. They had pale faces, squinting eyes, and large, curved heads. While seemingly humanoid in appearance while wearing armored coverings, Grindalids had tapered tail segments instead of legs. Some were capable of impersonating a humanoid walk through extensive practice. Grindalids possessed two primary, if stubby, arms, with many more pairs of shorter pincers running the length of their wrinkled, serpentine bodies. They could live for long periods of up to over two hundred years.

Females fed and cared for young hatchlings in filmy watery pools, chewing up morsels of meat to feed to their baby worms. Grindalids were carnivores, eating vermin like vervikks and screerats.

Some Grindalids were spiritual: Moloch believed in the promise of an afterlife with endless riches. Others adorned their bodies with trinkets and jewels: Proxima wore plates and rings down the length of her back.

In Grindalid culture, it was customary for a Grindalid to eat those who murdered a Grindalid. If the culprit were not found, the person responsible would be devoured instead.

Appearances: Solo, Skeleton Crew