
Barabel
Saba Sebatyne, the Barabel Jedi Master who sat on Luke Skywalker's reformed Masters' Council and briefly served as acting Grand Master, is the face most of the galaxy puts to her species: a black-scaled saurian predator whose hiss of laughter unsettled fellow Jedi as much as her lightsaber unsettled the Yuuzhan Vong.
Home world: Barab I
- Size
- Medium
- Speed
- 30 ft
- Height
- 2.0 to 2.2 meters
- Weight
- 110 to 140 kilograms
- Adulthood
- 14 standard years
Traits
Darkvision
You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
Intimidating Presence
You can use your STR modifier instead of CHA on Intimidation checks.
Natural Armor
You gain a +1 bonus to your AC.
Claws, Bite, Tail
Your unarmed attacks deal 1d4 damage. You may strike with your claws (slashing), your fanged jaws (piercing), or a sweep of your tail (bludgeoning).
Distrust of the Jedi
You have Disadvantage on saving throws against mind-affecting Force Powers and Persuasion if the speaker is a Jedi.
Lore
Saba Sebatyne, the Barabel Jedi Master who sat on Luke Skywalker's reformed Masters' Council and briefly served as acting Grand Master, is the face most of the galaxy puts to her species: a black-scaled saurian predator whose hiss of laughter unsettled fellow Jedi as much as her lightsaber unsettled the Yuuzhan Vong. Barabels are bipedal reptilians built like ambush hunters, and Saba's career proved that a creature evolved to stalk prey in total darkness could turn that instinct into one of the deadliest combat forms the New Jedi Order ever fielded.
A Barabel stands tall and heavy with muscle, its body sheathed in thick, dark keratin scales tough enough to turn a glancing blow. Beneath those scales lies a layer of insulating fat that holds body heat when temperatures crash and, usefully, blunts electrical shock. They are cold-blooded, with reptilian slit eyes adapted to near-total darkness, jaws full of teeth, raking claws, and a heavy tail that doubles as a weapon and a counterbalance. Like many lizards, a startled Barabel can shed that tail to escape a grip, an escape trick that has cost more than one over-confident attacker its quarry.
The species comes from Barab I, a murky world in the Outer Rim orbiting a dim red dwarf so closely that a single day runs roughly sixty standard hours. During those long days the surface is scoured by gamma, ultraviolet, and infrared radiation, so nearly everything alive there burrows underground or seals itself away and emerges only in the relative safety of evening. Barabels evolved from nocturnal lizards into apex hunters under exactly these conditions, which is why darkness is their natural element rather than an obstacle.
Barabel society is built around the nest and the hunt. Tribes can swell to thousands of individuals under a single pack leader, and the culture prizes strength, honor, and absolute loyalty while holding deception in open contempt. (In Legends, their breeding custom pairs two females' clutches under the protection of two males, with all four guarding the nest.) Their reputation as fearsome warriors is earned, but outsiders are routinely surprised by how rule-bound and honest Barabels actually are: respect is something you win by deeds, not words, and a Barabel who gives its word keeps it.
The species' relationship with the Jedi is the great surprise of their history. (In Legends, centuries before the Empire, a small band of Jedi led by the Ithorian Noga-ta arrived on Barab I and ended a war that was tearing the planet apart.) Barabels remembered these "warriors from beyond the clouds" as gods, woven a whole mythology around them, and ever after held the Jedi in such esteem that they would accept a Jedi's ruling in any dispute. That reverence is exactly what made Saba Sebatyne's emergence as a Jedi Master so resonant, and why Barabel guards and mercenaries turn up across the galaxy wherever someone needs a hunter who respects a clear code.
For a SWURPG player, the Barabel is a frontline bruiser who brings the hunt to the enemy. The +2 Strength backs up a built-in arsenal of Natural Armor, Claws, Bite, and that tail strike, while Darkvision makes the dark a home-field advantage and Intimidating Presence lets your sheer saurian bulk do some of the talking. The -2 Wisdom and -2 Charisma reflect a blunt, instinct-driven predator who reads a battlefield far better than a negotiation. One note for the table: the current kit's "Distrust of the Jedi" trait runs directly against canon, where Barabels famously revere the Jedi as near-gods and defer to their judgment, so consider this species a natural fit for a Force-using party rather than a wary one.
Physical Description
Barabels are towering reptilian humanoids standing between 2 and 2.2 meters tall, with thick, armored scales capable of absorbing intense solar radiation. Their coloration ranges from dark green to glossy black, often patterned like volcanic stone. Powerful limbs end in sharp claws ideal for climbing or rending, while elongated snouts filled with serrated teeth add to their fearsome presence.
Their eyes, optimized for infrared sight, allow them to detect heat signatures with remarkable precision, granting them a natural advantage in darkness or obscured conditions. Despite their intimidating appearance, Barabel posture and body language communicate a wide spectrum of emotion to those who understand their cultural cues.
Culture & Personality
Barabels are disciplined, honor-bound, and fiercely loyal to their clans and allies. They value direct communication, despise deceit, and prefer resolving disputes through traditional combat rites rather than political maneuvering. Barabel society is structured around respect earned through demonstrated skill, and leadership is granted only to those who prove their capability in both hunting and battle.
While their intensity can unsettle outsiders, Barabels are deeply respectful to those who earn their trust. Offworld, they gravitate toward roles requiring physical dominance, precision tracking, or survival expertise. As adventurers, they excel in frontline combat, wilderness exploration, and any situation where courage, persistence, and loyalty are paramount.
Frequently Asked Questions
What is a Barabel in Star Wars?
Saba Sebatyne, the Barabel Jedi Master who sat on Luke Skywalker's reformed Masters' Council and briefly served as acting Grand Master, is the face most of the galaxy puts to her species: a black-scaled saurian predator whose hiss of laughter unsettled fellow Jedi as much as her lightsaber unsettled the Yuuzhan Vong. Barabels are bipedal reptilians built like ambush hunters, and Saba's career proved that a creature evolved to stalk prey in total darkness could turn that instinct into one of the deadliest combat forms the New Jedi Order ever fielded.
What are the Barabel ability score modifiers in SWURPG?
A Barabel character gains +2 Strength, -2 Wisdom, and -2 Charisma to their ability scores in SWURPG.
What species traits do Barabel characters have?
Barabel characters have 5 species traits: Darkvision, Intimidating Presence, Natural Armor, Claws, Bite, Tail, Distrust of the Jedi.
Can I play a Barabel in SWURPG?
Yes — Barabel 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 Barabel names?
Example Barabel names include Saba Sebatyne, Tarsk, Kosh Veeran, Vorsk Dul. Generate more original Barabel names with the SWURPG Star Wars name generator.