
Zabrak
Darth Maul, the horned, red-and-black Sith who cut down Qui-Gon Jinn on Naboo, was a Zabrak, and there is no faster way to picture the species than to picture him: a crown of short bony horns ringing the skull, a face mapped in stark tribal tattoos, and a stare that never blinks first.
Home world: Iridonia
- Size
- Medium
- Speed
- 30 ft
- Height
- 1.7 to 2.0 meters
- Weight
- 60 to 95 kilograms
- Adulthood
- 18 standard years
Traits
Indomitable Will
You have Advantage on saving throws against Fear.
Pain Tolerance
The first time you take damage in each combat, reduce that damage by 1d4.
Focused Strikes
Once per Long Rest, add +1 die of damage to a melee attack.
Abrasive Demeanor
You have Disadvantage on Persuasion checks.
Iridonian Pride
When you roll a natural 1 on an attack roll, you have Disadvantage on your next attack. If an ally attempts to Help you on an attack or skill check, you have Disadvantage on that roll.
Lore
Darth Maul, the horned, red-and-black Sith who cut down Qui-Gon Jinn on Naboo, was a Zabrak, and there is no faster way to picture the species than to picture him: a crown of short bony horns ringing the skull, a face mapped in stark tribal tattoos, and a stare that never blinks first. The same crown and the same ink marked his brother Savage Opress, and they mark the Jedi who sat the High Council as readily as the Sith who hunted them. Zabraks are a near-human people, recognizable across the galaxy at a glance, and almost impossible to mistake for anyone else once you have seen one.
The horns are the signature. Both males and females grow them, a ring of vestigial spurs that pushes up through the scalp at puberty, traditionally read as the sign that a young Zabrak's rite of passage is near. Pattern and sharpness vary by lineage and homeworld: Iridonian Zabraks tend toward stumped, shorter horns and faces close to baseline human, while others run to jagged crowns and skin in red, yellow, or orange with hair from bright red to black. The tattoos that web most Zabrak faces are not decoration alone but a record. A design can mark family lineage, birthworld, a rite survived, or simply the wearer's own temperament, so that a stranger can read something true off a Zabrak's face before a word is spoken. Beneath all of it sits the trait that explains their reputation for endurance: most Zabraks carry two hearts, which oxygenate the body fast and let them push through exhaustion, blood loss, and pain that would drop a human.
Their toughness was forged on Iridonia, a harsh Mid Rim world of inhospitable terrain and aggressive predatory fauna where survival was never assumed and softness did not breed. Zabraks who grow up there are shaped by a planet that punishes carelessness, and the species carries that hardness outward across the galaxy. Iridonia is the ancestral home, but it is not the only one. A branch of the species settled distant Dathomir, where the witch-clans split sharply along sex: the Nightsisters, dark-side sorceresses, ruled, while the Zabrak males served as the Nightbrothers, a warrior caste bred and selected by the witches. (In Legends and current canon, Dathomirian female Zabraks are paler and lack the cranial horns the rest of the species shares, while the Nightbrother males keep the full horned, tattooed look.) Darth Maul and Savage Opress both came from this Dathomir line, sons of Nightbrothers rather than Iridonians.
What carries across both worlds is temperament. Zabraks are fiercely independent and strong-willed to the point of stubbornness, a people who trust their own judgment, resist being herded, and would rather be respected than liked. The same mental discipline that lets them shrug off physical suffering also makes them difficult to intimidate and slow to bend, and that single-mindedness can read as arrogance or bluntness to outsiders. The tattoo rites tie this self-possession to identity: marking the face is a public claim of who you are and what you have come through, and a Zabrak wears that claim with no apology. They make loyal allies and implacable enemies, and they do not forget.
The famous Zabraks span the whole moral range, which is part of why the species reads so vividly. Darth Maul is the icon, the silent Sith assassin and later crime-lord whose double-bladed lightsaber and rage outlived even his bisection. Savage Opress, his brother, was hand-picked by the Nightsisters as a living weapon and given a saber of his own. Against them stand the Jedi: Eeth Koth, an Iridonian Zabrak who sat on the Jedi High Council in the Republic's last years and was prized for the discipline and pain tolerance his people are known for, and Agen Kolar, another Iridonian Zabrak Master and noted duelist who took Koth's seat on the Council. Horns and ink on a Council chair or on a Sith's hood: the species refuses to belong to one side.
In SWURPG, Zabrak characters are built around durability and stubborn will rather than charm. They take a +1 to Strength, Dexterity, and Constitution and a -2 to Charisma, a hardy, capable, prickly profile. Indomitable Will gives Advantage on saving throws against Fear, and Pain Tolerance reduces the first damage you take each combat by 1d4, both echoing the second heart and the species' famous threshold for suffering. Focused Strikes lets you add a die of damage to one melee attack per Long Rest. The downsides are baked into who they are: Abrasive Demeanor imposes Disadvantage on Persuasion, and Iridonian Pride punishes their lone-wolf streak, giving Disadvantage on the attack after a natural 1 and on any roll where an ally tries to Help you. Play a Zabrak when you want a survivor who takes a hit, holds the line, and answers to no one.
Physical Description
Zabraks are strong, resilient humanoids with skin tones ranging from light to dark and intricate facial tattoos that signify personal or clan achievements. Their heads are crowned with small horns that grow in distinct patterns, making each Zabrak visually unique.
Culture & Personality
Zabrak culture prizes independence, endurance, and the fulfillment of personal or clan-based codes. They are raised to master pain and adversity, with many undergoing trials to earn their tattoos and adult status. Though stoic and self-sufficient, they often have an unspoken bond with those who earn their trust.
Frequently Asked Questions
What is a Zabrak in Star Wars?
Darth Maul, the horned, red-and-black Sith who cut down Qui-Gon Jinn on Naboo, was a Zabrak, and there is no faster way to picture the species than to picture him: a crown of short bony horns ringing the skull, a face mapped in stark tribal tattoos, and a stare that never blinks first. The same crown and the same ink marked his brother Savage Opress, and they mark the Jedi who sat the High Council as readily as the Sith who hunted them. Zabraks are a near-human people, recognizable across the galaxy at a glance, and almost impossible to mistake for anyone else once you have seen one.
What are the Zabrak ability score modifiers in SWURPG?
A Zabrak character gains +1 Strength, +1 Dexterity, +1 Constitution, and -2 Charisma to their ability scores in SWURPG.
What species traits do Zabrak characters have?
Zabrak characters have 5 species traits: Indomitable Will, Pain Tolerance, Focused Strikes, Abrasive Demeanor, Iridonian Pride.
Can I play a Zabrak in SWURPG?
Yes — Zabrak 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 Zabrak names?
Example Zabrak names include Darth Maul, Eeth Koth, Serren Vos, Talien Krinn. Generate more original Zabrak names with the SWURPG Star Wars name generator.