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The garil are the primary intelligent species on the ape-world of Jowchit. A friendly and inquisitive people, they will talk to anyone at the slightest opportunity. Garil are fascinated by the rest of the multiverse but see their world as the center of creation and don’t often travel off world. They see themselves as blessed in being allowed to share this cradle of the gods with the holy kaiju that infest the planet and cause most other species to believe the garil insane for staying on a world with such deadly monstrosities. Some few garil experience the call of other skies and different stars and often trade passage for working as the ship’s cook, as garil cuisine is legendary both for its intricate flavors and its spice.

The primary population of Jowchit is made up of the garil, a mostly nomadic race of ape-like humanoids.

Physical Description: Some other races see garils and believe them to be simply awakened animals, ordinary apes evolved through magic, but the garil take such assertions as deadly insult. Resembling gorillas, but walking more upright, they are a studious and highly intelligent race.

Society: The garils dwell in the foothills of the mountains, dwelling in countless small clan villages. These villages typically are united in groups called a “House” and led by a descendant of their demigod, Zaiz. The exact number of Houses is unknown, but there are at least thirty, and likely many more. Wars between the Houses are not unknown but are extremely rare as the garils believe Zaiz looks down on those who war against other garils with great disfavor. Garil society is matrilinear and polygamous. Most males have at least two wives, but the eldest wife is the head of the household and make all of the primary decisions, including which other wives her husband will be allowed to take. Males do make up the majority of the clan war bands, marauding carnivores are their primary opponents.

Relations: Garils are a curious and outgoing race. They tend to get along best with races like gnomes or ysoki that have a good sense of humor. They generally try to get along with those around them, often peppering the people around them with a dizzying array of questions.

Alignment and Religion: On their homeworld of Jowchit, the native kaiju are feared and worshiped as gods even through their priests do not gain spells. Those priests who harness divine energies do so by following the path of the druid, or elemental forces. One of the few good-aligned kaiju, Zaiz, resembles a 200-foot-tall girallon, and has protected the city of Quoh for close to five thousand years.

Male Names: Aja, Denet, Efit, Elum, Jalij, Keth, Maqej, Urah.

Female Names: Alayi, Etwa, Garga, Maqan, Qari, Samik, Vilba, Zetaya.

Racial Traits

Ability Adjustments: +2 Str, +2 Cha, –2 Wis. Garil are cheerful and outgoing, sometimes to the point of lacking discretion.

Hit Points: 6

Size and Type: Garil are Medium monstrous humanoids with a space of 5 feet and a reach of 10 feet.

Darkvision [Ex]: Garil can see in the dark up to 60 feet.

Movement: Garil have a climb speed of 20 feet and a +8 on athletics checks when climbing.

Gregarious [Ex]: When garil successfully use Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the garil’s Charisma-based skills for the next 24 hours.

Stubborn [Ex]: When making a Will saving throw to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools, a garil can use this racial ability to grant itself a +2 bonus once per day. By spending a Resolve Point, a garil can increase this bonus to +4. Spending 1 Resolve point increases this to a +4 bonus for one round. If a garil fails this saving throw, it can make another attempt the following round against the same DC to end the effect. If a garil has a similar ability from another source, it can only use one of these abilities per round, but can use the other in a subsequent round if the first reroll ability fails.

Languages Garil begin play speaking Garil and Vanara. Garil with high Intelligence scores can choose from the following: Aquan, Auran, Draconic, Celestial, Common, Dwarven, Elven, Gnome, Halfling, and Terran.

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

Cave Crawler: Some garil tribes abandoned the trees long ago and adapted to life underground. They gain darkvision 60 feet and a +2 racial bonus on Acrobatics and Physical Science checks. This replaces natural climber.

Nocturnal: Some garil are well adapted to roaming the treetops and forests by night, gaining low-light vision and a +2 racial bonus on Perception and Stealth checks. This racial trait replaces free thinker and gregarious.

Studious: Some garil prefer books and study to interpersonal interaction, gaining Skill Focus as a bonus feat. This racial trait replaces gregarious.

Section 15: Copyright Notice

Alien Codex (Starfinder) © 2019, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.