Conversion Corner: Star Wars Races part 2
 Now here’s an obscure one, as it has only appeared in one movie and supporting materials, the grindalids, the serpentine race that Lady Proxima and her henchman Moloch, belong to in the Solo movie.
Hailing from a watery world with a thick, light-blocking atmosphere, the worm-like gindalids never developed much in the way of protection from sunlight, and rapidly burn within seconds of sun exposure. As such, those grindalids that travel to other worlds have to wear sunlight-blocking environmental protections at all times.
Possessing an appearance that mixes elements of a worm, grub, and even a bit of whale, these beings are easily around two meters in length, and while they possess multiple limbs, only the top pair are hand-like enough to wield tools. Addintionally, while not truly bipedal, grindalids can hunch over and use their powerful split tails are legs, fitting into smaller, if still quite imposing, humanoid armor.
 Very little is known about grindalid culture at this point, but from the attire of Lady Proxima and the dialogue of Moloch in supplementary they have some sense of spirituality. Additionally, traditional gender roles appear to have female grindalids keeping their children close by, though still retaining positions of power and authority.
It’s tempting to do the typical Star Wars thing of assuming that almost every member of a race has the same career path as the few that we see, but I think as fans we’ve outgrown that, so we won’t assumed that grindalids are all criminals in this entry.
 +4 Str, +2 Wis, -2 Dex, -2 Con
Size and Type: Grindalids are large aberrations of the grindalid subtype
Amphibious: Grindalids can breathe both water and air.
Flexible: A grindalid can compact their bodies into armor meant for large humanoids. However, they cannot use their swim speed while wearing such armor.
Grasping Limbs: While not suited for wielding and using items, the many graspers of a grindalid provide a +4 bonus to grapple checks.
Grindalid Movement: Grindalids have a 20 ft. land speed, and a 60 ft swim speed.
Grindalid Senses: Grindalids have 120 ft darkvision.
Light Blindness: When a grindalid enters an area of bright light, they are blinded for 1 round and dazzled until they exit the area of bright light.
Sunlight Allergy: When in an area of lighting above dim light and the source of that light is solar in nature, or otherwise counts as natural sunlight, grindalids take fire damage each round they remain exposed to this light. In normal light, this is 1 fire damage per round, while in bright sunlight, it is 1d4 fire damage. This damage can be prevented by full-body clothing or armor with activated environmental protections.