Krogan
Ability modifiers: +2 strength, +2 constitution, -2 intelligence, -2 wisdom. Krogans are strong and sturdy, but lack the sophistication of other races.
Medium size: As Medium creatures, Krogans have no special bonuses or penalties due to their size.
Speed: Krogan base speed is 5 squares. Krogan aren't as fast as the other races.
Additional organs: Due to their redundant organs, krogans gain Improved Damage Threshold as a bonus feat. In addition, krogans regain hit points at double the normal rate.
Shoulder hump: A krogan can survive without food or water for days equal to their constitution modifier.
Tough skin: Krogans have a +1 natural armor bonus to their Reflex and Fortitude defenses. Natural armor stacks with armor bonuses. Krogans also gain +2 bonus to defenses against natural hazards (radiation, poison, extreme cold or heat, etc).
Blood rage: “Once per day a Krogan* can fly into a fit of rage as a swift action. While raging the Krogan* gains a +2 rage bonus on melee attack and damage rolls but cannot use skills that require concentration such as Mechanics, Stealth, or Use Biotics*. A fit of rage last a number of rounds equal to 5 + the Krogan’s* constitution modifier (so 8). At the end of its rage, a Krogan* moves -1 persistent step on the condition track. The penalties imposed by this condition persist until the Krogan* spends 10 minutes recuperating, during which the Krogan* can’t engage in any strenuous activity.”
-ripped from SWRPG Core rulebook, pg 32 {as per GITP citation; edits=mine}
Natural weapons: Krogan have a natural weapon in form of the hard headplate. When a krogan makes an unarmed attack, it may chose to use its natural weapon, which deals 1d6 kinetic damage. Treat the headbutt as a two-handed weapon for feats and determining damage bonuses from strength. A krogan is always considered armed with its natural weapons.