Yithian
Untold eons ago, the yithians inhabited a dying world. To escape their doomed planet, they cast their minds through time and space, eventually coming to rest in the strange, alien bodies they possess today. While these strange beings now reside in a distant galaxy, the yithians make use of their ability to astrally project to explore other planets, eager to find new worlds to explore.
When a yithian arrives upon a new world, it often swaps minds with the creatures it encounters there so as to experience that world as if it were a native. Those who spend time in a yithian's body rarely tell of the strange times they have experienced, for yithians guard themselves well, and leave those they use in this manner amnesiacs who remember the truth only as fragmentary nightmares.
- HP
- 105 (14d8+42); fast healing 5
- AC
- 23, touch 10, flat-footed 22 (+1 Dex, +13 natural, -1 size)
- Speed
- 20 ft., climb 10 ft.
- Init
- +1
- Melee
- 2 pincers +15 (2d8+9/×3)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +10
- CMB
- +17
- CMD
- 28
- Fort
- +9
- Ref
- +5
- Will
- +15
- DR
- 10/magic
Amnesia — Once per day as a standard action, a yithian can attempt to inflict amnesia on a target it is able to communicate telepathically with. A target can resist this attack with a DC 21 Will save. If the target fails its save, it takes a permanent –4 penalty on Will saving throws and all skill checks, and loses all memories save for those the yithian chooses to leave intact. This effect can be cured by heal or greater restoration. This is a mind-affecting insanity effect. The save DC is Charisma-based.
Deadly Pincers — A yithian always applies 1-1/2 times its Strength modifier to damage dealt by its pincer attacks, and deals triple damage on a critical hit. Pincers are primary attacks for yithians.
Mind Swap — As a full-round action, a yithian can trade minds with another living creature it is able to communicate telepathically with. This functions as magic jar, except the two minds trade bodies. An unwilling target can resist the mind swap with a DC 21 Will save, after which that particular yithian cannot attempt to swap minds with that creature again for 24 hours. The yithian can end the effect of this mind swap at any time and over any distance as a full-round action, instantly returning both minds to the proper bodies—if the yithian wishes, it may attempt to use its amnesia power on the other mind as a free action when it ends the mind swap in this way. This is a mind-affecting effect. The save DC is Charisma-based.
Scholar — Yithians treat all knowledge skills as class skills.
Alertness, Combat Expertise, Great Fortitude, Improved Great Fortitude, Improved Iron Will, Iron Will, Vital Strike
<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.</p>
<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>
<p class="stat-block-1"> Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.</p>
<p class="stat-block-1"> Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
Climb +14, Diplomacy +18, Heal +18, Knowledge (arcana, engineering, geography, history) +21, Knowledge (planes) +24, Linguistics +21, Perception +25, Sense Motive +22, Use Magic Device +18
- Type
- Aberration
- Alignment
- LN
- Size
- Large
- Environment
- Any
- Organization
- solitary, pair, band (3-9), or enclave (10-100)
- Treasure
- standard
- Senses
- all-around vision, blindsense 60 ft., darkvision 60 ft.; Perception +25
- Languages
- Aklo, Common, Yithian, 20 other languages; telepathy 100 ft.
- Source
- Bestiary 3
-
Uses feat: Alertness (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Combat Expertise (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Great Fortitude (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Great Fortitude (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Iron Will (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
-
Knows spell: Astral Projection (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Detect Thoughts (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Hold Monster (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Modify Memory (Spell)House/Core — covered by the site's Section 15.
Loading references...