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Races: Yakkhas



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CREATURE TRAITS (000 XP)



ATTRIBUTES (2 XP)



LANGUAGES (0 XP)



INNATE ABILITIES (10 XP)



VARIANTS

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ADDITIONAL ABILITIES

LOREM begin with their innate traits and can gain additional traits from the following list as feats.

Yakkha (Playable Race)

RP: 10�“11 (Advanced)
Type: Humanoid (yakkha)
Size: Medium
Base Speed: 30 ft., climb 20 ft.

Yakkhas are apelike humanoids with long arms, stooped posture, coarse fur, and unsettlingly clever eyes. Long ago they served alien gods in forgotten caverns, but many now walk the surface world as mercenaries, cultists, or reluctant survivors of a dying faith.

Ability Score Modifiers

+2 Strength, +2 Wisdom, �“2 Charisma

Yakkhas are physically powerful and instinctively perceptive, but their alien demeanor and brutal honesty make them unsettling to most humanoids.

Racial Traits
Simian Build

Yakkhas have long arms and powerful frames.

They gain a +2 racial bonus to CMD against bull rush and trip

They treat their Strength score as 2 higher for carrying capacity and lifting

Climber’s Anatomy

Yakkhas gain a climb speed of 20 feet and a +8 racial bonus on Climb checks.
They may always take 10 on Climb checks, even when threatened.

Natural Attacks

Yakkhas gain:

Two slam attacks (1d4 damage each, primary natural attacks)

These represent heavy fists, knuckles, and forearms rather than claws.

Darkvision

Yakkhas have darkvision 60 ft.

Subterranean Instincts

Yakkhas gain a +2 racial bonus on Perception and Survival checks, and Survival is always a class skill for them.

Alien-Blooded

Yakkhas gain a +2 racial bonus on saving throws against fear, charm, and compulsion effects.

Tool-Using Brutes

Unlike many monstrous races, yakkhas have hands and can:

Use manufactured weapons and armor

Craft crude tools and weapons

However, they take a �“2 penalty on Diplomacy and Bluff checks against non-yakkhas.

Languages

Yakkhas begin play speaking Common and Yakkha.
Yakkhas with high Intelligence may choose from: Aklo, Undercommon, Giant, or Terran.

Alternate Racial Traits (Optional)

Cavern-Born: Gain blindsense 10 ft.; lose Subterranean Instincts.
Feral Throwback: Gain a bite attack (1d6); lose Tool-Using Brutes.
Cult-Taught: Gain Knowledge (planes) as a class skill and a +2 bonus; lose Alien-Blooded.

Yakkha Racial Feats

These feats unlock their darker Lovecraftian heritage.

Brutal Climber

Prerequisites: Yakkha
You may move at full speed while climbing without penalty, and your climb speed increases to 30 ft.

Grasping Arms

Prerequisites: Yakkha, BAB +3
You gain a +2 bonus on grapple checks, and your slam attacks gain the grab ability.

Voice of the Old Faith (Su)

Prerequisites: Yakkha, Wisdom 13, character level 5

You may use detect chaos and detect evil at will.
At level 9, you may use augury 1/day.

Alien Resilience

Prerequisites: Yakkha, Constitution 13, character level 7
You gain DR 2/—.
This increases to DR 5/— at level 11.

Mind of the Subterrane

Prerequisites: Yakkha, character level 5
You gain immunity to magical sleep effects and a +4 bonus on saves vs. confusion and insanity effects.

Servitor of the Outer Gods (Su)

Prerequisites: Yakkha, Wisdom 15, character level 9

Once per day, you may call upon alien forces, gaining the effects of divine favor and bear’s endurance for 1 minute.
This is a mind-affecting supernatural ability.

Echoes of the Black Caverns (Su)

Prerequisites: Yakkha, character level 11

You gain telepathy 30 ft., but only with creatures that have Intelligence 3+.

Favored Class Options (Examples)

Barbarian: +1/2 round of rage per day.

Ranger: +1/4 bonus on damage rolls against aberrations and outsiders.

Cleric: +1/2 to channel energy damage against aberrations.

Warpriest: +1/4 bonus on sacred weapon damage.

Roleplaying a Yakkha

Yakkhas are:

Pragmatic, blunt, and tradition-bound

Uncomfortable with cities and abstractions

Haunted (or empowered) by half-remembered gods

Some reject their ancient masters entirely; others believe the Old Ones merely sleep.

GM Advice

Yakkhas shine in:

Underground, lost-world, or Lovecraftian campaigns

Parties that enjoy moral ambiguity

Stories involving cults, ruins, and forbidden gods

They are physically strong but socially constrained, which keeps them grounded despite their mythic roots.