Races: Yakkhas
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CREATURE TRAITS (000 XP)
- Types Medium Organic Humanoid (LOREM)
- Reach 5 feet
- Speed Land 30 feet
ATTRIBUTES (2 XP)
- +2 000, +2 000
LANGUAGES (0 XP)
- Starting Languages: 000, Common
- Bonus Languages: Any common language.
INNATE ABILITIES (10 XP)
- Greater Primordial Strength (6 XP): Starborn treat atmospheric hazards resulting from high pressure or high gravity as one tier less severe. They even treat normal gravity as low gravity and low gravity as zero gravity for the purposes of their movement and carrying or otherwise interacting with objects such as carrying capacity.
- Greater Titanic Strength (6 XP): Starborn are treated as one size larger for combat maneuvers and carrying capacity.
- Magic Weakness (-8 XP): Starborn have a -4 penalty to defenses and saves against magic effects and magic weapons. They cannot learn magic powers and have a -4 penalty to any attack roll, caster level or concentration or other checks made to use magic items.
- Nigthtvision (3 XP): Starborn ignore penalties attack rolls and Perception checks resulting from dim lighting and darkness. They cannot see color in darkness, only shades of grey.
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.