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Yithian



This bizarre race has a conical bodies topped with four tentacles tipped with pincers, tubes, and a tentacled, spherical head. They call themselves "the Great Race of Yith", believing themselves superior to all other races. They are dangerous aliens found near the Dark Mountains that are rare. On rare occasion, young Yithians might wander out from under the dark places their people reside, though actually interacting with other races in a non-hostile manner is rare. Such situations are usually young Yithians who have not fully grown into the might of their elders.

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CREATURE TRAITS (27 XP)



ATTRIBUTES (2 XP)



LANGUAGES (2 XP)



INNATE ABILITIES (25 XP)



VARIANTS

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ADDITIONAL ABILITIES

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

Acid Resistance (2 XP): You gain resistance to acid effects, giving you a +2 innate bonus to resistance rolls (saving throws) against acid effects, resistance to damage from acid effects equal to 5 + half hit dice, and immunity to acid effects with a tier equal to or lower than half your hit dice -2.

Cold Resistance (2 XP): You gain resistance to cold effects, giving you a +2 innate bonus to resistance rolls (saving throws) against cold effects, resistance to damage from cold effects equal to 5 + half hit dice, and immunity to cold effects with a tier equal to or lower than half your hit dice -2.

Enhanced Natural Armor (2 XP): Your natural armor increases to equal half your hit dice or +2, whichever is greater.

Fire Resistance (2 XP): You gain resistance to fire effects, giving you a +2 innate bonus to resistance rolls (saving throws) against fire effects, resistance to damage from fire effects equal to 5 + half hit dice, and immunity to fire effects with a tier equal to or lower than half your hit dice -2.

Powerful build
Oversized weapons
Large size

Yithian (Playable Race)

RP: 12�“14 (Advanced)
Type: Aberration
Size: Medium
(True Large size is available later via a racial feat.)
Base Speed: 20 ft., climb 10 ft.

Yithians are ancient, time-spanning scholars whose minds have leapt across epochs and species. Their bodies are alien vessels—useful, temporary, and ultimately secondary to memory and knowledge.

Ability Score Modifiers

+2 Intelligence, +2 Wisdom, �“2 Dexterity

Yithians are peerless thinkers and observers, but their strange, bulky forms are not built for speed or finesse.

Racial Traits
Aberration

Yithians have the aberration creature type.

Alien Physiology

Yithians have a non-humanoid body plan with two massive pincers and no hands.

Yithians cannot wield manufactured weapons

They can manipulate objects using their pincers, but take a �“2 penalty on Disable Device, Sleight of Hand, and Linguistics checks involving writing

They can wear specially fitted armor, cloaks, headbands, belts, and amulets

Pincers

Yithians gain two pincer natural attacks that deal 1d6 damage (Medium).
These are primary natural attacks.

All-Around Awareness

Yithians gain a +4 racial bonus on Perception checks and cannot be flanked.

(Full all-around vision is gated behind feats.)

Alien Senses

Yithians gain darkvision 60 ft. and blindsense 30 ft.

Scholar of Eternity

Yithians treat all Knowledge skills as class skills.

Telepathy

Yithians gain telepathy 30 ft.

Timeless Perspective

Yithians gain a +2 racial bonus on saving throws against mind-affecting effects and effects that alter memory, emotion, or identity.

Languages

Yithians begin play speaking Common and Yithian.
Yithians with high Intelligence gain two additional languages at 1st level instead of one.

How Yithian PCs Function

Yithians excel as:

Wizards, arcanists, psychic casters

Investigators, occultists, alchemists

Lore-focused clerics or oracles

They are not frontline bruisers early, despite their alien bodies. Their power curve is mental first, cosmic later.

Alternate Racial Traits (Optional)

Archivist Mind: Gain +1 skill rank per level; lose Timeless Perspective.
Alien Climber: Gain a climb speed of 20 ft.; lose All-Around Awareness.

Yithian Racial Feats

These feats unlock the terrifying, iconic abilities gradually.

YITHIAN RACIAL FEATS
Improved Pincers

Prerequisites: Yithian, BAB +3
Your pincers deal 1d8 damage and count as magic weapons for overcoming DR.

True All-Around Vision (Ex)

Prerequisites: Yithian, character level 5
You gain all-around vision and are immune to sneak attacks and flanking.

Deadly Pincers

Prerequisites: Yithian, Improved Pincers, BAB +6
You apply 1-1/2 �— Strength modifier to pincer damage. Your pincers deal �—3 damage on a critical hit.

Amnesiac Overwrite (Su)

Prerequisites: Yithian, Charisma 13, character level 7

Once per day, you may target a creature within telepathy range. The target must succeed at a Will save (DC 10 + 1/2 level + Cha mod) or suffer memory erosion, taking a �“2 penalty on Will saves and skill checks for 24 hours.
At level 11, this becomes permanent and mirrors the monster’s amnesia ability.

Mind Swap (Su)

Prerequisites: Yithian, Charisma 15, character level 9

You may use mind swap 1/day. This functions as magic jar, except you and the target exchange bodies.
Unwilling targets receive a Will save.

Astral Scholar (Su)

Prerequisites: Yithian, character level 7
You may use astral projection (self only) 1/day. Your body remains helpless but stable.

Fast Healing of the Aeons

Prerequisites: Yithian, Constitution 15, character level 11
You gain fast healing 2.
At level 15, this increases to fast healing 5.

Expanded Consciousness

Prerequisites: Yithian, character level 5
Your telepathy range increases to 100 ft.

Large Yithian Body

Prerequisites: Yithian, BAB +6, character level 7

You permanently increase to Large size.

Space 10 ft.; Reach 10 ft.

+2 Strength, �“2 Dexterity

Pincer damage increases by one size category

Dimensional Historian

Prerequisites: Yithian, character level 9
You gain detect thoughts at will and modify memory 1/day as spell-like abilities.

Damage Resistance of the Ancients

Prerequisites: Yithian, character level 11
You gain DR 5/magic and resistance 10 to acid, cold, and fire.

Favored Class Options (Examples)

Wizard: +1/2 bonus on Knowledge checks.

Psychic: +1/4 to the save DC of mind-affecting spells.

Investigator: +1/2 inspiration point per day.

Occultist: +1/6 mental focus point.

Roleplaying a Yithian

Yithians are:

Curious but detached

Morally restrained rather than emotional

Deeply uncomfortable with linear time and death

Most see their current body as temporary, even when it lasts a lifetime.

GM Advice

Yithians work best in:

Cosmic, planar, or occult campaigns

Mystery-heavy or lore-driven games

Parties that enjoy ethical tension

Mind swap and amnesia should always be treated as story-impacting powers, not casual tools.