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)
- Types Medium Organic Blobular Sapient Aberration
- Reach 5 feet
- Speed (-2 XP) Land 20 feet
ATTRIBUTES (2 XP)
- +2 Str, +2 Int
LANGUAGES (2 XP)
- Starting Languages: Aklo, Undercommon, Yithian
- Bonus Languages: Any common or uncommon language.
INNATE ABILITIES (25 XP)
- Amnesia (2 XP): Yithians have Amnesia as a 1st-tier innate occult power.
- Astral Projection (2 XP): Yithians have Astral Projection as a 1st-tier innate occult power.
- Darkvision (3 XP): Yithians ignore penalties attack rolls and Perception checks resulting from dim lighting and darkness. They cannot see color in darkness, only shades of grey.
- Detect Thoughts (2 XP): Yithians have Detect Thoughts as a 1st-tier innate occult power.
- Deadly Pincers (2 XP): Yithians have claw attacks on each tentacle dealing 1d8 slashing damage and dealing additional damage from Strength as if they were two-handed weapons.
- Hold Monster (2 XP): Yithians have Soul Binding as a 1st-tier innate occult power.
- Mind Swap (2 XP): Yithians have Soul Binding as a 1st -tier innate occult power only instead of using a focus to capture the soul, it uses it's own body, thus swapping bodies with a target temporarily.
- Natural Resilience (10 XP): Yithians have +1 natural armor, damage reduction/magic equal to their hit dice, and fast healing equal to half their hit dice while their hit points are lower than half their maximum. They lose this fast healing for 1 round after being damaged by any acid, cold, fire, or magic effect and lose it while suffering from bleed, starvation, thirst, or fatigue effects.
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.