Magi-Nation: Creatures - Y

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Magi-Nation d20 Home Page - Dream Creatures - Creature Listings


Yajo

Blue Yajo Grotto Yajo Rock Yajo
Medium Plant Small Plant Small Plant
Hit Dice: 10d8+30 (75 hp) 3d8+9 (22 hp)
Initiative: +0 -1
Speed: 10 ft., swim 20 ft. 10 ft. 10 ft.
AC: 18 (+8 natural) touch 10, flatfooted 18 18 (+1 size, -1 Dex, +8 natural) touch 10, flatfooted 18
Base Attack/Grapple: +7/+11 +2/+0
Attack: Slam +11 melee (1d4+4) Slam +0 melee (1d4+1)
Full Attack: 5 Slams +11 melee (1d4+4) 2 Slams +0 melee (1d4+1)
Face/Reach: 5 ft./10 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Entangle, Improved Grab Improved Grab
Special Qualities: All-Around Vision, Plant Traits, Weave, Strengthen All-Around Vision, Plant Traits, Weave All-Around Vision, Damage Reduction 5/-, Plant Traits, Weave, Dream Cross
Saves: Fort +10 Refl +3 Will +4 Fort + Ref + Will + Fort +6 Refl +0 Will +2
Abilities: Str 18 Dex 11 Con 16 Int 10 Wis 13 Cha 15 Str XX Dex XX Con XX Int XX Wis XX Cha XX Str 14 Dex 8 Con 17 Int 11 Wis 13 Cha 12
Skills: Heal +7 Hide +4 Listen +9 Search +6 Spot +13 Swim +14 Hide +5 Listen +6 Search +6 Sense Motive +3 Spot +10
Feats: Alertness, Blind-Fight, Distracting Attack, Power Attack Alertness Alertness, Stable Footing
Region: Orothe or Weave Core (Weave) Kybar's Teeth or Weave
Organization: Solitary or Bunch (3-18) Solitary or Bunch (2-8) Solitary or Bunch (2-12)
Challenge Rating: 6 2
Control: 22 +0 14




Toasted Yajo Yajo
Medium Plant Medium Plant
Hit Dice: 6d8 (27 hp) 5d8+10 (32 hp)
Initiative: +3 +2
Speed: 20 ft. 20 ft.
AC: 15 (+3 Dex, +2 natural) touch 13, flatfooted 12 16 (+2 Dex, +4 natural) touch 12, flatfooted 14
Base Attack/Grapple: +4/+6 +3/+5
Attack: Slam +6 melee (1d8+3) Slam +5 melee (1d4+2)
Full Attack: Slam +6 melee (1d8+3) 3 Slams +5 melee (1d4+2)
Face/Reach: 5 ft./5 ft. 5 ft./10 ft.
Special Attacks: Improved Grab Improved Grab
Special Qualities: Fire Resistance 10, Plant Traits, Weave All-Around Vision, Plant Traits, Vitalize, Weave
Saves: Fort +5 Refl +5 Will +2 Fort +6 Refl +3 Will +1
Abilities: Str 14 Dex 17 Con 10 Int 10 Wis 11 Cha 13 Str 14 Dex 15 Con 14 Int 10 Wis 11 Cha 13
Skills: Escape Artist +5 Heal +2 Knowledge (Cald) +4 Listen +6 Search +2 Spot +6 Escape Artist +4 Heal +4 Hide +6 Listen +4 Search +6 Spot +8
Feats: Alertness, Combat Reflexes Alertness, Combat Reflexes
Region: Weave Weave
Organization: Solitary or Bunch (2-8) Solitary or Bunch (3-18)
Challenge Rating: 3 3
Control: 15 15

Yajos are a family of plant creatures which are most common to the Weave, but also native to other regions. They are timid creatures, but excellent sentries. Yajos appear to be grass-like creatures with multiple grass stalks, all originating from a single root. Each of the stalks have eyes, allowing yajos to observe in multiple directions at the same time.

Most yajos never attack another creature, for they are too timid. They will not attack even if their magi requests it. However, they will defend themselves if attacked. Yajos are known for their ability to aid other creatures. A yajo will provide aid to a friendly creature readily, and frequently seek opportunity to do so. They will typically try to remain unnoticed while their allies attack.

If pressed to attack, or defend themselves, yajos will typically grab their opponent. They can constrict, but typically will not unless their foe persists in trying to harm the yajo or its allies.

All-Around Vision (Ex): Yajos are exceptionally alert. Those yajos with multiple stalks have a +4 racial bonus on Spot and Search checks, and cannot be flanked.

Improved Grab (Ex): Yajos typically defend themselves by grabbing and holding opposing creatures. If a yajo hits with its melee attack, it can attempt to start a grapple as a free action without provoking an attack of opportunity.

Weave (Ex): Yajos of all varieties are connected to the empathic Weave.

Blue Yajo

This plant creature resembles a large fern bush with blue fronds. Each of the creature's large leaves have a pair of small glowing dots in the center, resembling a pair of eyes. The creature's roots are ambulatory, moving it slowly along the shoreline.

Blue yajos are plants which are found along shores, riverbanks, or underwater. They are fond of drifting among the waves or currents, and then emerge onto land to dry off. Ardent defenders of their land, blue yajos will quickly try to ward off any intruders, and will work together to protect their domain.

A blue yajo will typically grab a hostile creature with one of its major leaf-tendrils (if large), or use its Entangle ability (if the creature is medium or smaller size). If the creature continues to be hostile, it will squeeze the opponent with as many tendrils as necessary. A typical blue yajo will have five major leaf-tendrils, and numerous smaller ones.

Entangle (Ex): Instead of its usual attack, a blue yajo may use its secondary leaves to entangle any or all creatures within 10 feet. Creatures within 10 feet of the yajo are held fast, unable to move. A creature may break free and move as a full round action with a DC 20 Strength check or a DC 20 Escape Artist check. A Reflex save (DC 15, Dex-based Save) prevents a creature from being entangled, but they still may only move at half speed in the area. A blue yajo may select which creatures are entangled within the area of effect.

Strengthen (Su): A blue yajo may strengthen an ally. The allied creature gains a +4 enhancement bonus to both Strength and Constitution, and a +1 morale bonus to Will saves. However, the subject creature also absorbs some of the blue yajo's pacifistic tendencies, and gains a -4 penalty on attack rolls. The bonuses and penalties last for 1 minute per hit dice of the blue yajo (normally 10 minutes). Blue yajos can only use this ability on a friendly creature. It can strengthen a creature by touch or as a Special sending using its Weave ability. This ability may be used once every 1d4 rounds.

Weave (Ex): Blue Yajos are connected to the empathic Weave. Blue Yajos can also include nearby Orothe creatures within their empathic link.

Skills (Ex): A blue yajo has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Feat: Distracting Attack: This feat is from the Miniatures Handbook. When the blue yajo attacks a creature, all other creatures attacking that same creature gain a +1 circumstance bonus to hit the creature until the start of the blue yajo's next turn.

Advancement: A blue yajo grows an additional major tendril for each 2HD it gains.

Grotto Yajo

Grotto yajos are a variant of yajo found in the depths of the Core, where they grow in corrupted murky streams. Their leaves are plump and full of foul fluids. They are physically weak, so they prefer stagnant waters to root in.

Weave (Ex): Grotto Yajos are connected to the empathic Weave. Grotto Yajos can also project information to nearby Core creatures.

Shadow (Ex): Grotto Yajos may befriend a magi or creatures from the Weave.

Rock Yajo

A cluster of rock-like growths rise from the ground, each of which has a pair of glowing eye-like dots on the surface. Longer grass grows around these growths, apparently arising from the same point.

The rock yajo's stalks resemble rocks. In fact, the rocklike protective growths are very hard plant matter. The rocklike texture provides the rock yajo some camoflage in addition to protecting it from larger creatures. Immature stalks resemble normal grass blades, but they grow increasingly hard and rocklike as they grow.

The rock yajo generally has two stalks which are both long enough and flexible enough to be useful in combat. It uses these to slam other creatures. These attacks are not particularly effective, and the rock yajo's slams are considered to be secondary attacks.

Rock yajos prefer to find a good vantage point where they can see as much of the area as possible. Rock yajos prefer to support a magi's other creatures, rather than enter combat themselves. They are resilient though.

Dream Cross (Su): The rock yajo is capable of imbuing allied creatures with abilities of other allied creatures. If it is able to see another Weave creature and another Kybar's Teeth creature, it is able to cross their abilities. Both creatures are linked, and the Weave creature gains any supernatural abilities of the Kybar's Teeth creature, and vice-versa. The Kybar's Teeth creature gains the Weave ability if the Weave creature possesses it. The Weave creature gains any Damage Reduction that the Kybar's Teeth creature has. The rock yajo may establish this link by simultaneously touching both creatures or as a Special sending using its Weave ability; the rock yajo must establish this link with both creatures. It may maintain this ability as long as it can observe both creatures directly. It can only use Dream Cross on one pair of creatures at a time.

Weave (Ex): Rock yajos are connected to the empathic Weave. Rock Yajos can also project information to nearby Kybar's Teeth creatures.

Skills: The rock yajo is hard to distinguish from normal rocks except for its glowing eyes. It has a +4 to Hide when it closes its eyes.

Feat: Stable Footing: This feat (from Races of Eberron) gives the rock yajo a +4 bonus on resisting bull rush and trip attempts while standing on the ground. Furthermore, the rock yajo takes no penalties from moving over difficult terrain.

Toasted Yajo

This creature looks like a tall grass stalk which has been burnt. It grows from a stand of shorter stalks which are also charred. It has a pair of glowing dots on one side of the long stalk which appear to be eyes. The long stalk moves as if it were a prehensile tentacle. An odor of smoke comes from the creature, and it makes a slight crackling sound as it moves.

The rare toasted yajo is an exception to the yajo's normal timidity. Toasted yajos are willing to attack other creatures, particularly Cald creatures or those who wield fire. A toasted yajo is not particularly suited for general combat, as they are somewhat fragile. They are still reluctant to attack other creatures.

The toasted yajo only has one major tendril. Therefore, it does not have all-around vision like most other yajos. A toasted yajo will either grab, or strike at opponents in a whip-like fashion.

Yajo

A number of long grass-like stalks move about as if they were prehensile tentacles. The stalks come from a common root, and each has a pair of glowing dots which look like eyes on one side.

The yajo is a plant common to the Weave. They are one of the most commonly encountered creatures, though visitors may never realize the yajos are there. Yajos generally keep their eyes closed until they need to aid other creatures, relying upon friendly creatures and the Weave itself to warn the yajo of any danger.

A yajo will typically grab a hostile creature with one of its leaf-tendrils. If the creature continues to be hostile, it will squeeze the opponent with as many tendrils as necessary. A typical yajo will have three major leaf-tendrils.

Vitalize (Su): The yajo may vitalize a friendly creature. The target creature gains Fast Healing 3, which lasts for a number of rounds equal to the yajo's hit dice (normally 6). This ability may be used once every 1d4 rounds. The effect does not stack. The yajo can vitalize a creature by touch or as a Special sending using its Weave ability; the yajo must maintain its view of the creature for the duration of the ability.

Skills: Yajos are almost indistinguishable from other tall grass stalks in the Weave, particularly when they have their eyes closed. A yajo has a +4 bonus to Hide in the Weave or other grassy areas. This bonus rises to +8 if the yajo has its eyes closed.

Advancement: A yajo grows an additional major tendril for each 2HD it gains.


Yark

Elder Yark Yark
Large Magical Beast Medium Magical Beast
Hit Dice: 10d10+30 (85 hp) 6d10+6 (39 hp)
Initiative: +2 +2
Speed: 40 ft., Fly 80 ft. (average) 40 ft., Fly 60 ft. (average)
AC: 21 (-1 size, +2 Dex, +10 natural) touch 11, flatfooted 19 18 (+2 Dex, +6 natural) touch 12, flatfooted 16
Base Attack/Grapple: +10/+19 +6/+8
Attack: Bite +14 melee (2d6+5) Bite +8 melee (1d8+2)
Full Attack: Bite +14 melee (2d6+5), 2 Claws +9 melee (1d8+2) Bite +8 melee (1d8+2), 2 Claws +3 melee (1d6+1)
Face/Reach: 10ft./5 ft. 5 ft./5 ft.
Special Attacks: Dispel Enhancement Gaze, Dispel Enhancement Claw Dispel Enhancement Gaze, Dispel Enhancement Claw
Special Qualities: Darkvision 60 ft., low-light vision, Regal Presence, Damage Reduction 5/-, Suppression Aura Darkvision 60 ft., low-light vision
Saves: Fort +10 Refl +9 Will +6 Fort +6 Refl +7 Will +3
Abilities: Str 20 Dex 15 Con 16 Int 13 Wis 17 Cha 18 Str 14 Dex 15 Con 12 Int 11 Wis 13 Cha 14
Skills: Intimidate +10 Jump +13 Knowledge (any one) +4 Listen +13 Sense Motive +9 Spot +17 Intimidate +6 Jump +8 Listen +7 Spot +15
Feats: Alertness, Diving Attack, Flyby Attack, Power Attack Alertness, Diving Attack, Flyby Attack
Region: Kybar's Teeth or Arderial Kybar's Teeth
Organization: Solitary, Mated Pair, or pride (1-2 elder yarks + 3-6 yarks) Solitary, Mated Pair, or pride (3-8)
Challenge Rating: 7 5
Control: 26 20

Yarks are creatures which resemble griffins, with the body of a predatory beast, and the head and wings of a bird of prey. They dwell high in the mountains of Kybar's Teeth, and occasionally visit the cloudbanks of Arderial. Yarks are fierce creatures, and they are one of the few dream creatures who will attack a magi unprovoked. They do not respect smaller, weaker creatures, and rarely show mercy to other dream creatures.

They prefer to lair high on inaccessible peaks, and occasionally fight each other for preferred locations. The more powerful, senior yarks dwell on the highest peaks, and the yark's status among its fellows is important to it.

Aside from physical prowess, a yark's status is also determined by the color of their feathers and fur. Young yarks have pale blue wings and claws, a white head and paws, and a tawny or pale coat. Their tail is striped, alternating between the color of the wings and the coat. As a yark ages, the blue of the wings darkens slowly, eventually reaching a dark blue-grey or indigo color, the head and claws darken to become a tan color, and the coat also darkens.

Yarks are known for their ability to suppress enhancement magics and those that increase a creature's size with magic. They are particularly unforgiving of creatures who attempt to use such enhancements to artificially bolster their prowess. Yarks can dispel any such enhancement either with a gaze attack or with their claws.

Dispel Enhancement Gaze (Su): Yarks of all types can suppress enhancement magics and bonuses and magics which increase a creature's size with their gaze. Any creature who meets the yark's gaze automatically has all enhancement bonuses and size-increasing magics automatically dispelled. The save against the gaze attack varies for each variety of yark; the save is Cha-based.

Dispel Enhancement Claw (Ex): The yark's claws also radiate the same countermagic that radiates from their gaze. A yark who strikes an opponent with a claw attack has a chance of dispelling any enhancement or size-increasing magics on its foe. The yark makes a dispel check (d20 + the yark's hit dice, against a DC of 11 + the spell's caster level) to counter the other spell or magical effect.

Skills: All yarks have a +4 racial bonus on Spot checks.

Feat: Diving Charge: This feat (from Races of the Wild gives yarks the ability to deal a devastating strike against foes. When charging while flying, if the yark moves at least 30 feet and descends 10 feet, the yark gains a damage bonus based upon the flying speed (not how far the yark travels). A yark does an additional 2d6 damage with each normal melee attack.

Elder Yark

This creature has the body of a predatory feline, and the head and wings of a bird of prey. The creature's wings are a dark grey-blue in color. Its coat is brown, and the head is a tan color. The creature has a long mane and beard. The creature radiates an imposing confidence.

The elder yark is a more mature yark. They frequently make lairs in the cloudbanks of Arderial in addition to the lofty peaks of Kybar's Teeth. An elder yark is less likely to make an unprovoked attack than their younger brethren, preferring instead to simply intimidate their potential opponents.

Regal Presence (Ex): The elder yark radiates a daunting aura which makes foes tremble. Any opponent within 30 feet of the Elder Yark must succeed on a Will save (DC 19, Cha-based save) or be shaken for 10 minutes. The creature must be able to see the elder yark for this effect.

Dispel Enhancement Gaze (Ex): The save DC of the elder yark's gaze is DC 19.

Suppression Aura (Ex): The elder yark's countermagic power is so great that it continually radiates a 50 foot radius aura which suppresses enhancement magics and those magics which increase a creature's size. Any magic of those types (including magical items) which enters the elder yark's aura is suppressed as long as the magical effect remains within the aura. The elder yark's magi is immune to this effect, as are any items the magi is carrying.

Yark

Yarks are common to the mountain heights. Young yarks are quite willing to attack other creatures in an attempt to better their status. This unfortunately includes magi.

Dispel Enhancement Gaze (Ex): The save DC of the yark's gaze is DC 15.

Advancement: For each additional hit die the yark gains, it gains +1.5 Str (round down), +1 Con, +1 Wis, +1 Cha, +1 to natural armor. At 7HD, it gains Damage Reduction 2/-, which increases by 1 per additional hit dice. At 8HD, its flight speed raises to 70 ft, and it gains +1 Int. At 9HD, it increases in size to Large (with corresponding increases in base damage for its natural weapons). At 10HD, it is an Elder Yark.


Yaromant

Large Magical Beast [Cold]
Hit Dice: 8d10+24 (68 hp)
Initiative: +1
Speed: 50 ft.
AC: 19 (-1 size, +1 Dex, +9 natural) touch 10, flatfooted 18
Base Attack/Grapple: +8/+16
Attack: Slam +11 melee (1d6+4)
Full Attack: 2 Slams +11 melee (1d6+4)
Face/Reach: 10 ft./5 ft.
Special Attacks: Arctic Aura, Magic Freeze Aura
Special Qualities: darkvision 60 ft., low-light vision, immune to cold, vulnerable to fire, Aura Scavenge
Saves: Fort +9 Refl +7 Will +3
Abilities: Str 18 Dex 13 Con 17 Int 11 Wis 13 Cha 12
Skills: Listen +9 Spot +9 Survival +7
Feats: Ability Focus (Magic Freeze Aura), Magic Sense, Track
Region: Nar
Organization: Solitary or pack (2-5)
Challenge Rating: 6
Control: 21

This long-legged quadruped has pale fur, broad feed with protruding toes, and a small head. The head of the creature has large tufts of silky fur covering its ears, and bands of the tufts are wound around its snout. It has a silky tufted tail.

Yaromants dwell in the northern reaches of Nar. They are fond of wandering the northern pines and tundra. Yaromants are particularly active during the night, when the temperature dips even lower. Their icy coat of fur becomes almost luminescent under the starlight.

Yaromants are favored by many Naran magi as a companion. Those magi who befriend a yaromant may ride it. A yaromant can travel easily through thick snow, striding across the snowdrifts on its broad feet.

Arctic Aura (Su): The yaromant can radiate a 80 ft. aura of mind-numbing, intense cold. All creatures in the area of effect take 1d6 points of cold damage per round. Furthermore, any creature trying to cast a spell, or spell-like ability must make a Concentration check to succeed. The cold is so intense that other creatures also suffer 1 Int damage/round (Fort save DC 17 negates, Con-based save). Creatures immune to the cold are also immune to the Intelligence damage. The yaromant can activate or deactivate the aura as a move action; since most yaromants dwell among creatures which are immune, most keep this aura active.

Magic Freeze Aura (Su): The yaromant can also radiate a 80 ft. diameter sphere aura where magical energies are slowed. This sphere is a partial anti-magic effect, hampering all creatures' efforts to cast spells, or use spell-like or supernatural abilities. Any creature wishing to cast a spell, or use a spell-like ability or supernatural ability must take an extra move action to harness the magical energy, as the flow of magical energy is slowed. A caster level check (d20 + caster level, or d20 + creature's hit dice for supernatural effects) against a DC of 20 negates this effect for each spell, spell-like ability or supernatural ability. Magical items and relics are not affected. Despite the name, the Magic Freeze Aura is not a cold effect, and will affect Cold creatures. Yaromants are immune to this effect, as is the yaromant's magi.

Yaromants cannot maintain both auras at the same time. The effect of multiple yaromant auras of the same type do not stack.

Aura Scavenge (Ex): The yaromant continuously absorbs magic while its magic freeze aura is active. It will absorb residual energy from any expiring magical effect within the aura, gaining hit points equal to the spell level of the effect. This includes summoned creatures - a summoned creature is equivalent to a spell with level equal to the creature's CR. Energy from magical effects and spells with an instantaneous duration are not absorbed, and do not benefit the yaromant.

Advancement: The radius of the yaromant's auras increase by 10ft. for each additional hit die. At 12 HD, the damage from the Arctic aura increases to 1d8/round, and 2d6/round at 16 HD. The DC of the Caster Level check for the yaromant's Magic Freeze Aura increases by 1 for every additional hit dice the yaromant gains.


Yarothis

Large Magical Beast
Hit Dice: 12d10+60 (126 hp)
Initiative: +2
Speed: 10 ft., Fly 80 ft. (good)
AC: 25 (-1 size, +2 Dex, +14 natural) touch 11, flatfooted 23
Base Attack/Grapple: +12/+24
Attack: Bite +19 melee (1d8+8)
Full Attack: Bite +19 melee (1d8+8), 2 Slams +14 melee (1d6+4)
Face/Reach: 10 ft./5 ft.
Special Attacks: Scouring Gale
Special Qualities: darkvision 60 ft., low-light vision, Core Immunity, Wind Barrier
Saves: Fort +13 Refl +10 Will +6
Abilities: Str 26 Dex 15 Con 21 Int 15 Wis 14 Cha 12
Skills: Knowledge (Core) +10 Listen +14 Move Silently +12 Search +12 Sense Motive +9 Spot +19
Feats: Alertness, Hover, Magic Sense, Power Attack, Wingstorm
Region: Arderial
Organization: Solitary or family (2-4)
Challenge Rating: 8
Control: 25

This creature resembles a large turtle, with a birdlike head and beak. It has four long feathery wings instead of limbs radiating from the turtle shell. and a feathered tail and crest.

The yarothis soars throughout the skies, searching for signs of Core foulness. It rarely intervenes in other happenings, preferring to keep aloof.

The yarothis almost never lands, preferring to stay aloft. On the rare occasions a yarothis will rest, it prefers to hide in a remote Arderial cloudbank. It is clumsy when not in flight, and cannot move easily along the ground. A yarothis prefers to return to the dream plane rather than land on the ground.

The yarothis can command several magical abilities, primarily to fight the Core.

Wind Barrier (Su): As a standard action, the yarothis may surround itself with a barrier of winds, circulating in a 10 ft. radius spherical shell. These winds hinder other creatures who wish to approach the yarothis, and buffet them with winds and debris. Any creature trying to enter the shell takes 2d6 damage from the debris, and must make an opposed Strength check against the yarothis, or be blown back out of the shell. Core creatures take an additional 2d6 cleansing damage, as the debris is infused with cleansing energy. A Reflex save (DC 21, Con-based save) halves the damage. The yarothis may only use this ability while airborne, but may maintain the wind barrier indefinitely.

Scouring Gale (Su): Once every 1d4 rounds, the yarothis may generate an intense blast of wind, infused with cleansing energy. The wind blast fills a 60 ft. cone, and is equivalent to Strong Winds (see Dungeon Master's Guide, pg. 95). In addition, the blast does 4d6 damage +8d6 cleansing damage to all creatures from abrasive debris (Reflex save DC 21 half, Con-based save). Core creatures caught in the blast must also make a Fortitude Save (DC 21, Con-based save) or be dismissed back to the Dream Plane.

Feat: Wingstorm: This feat, from Savage Species, allows the yarothis to hover in place and create a cylindrical blast of air with a 10 ft. radius and 40 ft. height. Creatures below the yarothis in the area of effect are subjected to Severe winds, and must make checks if airborne (or if entering the area if the yarothis chooses to maintain the Wingstorm).


Yaw

Medium Magical Beast [Cold]
Hit Dice: 6d10+12 (45 hp)
Initiative: +1
Speed: 40 ft.
AC:
Base Attack/Grapple: +6/+10
Attack: Claw +10 melee (1d8+4)
Full Attack: 2 Claws +10 melee (1d8+4), Gore +5 melee (1d6+2)
Face/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab
Special Qualities: darkvision 60 ft., low-light vision, immune to cold, vulnerable to fire, Icepack
Saves: Fort +7 Refl +6 Will +3
Abilities: Str 19 Dex 13 Con 14 Int 10 Wis 13 Cha 8
Skills: Heal +7 Hide +3 Listen +7 Search +2 Spot +7
Feats: Power Attack,
Region: Nar
Organization: Solitary, family (2-4), or pack (5-12)
Challenge Rating: 4
Control: 20

This white-furred creature has a vaguely humanoid face, though its body resembles that of a gorilla. Its forearms are twice as long as its legs, and the creature bounds over the snow using all four limbs. The creature has two horns, and its paws end in sharp claws. The creature's hind paws have a heel-spike to help it gain traction on ice and snow. The horns and claws are composed of a translucent pale blue material, resembling ice.

The Yaw is found roaming the arctic lands, using its long arms to bound over snowbanks. Yaws roam throughout Nar, usually keeping to themselves, but aiding needy creatures they encounter. A yaw will help an injured creature, rescue people who have gotten trapped, and so forth. They will then rapidly depart, favoring their independence. They will occasionally bond with a magi, but retain a sense of independence. Yaws despise those who would take advantage of them, so they only bond with magi after some effort.

Yaws are imposing creatures, so their helpful side sometimes bewilders those who are unfamiliar with them. Yaws sometimes pack snow and ice upon themselves to appear larger and more imposing.

Communities of yaws are migratory. They will sometimes build temporary shelters from the snow and ice. While yaws live in small extended families, only one will typically come to the aid of another creature, while the rest of the pack watches from a discreet distance. Typically the largest yaw, who acts as the leader of the pack, will encounter others in this fashion.

Improved Grab (Ex): If a yaw hits with its melee attack, it can attempt to start a grapple as a free action without provoking an attack of opportunity.

Ice Pack (Su): The yaw can magically heal other creatures. As a standard action, a yaw can pack snow and ice around a wound. The ice pack magically mends the creature's wound, healing it for 1d8+6 points of damage. This rises to 2d8+6 for Cold creatures; Fire creatures cannot be healed with Ice Pack. The yaw must be able to touch the target, and it does provoke an attack of opportunity if it uses this ability. The yaw can use this ability 6 times per day.

Skills: Yaws gain a +4 racial bonus to Hide checks while in arctic terrain.

Advancement: The yaw can use ice pack one more time per day for each hit die it gains, and the damage healed increases by 1hp/additional hit die.


Yebed

Large Magical Beast
Hit Dice: d8
Initiative: -1
Speed: 20 ft., climb 20 ft.
AC: 20 (-1 size, -1 Dex, +12 natural) touch 8, flatfooted 20
Base Attack/Grapple: +10/+19
Attack: Slam +14 melee (1d8+5) or rock +9 ranged (1d8+5)
Full Attack: 2 Slams +14 melee (1d8+5) or rock +9 ranged (1d8+5)
Face/Reach: 10 ft./5 ft.
Special Attacks: Rock Hurling, Stone Rolling, Stonework Traps
Special Qualities: darkvision 60 ft., low-light vision, Damage Reduction 5/-
Saves: Fort +10 Refl +6 Will +3
Abilities: Str 20 Dex 8 Con 17 Int 13 Wis 11 Cha 8
Skills: Climb +16 Craft (Trapmaking) +7 Listen +6 Search +5 Spot +8 Survival +4 Tumble +7
Feats: Improved Bull Rush, Power Attack, Pushback, Track
Region: Kybar's Teeth
Organization: Solitary or family (2-6)
Challenge Rating: 6
Control: 22

This creature has a heavy saurian body with a ridge of short dorsal spikes. Its limbs resemble those of an orangutan, though the creature has only two long thick fingers on each hand. It has a furry face with long pointed ears and a slight underbite. The creature's body is a dark grayish brown, though its tufts of fur on its limbs are golden.

The yebed is a rather ungainly creature which inhabits caves along the cliffs and slopes of Kybar's Teeth. Though it is slow-moving while on flat ground, it is quite adept at crawling up cliff sides. Yebeds prefer to dwell in caves, and avoid other creatures when possible. They are rather unpopular with other creatures of the mountains, so they are naturally reclusive.

Yebeds are not particularly favored by Kybarites. They have a reputation for clumsiness which is not entirely unwarranted. Yebeds have been known to tumble down steep slopes or cliffs, creating a mini-avalanche. The yebed's damage reduction reduces most of the damage from rolling tumbles. While most believe these mishaps are due to carelessness, a few magi believe the yebeds purposely cause these accidents.

Yebeds have a natural knack for stonework engineering. The lair of a yebed is usually a stone cave high up a steep slope. It will typically have several concealed stonework traps, which the yebed can trigger. These traps typically send stones rolling down on other creatures or other similar dangers.

Rock Throwing (Ex): In addition to their knack with stonework engineering, yebeds are also accomplished rock throwers. Their range increment with thrown rocks is 80 feet.

Stone Rolling (Ex): Instead of throwing rocks, yebeds frequently try to roll them to hinder smaller opponents or trip up larger opponents. By rolling a stone at a target, the yebed must make a ranged touch attack against that target, with a range increment of 30 ft. If the attack is successful, the target is subjected to a Bull Rush if it is Medium sized or smaller, or a Trip attack if the creature is Large or larger. Yebeds particularly like to use this talent against targets who are in a vulnerable position, in danger of falling off a cliffside or on a bridge.

Skills: Yebeds have a +8 racial bonus to Climb checks, and can always choose to take 10 on Climb checks, even if rushed or threatened.

Feat: Pushback: This feat, from the Miniatures Handbook, allows the yebed to knock opponents back when it hits them in melee. If the yebed is adjacent to an opponent of its size or smaller, and hits with a melee attack, it may immediately make a special bull rush attempt against that opponent. If successful, the opponent is pushed back 5 feet, and the yebed must move into the square originally occupied by the opponent. The yebed may choose which square to force its opponent back into, as long as it is away from the yebed. This feat may be used once per round.


Ynohcna

A Core creature supposedly encountered by Tony Jones in his adventures. It is probably aquatic, and therefore Orotheans may be familiar with it. It is possible that the name "ynohcna" was coined by Tony (since it is "anchovy" reversed). The creature has a nasty bite and a voracious appetite. It also can squirt ink like an octopus. Little more is known about it.


Yogu

Vile Yogu

A Core creature supposedly encountered by Tony Jones in his adventures. Its primary attack is a fearsome bite, but little more is known about it.


Yollum

Large Dragon
Hit Dice: 10d12+60 (125 hp)
Initiative: +1
Speed: Fly 60 ft. (average)
AC: 22 (-2 size, +1 Dex, +13 natural) touch 9, flatfooted 21
Base Attack/Grapple: +10/+26
Attack: Bite +15 melee (2d6+10)
Full Attack: Bite +15 melee (2d6+10)
Face/Reach: 15 ft./10 ft.
Special Attacks: Incinerate
Special Qualities: darkvision 60 ft., immune to sleep effects and paralysis effects, low-light vision, immune to fire, vulnerable to cold, Core Immunity
Saves: Fort +13 Refl +8 Will +10
Abilities: Str 24 Dex 13 Con 23 Int 13 Wis 16 Cha 11
Skills: Appraise +9 Escape Artist +5 Heal +8 Intimidate +8 Knowledge (Core) +7 Listen +16 Move Silently +14 Search +14 Sense Motive +11 Spot +16
Feats: Ability Focus (Incinerate), Blind-fight, Magic Sense, Power Attack
Region: Cald
Organization: Solitary
Challenge Rating: 6
Control: 23

This creature resembles a huge serpentine wingless dragon with a segmented rocklike skin. It floats above the landscape, slowly undulating as it flies. The creature is a dark red in color, with an orange crest and flipper-like limbs.

The yollum is devoted to protecting Cald from the forces of the Core. They spend their time soaring over the volcanic lands, searching for signs of Core incursion. They are less concerned with intruders from other realms, though they will follow the directions of their magi.

Incinerate (Ex): The Yollum can breathe a 50 foot cone of flame. This flame is infused with cleansing energy, doing 5d6 fire damage + 5d6 cleansing damage (Reflex save DC 23 half, the save is Con-based). Cleansing Energy only affects Core and tainted creatures and magi. The yollum may use its breath weapon once every 1d4 rounds.

Advancement: The damage from Incinerate increases for each hit die the yollum gains. The yollum's damage increases by +1d6 fire for each even hit die (12HD, 14HD, etc.), and +1d6 cleansing for each odd hit die. The range of incinerate increases by 5 ft./additional hit die.


Yup

Flutter Yup
Diminuative Fey
Hit Dice: 2d6 (7 hp)
Initiative: +6
Speed: Fly 50 ft. (good)
AC: 20 (+4 size, +6 Dex) touch 20, flatfooted 14
Base Attack/Grapple: +1/-16
Attack: Slam +12 melee (1d2-5)
Full Attack: Slam +12 melee (1d2-5)
Face/Reach: 1 ft./0 ft.
Special Attacks:
Special Qualities: Evasion, Low-light vision
Saves: Fort +0 Refl +9 Will +3
Abilities: Str 1 Dex 23 Con 10 Int 8 Wis 11 Cha 14
Skills: Diplomacy +7 Escape Artist +13 Listen +5 Move Silently +11 Spot +5
Feats: Dodge (B), Flyby Attack (B), Weapon Finesse
Region: Arderial
Organization: Flock (3-12)
Challenge Rating: 1
Control: 9

Yups are small, mostly innocuous creatures. They are very friendly, and many yups become playmates for children. All yups float by natural levitation.

Cactus Yup

The cactus yup is a small creature resembling a floating spherical cactus with two eyes. Little else is known about it.

Flaming Yup

The flaming yup is a small creature resembling a small burning sphere with two visible eyes. Little else is known about it.

Flutter Yup

This tiny creature resembles a round purple fruit with a long stem. It has a pair of eyes and small mouth on one side. On the bottom of the creature is a set of four propeller-like wings which flutter back and forth quickly.

The flutter yup is a common creature in Arderial. They are freqently one of the first creatures an Arderian mage bonds to, and some of them are even childhood friends.

Flutter yups are nimble creatures, known for their ability to evade large opponents. They typically attack by slamming into an opponent, then rapidly withdrawing. With their flight speed and Flyby attacks, flutter yups can confound much larger opponents.

Evasion (Su): If the flutter yup makes a successful reflex saving throw against an attack that normally deals half damage on a successful save, the flutter yup instead takes no damage.

Twinkle Yup

A small yup native to the Weave. It is particularly active around sunset and sunrise, and the glitter from them can be seen from a great ways off.