Family: Yith

Large aberration, lawful neutral

Armor Class 16 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 20 ft., climb 20 ft.

23 (+6) 13 (+1) 17 (+3) 21 (+5) 19 (+4) 18 (+4)

Damage Resistances acid, cold, fire
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14
Languages all, telepathy 120 ft.
Challenge 9 (5,000 XP)

Special Traits


  • Multiattack. The yithian makes two pincer attacks.
  • Pincer. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 28 (4d10 + 6) piercing damage.
  • Mind Swap (1/day). One creature of the yithian’s choice that it can see and is within 30 feet of it must make a DC 16 Wisdom saving throw or the yithian forces the creature’s mind to swap places with the yithian’s mind. The swap ends if the swapped creature drops to 0 hit points, the yithian ends the effect as a bonus action, or if the creature or the yithian travel to another plane of existence. If the creature’s saving throw is successful or the effect ends for it, the creature is immune to the yithian’s Mind Swap for the next 24 hours. While the Mind Swap is active, the yithian takes on the physical form of the creature and the creature takes on the form of the yithian. The yithian retains its Intelligence, Wisdom, and Charisma scores, as well as its comprehension of language, its telepathy, and its traits. Otherwise, it inherits the target’s statistics, memories and knowledge, including spells and languages.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.

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