Small aberration, chaotic good

Armor Class 17 (natural armor)
Hit Points 65 (10d6 + 30)
Speed 30 ft., fly 30 ft.

10 (+0) 17 (+3) 16 (+3) 19 (+4) 12 (+1) 17 (+3)

Saving Throws Cha +6
Skills Insight +4, Perception +4, Persuasion +6, Stealth +6
Damage Resistances cold, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Damage Vulnerabilities thunder (see the brittle trait below)
Condition Immunities grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 14
Languages Celestial, Common, Elali, Ultari, Yllosan; telepathy 100 ft.
Challenge 7 (2,900 XP)


  • Brittle. An yllosan is vulnerable to thunder damage, and if caught within a sustained thunder effect which deals 5 or more points of damage per round, it cannot attack and can only use a move action. An yllosan that is possessing a creature using its gentle possession ability is not harmed by thunder effects, but if it fails a save against a thunder effect while possessing a creature, the yllosan is driven out of its host automatically on a failed save and stunned until the beginning of its next turn.
  • Incorporeal Movement. An yllosan can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Innate Spellcasting. The yllosan’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
  • Etherealness. The yllosan can enter the Ethereal Plane from the Material Plane, or vice versa, at will as a bonus action. It can perceive both planes simultaneously and can choose to be visible or invisible on each plane separately, but it can’t affect or be affected by anything on the other plane.
  • Read Thoughts. The yllosan psionically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the yllosan can continue reading its thoughts, as long as the yllosan’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the yllosan has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. This trait is always active but the yllosan must decide which creature it is listening to for the trait to be effective.
  • Starflight. While incorporeal, an yllosan can travel through the void of outer space at an incredible speed. Although exact travel times vary, a trip within a single solar system can take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM’s discretion)-provided the yllosan knows the way to its destination.
  • Telekinetic Invisibility. An yllosan’s body bends light and weaves aether while dampening sound waves, allowing it to become invisible as a bonus action at will and giving it advantage on Dexterity (Stealth) checks to hide and allowing it to hide even while creatures would be able to see them clearly. Its invisibility is not magical and cannot be dispelled.


  • Aetheric Throw. Ranged Weapon Attack: +6 to hit, range 120 ft., one creature. Hit: 22 (4d6 +4) damage (as specified by the object type) plus 11 (2d6 +4) force damage. An yllosan can enfold a nearby unattended object (maximum 35 pounds) and telekinetically hurl it as part of this attack. If the attack hits, both the target and the thrown object take the specified damage; the thrown object deals bludgeoning, piercing, or slashing damage, as appropriate to the type of object thrown. If no object is available to throw, it deals only the listed force damage.
  • Gentle Possession (Recharge 6). One humanoid that the yllosan can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be possessed by the yllosan; the yllosan then disappears into the target, bonding itself to the target’s spirit and psyche. While using this possession, the yllosan can’t be targeted by any attack, spell, or other effect, except ones that do thunder damage, and it retains its alignment, Intelligence, Wisdom, and Charisma. The yllosan normally does not take control of the host’s body except in extreme situations but remains an observer using its abilities, especially its innate spellcasting, and its skills to influence the host. While in this mode of possession the host retains full control of its body and is unaware of the yllosan. In extreme situations, however, the yllosan can assert its hold over the target’s psyche, causing the target’s mind to become incapacitated allowing the yllosan to control its body. The possessed creature retains its senses, and the yllosan can communicate with it telepathically if it wishes, but it doesn’t gain access to the host’s knowledge, class features, or proficiencies. While using this active possession, the yllosan uses the possessed target’s Strength, Dexterity, and Constitution scores, though the target retains its own hit points separately and damage dealt to it (other than thunder damage) does not affect the yllosan’s hit points, nor does the host body’s Constitution score affect the yllosan’s hit points. The possession lasts until the body drops to 0 hit points, the yllosan ends it as a bonus action, or the yllosan is forced out by an effect like the dispel evil and good spell or thunder damage. When the possession ends, the yllosan reappears in an unoccupied space within 5 feet of the body. The target is immune to this yllosan’s Possession for 24 hours after succeeding on the saving throw or after the possession ends. Upon completion of the possession, the yllosan can alter up to 5 minutes of the host’s memories as it sees fit. This functions as the modify memory spell. The host’s awareness of the possession doesn’t impact this ability, and if the possession lasted less than 5 minutes, the yllosan can cause the host to forget the possession entirely. The host can attempt a DC 14 Charisma saving throw to resist this alteration.


  • Aetheric Reflex. As a reaction when an attack hits the yllosan it may use aetheric throw against the attacker.


A powerful telepathic and telekinetic species-and the consummate spies of the Bellanic Accord-the yllosan (ee-LOE-san) are mysterious ghost-like beings that exist in a realm of pure thought, floating intangible through the material world of others. They communicate by telepathy and revel in infiltration of other societies, extending their incorporeal tentacles into the mind and heart of creatures they meet to walk among them and search for those of good heart to offer advice or warning about evils in their midst or coming soon. An yllosan may step into the body of a creature to help it achieve a goal or task it fears to attempt on its own. Yllosan are emissaries of hope and inspiration, but rarely stay too long in one place or within one body. They see themselves as advisors and helpers; it is not their place to do too much for those they meet, but to motivate them to rise up and face new challenges, daring to find the greatness within themselves. Yllosan rarely reveal their true form to other races, preferring to work through possessed proxies while remaining in the shadows themselves. Yllosan are 3 feet in length, though their dangling tendrils and the misty psychic shroud that surrounds them sometimes makes them appear larger. As creatures of pure thought, they are weightless and virtually impossible to detect while possessing another creature; however, they are visible to creatures able to see invisible when entering or departing a possessed target.

Playful Spies. Yllosan have long cultivated a reputation among the enemies of the Accord as master spies and tireless investigators, and they enjoy the paranoia they engender in their foes. They are not above simply playing pranks on enemies while walking secretly among them, moving small objects around and using its suggestion and possession abilities to cause enemies to perform incriminating acts that cause their erstwhile allies to turn on them. Their presence is difficult to detect, as they can erase the memories of creatures they have inhabited upon departing their minds.

Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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