Yhakkor

This slavering humanoid has feral eyes and elongated claws. Its tattered clothes hang loosely on its emaciated frame.
 

Yhakkor (CR 2)

Medium Monstrous Humanoid
Alignment: Chaotic Evil
Initiative: +1
Senses: Darkvision 60 feet, Scent; Perception +6
Aura: putrid stench (10 feet, DC 15)
  Speed: 40 feet
Space: 5 feet
 

Defense

Armor Class: 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
Hit Points: 28 (3d10+12)
Saving Throws: Fort +5, Ref +4, Will +3
Immunity: undead immunities
 

Offense

Melee: 2 claws +8 (1d4+4 plus disease)
Reach: 5 feet
  Special Attacks: Rend (2 claws, 1d4+6)
 

Statistics

StrDexConIntWisCha
19 (+4) 13 (+1) 18 (+4) 6 (-2) 10 (+0) 9 (-1)
Base Attack Bonus: +3
CMB +7
CMD 18
  Feats: Stealthy, Weapon Focus (claw)
  Skills: Escape Artist +3, Perception +6, Stealth +9
  Languages: Common
 

Special Abilities

Disease (Ex)

Filth Fever: Claw-injury; save DC 15 Fort; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

Putrid Stench Aura (Ex)

Yhakkor emanate the stench of death in a 10-foot radius. Those within 10 feet must succeed on a DC 15 Fortitude save or be nauseated for as long as they remain in the area and sickened for 1d4+1 minutes after leaving the area. A creature that makes its save cannot be affected again by the same yhakkor's putrid stench for one day. The save DC is Constitution-based.

Undead Immunities (Ex)

Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning; not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
 

Ecology

Environment: Any Land or Underground
Organization: gang (2-5) or pack (6-20)
Treasure: standard

  Yhakkor are half-bestial, stunted creatures; the result of foul necromantic rites merging the essences of ghouls with human slaves. According to lore, these creatures are named for their creators, dark and foul necromancers from an ancient civilization. Yhakkor are usually found in the employ of powerful wizards and necromancers, while others are found prowling ruins, and other such places.
  Yhakkor are slavering humanoid things, with feral eyes and elongated nail-claws. The rituals used in their creation have drained them of much intelligence, but greatly increased their strength. Yhakkor might easily be mistaken for ghouls, but they are not undead and have none of their weaknesses. They remember little of their former human lives. These unsavoury creatures prefer a diet of human flesh above all else.
  Due to their low intelligence, yhakkor are usually assigned to simple guard duty or other menial tasks. A strong-minded individual, such as a wizard, is required to control their chaotic nature. Yhakkor seem to understand Common; it is unknown if they can actually speak it.
  In melee, yhakkor gang up on a single opponent and attempt to tear it to pieces with their knife-like claws. Yhakkor tactics consist of attacking a foe until it is dead. Combat with yhakkor is always a savage and bloody affair.

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