YAKRA
Ugly, evil, bug-like fiends believed to be outcasts from the Plane of Earth. The yakra are a species of schemers and frauds, they will attempt to capture humanoids in places of power, replace them and then abuse their newfound authority. Yakra are terrible at mimicking their victims mannerisms and make almost no attempt to explain their ruse. When confronted with their fraud they will typically revert to their monstrous true form and attack. They have a mastery over the ground and can easily spit large rocks from their mouths, cover the area with needles and slam into the ground causing minor earthquakes. Yakra are pompous and prideful and the sooner a yakra is found, the better. Their lust for power and disregard with decorum can throw entire communities into chaos.
YAKRA CREATURE 5
CE LARGE ABERRATION EARTH
Perception +10; darkvision
Languages Aklo, Common, Undercommon
Skills Acrobatics +11, Athletics +13, Deception +14, Stealth +12
Str +5, Dex +3, Con +4, Int +4, Wis +2, Cha +5
AC 21; Fort +14, Ref +12, Will +14
HP 75; Immunities polymorph
Yakra Rage (reaction) Trigger The yakra receives damage from a Strike from a creature within reach of itss claw Strike. Effect The yakra makes a single claw strike against all enemies within range of its claw Strike.
Speed 25 feet, climb 20 feet
Melee claws +16 (reach 10 feet) Damage 2d8+7 piercing
Ranged rock spit +14 (range increment 40 feet) Damage 2d10+7 bludgeoning
Impersonate Humanoid (three actions)(concentrate, occult, polymorph, transmutation) A yakra may take on the appearance of a medium or large humanoid it has spent at least 1 minute studying. This doesn’t change the yakra’s Speed or its attack and damage modifiers with its Strikes but might change the damage type its Strikes deal (typically to bludgeoning). It typically loses its claw Strike unless the humanoid form has claws or similar unarmed attack.
Needle Spin (occult, conjuration)(two actions) All creatures within 30 feet must succeed a DC 20 Reflex save or take 2d10 piercing damage and gain the condition stunned 1. Success results in half damage and negates the stun.
Yakra Quake (three actions)(occult, earth, evocation) Requirements the yakra is standing on natural ground or materials such as dirt, rock or grass. Effect The yakra shakes the ground beneath it. All creatures within 60 feet of the yakra must succeed on a DC 19 reflex save, creatures that fail this save take 6d6 bludgeoning damage and gain the prone condition. Frequency The yakra may use this ability once every 1d6+1 rounds.