Yak Folk

Large Monstrous Humanoid
Hit Dice: 5d8+10 (32 hp)
Initiative: +4
Speed: 30 ft.
AC: 16 (–1 size, +7 natural), touch 9, flat-footed 16
Attacks: Quarterstaff +9 melee, or falchion +8 melee
Damage: Quarterstaff 1d6+6, falchion 2d4+6/18–20
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Body meld
SpecialQualities: Command genie, darkvision 60 ft., use staff
Saves: Fort +3, Ref +4,Will +6
Abilities: Str 18, Dex 11, Con 15, Int 14,Wis 15, Cha 14
Skills: Disguise +10*, Heal +6, Innuendo +8, Knowledge (arcana) +10, UseMagic Device +10
Feats: Improved Initiative, Power Attack,Weapon Focus (quarterstaff )
Climate/Terrain: Any mountains
Organization: Solitary, pair, or herd (3–12 plus 1 leader of 1st–5th level and 1–2 humanoid or giant slaves per yak folk), or tribe (11–20 plus 1 leader of 5th–12th level, 1–2 lieutenants of 1st–5th level, 1–2 humanoid or giant slaves per yak folk, and a force of 10–40 fighting slaves)
Challenge Rating: 4
Treasure: Standard plus staff (see below)
Alignment: Usually neutral evil
Advancement: By character class
Yak folk are humanoid yaks who walk about on their hind legs, dress in fine clothing, and dabble in magic. They are slightly smaller than minotaurs, but aside from a vague resemblance they have little in common with those creatures.
Their shaggy fur is generally well groomed, and their horns are often decorated with tassels or silver tips. Jewelry is common, and they wear fine clothing of wool and silk. All adult yak folk carry staffs that are often magical, and most also arm themselves with falchions.
Yak folk live among remote mountain peaks and valleys, inaccessible to all but the hardiest travelers and explorers.
Yak folk speak Common.


Most yak folk use their falchions or staffs, magical or otherwise, in combat.
Body Meld (Sp): Once per day a yak folk can merge its body with that of a humanoid or giant of Small to Large size. Except where noted here, this power functions like a magic jar spell heightened to 9th level (caster level 20th; Will save DC 21 negates).
To use this ability, the yak folk must touch the intended target for 20 minutes without interruption (yak folk usually restrain their victims while
using this ability). At the end of this period, the target must make a Will save to remain conscious. On a failed save, the host’s mind becomes unconscious, and the yak folk assumes control. There is no magic jar per se—the yak folk physically merges its body with the victim’s body without the use of an intermediate vessel. Body meld lasts until dispelled or dismissed.
The process works only on humans, elves, dwarves, halforcs, and any creature of the giant type. The yak folk shares all the victim’s knowledge, memories, skills, feats, and extraordinary abilities, but none of its spell-like or supernatural abilities. The yak folk retains all of its own supernatural and spell-like abilities. The merging does not shed a magical aura (so a detect magic spell does not reveal it), but a true seeing spell reveals the victim’s dual nature.
If the host body is slain, the yak folk dies with it. Separating the two bodies takes half as long as melding (10 minutes). The host regains consciousness 1d6 minutes after the separation is complete.
Only characters who know the victim personally have any chance to realize that something is wrong, by making a Spot check opposed by the yak folk’s Disguise check (which in this case represents how well the yak folk impersonates its host).
Command Genie (Su): Once per day, a yak folk can summon and command a janni of evil alignment, but it can never have more than one janni under its control at one time.
The janni is a slave bound to serve until the second sunrise after the summoning. The yak folk are greatly disliked by all genies, but for reasons lost in antiquity, no genie can attack a yak folk. Genies sometimes work to thwart the yak folk’s plans or disrupt their lives in other, indirect ways, but even this is done cautiously because the genies know that if they antagonize the yak folk too much, the lives of enslaved jann will only become worse and their tasks more onerous.
Use Staff (Ex): A yak folk can use any magic staff. This ability is similar to the Use Magic Device skill except that it applies only to magic staffs and the yak folk does not require a skill check. The chance that any particular yak folk possesses a magic staff is equal to its Hit Dice × 5%.


Yak folk settle in secluded mountain valleys, creating realms that are sheltered from the worst of nature’s abuse—havens of greenery and life in the midst of barren, snowcovered peaks. In these seemingly idyllic hideaways, the yak folk rule over their human, elf, or dwarf subjects with iron fists.
The yak folk, for all their learning and culture, are enormously evil overlords. They care for their hapless subjects only to the extent that a live serf is better than a dead one, and keeping a serf alive is easier than working oneself.
Outsiders stumbling into an enclave of yak folk are usually surprised and pleased to find what appears to be a utopia hidden in the mountains, and the yak folk do all in their power to foster that image until the strangers can be disarmed and enslaved. Their cities consist of several thousand yak folk plus five or six times as many enslaved minions. A city is surrounded by smaller enclaves and tribal outposts.


A yak folk’s favored class is sorcerer. Most yak folk leaders are sorcerers or sorcerer/clerics. Yak folk clerics tend to venerate chaotic and evil gods and often have access to the Evil and Trickery domains.
A yak folk PC’s effective character level (ECL) is equal to its class level + 7. Thus, a 1st-level yak folk sorcerer has an ECL of 8 and is the equivalent of an 8th-level character.

Yak Folk in Eberron

Yak Folk inhabit several small villages around Lungtai's central fortress, acting as nobles over their serfs. They exonerate the fiendish aspects of their master and are typically amoral.

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