| Full Name |
Unit 254 |
| Race |
Behind Gorfeen's Ear |
| Classes/Levels |
|
| Gender |
|
| Size |
Diminutive |
| Age |
Beyond your comprehension |
| Alignment |
NE |
| Deity |
None |
| Languages |
Common, Zalgan, Draconic, Goblin, Necril, Undercommon |
| Strength |
3 |
| Dexterity |
16 |
| Constitution |
6 |
| Intelligence |
18 |
| Wisdom |
19 |
| Charisma |
11 |
About Unit 254
NE Diminutive outsider (extraplanar)
Languages: Zalgan, Common, Undercommon, Necril, Draconic, Goblin
Amphibious
Hydrated Vitality: fast healing 1 for 2rounds/day if submerged in water
STR 3
DEX 16
CON 6
INT 18
WIS 19
CHA 11
BAB +0
AC 18; Touch 17; Flat-Footed 15 (+4 size, +3 dex, +1 natural)
CMB -1 (+4 grapple/attached); CMD 5
Fortitude -2; Reflex +3; Will +6
0' reach
Traits
Fast Talker
Student of Philosophy
Beguiling Liar (+4 Bluff when lieing)
Darkvision 60ft
Very Slow (10 ft, 10 climb, 10 swim)
Initiative +3
HP: 9 (11 -2 CON)
Skills
*Acrobatics +8, *Bluff +17 (to lie), *Climb +8 (1 rank), *Knowledge(dungeoneering) +8 (1 rank), *Knowledge(local) +8 (1 rank), *Knowledge (planes) +9, *Perception +8, *Stealth +20, *Survival +8, *Swim +8 (1 rank)
Feats
Skill Focus (bluff)
Melee pseudopod +0 (1pt nonlethal + attach)
Pacify 3/day (DC 17)
Implantation DC 16
Sunlight Powerlessness - Direct sunlight will kill an outsider borne of the Cathexis.
Hypnotic (Ex.): +1 DC to fascinate ability, 1/day you can force a reroll
Pacify (Su): At 1st CR, A Yeerk can use this ability to cause one or more creatures to become fascinated with him. Creature to be fascinated must be within 90 feet, able to see and hear the Hijacker, and capable of paying attention to him. The Hijacker must also be able to see the creature affected. The distraction of a nearby combat or other dangers prevents this ability from working. (Save DC is (10 + level + INT mod).
Implantation (EX.): As a full-round action, a Yeerk can crawl into a fascinated or helpless creature’s auditory canal and attach to its brain. This allows the Yeerk to control the creature (as the spell magic jar). Save DC is (10 + level + INT mod). This is a mind-affecting compulsion effect. Another creature can forcibly remove an implanted Yeerk as a full-round action by making a DC 20 Heal check that inflicts 1d6 bleed damage to the host body. A Yeerk may abandon an implanted creature as a full-round action.
Water Dependency: A Yeerk must submerge itself in water every 3 days or it will begin to dehydrate. Dehydration inflicts 1d2 CON damage per hour until condition is cured.