# Yak Folk >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >quarterstaff: 1d8 (×2) > >falchion: 2d6 (18–20/×2) > >Melee/Ranged: +8/+4 > >Secondary: +3/-1 > >Multiattack: +6/+2 > >M/R_PA: +6/+2 > >2nd/PA: +1/-3 > >MA_PA: +4/+0 > >Itterative: 1 > > xDmg:: Str: +4; Str2: +6; StrOH: +2; StrPA: +8; StrPA2H: +12; StrPAOH: +4 > > xDCs:: Str: 16; Dex: 12; Con: 14; Int: 14; Wis: 14; Cha: 14 > > xFeat:: 3/3 (0) > > > > > > xLang:: 0/2 (2) <div class="grid-container"><div class="MON">Yak Folk</div> <div class="CR">CR 4 (1,200 XP)</div> <div class="SOU">Monster Manual 2</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> NE Large Monstrous Humanoid **Init** +4 **Senses** darkvision 60 ft., scent; **Perception** +10 #### defense **AC** 16, 9 touch, 16 flat-footed (+7 natural, –1 size) **hp** 35 (5d10+10) **Fort** +3, **Refl** +4, **Will** +6 **Feint** 17, **Demoralize** 17 #### offense **Speed** 30 ft. **Melee** quarterstaff +9 (1d6+6) or falchion +8 (2d4+6/18-20) **Space** 10 ft., **Reach** 10 ft. **Special Attacks** bind genie, body meld, use staff #### statistics **Str** 18, **Dex** 11, **Con** 15, **Int** 14, **Wis** 15, **Cha** 14 **BAB** +5, **CMB** +8, **CMD** 18, **TA** +8, **RTA** +4 **Feats** [[Improved Initiative]], [[Power Attack]], [[Weapon Focus]] (quarterstaff) **Skills** Craft +10 (any one), Disguise +7, Heal +7, Knowledge (arcana) +7, Perception +10, Use Magic Device +7 **Languages** #### special abilities ### Bind 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. ### Body Meld (Su) Once per day a yak folk can merge its body with that of a humanoid of Small to Large size. Except where noted here, this power functions like a magic jar spell. To use this ability, the yak folk must touch the intended target 20 minutes without interruption. At the end of this period, the target must succeed at a DC 14 Will save to remain conscious. On a failed save, the hosts mind becomes unconscious, and the yak folk assumes control. The yak folk physically merges its body with the victim's body without the use of an intermediate vessel. The yak folk shares all the victim's knowledge, memories, skills, feats, and extraordinary abilities, but none of its spell-like or super-natural abilities. The yak folk retains all of its own super-natural 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. Body meld lasts until dismissed. Separating the two bodies takes 10 minutes. The host regains consciousness 1d6 minutes after the separation is complete. ### 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 x 5%. Most yak folk use their falchions or staffs, magical or otherwise, in combat.