Two Heads. The yitten has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful. When one of the yittin's heads is asleep, its other head is awake.
Berserk: Whenever the yitten starts its turn with 40 Hit Points or fewer, roll a d6. On a 6, the yitten goes berserk. On each of its turns while berserk, the yitten attacks the nearest creature it can see. If no creature is near enough to move to and Attack, the yitten attacks an object, with preference for an object smaller than itself. Once the yitten goes berserk, it continues to do so until it is destroyed or regains all its Hit Points.
The yitten's smart hea can try to calm it by speaking firmly and persuasively. The ”stupid” head must be able to hear the other, who must take an action to make a DC 15 Charisma(Persuasion) check. If the check succeeds, the yitten ceases being berserk. If it takes damage while still at 40 Hit Points or fewer, the yitten might go berserk again.
Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Description
Born from the foul and crude race of ettins, the yittens are somewhat more tolerable versions of these degraded bloodline of giants. The yittens still have two heads upon their shouldrs, but there is a major difference between the two races. One of the yittens heads has a moderate level of intelligence, while the other is still carnal. This makes them capable of talking to humanoids on an equal level, rather than simply killing or enslaving everything on sight. The trade off is that they are much less dangerous than their ancestors, and occasionally their simpler head will be enraged from the exhaustion of listening to it’s “boring” half.
The First Thinker. The first yitten was named YuggKirss, but he was born as a normal ettin. He was an infamous marauder of unprotected countrysides. There were many bounties placed on his heads, but he always managed to either kill his attackers or escape. Unlike his brethren, he understood the wisdom of owning lackeys. Anyone who came to kill him had to kill his gang, too.
A Raw Deal. Eventually, YuggKriss caught the attention of someone very powerful. This dark figure came to YuggKriss and promised him a magical favor. If YuggKriss were to protect a travelling band of weird-looking humanoids escaping Bael Turath, he would give them the greatest treasure imaginable. YuggKriss accepted. Although it was hard not to kill the weak humanoids, he kept to his bargain. When the dark figure reappeared, it revealed itself to be an avatar of Asmodeus. The gift it spoke of was intelligence, which it bestowed only to one of his heads. Thus, the yittens were born.
Forever arguing. Unlike ettins, the yittens crave to control other creatures. They fight for any semblance of power, and they typically become mercenaries. This is the influence of it’s smarter head. The other wants nothing bore than to bash in skulls, eat, and sleep. The two constantly bicker about what to do in every decision to be made. If the aggressive head gets too frustrated or the yitten is hurt badly, it’s killer instincts kick in.







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