Homebrew Yuki-on-na Species Details

Beautiful spirits of the frozen wastes native to the cold regions of Kara-Tur, yuki-on-nas are either hateful and destructive or kindly and helpful. In either case, they can be dangerous, since those who pursue them, whatever their intention, often find themselves lost in a blizzard. A yuki-on-na appears as a human female of the rarest beauty. She has waist-length black hair, soft blue eyes, and full red lips. Her skin is pale blue and icy to the touch. She wears snowy white robes that continually swirl about her, even when no winds are blowing.

All yuki-on-na are female and live very long lives. When one nears the end of her life, she enters into a state of stasis. Gradually turning into solid ice, her body breaks into two or three large pieces, each piece becoming a new yuki-on-na. If a yuki-on-na is encountered while in stasis, and struck with a weapon, her body disintegrates into ice crystals; this prevents new yuki-on-na from being created. Yuki-on-na are obligate carnivores, eating only flesh and bones. Their favorite meal is the meat from a freshly killed human.

The first yuki-on-na was created from the spirit of Lin-Tze. She was a concubine of Emperor Oikjo Nifi, one of the first imperial rulers of Kozakura. Lin-Tze was consumed by jealousy at the attention the emperor gave to his family, and as a result, poisoned the entire family of the emperor. The distraught and enraged emperor was so overcome with grief, he asked the Celestial Bureaucracy to deliver justice on Lin-Tze. The Celestial Bureaucracy accepted the emperor's petition and transformed Lin-Tze into the first yuki-on-na, banishing her to the most northern part of Kozakura.

Yuki-on-na Traits

As a yuki-on-na you have the following racial traits.

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1.

Alignment

Some say that a yuki-on-na is the spirit of a cold-hearted villain, while others claim she is the spirit of a shaman or shugenja who died while lost in a snowstorm. Perhaps both claims are true, and the alignment of a yuki-on-na depends on her alignment in life, usually chaotic.

Age

Yuki-on-na are created as adults and can live up to around five hundred years, unless born from procreation with a human, they then mature similar to the way a human does.

Creature Type

You are a Fey.

Size

Yuki-on-na have the same average height as humans. Your size is Medium.

Speed

Your walking speed is 30 feet.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Yuki-on-na Instincts

You have proficiency with two skills of your choice.

Icy Armor

Your skin is hard like thick ice. While you aren’t wearing armor, your base Armor Class is 14 + your Dexterity modifier.

Icy Nature

You are immune to cold damage and vulnerable to fire damage.

Additionally ice-covered ground and snow is not considered difficult terrain for you and you are able to walk on any sheet of ice without breaking it or tipping it.

Yuki-on-na Spellcasting

You can cast comprehend languages and disguise self at will with this trait. Starting at 3rd level, you can also cast detect thoughts at will with this trait. You can cast these spells without using any spell components using this trait.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Lose the Way

As an action you can touch a creature to force it to make a Wisdom saving throw. A creature that fails the save becomes completely unable to find their way anywhere for the next 3d6 hours. The creature cannot use any ability or skill checks to avoid becoming lost. The creature cannot even find it's way out of a closet without assistance, though it is perfectly capable of following other creatures.

Paralyzing Gaze

As an action if there is a creature that can see your eyes within 30 feet of you, you can force it to make a Wisdom saving throw if you aren't incapacitated and can see the creature. A creature that fails the save becomes paralyzed for one minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target.

Unless surprised, a creature can avert its eyes as a reaction to avoid the saving throw. If the creature does so, it can't see you until the start of its next turn, when it can avert its eyes again. If the creature looks at you in the meantime, it must immediately make the save.

Icy Touch

When you take the Attack action on your turn, you can replace one of your attacks with an icy touch. When you hit with it, you deal 1d10 + your Dexterity modifier cold damage.

Languages

You can speak, read, and write Common and Sylvan.

Previous Versions

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