1. Races

Yakfolk Warrior

Yakfolk Warrior

Medium humanoid (yakfolk), neutral good

Armor Class 13 (hide armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.

STR 18 (+4)
DEX 11 (+0)
CON 16 (+3)
INT 10 (+0)
WIS 12 (+1)
CHA 12 (+1)

Saving Throws Str +6
Skills Athletics +6, Perception +3, Survival +3
Damage Resistances cold (natural insulation)
Senses passive Perception 13
Languages Yikkan
Challenge 3 (700 XP)
Proficiency Bonus +2


TRAITS

Mountain Born.

Yakfolk warriors have advantage on saving throws against environmental cold and high-altitude exhaustion.

Steadfast Stance.

While standing on stone, dirt, or mountainous terrain, the warrior cannot be knocked prone unless they choose to fail the save.

Charger’s Momentum.

If the yakfolk moves at least 20 feet straight toward a target and hits it with a melee attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone.

Heavy Build.

Counts as one size larger for carrying capacity and grappling.


🪓 ACTIONS

Multiattack.

The yakfolk warrior makes two attacks with its warpick.


Warpick.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 4) piercing damage.

Critical Driving Blow (Recharge 5–6).
When the warrior hits with a warpick attack, it may drive the blow deeper.
The target takes an additional 7 (2d6) piercing damage and must succeed on a DC 14 Constitution saving throw or be staggered, giving disadvantage on attack rolls until the end of its next turn.


Rock Toss.

Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target.
Hit: 8 (1d10 + 3) bludgeoning damage.
(Note: They do not rely on this except in emergencies.)