Humanoid in shape, they are typically crouched like apes, with heavy white fur, large fangs and claws, gnarled horns and bearish features.

ITH’N YA’ROO (CR 5; XP 1,600)
LE Large monstrous humanoid
Init +1; Senses darkvision 60 ft., scent; Perception +13
AC 18, touch 10, flat-footed 18
(+1 Dex, +8 natural, -1 size)
hp 66 (7d10+28)
Fort +6, Ref +6, Will +8
Resist cold 10
Speed 40 ft.
Melee reinforced bone greataxe +12/+7 (3d6+9/x3) or 2 claws +12 (1d6+6)
Ranged reinforced bone javelin +7 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks berserker rage
Spell-Like Abilities (CL 7th, concentration +8)
At-will—magic weapon, reinforce armaments
Str 22, Dex 12, Con 19, Int 11, Wis 16, Cha 13
Base Atk +7; CMB +14 (+16 sunder); CMD 25 (27 vs. sunder; 29 vs. bull rush, drag)
Feats Cleave, Great Cleave, Improved Sunder, Power Attack
Skills Acrobatics +1 (+5 balance, +5 jump), Intimidate +11, Perception +13, Sense Motive +10, Survival +13; Racial Modifiers +4 Acrobactics check to balance
Languages Ith’n Ya’roo
Environment cold
Organization solitary, hunters (2-5), tribe (4-16 plus 1, 3rd-level oracle and 1, 5th-level ranger)
Treasure standard
Berserker Rage (Ex) Ith’n ya’roo as a free action can enter a berserker rage for 14 rounds per day. During this rage, the Ith’n ya’roo gain a +4 morale bonus to Strength and Constitution, as well as a +2 more bonus to Will saves. Any attacks made with natural or manufactured weapons deal an additional 1d8 points of cold damage. The ith’n ya’roo suffers a -2 penalty to Armor Class.
Firm Grip (Ex) Ith’n ya’roo have spent so much time traversing ice and treacherous terrain that it no longer feels slippery or unsteady under their feet. They gain a +4 racial bonus on Acrobatics checks concerning balance as well as a +4 racial bonus to resist bull rush and drag attempts.

The ith’n ya’roo are a proud and barbaric arctic race. Fully upright, most ith’n ya’roo would stand about 9 feet tall, however their posture lowers them almost 2 feet. Their weapons are always carved out of the remains of their fallen enemies. This is a matter of pride to the ith’n ya’roo, and they use no other weaponry, except their claws. Ith’n ya’roo are savage and temperamental, not trusting outsiders or foreign ideas.

Despite their xenophobia, the ith’n ya’roo have a passion for two products not of their own make: red wine and gold. They trade with other races for these two precious commodities, but only with select individuals. Typically the ith’n ya’roo trade carved bone or ivory items, although some tribes have been known to trade glacier beast hides and horns.

Ith’n ya’roo have their own language, although it does not have a written form, and they rarely learn another race’s language unless they deem the entire race intelligent.

Ith’n ya’roo society is shamanistic, tribal, and nomadic. They live in villages of mobile tents, which they cart across the arctic landscape, following the path of food through the seasons. Due to the lack of trees in their lands, all of their belongings, including their homes, are made from either bone or hide.

Ith’n ya’roo villages are led by a council of elders, who decide the laws and the judgments, and command the movement of the village. The four eldest ith’n ya’roo in the village as well as the eldest shaman are the only ones eligible to sit on the council. Each village is considered a separate nation and has its own laws and customs. Villages often clash over prime hunting territories, especially in times of shortages.

Ith’n ya’roo have unusual ideas about what constitutes intelligence in other races. Generally, ith’n ya’roo believe all other beings are animals, and should be treated as such. Certain foreign individuals may prove themselves intelligent to the ith’n ya’roo, but this has no bearing on how the ith’n ya’roo treat other members of the race. Typically, anyone who can provide the ith’n ya’roo with gold or wine and who can prove themselves in battle is treated as intelligent, and is considered a potential trading partner.

Ith’n ya’roo youth must prove themselves in the hunt. Often large bands of ith’n ya’roo wait at a distance and watch as a young warrior attacks alone. Survivors are considered of age, and are entitled to take a mate. The most revered and honored prey of the ith’n ya’roo is the terrible glacier beast. Glacier beasts are never faced alone. Anyone helping to defeat one of these monsters is highly elevated in status, and can marry multiple mates.

On Porphyra
Ith’n Yaroo are a race of arctic beastmen forged from the amalgamation of human and yeti stock. They live in the Frozen North, the Northlands, and the Eternal Ice regions of Porphyra.

Ith'n Ya’roo Racial Characteristics1
Ith’n ya’roo characters are defined by their class levels, and have the following characterstics.

  • +2 Strength, +2 Wisdom, Intelligence -4: Ith'n Ya’roo have heavy muscles under their fur, and have a knack for craft and understanding the natural world. Their harsh wilderness life, however, has limited their development of abstract thought.
  • Monstrous Humanoid: Ith'n Ya’roo are monstrous humanoids from the polar wastes.
  • Medium: Ith'n Ya’roo are medium creatures, with no penalties or bonuses due to size.
  • Darkvision: Ith'n Ya’roo have darkvision 60'.
  • Normal Speed: Base speed for Ith'n Ya’roo is 30 feet.
  • Natural Armor: The thick pelt of the Ith'n Ya’roo gives it a +2 bonus to armor class.
  • Natural Attack: A pair of hooked horns are the Ith'n Ya’roo's natural weapons, and do 1d6 plus strength bonus as a primary attack.
  • Resistance to Cold: Adaptation to their environment has given the Ith'n Ya’roo cold resistance 5.
  • Vulnerability to Fire: Ith'n Ya’roo are vulnerable to fire attacks, both due to their climatic adaptation, and their long fur. Ith'n Ya’roo take an additional 50% damage from fire attacks.
  • Bonecrafter: Ith'n Ya’roo gain +2 on all Craft or Profession checks to create objects from stone or bone. Ith'n Ya’roo use Wisdom instead of Intelligence for all Craft checks involving bone. Ivory counts as bone for this purpose.
  • Bonechanter: Using traditional incantations, Ith'n Ya’roo can use reinforce armaments as a spell-like ability twice per day, with the caster level equal to the character's Hit Dice.
  • Languages: Ith'n Ya’roo characters begin play speaking Common and their own language, Ya’roo. Ith'n Ya’roo with high intelligence can choose from the following; Giant, Draconic, Sylvan, and the dialect of any human groups from the arctic region.

Favored Class Bonuses

  • Gunslinger: Add a + ½ bonus on damage rolls using the pistol whip deed.

See Also