These camel-faced insectoid humanoids come from a world of glass lit by starlight. They are proficient wizards and can live for thousands of years. Their culture prizes intelligence above all else. They were cast out of the realm of Yadd for the sin of madness, when they carbilked their friblinddar blonkward. It’s uncertain whether the Yaddithians are fully aware that they have been exiled rather than this new place being the result of a wizardly experiment. Doyen Cul continues to be the most respected explorer of the realms of perception.
This currency takes the form of clear crystals of various cross sections. 6 yaddithian hexagons = 1 standard gold
8 square = 1 hexagon
12 hexagon = 1 octagon
Apothecary - Kamal sells potions and drugs, apparently from a tree, picking them like fruit. If you succeed in a disbelief check it appears to be a ramshackle shack. He occasionally talks backwards but speaks correctly when this is pointed out.
Smith - Jyoti works a magnificent cut stone furnace, or appears to. They accept commissions for metal goods. If the illusion is pierced he is seen lounging and staring off into the sky in front of a modest smelter and anvil.
Tailor - Avneet can be found watching the looms work in the burlap weaving floor. They will happily sell you some ill-fitting simple burlap clothes.
Grocer - Vimal sells fresh fruit and vegetables from large elaborately decorated baskets in a building of shining white stone, or from coarsely woven baskets under a thatch awning, depending on if you made your disbelief check.
Magic Shop - Doyen Cul lives in an ivory tower and is willing to sell scrolls. They may be commissioned for enchantments if they aren’t busy.
Public House - Dhaya makes her money selling high-alcohol fruity drinks. She also sells fried food like onion rings, cheese curds, and breaded shrimp, in addition to owning a hotel over the dining area. The rooms look immaculate if you don’t look too closely, but she doesn't employ a cleaning staff.
Indeterminate gender Yaddithian Wizard 20
N Medium Aberration
Init +3; Senses Darkvision 60, Perception +2
DEFENSE
AC 24, touch 19, flat-footed 21
HP 101
Fort +12, Ref +13, Will +18
Special Defenses
OFFENSE
Speed 20
Melee Staff of Illusion +9/+4 (1d6-1/x2)
Special Attacks
2 Claws 1d4.
Arcane School: Illusion (Phantasm):
Wizard Spells Prepared (CL 22; Concentration +28)
9th (DC 27) 4/day - Weird, Prismatic Sphere, Greater Create Demiplane, Overwhelming Presence
8th (DC 26) 5/day - Scintillating Pattern, Prismatic Wall, Create Demiplane, Symbol of Insanity, Frightful Aspect
7th (DC 25) 5/day - Greater Create Mindscape, Permanent Hallucination, Project Image, Subjective Reality, Ethereal Jaunt
6th (DC 24) 5/day - Permanent Image, Phantasmal Putrefaction, Programmed Image, Psychic Asylum, Triggered Hallucination
5th (DC 23) 5/day - Create Mindscape, Impossible Angles, Mirage Arcana, Persistent Image, Scripted Hallucination
4th (DC 22) 6/day - Complex Hallucination, Dreadscape, Hallucinatory Terrain, Mindscape Door, Phantasmal Killer, Rainbow Pattern
3rd (DC 21) 6/day - Audiovisual Hallucination, Hallucinatory Decor, Major Image, Oneiric Horror, Selective Invisibility, Vision of Hell
2nd (DC 20) 6/day - Disguise Other, Familiar Figment, Hypnotic Pattern, Mad Hallucination, Minor Image, Paranoia
1st (DC 19) 6/day - Auditory Hallucination, Color Spray, Darting Duplicate, Disguise Self, Silent Image, Ventriloquism
0th (DC 18) at will - Ghost Sound, Haunted Fey Aspect, Vacuous Vessel, Detect Magic, Read Magic, Light, Sotto Voce, Chameleon Scales, Message, Arcane Mark, Prestidigitation
STATISTICS
Str 8, Dex 16, Con 14, Int 26, Wis 14, Cha 20
Base Atk +10; CMB +9; CMD 22
Feats Improved Familiar, Alertness, Scribe Scroll, Craft Wondrous Item, Brew Potion, Craft Ooze, Craft Staff
Skills Appraise +26, Craft (alchemy) +31, Diplomacy +25, Fly +11, Knowledge (arcana) +17, Knowledge (dungeoneering) +17, Knowledge (engineering) +17, Knowledge (geography) +17, Knowledge (history) +17, Knowledge (local) +17, Knowledge (nature) +17, Knowledge (nobility) +17, Knowledge (planes) +17, Knowledge (religion) +17, Linguistics +11, Profession (librarian) +25, Spellcraft +33
Languages Yaddithian
SQ
Gear Staff of Illusion, Robe of the Archmagi, Boots of Teleportation, Headband of Mental Superiority +6, Amulet of Natural Armor +5, Ring of Major Spell Storing
Ceru - Cerk
NG Tiny magical beast
Init +6; Senses darkvision 60 ft., low-light vision, Perception +6
DEFENSE
AC 26, touch 14, flat-footed 24 (+2 Dex, +12 natural, +2 size)
HP 22 (3d10+6); fast healing 2
Fort +5, Ref +5, Will +2
Immune poison;
Resist acid 5, electricity 5;
SR 25
OFFENSE
Speed 20 ft.
Melee gore +7 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks luckbringer
Spell-Like Abilities (CL 6th; concentration +8)
Constant – detect magic
At will–mage hand
STATISTICS
Str 8, Dex 15, Con 14, Int 15, Wis 12, Cha 15
Base Atk +3; CMB +3; CMD 12 (16 vs. trip)
Feats Improved Initiative, Weapon Finesse, Alertness
Skills Diplomacy +4, Knowledge (arcana) +4, Perception +6, Stealth +15
Languages Yaddithian (can’t speak)
SQ
These strange creatures dress outlandishly and chaotically.
Yaddithian Wizard 5
N Medium Aberration
Init +3; Senses Darkvision 60, Perception -1
DEFENSE
AC 15, touch 15, flat-footed 12
HP 27
Fort +3, Ref +4, Will +3
OFFENSE
Speed 20
Melee Spell Storing Dagger +1 (1d4-1/19-20x2)
Wizard Spells Prepared (CL 5; Concentration +10)
4th (DC 19) 2/day - Complex Hallucination, Dreadscape
3rd (DC 18) 3/day - Audiovisual Hallucination, Hallucinatory Decor, Major Image
2nd (DC 17) 4/day - Hypnotic Pattern, Mad Hallucination, Minor Image, Paranoia
1st (DC 16) 6/day - Auditory Hallucination, Color Spray, Darting Duplicate, Disguise Self, Silent Image, Ventriloquism
0th (DC 15) at will - Ghost Sound, Haunted Fey Aspect, Vacuous Vessel, Detect Magic, Read Magic, Light, Prestidigitation
STATISTICS
Str 8, Dex 16, Con 14, Int 20, Wis 8, Cha 14
Base Atk +2; CMB +1; CMD 14
Feats Improved Familiar, Scribe Scroll, Alertness
Skills Appraise +8, Craft (alchemy) +13, Diplomacy +7, heal +4, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +8, Perception -1, Profession (pharmacist) +7, Spellcraft +15
Languages Yaddithian
Gear Spell Storing Dagger, amulet of natural armor +1, Sleeves of Many Garments, peasant's outfit, If outside town Bag of Holding I, Traveler's Any-Tool, waterskin x4, folding chair, cot, small tent, butterfly net, wind chimes, mirror, silk rope, string, bufo, bread x10, cheese x10, fortune cookie x10, maple syrup, meat x10, trail rations x10, travel cake mix x10, portable alchemist's lab, acid flask x5, alkali flask x5, incense, Love-In-Idleness, Poppy Tears x3, tindertwig x10, Pipe, Crystal-Sweet x2, Fear-Killer x2, Quick-Step x2, Sphere-Song x2, vision toad, tiny cage, journal, book of puzzles, ink, pen, cooking kit, fishing kit, common gambler's kit, masterwork survival kit, ball, kite, pocket watch, charcoal 3/4lb, coal 3/4lb, masonry stone 3/4lb, iron 3/4lb, copper 3/4lb, glass 3/4lb, marble 3/4lb, silver 3/4lb, darkwood 3/4lb, cold iron 3/4lb, gold 3/4lb, Adamantine 3/4lb, mithral 3/4lb, platinum 3/4lb, 286 Yaddithian Octagons, 4 Yaddithian Squares
Small Psionic Elemental
N Small outsider (elemental, extraplanar, psionic)
Init +0; Senses darkvision 60ft, Perception +5
DEFENSE
AC 18, touch 11, flat-footed 17 (+7 natural, +1 size)
HP 11 (2d10)
Fort +0; Ref +3; Will +3
Defensive Abilities warp reality. Immune elemental traits
OFFENSE
Speed fly 60 ft. (perfect)
Melee slam +3 (1d4)
Psi-like Abilities (ML 2nd):
At will — detect psionics, distract (DC 13), psionic daze (5 HD, DC 13*)
3/day — energy ray (2d6, DC 13*), thought shield
STATISTICS
Str 11, Dex 11, Con 10, Int 8, Wis 11, Cha 14
Base Atk +2; CMB +1; CMD 11
Feats Combat Manifestation
Skills Autohypnosis +5, Fly +15, Knowledge (planes) +5, Knowledge (psionics) +5, Perception +5, Sense Motive +5
Languages telepathy 100 ft.
SQ