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Yamaraj

Creature 20 (uncommon) — monitor, psychopomp

The greatest judges among the psychopomps are yamarajes, whose wisdom is legendary and whose edicts are unappealable except to ushers or Pharasma herself. A yamaraj resembles an immense dragon with dark, feathery scales and an emotionless, dispassionate gaze behind a feathered mask. When not serving as the senior magistrates, lords, and generals of the Boneyard, yamarajes pursue highly individualistic hobbies, such as gardening or literature. Psychopomps are guardians and shepherds of the dead

Source: pathfinder-monster-core

Perception +37
Skills acrobatics +33, athletics +38, deception +34, diplomacy +34, intimidation +36, occultism +38, religion +38, society +38
Str
+10
Dex
+7
Con
+7
Int
+10
Wis
+7
Cha
+6
AC 45 Fort +33 Ref +31 Will +35
HP 375
Immunities death-effects, disease, electricity
Resistances void 20, poison 20
Speed 35 feet, fly 50 feet, swim 30 feet

Offense

Melee Jaws +38, Damage 4d8+18 piercing
Melee Claw +38, Damage 4d4+18 slashing
Melee Tail +38, Damage 4d10+18 bludgeoning

Abilities

Telepathy 120 feet (aura, magical, mental) — Telepathy
Lifesense 240 feet — Lifesense
Constant Spells — Constant Spells
+1 Status to All Saves vs. Magic
Fast Healing 20 — Fast Healing
Frightful Presence (aura, emotion, fear, mental) — 60 feet. DC 39 Will Frightful Presence
Lightning Drinker — Whenever a yamaraj would take electricity damage if not for its immunity, its fast healing increases to 40 on its next turn. During that turn, if it uses Beetle Breath, the beetles deal 2d12 electricity{2d12 additional electricity damage}.
Beetle Breath (divine) — The yamaraj breathes a blast of beetles in a 50-foot cone that deals 14d8 slashing plus 4d8 persistent slashing{14d8 slashing damage and 4d8 persistent slashing damage} to creatures in the area with a DC 42 Reflex save. It can't use Beetle Breath again for 1d4 rounds. **Critical Success** The creature is unaffected. **Success** The creature takes half damage and is Sickened 1. **Failure** The creature takes full damage and is Sickened 2. **Critical Failure** The creature takes double damage and is Sickened 3.
Final Judgment — A yamaraj's Manifestation spells are used only to pronounce judgment, typically either to restore a dead or destroyed creature to life, bind a creature to the Boneyard, or banish a creature from the Boneyard.
Shepherd's Touch (incorporeal) — A yamaraj's Strikes affect incorporeal creatures with the effects of a Ghost Touch property rune and deal 3d6 void damage to living creatures and 3d6 vitality damage to undead.
Yamaraj Venom (poison) — While a creature is clumsy from this poison, it is Doomed with the same value; Saving Throw DC 42 Fortitude Maximum Duration 10 rounds Stage 1 3d8 poison damage and Clumsy 1 (1 round) Stage 2 5d8 poison damage and Clumsy 2 (1 round) Stage 3 7d8 poison damage and Clumsy 3 (1 round)
Improved Grab — Improved Grab

Spells

Manifestation (rank 10)
Revival (rank 10)
Seize Soul (rank 9)
Wails of the Damned (rank 9)
Chain Lightning (rank 6)
Spirit Blast (rank 6)
Truesight (Constant) (rank 6)
Wall of Force (rank 6)
Call Spirit (rank 5)
Mind Probe (At will) (rank 5)
Resurrect (rank 5)
Translocate (At will) (rank 4)
Dispel Magic (rank 2)
Harm (rank 1)
Heal (rank 1)

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