Yamaraj
Creature 20 (uncommon) — monitor, psychopomp
AnvilCrasherLANDAERIALAQUATICmonitorpsychopompdivinevoid
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; darkvision, lifesense 240 feet, truesight 60 feet
Languages chthonian, diabolic, empyrean, requian; Telepathy 120 feet, Truespeech
Skills acrobatics +33, athletics +38, Boneyard Lore +40, deception +34, diplomacy +34, intimidation +36, Legal Lore +40, 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
+1 status to all saves vs. magic
HP 375 (fast healing 20, lightning drinker)
Immunities death-effects, disease, electricity
Resistances void 20, poison 20
Speed 35 feet, fly 50 feet, swim 30 feet
Offense
Melee Jaws (magical, reach-15, unarmed) +38, Damage 4d8+18 piercing plus Improved Grab, Spirit Touch, Yamaraj Venom
Melee Claw (agile, magical, reach-15, unarmed) +38, Damage 4d4+18 slashing plus Spirit Touch
Melee Tail (magical, reach-20) +38, Damage 4d10+18 bludgeoning plus Spirit Touch
Abilities
Telepathy 120 feet (aura, magical, mental) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Lifesense 240 feet — Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+1 Status to All Saves vs. Magic —
Fast Healing 20 — A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Frightful Presence (aura, emotion, fear, mental) — 60 feet. DC 39 Will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
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}.
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.
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)
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 —
Divine Innate Spells DC 44, attack +36
10th Manifestation, Revival
9th Seize Soul, Wails of the Damned
6th Chain Lightning (×3), Spirit Blast, Truesight (Constant), Wall of Force
5th Mind Probe (At will)
4th Translocate (At will)
2nd Dispel Magic (×3)
1st Harm, Heal
WORKS WELL WITH
SniperLAND / AERIAL / AQUATICA ranged attacker can keep chipping away while the fast healing and resistances absorb the party's melee focus.
SnareLAND / AERIAL / AQUATICA controller that keeps squishier targets pinned away from the breath's wide cone lets the priority target stay engaged.
WeaverLAND / AERIAL / AQUATICA debuffer lowering Will saves compounds the frightful presence and makes the judgment abilities harder to resist.
PUNISHES
✖ clumping✖ low Will✖ undead reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Yamaraj in the encounter builder — free, no install.
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