YamarajCreature 20
Source Pathfinder Bestiary 2
Perception +37 (darkvision, lifesense 240 feet, true seeing)
Languages Abyssal, Celestial, Infernal, Requian, Telepathy 120 Feet, Tongues
Skills Acrobatics +33, Athletics +36, Deception +34, Diplomacy +34, Intimidation +36, Lore +40, Lore +40, Occultism +38, Religion +38, Society +38
Str +10, Dex +7, Con +7, Int +10, Wis +7, Cha +6
AC 45; Fort +33; Reflex +31; Will +35; +1 status to all saves vs. magic
HP 375 (fast healing 20, lightning drinker)
Speed 35 feet (fly 50 feet, swim 30 feet)
Immunities death effects, disease, electricity
Resistances Negative 20, Poison 20
Jaws +38 (+33, +28) to hit (magical, reach 15) 4d8+18 Piercing
Claw +38 (+34, +30) to hit (agile, magical, reach 15) 4d4+18 Slashing
Tail +38 (+33, +28) to hit (magical, reach 20) 4d10+18 Bludgeoning
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Telepathy (aura, divination, magical)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.
LifesenseLifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA 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. MagicFast Healing 20A 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 Aura 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.
Lightning DrinkerWhenever 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 its breath weapon, the beetles crackle with electricity and deal 2d12 additional electricity damage.
Breath Weapon (divine, evocation)The yamaraj breathes a blast of beetles in a 50-foot cone that deals 14d8 slashing damage and 4d8 Persistent Slashing Damage to creatures in the area (DC 42 reflex save).
The Yamaraj can't use Breath Weapon again for 1d4 rounds.
Critical Success The creature takes no damage.
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 JudgmentA yamaraj's miracle 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.
Spirit Touch (incorporeal)An yamaraj's Strikes affect incorporeal creatures with the effects of a Ghost Touch property rune and deal 1d6 negative damage to living creatures and 1d6 positive 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 GrabThe monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.
Divine Innate Spells (DC 44, +34 to hit)
5th Level: Dimension Door (At will), Mind Probe (At will)
8th Level: Chain Lightning, Dispel Magic, Spirit Song, Wall of Force
9th Level: Bind Soul, Harm, Heal, Wail of the Banshee
10th Level: Miracle, Revival, True Seeing (Constant)
5th Level: Call Spirit, Resurrect
The greatest judges among the psychopomps are the massive 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. They are willing to halt in their duties to converse with mortals whose expertise matches their interests.
Many psychopomps are intimately involved with the Boneyard's massive bureaucracy. Few pursue mercy, justice, or personal gain; their duties to Pharasma and her Boneyard are supreme. Nevertheless, individual psychopomps interpret their duties in different ways, which might put them in conflict with mortals or even with each other.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.