Yamaraj

Level 20
Creature· monitorUncommonHugeRemaster
AC
45
HP
375
Speed
35 ft.
Perception
+37
Fort
+33
Ref
+31
Will
+35
Immunities death-effects, disease, electricity
Resistances void 20, poison 20
Languages chthonian, diabolic, empyrean, requian
Senses darkvision, lifesense 240 ft., truesight 60 ft.
Skills athletics +38, occultism +38, religion +38, society +38, intimidation +36, deception +34, diplomacy +34, acrobatics +33
Other Speeds fly 50 ft., swim 30 ft.
Recall Knowledge DC 42 (religion)

Attacks

Melee Jaws +38 (magical, reach 15 ft., unarmed), Damage 4d8+18 piercing
Melee Claw +38 (agile, magical, reach 15 ft., unarmed), Damage 4d4+18 slashing
Melee Tail +38 (magical, reach 20 ft.), Damage 4d10+18 bludgeoning

Abilities

Telepathy 120 feetinteraction
Lifesense 240 feetinteraction
Constant Spellsinteraction
+1 Status to All Saves vs. Magic
Fast Healing 20
Frightful Presence

60 feet. DC 39 will


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.

Beetle Breath◆◆

The yamaraj breathes a blast of beetles in a 50-foot area that deals 14d8 slashing 4d8 persistent slashing to creatures in the area with a DC 42 reflex save.

It can't use Beetle Breath again for .


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

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

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

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 in the Boneyard, the vast plane of graves where mortal souls are judged and sent on to their eternal rewards or damnations. Psychopomps ensure that the dead come to terms with their transition from mortality and are properly sorted into the appropriate afterlife. They also protect souls from being preyed upon by supernatural predators. Nearly all psychopomps wear masks, especially when they're likely to be interacting with mortals, although the types of masks they wear are as varied as the psychopomps themselves. The courts of the Boneyard preside in Requian, a somber yet melodic language spoken slowly with various tonal shifts.

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.