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Psychopomp, Yamaraj

CR 20.00 Outsider N Huge HD 25
The head of this winged, dragonlike beast is crowned with long spines. Sooty feathers cover its body.

Equal parts regal and horrifying to mortal sensibilities, yamarajes preside as judges of death and dispensers of ultimate justice. Superstitions of the living call them by many names—the final judges, the grave magistrates, the dragons who eat men's souls—but all agree that these nobles of death wither even the stoutest hearts. The grave magistrates glide with authority throughout Purgatory, commanding flocks of lesser psychopomps, tolerating the ministrations of devils and angels bickering for souls of note, and ordering the endless procession of petitioners. Many also serve as diplomats or military commanders to maintain Purgatory's neutrality, but any such role is secondary to maintaining the flow of souls and the balance of the multiverse. Though in theory each yamaraj answers to the gods of death, in practice each is unquestioned within its own courtroom.

Yamarajes vaguely resemble black dragons, though they are easily distinguished once one realizes the gigantic creatures are cloaked in feathers rather than scales. Each yamaraj measures at least 30 feet in length and weighs 4 tons. Despite their massive size and largely sedentary duties, yamarajes show astounding grace when they move.

Impossibly old, yamarajes are outsiders forged from lesser psychopomps or the souls of legendary mortals. As with other outsiders, they need not eat, drink, or sleep to survive, and the grave magistrates normally remain perched upon Purgatory's ruins for months at a time, overseeing the smooth organization of their realm. Hard work wears at their immortal drive, and like living lords, they eagerly indulge in exquisite banquets during their infrequent personal time. These bacchanals make for strange bedfellows among outsiders, as solars and pit fiends may hobnob alongside one another, vying for the attention of a yamaraj to help organize the release of judged souls and attempting to win future favors.

When called into physical action, all yamarajes can breathe raw decay in the form of clouds of carrion-eating insects, and their venom saps the youth and vitality from living creatures.

Yamarajes serve as lower judges and lords of Purgatory, directing the activities of other outsiders there, presiding over the dead, pre-sorting souls destined for ultimate judgment by the death gods, and seeing to the efficiency and safety of the plane's infinite inhabitants. As the highest order of psychopomps, they are simultaneously the most dedicated to their role as shepherds of the dead and the most prone to impressing their own opinions on their work in the form of overturning precedents, rambling speeches, and extensive opinions attached to rulings. Such flexibility is necessary when making immortal decisions based on the ever-changing actions of the living, but frustrates more absolute outsiders to no end.

Unsurprisingly, yamarajes tend to vary greatly from one individual to the next. Most develop deep interests in various worldly subjects that determine the sorts of mortals they ultimately choose to watch over. A given yamaraj might go out of its way to seek out artisans, followers of specific deities, or thieves, depending on its studies or whatever has come to interest it during that eon. Yamarajes might seek to guard such pet souls, ensuring their safe travels through Purgatory, learning more from the souls as they journey together, and ultimately advocating that the death gods grant a more peaceful judgment. Others act in reverse, finding certain sorts of mortals truly disgusting, tormenting their souls through their procession to the goddess's throne, and even suggesting that the spirits should face particularly monstrous damnations. How a yamaraj reacts to an individual thus proves unpredictable, depending on its changeable tastes. Such idiosyncrasies vary between individual yamarajes, and might change over the course of centuries.

Just as many yamarajes become fascinated with souls possessing specific experiences or from certain backgrounds, some of the psychopomps go out of their way to judge beings from specific worlds, collecting bits of information and insight with every creature that passes them by. Thus, some become experts on one or multiple worlds, having spent eternities ferreting out the histories and secrets of worlds from firsthand accounts over millennia of inquiries. Many yamarajes welcome the opportunity to share the details of their investigations, though they sometimes see inquiries into their worlds of expertise as opportunities to conscript new allies to aid the psychopomps' cause. Standing at the pinnacle of their race, yamarajes are well informed as to the challenges and goals of many subservient psychopomps, and might only negotiate with mortals who perform a service in aid of their underlings.

HP
337 (25d10+200); fast healing 10
AC
40, touch 21, flat-footed 27 (+4 armor, +12 Dex, +1 dodge, +15 natural, –2 size)
Init
+16
Speed
40 ft., fly 60 ft. (good), swim 40 ft.
Fort
+22
Ref
+20
Will
+25
BAB
+25
CMB
+36 (+38 bull rush, +40 grapple)
CMD
59 (61 vs. bull rush, 63 vs. trip)
Melee
bite +32 (2d6+9/19–20 plus grab and poison), 2 claws +32 (2d6+9), tail slap +30 (2d6+4), 2 wings +30 (1d8+4)
Space
15 ft.
Reach
15 ft.
DR
15/adamantine
SR
31
Defensive Abilities
lightning drinker
Aura
fear (30 ft., DC 32)
Racial Modifiers
+4 Acrobatics when jumping
str
28
+9
dex
35
+12
con
27
+8
int
24
+7
wis
28
+9
cha
31
+10

Weapons: Martial, Simple

Breath Weapon — In addition to its cold breath weapon, a yamaraj can breath a 60-foot cone of beetles and other insectile scavengers. Creatures in the breath weapon's area take 16d6 points of slashing damage and are nauseated for 1d4 rounds (Reflex 30 halves damage and negates nausea). The scavengers persist as a swarm around the affected creature that is closest to the breath weapon's point of origin; this swarm has the same statistics as an army ant swarm, but its distraction DC is the same as the yamaraj's breath weapon DC. The save DC is Constitution-based.

Poison — Bite—injury; save

Final Judgment — A yamaraj can only use its miracle spell-like ability to restore a slain outsider to life or to reproduce the following spell effects: banishment, dimensional anchor, greater restoration, plane shift, true resurrection.

spirit touch

Universal Monster Rules

Breath Weapon Su from Universal Monster Rule
Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 the breathing creature's racial HD + the breathing creature's Con modifier; the exact DC is given in the creature's descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.
Poison Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Special Abilities

Final Judgment from text
A yamaraj can only use its miracle spell-like ability to restore a slain outsider to life or to reproduce the following spell effects: banishment, dimensional anchor, greater restoration, plane shift, true resurrection.
Lightning Drinker from text
Spirit Touch from text

Feats, Traits & Items

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Hover from Feat

A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.

If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).

Improved Bull Rush from Feat

You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

Calculated: +2 Maneuver Check Bonus
Improved Critical (bite) from Feat

When using the weapon you selected, your threat range is doubled.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Mobility from Feat

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Situational: vs. attacks of opportunity caused by moving out of or within a threatened area: +4 dodge AC
Multiattack from Feat

The creature's secondary attacks with natural weapons take only a –2 penalty.

Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Quicken Spell-Like Ability (lightning bolt) from Feat

Choose one of the creature's spell-like abilities, subject to the restrictions described in this feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).

Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability (but not another swift action)—in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.

The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 4. For a summary, see the table below.

A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.

Spell Penetration from Feat

You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

Calculated: +2 Spell Penetration
Wind Stance from Feat

If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.

Acrobatics +37 (+41 when jumping), Bluff +38, Diplomacy +35, Fly +40, Intimidate +35, Knowledge (arcana) +32, Knowledge (planes) +35, Knowledge (religion) +32, Perception +37, Sense Motive +37, Spellcraft +32, Stealth +32, Swim +42

spell-like abilities:
Constant—Detect Thoughts (DC 22), Constant—Mage Armor (DC 21), Constant—True Seeing (DC 26), At will—Dispel Magic, Greater, At will—Teleport, Greater, At will—Reincarnate (DC 24), At will—Rest Eternal, At will—Scrying (DC 24), At will—Share Language (DC 22), At will—Telekinesis (DC 25), At will—Tongues (DC 23), 3/day—Circle Of Death (DC 26), 3/day—Forcecage (DC 27), 3/day—Miracle (DC 29), 3/day—Lightning Bolt (DC 23), 3/day—Undeath To Death (DC 26), 1/day—Soul Bind (DC 29), 1/day—Wail Of The Banshee (DC 29)
Details
Type
Outsider
Alignment
N
Size
Huge
Environment
any (Purgatory)
Organization
solitary
Treasure
standard
Senses
darkvision 60 ft., detect thoughts, low-light vision, spiritsense, true seeing; Perception +37
Aura
fear (30 ft., DC 32)
Languages
Abyssal, Aklo, Celestial, Common, Draconic, Infernal
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
28 House/Core 3 Recognized publisher
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Hover (Feat) — cites Paizo Inc.
  • Uses feat: Improved Bull Rush (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Critical (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Mobility (Feat) — core content under OGL 1.0a
  • Uses feat: Multiattack (Feat) — cites Paizo Inc.
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Quicken Spell-Like Ability (Feat) — cites Paizo Inc.
  • Uses feat: Spell Penetration (Feat) — core content under OGL 1.0a
  • Uses feat: Wind Stance (Feat) — core content under OGL 1.0a
  • Knows spell: Detect Thoughts (Spell) — core content under OGL 1.0a
  • Knows spell: Mage Armor (Spell) — core content under OGL 1.0a
  • Knows spell: True Seeing (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Magic, Greater (Spell) — core content under OGL 1.0a
  • Knows spell: Teleport, Greater (Spell) — core content under OGL 1.0a
  • Knows spell: Reincarnate (Spell) — core content under OGL 1.0a
  • Knows spell: Rest Eternal (Spell) — core content under OGL 1.0a
  • Knows spell: Scrying (Spell) — core content under OGL 1.0a
  • Knows spell: Share Language (Spell) — core content under OGL 1.0a
  • Knows spell: Telekinesis (Spell) — core content under OGL 1.0a
  • Knows spell: Tongues (Spell) — core content under OGL 1.0a
  • Knows spell: Circle Of Death (Spell) — core content under OGL 1.0a
  • Knows spell: Forcecage (Spell) — core content under OGL 1.0a
  • Knows spell: Miracle (Spell) — core content under OGL 1.0a
  • Knows spell: Lightning Bolt (Spell) — core content under OGL 1.0a
  • Knows spell: Undeath To Death (Spell) — core content under OGL 1.0a
  • Knows spell: Soul Bind (Spell) — core content under OGL 1.0a
  • Knows spell: Wail Of The Banshee (Spell) — core content under OGL 1.0a
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