Yamaraj

Creature 20
  • uncommon
  • Huge
  • monitor
  • psychopomp
Perception
+37; darkvision, lifesense 240 feet, truesight 60 feet
Languages
Chthonian, Diabolic, Empyrean, Requian, Telepathy 120 feet, Truespeech
Skills
Acrobatics +33, Athletics +38, 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

Telepathy 120 feet (aura, magical, mental)

Lifesense 240 feet

Constant Spells

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

Fast Healing 20

Frightful Presence (aura, emotion, fear, mental) 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 additional electricity damage.

Speed
35 feet, fly 50 feet, swim 30 feet

Melee ◆ jaws +38 (magical, reach 15 feet, unarmed), Damage 4d8+18 piercing plus Improved Grab plus Shepherd's Touch plus Yamaraj Venom

Melee ◆ claw +38 (agile, magical, reach 15 feet, unarmed), Damage 4d4+18 slashing plus Shepherd's Touch

Melee ◆ tail +38 (magical, reach 20 feet), Damage 4d10+18 bludgeoning plus Shepherd's Touch

Divine Innate Spells DC 44, attack +36; 10th manifestation, revival; 9th seize soul, wails of the damned, spirit blast, harm, heal; 8th chain lightning, wall of force, dispel magic; 5th mind probe (at will), translocate (at will); Constant (10th) truesight

Beetle Breath ◆◆ (divine) 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 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 land of the dead, or banish a creature from the land of the dead.

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 ◇

Source: Pathfinder Monster Core

Running this fight? Add the yamaraj to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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