Actions/Abilities/Traits: Pathfinder 2e
Ability
+1 status to all saves vs. magic
Ability
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). It 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.
Ability
Divine Innate Spells
DC 44; 10th miracle, revival; 9th bind soul, harm, heal, wail of the banshee; 8th chain lightning (×3), dispel magic (×3), spirit song, wall of force; 5th dimension door (at will), mind probe (at will); Constant (10th) true seeing
Ability
Final Judgment
A 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.
Ability
Frightful Presence
(aura, emotion, fear, mental) 60 feet, DC 39
Ability
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 its breath weapon, the beetles crackle with electricity and deal 2d12 additional electricity damage.
Ability
Rituals
DC 44; 5th call spirit, resurrect
Ability
Spirit Touch
A yamaraj's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 3d6 negative damage to living creatures and 3d6 positive damage to undead.
Ability
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)
Offense
Melee
Circumstance: combat round (melee)
jaws +38 [+33/+28] (magical, reach 15 feet), Damage 4d8+18 piercing plus Improved Grab and yamaraj venom and spirit touch
Trait
Monitor
Creatures that hail from or have a strong connection to the neutrally aligned planes are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.
Trait
Psychopomp
A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects.
Immunity
death effects
disease
electricity (see lightning drinker)
Language
Abyssal
Celestial
Infernal
Requian
telepathy 120 feet
tongues
Perception
darkvision
lifesense 240 feet
true seeing
Resistance
negative 20
poison 20
Actions/Abilities/Traits: Pathfinder 2e