Actions/Abilities/Traits: Pathfinder 1e
Aura
fear (30 ft., DC 32)
Special
1/day
soul bind, summon (level 9, any one CR 19 or lower psychopomp 100%), wail of the banshee (DC 29)
Special
3/day
circle of death (DC 26), forcecage (DC 27), miracle (DC 29) (see final judgment), quickened lightning bolt (DC 23), undeath to death (DC 26)
Special
At will
greater dispel magic, greater teleport (self plus 50 lbs. of objects only), reincarnate, rest eternal, scrying, share language, telekinesis (DC 25), tongues
Special
Breath Weapon (Su)
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.
Special
Constant
detect thoughts (DC 22), mage armor, true seeing
Special
Final Judgment (Su)
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.
Special
Lightning Drinker (Su)
A yamaraj absorbs electricity to strengthen itself. If struck by an electrical attack, it heals 1 hit point per 3 points of electricity damage the attack would otherwise deal. If the amount of healing would cause the yamaraj to exceed its full normal hit points, it gains any excess as temporary hit points (up to a maximum of 100), which last up to 1 hour.
Special
Poison (Ex)
Bite-injury; save Fort DC 30; frequency 1/round for 6 rounds; effect 1d4 Dex drain; cure 3 consecutive saves.
Action
Feat 1
Combat Reflexes
Action
Feat 10
Power Attack
Action
Feat 11
Quicken Spell-Like Ability (lightning bolt)
Action
Feat 12
Spell Penetration
Action
Feat 13
Wind Stance
Action
Feat 2
Dodge
Action
Feat 3
Hover
Action
Feat 4
Improved Bull Rush
Action
Feat 5
Improved Critical (bite)
Action
Feat 6
Improved Initiative
Action
Feat 7
Iron Will
Action
Feat 8
Mobility
Action
Feat 9
Multiattack
Action
Melee 1
bite +32 (2d6+9/19-20 plus grab and poison)
Action
Melee 2
2 claws +32 (2d6+9)
Action
Melee 3
tail slap +30 (2d6+4)
Action
Melee 4
2 wings +30 (1d8+4)
Treasure
standard
Environments
any (Purgatory)
Actions/Abilities/Traits: Pathfinder 1e