Actions/Abilities/Traits: (Pathfinder 1e)
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)
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.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
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