Yamaraj

Yamaraj

Creature 20

Perception +37; darkvision, lifesense 240 feet, 

Languages Abyssal, Celestial, Infernal, Requian; telepathy 120 feet, 

Skills Acrobatics +33, Athletics +36, Boneyard Lore +40, 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

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 (see lightning drinker); Resistances negative 20, poison 20

Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 39

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.

Speed 35 feet, fly 50 feet, swim 30 feet

Melee jaws +38 (magical, reach 15 feet), Damage 4d8+18 piercing plus Improved Grab and yamaraj venom and spirit touch

Melee claw +38 (agile, magical, reach 15 feet), Damage 4d4+18 slashing plus spirit touch

Melee tail +38 (magical, reach 20 feet), Damage 4d10+18 bludgeoning plus spirit touch

Divine Innate Spells DC 44; 10th 

; 9th ; 8th  (×3),  (×3), ; 5th  (at will),  (at will); Constant (10th) 

Rituals DC 44; 

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.

Final Judgment A yamaraj’s 

 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.

Spirit Touch As 

, but 3d6.

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)

Yamaraj

The greatest judges among the psychopomps are the massive yamarajes, whose wisdom is legendary and whose edicts are unappealable except to ushers or Pharasma herself. A yamaraj resembles an immense dragon with dark, feathery scales and an emotionless, dispassionate gaze behind a feathered mask. When not serving as the senior magistrates, lords, and generals of the Boneyard, yamarajes pursue highly individualistic hobbies, such as gardening or literature. They are willing to halt in their duties to converse with mortals whose expertise matches their interests.