Yamaraj

Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core.

The Yamaraj is a Level 20 creature, with Armor Class 45 and 375 hit points. Massive, six-winged adjudicators of the realm of the dead, yamarajs serve as high judges who enforce the immutable laws of death.

Yamaraj, original Pathfinder 2e monster artwork by ZapGM

Stat Block

Abilities & Attacks

Hit Points: 375 (fast healing 20, lightning drinker) Saving Throws: +1 status to all saves vs. magic Telepathy 120 feet (aura, magical, mental). A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would. Lifesense 240 feet. Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors. Constant Spells. A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires. +1 Status to All Saves vs. Magic Fast Healing 20. A monster with this ability regains the given number of Hit Points each round at the beginning of its turn. Frightful Presence (aura, emotion, fear, mental). 60 feet. DC 39 Will save. A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is Frightened 1. Failure The creature is Frightened 2. Critical Failure The creature is Frightened 4. 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. Beetle Breath (2 actions) (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 plane of the dead, or banish a creature from the plane 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 save. 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 (free action). Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained. Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.

Common Questions

How much HP does a Yamaraj have?

375 hit points.

What level is a Yamaraj?

Level 20.

What is a Yamaraj's Armor Class?

AC 45.

How fast can a Yamaraj move?

Speed 35 ft., fly 50 ft., swim 30 ft.

Use Yamaraj at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Yamaraj into a ZapGM campaign and customize it further.

License

This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations including paizo.com/orclicense, azoralaw.com/orclicense, and others. All warranties are disclaimed as set forth therein.

Game mechanics on this page are based on Pathfinder Monster Core © 2024 Paizo Inc. Full attribution is on zapgm.com/legal.

The game mechanics ZapGM publishes from these books remain ORC Licensed Material: you may reuse them under the ORC License.

The creature description and artwork are ZapGM Reserved Material.

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