CREATURE 20
Perception +37; darkvision, lifesense 240 feet, true seeing
Languages Abyssal, Celestial, Infernal, Requian; telepathy 120 feet, tongues
Skills Acrobatics +33, Athletics +36, Deception +34, Diplomacy +34, Intimidation +36, Legal Lore +40, Occultism +38, Religion +38, Society +38, Vreitaistian Lore +40
Str +10 Dex +7 Con +7 Int +10 Wis +7 Cha +6
AC 45; Fort +33, Ref +31, Will +35
HP 375, fast healing 20, lightning drinker; Immunities electricity, death effects, disease; 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 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
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 miracle spells are used only to pronounce judgment, typically either to restore a dead or destroyed creature to life, bind a creature to the Vreitaistian, or banish a creature from the Vreitaistian.
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.
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)
Bestiary 2, page 211.
Open Yamaraj in the interactive creatures list or browse all creatures starting with Y.