Monster Dossier

Yamaraj

Yamaraj is a fantasy monster entry from source B2.

Level 20

Traits

uncommonnhugemonitorpsychopomp

Rules & statistics

Monster Profile

Perception

37

Senses

  • Name
    darkvision
  • Name
    lifesense
    Range
    240
  • Name
    true seeing

Languages

Languages
  • abyssal
  • celestial
  • infernal
  • requian
Abilities
  • telepathy 120 feet
  • tongues

Skills

Acrobatics
33
Athletics
36
Deception
34
Diplomacy
34
Intimidation
36
Occultism
38
Religion
38
Society
38
Vreitaistian lore
40
Legal lore
40

Ability Mods

Str
10
Dex
7
Con
7
Int
10
Wis
7
Cha
6

Defenses

Ac
45
Saving Throws
Fort
33
Ref
31
Will
35
Hp
  • Hp
    375
    Abilities
    • fast healing 20
    • lightning drinker
Immunities
  • electricity
  • death effects
  • disease
Resistances
  • Amount
    20
    Name
    negative
  • Amount
    20
    Name
    poison

Speed

Walk
35
Fly
50
Swim
30

Attacks

  • Range
    Melee
    Name
    jaws
    Attack
    38
    Traits
    • magical
    • reach
    Effects
    • Improved Grab
    • yamaraj venom
    • spirit touch
    Damage
    4d8+18 piercing plus Improved Grab and yamaraj venom and spirit touch
    Types
    • piercing
  • Range
    Melee
    Name
    claw
    Attack
    38
    Traits
    • agile
    • magical
    • reach
    Effects
    • spirit touch
    Damage
    4d4+18 slashing plus spirit touch
    Types
    • slashing
  • Range
    Melee
    Name
    tail
    Attack
    38
    Traits
    • magical
    • reach
    Effects
    • spirit touch
    Damage
    4d10+18 bludgeoning plus spirit touch
    Types
    • bludgeoning

Spellcasting

  • Type
    Innate
    Tradition
    divine
    DC
    44
    Entry
    5
    Spells
    • Name
      dimension door
      Amount
      at will
    • Name
      mind probe
      Amount
      at will
    8
    Spells
    • Name
      chain lightning
      Amount
      3
    • Name
      dispel magic
      Amount
      3
    • Name
      spirit song
    • Name
      wall of force
    9
    Spells
    • Name
      bind soul
    • Name
      harm
    • Name
      heal
    • Name
      wail of the banshee
    10
    Spells
    • Name
      miracle
    • Name
      revival
    Constant
    10
    Spells
    • Name
      true seeing

Abilities

Mid
  • Traits
    • aura
    • emotion
    • fear
    • mental
    Entries
    • 60 feet, 39
    Name
    Frightful Presence
  • Entries
    • 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.
    Name
    Lightning Drinker
Bot
  • Activity
    Number
    2
    Unit
    action
    Traits
    • divine
    • evocation
    Entries
    • The yamaraj breathes a blast of beetles in a 50-foot cone that deals 14d8 slashing damage and 4d8 persistent damage||persistent slashing damage to creatures in the area (42 Reflex save). It can't use Breath Weapon again for 1d4 rounds.
    • Type
      successDegree
      Entries
      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.
    Name
    Breath Weapon
  • Entries
    • 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.
    Name
    Final Judgment
  • Entries
    • A yamaraj's Strike||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.
    Name
    Spirit Touch
  • Type
    affliction
    Name
    Yamaraj Venom
    Traits
    • poison
    Note
    While a creature is clumsy from this poison, it is doomed with the same value
    DC
    42
    Saving Throw
    Fortitude
    Max Duration
    10 rounds
    Stages
    • Stage
      1
      Entry
      3d8 poison damage and clumsy 1
      Duration
      1 round
    • Stage
      2
      Entry
      5d8 poison damage and clumsy 2
      Duration
      1 round
    • Stage
      3
      Entry
      7d8 poison damage and clumsy 3
      Duration
      1 round

Background

Lore

No lore provided.