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There is a Legacy version here.

PFS StandardYamaraj

The greatest judges among the psychopomps are 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.

Recall Knowledge - Monitor (Religion): DC 42
Unspecific Lore: DC 40
Specific Lore: DC 37

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite YamarajCreature 21

Uncommon Huge Monitor Psychopomp 
Source Monster Core pg. 277
Perception +39; darkvision, lifesense 240 feet, truesight
Languages Chthonian, Diabolic, Empyrean, Requian; telepathy 120 feet, truespeech
Skills Acrobatics +35, Athletics +40, Boneyard Lore +42, Deception +36, Diplomacy +36, Intimidation +38, Legal Lore +42, Occultism +40, Religion +40, Society +40
Str +10, Dex +7, Con +7, Int +10, Wis +7, Cha +6
AC 47; Fort +35, Ref +33, Will +37; +1 status to all saves vs. magic
HP 405 (fast healing 20, lightning drinker); Immunities death effects, disease, electricity (see lightning drinker); Resistances poison 20, void 20
Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 41Lightning 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.
Speed 35 feet, fly 50 feet, swim 30 feet
Melee [one-action] jaws +40 [+35/+30] (magical, reach 15 feet), Damage 4d8+2+18 piercing plus Improved Grab and yamaraj venom and 3d6 shepherd's touchMelee [one-action] claw +40 [+36/+32] (agile, magical, reach 15 feet), Damage 4d4+2+18 slashing plus 3d6 shepherd's touchMelee [one-action] tail +40 [+35/+30] (magical, reach 20 feet), Damage 4d10+2+18 bludgeoning plus 3d6 shepherd's touchDivine Innate Spells DC 46 (+4 dmg); 10th manifestation (see final judgment), revival; 9th harm, heal, seize soul, spirit blast, wails of the damned; 8th chain lightning (×3), dispel magic (×3), wall of force; 5th mind probe (at will), translocate (at will); Constant (10th) truesight
Rituals DC 46 (+4 dmg); 5th call spirit, resurrect
Beetle Breath [two-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 44 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 Boneyard, or banish a creature from the Boneyard.Shepherd's Touch A yamaraj's Strikes have the benefit of a ghost touch property rune and deal an additional 3d6 void damage to living creatures or 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 44 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).

All Monsters in "Psychopomp"

NameLevel
Algea11
Catrina5
Eseneth17
Esobok3
Joseung Saja14
Morrigna15
Nosoi1
Shoki9
Vanth7
Vanth Warrior14
Yamaraj20

Psychopomp

Source Monster Core pg. 274
Psychopomps are guardians and shepherds of the dead in the Boneyard, the vast plane of graves where mortal souls are judged and sent on to their eternal rewards or damnations. Psychopomps ensure that the dead come to terms with their transition from mortality and are properly sorted into the appropriate afterlife. They also protect souls from being preyed upon by supernatural predators. Nearly all psychopomps wear masks, especially when they're likely to be interacting with mortals, although the types of masks they wear are as varied as the psychopomps themselves. The courts of the Boneyard preside in Requian, a somber yet melodic language spoken slowly with various tonal shifts.

Many psychopomps are intimately involved with the Boneyard's massive bureaucracy. Few pursue mercy, justice, or personal gain; their duties to Pharasma and her Boneyard are supreme. Nevertheless, individual psychopomps interpret their duties in different ways, which might put them in conflict with mortals or even with each other.

Sidebar - Locations Psychopomp Courts

Psychopomps rarely oppose celestials or fiends. In fact, they frequently host such creatures in the Boneyard, particularly in the sprawling psychopomp courts where these outsiders petition for one soul or another to be remanded to their jurisdiction. Complicated cases are judged by yamarajes, while the thorniest or most politically delicate are handed by Pharasma herself.

Sidebar - Additional Lore Psychopomp Divinities

The most powerful of the psychopomps are demigods known as “ushers”. These include Atropos, the Last Sister; Barzahk, the Passage; Ceyanan, the Shepherd; Dammar, the Denied; Imot, the Symbol of Doom; Mother Vulture, the Flesheater; Mrtyu, Death's Consort; Narakas, the Cleansing Sentence; the Pale Horse; Phlegyas, Consoler of Atheists; Saloc, Minder of Immortals; Teshallas, the Primordial Poison; and Vale, the Court of the Ancestors

Sidebar - Related Creatures Psychopomp Traitors

Some psychopomps view their task of sorting souls as ultimately hollow and meaningless since the multiverse itself must one day end. Eons ago, these rebels shirked their duties and fled to the empty corners of the planes, becoming a new type of evil creature called a sahkil. Sahkils feed on mortal fears, particularly fears of death, and enjoy tormenting those who must die. Psychopomps generally leave these malcontents alone, except when sahkils interfere with the proper flow of souls.