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PFS StandardYamaraj

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.

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

Elite | Normal | Weak
Proficiency without Level

YamarajCreature 20

Uncommon N Huge Monitor Psychopomp 
Source Bestiary 2 pg. 211 2.0
Perception +37; darkvision, lifesense 240 feet, true seeing
Languages Abyssal, Celestial, Infernal, Requian; telepathy 120 feet, tongues
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 39Lightning 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 [one-action] jaws +38 [+33/+28] (magical, reach 15 feet), Damage 4d8+18 piercing plus Improved Grab and yamaraj venom and spirit touchMelee [one-action] claw +38 [+34/+30] (agile, magical, reach 15 feet), Damage 4d4+18 slashing plus spirit touchMelee [one-action] tail +38 [+33/+28] (magical, reach 20 feet), Damage 4d10+18 bludgeoning plus spirit touchDivine 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
Rituals DC 44; 5th call spirit, resurrect
Breath Weapon [two-actions] (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 Boneyard, or banish a creature from the Boneyard.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)

All Monsters in "Psychopomp"

Vanth Warrior14


Source Bestiary pg. 270
Psychopomps are guardians and shepherds of the dead native to 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.

Sidebar - Related Creatures Other Pyschopomps

Nosois and morrignas are far from the only of their kind. Many others, like the skeletal vanths or the draconic yamarajes, also aid in the stewardship of the dead.

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 - Related Creatures Psychopomp Foes

Psychopomps' greatest enemies are creatures that devour or steal souls, such as astradaemons and night hags. Their other opponents include necromancers, proteans, and those who have unnaturally extended their lifespan, such as liches.

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.

Sidebar - Additional Lore Psychopomps Divinities

The most powerful of the psychopomps are unique demigods known collectively as “ushers,” each of whom has its own cult. These psychopomp divinities 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.