Dead Petitioner

This skeletal figure is neither undead nor truly alive, an eternal sentinel waiting for its next command or purpose.

Petitioners are the souls of mortals brought to the Outer Planes after death in order to experience their ultimate punishment, reward, or fate. A petitioner retains fragments of its memories from life, and its appearance depends not only upon the shape it held in life but also upon the nature of the Outer Plane to which it has come.

The stark expanses of the Boneyard are the proving grounds for The Dead. While resembling animated skeletons, they are not truly undead but are in a liminal state, awaiting judgment or a greater purpose. This plane, under the watchful eye of the goddess Pharasma, is both an end and a beginning. For those souls who find a new calling, they might be elevated to become Psychopomps, eternal guardians and shepherds of souls, ensuring the eternal cycle of life, death, and rebirth remains unbroken.

CR 1 XP 400
Human petitioner (Dead)
N Medium outsider (extraplanar)
Init +0; Senses darkvision 60 ft., Perception +5
DEFENSE
AC
10, touch 10, flat-footed 10
hp 16 (2d10+5)
Fort +4, Ref +3, Will +0
DR 10/bludgeoning; Immune cold, mind-affecting effects
OFFENSE
Speed
30 ft.
Melee slam +2 (1d4)
STATISTICS
Str
11, Dex 10, Con 13, Int 10, Wis 11, Cha 10
Base Atk +2; CMB +2; CMD 12
Feats Toughness
Skills Craft (any two) +5, Knowledge (planes) +5, Perception +5, Sense Motive +5, Stealth +5
Languages Common
ECOLOGY
Environment
Boneyard
Organization solitary, pair, group (3–12), or army (13 or more)
Treasure none
CREATING A DEAD PETITIONER
 

Nosoi

This strange black bird wears a leather long-nosed mask like a plague doctor.

Nosois eagerly fill the roles of clerks, scribes, and messengers in the Boneyard’s bureaucracy. They record the circumstances of each mortal’s death, any judgments for and against its soul, and its final destination among the Outer Planes. A noisoi looks like a songbird—usually a crow, sparrow, or whippoorwill—though it wears a funerary mask that accentuates its beak. Many nosois craft decorative artificial tails from grave goods and other decorations that trail behind them as they fly. A nosoi typically measures about 1 foot in length but is deceptively heavy, weighing between 10 and 15 pounds. It can use drawing and writing tools suitable for Small or Medium creatures without penalty. Nosois serve within the libraries and scriptoriums of the Boneyard, tirelessly scribbling away without rest. Being social creatures, they frequently chatter or sing with one another. A nosoi considers eating a rare treat, and sometimes shares the information it knows if given a suitable tasty bribe. A nosoi’s primary duties are to record happenings within the Boneyard, conduct souls to and from their appointed destinations, and carry messages from the Boneyard to agents in other planes. Most outsiders respect the couriers’ neutrality and allow them safe passage. Many also serve as assistants to more powerful psychopomps or even to mortals with particularly morbid concerns or important fates. Nosois take pride in knowing that their trivial tasks aid in keeping one of the multiverse’s most important systems functioning with general reliability. A true neutral spellcaster can gain a nosoi as a familiar at 7th level by taking the Improved Familiar feat. A nosoi familiar grants its master a +2 bonus on skill checks made to scribe scrolls. A nosoi immediately leaves the service of any master who creates or permanently becomes an undead.

CR 2 XP 600
N
Tiny outsider (extraplanar, psychopomp)
Init +3; Senses darkvision 60 ft., low-light vision, spiritsense; Perception +9
DEFENSE
AC
15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 19 (3d10+3)
Fort +2, Ref +6, Will +4
DR 2/adamantine; Immune death effects, disease, poison; Resist cold 10, electricity 10
OFFENSE
Speed
20 ft., fly 50 ft. (good)
Melee bite +8 (1d3–1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks haunting melody
Spell-Like Abilities (CL 3rd; concentration +6)
At will—invisibility (self only)
3/day—speak with dead (6 questions, CL 12th)
1/day—hide from undead (DC 14), sound burst (DC 15)
STATISTICS
Str
8, Dex 16, Con 12, Int 11, Wis 13, Cha 16
Base Atk +3; CMB +4; CMD 13
Feats Alertness, Weapon Finesse
Skills Fly +17, Knowledge (history) +6, Knowledge (planes) +6, Perception +9, Profession (scribe) +7, Sense Motive +3, Stealth +17
Languages Abyssal, Celestial, Infernal
SQ change shape (raven or songbird [same statistics], beast shape II), spirit touch
ECOLOGY
Environment
any (Boneyard)
Organization solitary, pair, or group (3–15)
Treasure standard
SPECIAL ABILITIES
Haunting Melody (Su)
A nosoi’s song has the power to grip the spirits of those that hear it. All living and undead creatures within a 60-foot spread must succeed at a DC 14 Will saving throw or be fascinated. A creature that successfully saves is not subject to that nosoi’s song for 24 hours. This effect continues for as long as the nosoi sings and for 1 round thereafter. A nosoi can sing for a number or rounds per day equal to twice its Hit Dice. This is a sonic mind-affecting charm effect. This ability can affect undead creatures, even though the undead subtype makes such creatures immune to mind-affecting effects (though undead creatures with immunity to mind-affecting effects from a source other than their creature type are still immune). The save DC is Charisma-based.
Spirit Touch (Ex) A psychopomp’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
Spiritsense (Su) A psychopomp notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability.
 

Esobok

This stout, hunched predator has a ruff of dirty feathers and a crocodilian skull for a head.

Esoboks constitute a vicious predator caste of psychopomps. They patrol graveyards as feral hunters, hungry for undead flesh. As outsiders, esoboks don’t have to eat and draw no sustenance from this behavior, but the spark of undeath is a feast for their every sense, and they pursue and ravenously consume undead creatures at every opportunity.  Esoboks’ unruly nature and limited intelligence make them ideal border guards and “attack animals,” although their behavior can be alien and unsettling to those who expect them to display either more animalistic instincts or the sophisticated intellects of other psychopomps. These predators are never trusted to retrieve the souls of the fallen, but they are often called to the Material Plane to help contain outbreaks of undead—in such situations, their joy at the taste of undead flesh generally prevents them from attacking living targets, despite their lust for battle.  Some psychopomps (particularly vanths) have developed methods of training esoboks to realize greater potentials, allowing the creatures to tap into newfound reservoirs of magical ability. These trained esoboks have the advanced creature simple template and gain access to the following spell-like abilities, each usable once per day: ear-piercing scream, haunting mists, and teleport.  The typical esobok stands 3 feet tall at the shoulder, is nearly as wide, and weighs upward of 300 pounds.

CR 3 XP 800
N
Medium outsider (extraplanar, psychopomp)
Init +3; Senses darkvision 60 ft., detect undead, low-light vision, scent, spiritsense; Perception +2
DEFENSE
AC
15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 30 (4d10+8)
Fort +6, Ref +4, Will +6
Defensive Abilities eater of the dead; DR 2/adamantine; Immune death effects, disease, poison; Resist cold 10, electricity 10
OFFENSE
Speed
40 ft.
Melee bite +6 (1d6+2 plus grab), 2 claws +6 (1d4+2)
Special Attacks pounce, wrench spirit
Spell-Like Abilities (CL 4th; concentration +6)
Constant—detect undead
3/day—invisibility (self only)
STATISTICS
Str
14, Dex 17, Con 14, Int 5, Wis 14, Cha 15
Base Atk +4; CMB +6; CMD 19
Feats Combat Reflexes, Power Attack
Skills Climb +8, Intimidate +8, Perception +2, Stealth +9, Survival +8
Languages Abyssal, Celestial, Infernal
SQ spirit touch
ECOLOGY
Environment
any (Boneyard)
Organization solitary, pack (2–6), or hunting party (3–10 plus 1 vanth psychopomp)
Treasure none
SPECIAL ABILITIES
Eater of the Dead (Su)
Esoboks enjoy eating undead flesh, and are immune to the nauseated and sickened conditions.
Spirit Touch (Ex) A psychopomp’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
Spiritsense (Su) A psychopomp notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability.
Wrench Spirit (Su) If an esobok begins its turn grappling a living or undead creature, it can attempt to wrench that creature’s animating spirit free as a standard action. If the target succeeds at a DC 14 Will save, it takes 1d6 points of force damage; if the target fails, its spirit is stripped from its body. This effect instantly destroys mindless undead that have fewer Hit Dice than the esobok and leaves all other undead dazed. All other targets are paralyzed. Once per round, a creature dazed or paralyzed by this effect can attempt a new saving throw to free its soul from the esobok’s jaws. An esobok can’t use its bite attack while it holds a disembodied spirit, but it can release the spirit as a free action, at which point the daze or paralysis effect ends. Creatures without souls (such as constructs and oozes) and creatures whose bodies and souls are one unit (such as outsiders) are immune to this ability. The save DC is Charisma-based.
 

Viduus

This dour being has a mostly humanoid form with its lower body wrapped in a cocoon-like husk.

Viduuses occupy the many libraries and scriptoriums of the Boneyard, where they catalog the comings and goings of extraordinary souls: their lives, deeds, deaths, and secrets. Existence holds many mysteries, and those mortals who had brushes with the extraordinary have their tales and confessions recorded by these semi-cocooned scholars and added to the volumes of the Boneyard’s expansive libraries. Although pretentious in the extreme, viduuses prove quite knowledgeable about many historical and planar secrets, and what they don’t know they generally have a decent idea of how to research, potentially summoning assistants from across the planes to aid them.

CR 4 XP 1,200
N
Medium outsider (extraplanar, psychopomp)
Init +4; Senses darkvision 60 ft., low-light vision, spiritsense; Perception +14
DEFENSE
AC
16, touch 10, flat-footed 16 (+6 natural)
hp 47 (5d10+20)
Fort +5, Ref +4, Will +10
DR 5/adamantine; Immune death effects, disease, mind-affecting effects, poison; Resist cold 10, electricity 10; SR 15
OFFENSE
Speed
30 ft., climb 30 ft.
Melee quill +5 touch (1d4 plus censor or expurgate)
Special Attacks censor, expurgate, quill
STATISTICS
Str
10, Dex 11, Con 18, Int 15, Wis 19, Cha 16
Base Atk +5; CMB +5; CMD 15
Feats Alertness, Improved Initiative, Iron Will
Skills Bluff +11, Climb +8, Diplomacy +11, Knowledge (history, planes, religion) +10, Perception +14, Sense Motive +14, Stealth +8
Languages Abyssal, Celestial, Common, Infernal
SQ spirit touch, transformation
ECOLOGY
Environment
any (Boneyard)
Organization solitary, pair, or library (3–12)
Treasure standard
SPECIAL ABILITIES
Censor (Su)
A viduus that strikes a living creature with its quill rewrites memories. The target must succeed at a DC 15 Will save or its memories are affected similarly to modify memory. The viduus can rewrite 1 day’s worth of the target’s memories with a single strike. The target is confused for the next 1d4 rounds. A creature’s memories can be restored by lesser restoration, modify memory, or similar spells. Memories lost in this manner are copied into one of the numerous tomes protected by the viduus and can be relearned by reading that tome. This is a mind-affecting effect. The save DC is Charisma-based.
Expurgate (Su) A viduus that strikes an undead creature with its quill can obliterate that creature’s memories and rob it of its will to act. The undead creature must succeed at a DC 15 Will save or have all of its memories erased. This renders the undead immobile, as if under the effects of halt undead. An intelligent undead can attempt a saving throw at the end of each of its turns to end the effect, but unintelligent undead remain halted until the effect is removed by an outside force. The effect is broken if the halted creature is attacked or takes damage. The save DC is Charisma-based.
Quill (Su) A viduus’s quill deals piercing damage and is treated as a light weapon and a touch attack. It cannot be used by other creatures as anything other than a standard writing quill.
Spirit Touch (Ex) A psychopomp’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
Spiritsense (Su) A psychopomp notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability.
Transformation (Su) A viduus that is reduced to 0 hit points transforms. Its cocoon body bursts open, expelling a swarm of biting black-and-white centipedes (same statistics as a spider swarm) and a bank of mind fog (CL 4th) centered on the viduus’s square. A viduus can purposefully transform by spending 3 consecutive full-round actions, in which case it reforms somewhere in the Boneyard 1 month later.
 

Catrina

With lengthy curling hair, a dancer’s dress, and a bouquet of flowers, this woman remains beautiful, despite having no flesh.

Catrinas welcome the dead into the afterlife, doing what they can to lessen the shock and terror experienced by mortals who haven’t accepted their own deaths or who still grieve for themselves. Eschewing the funereal themes and colors preferred by most other psychopomps, catrinas dress in festive shades, surrounding themselves with light and color to dispel a measure of death’s gloom. However, they don’t disguise their skeletal bodies, for despite any gilding they might put on the moment, they don’t seek to disguise the finality of death. A catrina’s motivation for easing the transition from life to death has more to do with making the soul’s progression calm than compassion for the soul—after all, screaming and outrage disrupts the processing of the dead. Catrinas rarely ever visit the Material Plane, but when they do so it’s typically at the command of a more powerful psychopomp or deity of death who seeks to ease the passing of a mortal of singular importance—such as a high-ranking priest of a death goddess. In such instances they serve as companions and ushers into the realm of the dead, not executioners. However, they’re capable of serving in both capacities, especially if misguided mortals try to keep them from their duty, using their deadly but painless kisses to end a life in an instant. Catrinas always appear as festively dressed skeletons—usually in women’s garb but sometimes in colorful men’s formal wear, and usually decorated with or carrying flowers. They do not have true genders, but an individual catrina may have a more masculine or feminine voice and personality. They typically stand between 5 and 6 feet tall and weigh about 20 to 30 pounds.

CR 5 XP 1,600
N
Medium outsider (extraplanar, psychopomp)
Init +7; Senses darkvision 60 ft., low-light vision, spiritsense; Perception +11
Aura calm emotions (30 ft., DC 17)
DEFENSE
AC
19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 51 (6d10+18)
Fort +5, Ref +8, Will +9
DR 5/adamantine; Immune death effects, disease, poison; Resist cold 10, electricity 10; SR 16
OFFENSE
Speed
30 ft.
Melee 2 slams +6 (1d8)
Special Attacks compel condemned, kiss of death
Spell-Like Abilities (CL 6th; concentration +10)
At will—dancing lights, death watch, greater teleport (self plus 50 lbs. of objects only), invisibility (self only), speak with dead
3/day—major image (DC 20)
STATISTICS
Str
10, Dex 17, Con 16, Int 13, Wis 14, Cha 19
Base Atk +6; CMB +6; CMD 19
Feats Combat Expertise, Improved Initiative, Iron Will
Skills Diplomacy +13, Heal +8, Knowledge (planes) +10, Knowledge (religion) +10, Perception +11, Stealth +12, Use Magic Device +10
Languages Abyssal, Celestial, Common, Infernal; tongues, telepathy 100 ft.
SQ spirit touch
ECOLOGY
Environment
any (Boneyard)
Organization solitary, pair, or reception (3–10)
Treasure standard
SPECIAL ABILITIES
Calm Emotions Aura (Su)
A catrina’s aura acts like a calm emotions spell with a radius of 30 feet. A creature that succeeds at its save is immune to that catrina’s aura for 24 hours. The save DC is Charisma-based.
Compel Condemned (Su) As a standard action, a catrina can force one humanoid within 30 feet to make a DC 17 Will save or be affected as per the spell dominate person. This ability functions exactly as that spell, but the catrina can only command an affected creature to approach and kiss her. This action is not considered to be against the target’s nature or self-destructive. Any damage taken by the target (other than damage the catrina deals) immediately ends this effect.
Kiss of Death (Su) A catrina can kill a grappled, helpless, or willing target with a long, passionate kiss. The target must succeed at a DC 17 Fortitude save or take 5d6 points of damage. Any creature damaged by the same catrina’s kiss for three consecutive rounds instantly dies, regardless of how many hit points it has remaining. Creatures of the old age category take a –2 penalty on saving throws to resist this ability, while those in the venerable age category take a –4 penalty. This is a death effect. The save DCs are Charisma-based.
Spirit Touch (Ex) A psychopomp’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
Spiritsense (Su) A psychopomp notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability.
 

Vanth

This humanoid skeleton has black raven wings, a long tail, and a polished vulture-like mask where its face should be.

Stern, silent, and cloaked in ragged black wings, vanth psychopomps serve as stoic guardians of the Boneyard and watchers along the routes of the dead. A vanth looks like a black skeleton with ravenlike wings and a mask resembling a vulture’s skull. Also known as reapers, angels of death, or amzranei, vanths protect the departed from those wishing to eat or steal their mortal souls, recapture escaped souls trying to flee their assigned fates, and are death’s foot soldiers against whatever would disrupt the natural cycle of mortality. They may also guard the dead and death’s assets, such as forgotten cemeteries, unattended mausoleums, and sacred groves. A vanth weighs 400 pounds and stands 8 feet tall, though its slumped posture means it can look most adult humanoids in the eye. Vanths are ancient creatures, perhaps predating the current gods of death, and are rumored to be ascended souls of a distant world of death-worshiping soldiers. They rarely speak or show emotion and their hollow voices carry unnaturally far. A vanth’s scythe is a badge of its station, reflecting its role as a harvester of souls. It features symbols in a language that was already lost when the death gods claimed the Boneyard. Most outsiders scorn vanths, as the psychopomps have no concern for law, rightfulness, or personal gain— only duty. Vanths view any outsider visiting the Boneyard as a potential threat, and stalk angels and demons alike.

CR 7 XP 3,200
N
Medium outsider (extraplanar, psychopomp)
Init +3; Senses darkvision 60 ft., low-light vision, spiritsense; Perception +16
Aura fear (30 ft., DC 17)
DEFENSE
AC
20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
hp 76 (9d10+27)
Fort +11, Ref +6, Will +10
DR 10/adamantine; Immune death effects, disease, poison; Resist cold 10, electricity 10; SR 18
OFFENSE
Speed
30 ft., fly 50 ft. (average)
Melee +1 adamantine scythe +14/+9 (2d4+7/×4) or 2 claws +13 (1d6+4)
Spell-Like Abilities (CL 10th; concentration +13)
At will—deathwatch, greater teleport (self plus 50 lbs. of objects only), invisibility (self only)
3/day—bestow curse (DC 17), locate creature, searing light
STATISTICS
Str
18, Dex 16, Con 17, Int 13, Wis 19, Cha 17
Base Atk +9; CMB +13; CMD 26
Feats Cleave, Great Fortitude, Hover, Power Attack, Vital Strike
Skills Acrobatics +9, Fly +11, Intimidate +11, Knowledge (history) +9, Knowledge (planes) +13, Knowledge (religion) +13, Perception +16, Sense Motive +16, Stealth +15
Languages Abyssal, Celestial, Infernal
SQ reaper’s scythe, spirit touch
ECOLOGY
Environment
any (Boneyard)
Organization solitary, pair, or flock (2–12)
Treasure double (adamantine scythe)
SPECIAL ABILITIES
Fear Aura (Su)
A creature of fewer than 10 Hit Dice that fails its save (DC 17) against the vanth’s fear aura is shaken for as long as it remains within the aura. A creature that succeeds at its save is immune to that vanth’s aura for 24 hours. The save DC is Charisma-based.
Reaper’s Scythe (Su) Every vanth carries a distinctive adamantine scythe as both a weapon and a symbol of its duty. When the vanth wields its own scythe, the weapon gains a +1 enhancement bonus on attack rolls and damage rolls. As a free action, the vanth can summon its weapon from a personal demiplane or any other location and have it appear in its hands instantly. It can also dismiss its scythe back to its personal demiplane as a free action. If a vanth’s scythe is destroyed, it can summon a new one in 24 hours.
Spirit Touch (Ex) A psychopomp’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
Spiritsense (Su) A psychopomp notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability.
 

Shoki

A wooden staff topped with a silver cage containing a ghostly face keeps this grizzled, snail-backed creature upright.

Shokis are the collectors of lingering souls, tasked with compelling even the most deluded beings to take the first step into the afterlife. Their tactics are varied, but most start by counseling the wayward dead using theosophical arguments and blunt warnings about the ravenous things that wait to feed upon lost spirits. Each shoki bears powerful tools to aid it in such pursuits—eclectic collections of holy symbols and withered staves of cold iron capable of imprisoning a single soul at a time. Shokis use their staves against only the most stubborn or demented souls, whom they capture and personally escort to the Boneyard for judgment.

CR 9 XP 6,400
N
Medium outsider (extraplanar, psychopomp)
Init +4; Senses darkvision 60 ft., detect chaos, detect evil, detect good, detect law, detect magic, low-light vision, spiritsense; Perception +22
DEFENSE
AC
25, touch 15, flat-footed 20 (+4 Dex, +1 dodge, +10 natural)
hp 115 (10d10+60)
Fort +9, Ref +11, Will +14
DR 10/adamantine; Immune acid, charm, cold, death effects, disease, fear, poison, sleep; Resist electricity 10; SR 20
OFFENSE
Speed
30 ft.
Melee +2 cold iron quarterstaff +19/+14 (1d6+12)
Special Attack soul lock
Spell-Like Abilities (CL 9th; concentration +12)
Constant—detect chaos, detect evil, detect good, detect law, detect magic
At will—etherealness, invisibility (self only), mass cure moderate wounds (DC 19, harm undead only), protection from evil, protection from good, searing light
1/day—plane shift (self only)
STATISTICS
Str
24, Dex 19, Con 22, Int 18, Wis 21, Cha 17
Base Atk +10; CMB +17; CMD 32
Feats Alertness, Combat Casting, Dodge, Iron Will, Persuasive
Skills Bluff +16, Diplomacy +20, Intimidate +20, Knowledge (arcana, planes) +17, Knowledge (religion) +14, Perception +22, Sense Motive +22, Spellcraft +17, Stealth +17
Languages Abyssal, Celestial, Common, Infernal
SQ spirit touch
ECOLOGY
Environment
any (Boneyard)
Organization solitary
Treasure double (+2 cold iron quarterstaff, other treasure)
SPECIAL ABILITIES
Soul Lock (Su)
Once per day as a standard action, a shoki can use its +2 cold iron quarterstaff to capture the soul of a creature at the threshold of death—any undead creature or any living being with 0 or fewer hit points. The target must succeed at a DC 20 Will save or be slain (if living) or disrupted (if undead), its spirit locked within the shoki’s staff. A corporeal undead transforms into a corpse if affected by this ability, while an incorporeal undead is trapped bodily within the staff (this ability negates a ghost’s ability to rejuvenate). A spirit trapped within a shoki’s staff cannot be returned to life through any means short of miracle, true resurrection, or wish. A trapped soul can be freed if the shoki wills it, or by casting banishment, dismissal, or freedom upon the staff. The trapped soul can also be freed by destroying the staff. A shoki’s staff can contain only one soul at a time. The save DC is Wisdom-based.
Spirit Touch (Ex) A psychopomp’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
Spiritsense (Su) A psychopomp notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability.
 

Algea

This shrill swarm of whip-poor-wills flies in a spiral, their airborne antics infused with streamers of pale blue mist.

Algeas protect (and in some cases retrieve) souls that are at risk of being claimed by other entities, particularly spellcasters who dabbled with otherworldly forces but never officially pledged their souls. Algeas are particularly focused on intervening and “rescuing” souls in danger of being trapped within the Material Plane by powerful entities like the Great Old Ones or false prophets who have deluded minions into worshiping them as living gods.

CR 11 XP 12,800
N
Diminutive outsider (extraplanar, psychopomp, swarm)
Init +14; Senses darkvision 60 ft., greater arcane sight, low-light vision, spiritsense; Perception +26
Aura grief (30 ft., DC 24)
DEFENSE
AC
24, touch 24, flat-footed 14 (+10 Dex, +4 size)
hp 149 (13d10+78)
Fort +12, Ref +20, Will +16
Defensive Abilities swarm traits; Immune death effects, disease, poison, weapon damage; Resist acid 10, cold 10, electricity 10, fire 10, sonic 10; SR 22
OFFENSE
Speed
20 ft., fly 80 ft. (good)
Melee swarm (3d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 22), drain magic, soul cage
Spell-Like Abilities (CL 11th; concentration +19)
Constant—greater arcane sight
At will—mass invisibility (self only), speak with dead (DC 21)
3/day—call spirit (DC 23), confusion (DC 22)
1/day—plane shift (swarm counts as one creature; DC 27)
STATISTICS
Str
8, Dex 30, Con 23, Int 15, Wis 23, Cha 26
Base Atk +13; CMB —; CMD
Feats Alertness, Combat Casting, Great Fortitude, Improved Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
Skills Acrobatics +26, Fly +36, Knowledge (planes, religion) +18, Perception +26, Sense Motive +26, Spellcraft +18, Stealth +38
Languages Abyssal, Aklo, Celestial, Infernal
SQ spirit touch
ECOLOGY
Environment
any (Boneyard)
Organization solitary or spiral (2–6 swarms)
Treasure none
SPECIAL ABILITIES
Aura of Grief (Su)
Each creature within 30 feet of an algea must succeed at a DC 24 Will save at the start of its turn or become stricken with intense grief for 1 round. A creature so affected can take no actions, takes a –2 penalty to AC, and loses its Dexterity bonus (if any). Once a creature successfully saves against this effect, it is immune to all algeas’ auras of grief for 24 hours. Although this is an emotion and mind-affecting effect, it can still affect undead, despite their usual immunities to such effects. The save DC is Charisma-based.
Drain Magic (Su) Whenever the algea deals swarm damage to a creature, it also dispels an active spell on the creature or one of the creature’s items as per a targeted dispel magic (CL 11th). The algea can choose which effect to dispel for each creature, targeting the most troublesome first.
Soul Cage (Su) An algea’s distraction ability works against creatures normally immune to nausea. An incorporeal creature that fails its save against an algea’s distraction is trapped within the algea’s space for 1 round, during which it can’t move out of that space (even via teleportation effects and the like). If the algea uses plane shift on any trapped creatures, they take a –4 penalty to save against the effect.
Spirit Touch (Ex) A psychopomp’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
Spiritsense (Su) A psychopomp notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability.
 

Morrigna

This beautiful woman wears a mask and is completely wrapped in spider silk. Magical fetishes adorn her clothing and staff.

Morrignas are the Boneyard’s investigators, bounty hunters, and assassins, tracking down those who flout the natural cycle of death and judgment. They stand 7 to 8 feet tall and weigh 200 to 250 pounds. Many morrignas prefer to assume the appearances of those who have died. They ensure the smooth operation of death’s bureaucratic machine by eliminating complications, dedicating their existence to wiping out any forces that circumvent or corrupt the natural cycle of death and judgment.

CR 13 XP 25,600
N
Medium outsider (extraplanar, psychopomp)
Init +8; Senses darkvision 60 ft., low-light vision, spiritsense; Perception +28
DEFENSE
AC
28, touch 13, flat-footed 25 (+8 armor, +3 Dex, +5 natural, +2 shield)
hp 171 (18d10+72); regeneration 5 (acid or fire)
Fort +10, Ref +15, Will +16
DR 10/adamantine; Immune death effects, disease, poison; Resist cold 10, electricity 10; SR 24
OFFENSE
Speed
40 ft. (30 ft. in armor), climb 15 ft.
Melee 2 slams +24 (2d6+6), 2 wrappings +19 (1d6+3 plus grab)
Space 5 ft.; Reach 5 ft. (10 ft. with wrappings)
Special Attacks wrappings
Spell-Like Abilities (CL 12th; concentration +15)
At will—detect undead, stone tell
5/day—speak with dead
3/day—summon (level 7, 1d4 giant tarantulas 75% or 1d4 spider swarms 100%)
Inquisitor Spells Known (CL 12th; concentration +15)
4th (3)—cure critical wounds, divination, freedom of movement, spell immunity
3rd (5)—blood biography (DC 16), dimensional anchor, dispel magic, halt undead (DC 16)
2nd (6)—confess (DC 15), detect thoughts (DC 15), hold person (DC 15), invisibility, see invisibility
1st (6)—bane (DC 14), command (DC 14), comprehend languages, expeditious retreat, sanctuary (DC 14), wrath
0 (at will)—bleed (DC 13), detect magic, disrupt undead, read magic, sift, stabilize
STATISTICS
Str
22, Dex 19, Con 18, Int 13, Wis 17, Cha 16
Base Atk +18; CMB +24 (+28 grapple); CMD 38
Feats Alertness, Combat Expertise, Combat Reflexes, Deflect Arrows, Eschew Materials, Following Step, Improved Initiative, Iron Will, Persuasive, Step Up, Step Up and Strike
Skills Bluff +15, Climb +11, Diplomacy +25, Disguise +15, Intimidate +17, Knowledge (planes) +13, Perception +28, Sense Motive +25, Sleight of Hand +10, Stealth +22, Survival +15, Swim +6
Languages Abyssal, Celestial, Infernal; speak with animals (including vermin), tongues
SQ change shape (any animal or humanoid), spirit touch
ECOLOGY
Environment
any (Boneyard)
Organization solitary of group (3–15)
Treasure standard (+2 glamered breastplate, other treasure)
SPECIAL ABILITIES
Spells
A morrigna casts spells as a 12th-level inquisitor.
Spider Sight (Su) A morrigna can see through the eyes of a spider swarm she summons as though it were the sensor of an arcane eye spell. She does not have to concentrate to use this ability.
Spirit Touch (Ex) A psychopomp’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
Spiritsense (Su) A psychopomp notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability.
Wrappings (Su) A morrigna’s web wrappings grant her a +2 shield bonus to AC and can make secondary natural attacks.
 

Memitim

Eyes with the dead cast of onyx glare from beneath the legionnaire’s helmet worn by this ominous, black-winged woman.

Soldiers know memitims as the angels of death who protect fallen combatants and others who die as mass casualties from soul-hungry scavengers. While most memitims preside over massacres, their full wrath manifests against any who would cut numerous lives short in an unnatural pursuit of souls.

CR 15 XP 51,200
N
Medium outsider (extraplanar, psychopomp)
Init +13; Senses darkvision 60 ft., detect evil, detect good, low-light vision, spiritsense, true seeing; Perception +24
Aura terminal aura (50 ft., DC 23)
DEFENSE
AC
32, touch 19, flat-footed 23 (+9 Dex, +13 natural)
hp 216 (16d10+128)
Fort +13, Ref +19, Will +15
Defensive Abilities freedom of movement; DR 10/adamantine; Immune acid, death effects, disease; Resist cold 10, electricity 10; SR 26
OFFENSE
Speed
30 ft., fly 100 ft. (good)
Melee +3 scythe +27/+22/+17/+12 (2d4+13/19–20/×4)
Spell-Like Abilities (CL 14th; concentration +19)
Constant—detect evil, detect good, freedom of movement, true seeing
At will—dimensional anchor, dispel magic, gaseous form, greater teleport (self plus 50 lbs. of objects only), invisibility (self only), plane shift (self only), speak with dead, status, veil (DC 21)
3/day—quickened dispel magic, finger of death (DC 22), forbiddance, undeath to death (DC 21)
1/day—energy drain (DC 24)
STATISTICS
Str
24, Dex 29, Con 26, Int 17, Wis 20, Cha 21
Base Atk +16; CMB +23; CMD 42
Feats Blinding Critical, Combat Casting, Critical Focus, Improved Critical (scythe), Improved Initiative, Power Attack, Quicken Spell-Like Ability (dispel magic), Weapon Focus (scythe)
Skills Bluff +24, Diplomacy +24, Fly +32, Intimidate +24, Knowledge (planes) +22, Knowledge (religion) +22, Perception +24, Sense Motive +24, Stealth +28
Languages Abyssal, Celestial, Common, Infernal
SQ change shape (owl, raven, or vulture; beast shape I), spirit touch
ECOLOGY
Environment
any (Boneyard)
Organization solitary, pair, or dirge (3–7)
Treasure standard (+3 scythe, other treasure)
SPECIAL ABILITIES
Spirit Touch (Ex)
A psychopomp’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
Spiritsense (Su) A psychopomp notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability.
Terminal Aura (Su) Every round, any creature within 50 feet of a memitim that has –1 or fewer hit points and is stable must succeed at a DC 23 Will saving throw or be affected by the spell bleed. Any dying creature within this range does not receive a Constitution check to stabilize, but can be healed as normal—though it can be affected by bleed in subsequent rounds if not restored to 0 or more hit points. Any creatures with fast healing or regeneration must succeed at a DC 23 Will save every round or that ability does not function for 1 round. The save DCs are Charisma-based.
 

Crypt Dragon

This dragon’s scales are the color of weathered bone, and its hide stretches tautly and painfully over its emaciated form.

Crypt dragons patrol the Inner Planes, ever vigilant for transgressions against the honored dead or the passage of souls to the afterlife—be they the souls of heroes or villains.

FULL INTERACTIVE CODE COMING SOON

WYRMLINGVERY YOUNGYOUNGJUVENILEYOUNG ADULTADULTMATURE ADULTOLDVERY OLDANCIENTWYRMGREAT WYRM
N
dragon
Init ; Senses dragon senses; Perception
DEFENSE
AC

hp
Fort , Ref , Will
Immune paralysis, poison, sleep
OFFENSE
Speed 40 ft., burrow 20 ft., climb 30 ft., fly
Melee
Space ft.; Reach
Special Attacks breath weapon
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk ; CMB ; CMD
Feats
Skills
Languages
SQ
ECOLOGY
Environment

Organization solitary
Treasure triple
SPECIAL ABILITIES
 

Olethros

This moth-winged woman wears a spiral mask and a white, silken gown glimmering with tiny bronze mirrors.

Psychopomps embody the natural cycle of birth and death; while most psychopomps are focused mainly on the transition between death and the afterlife, olethroses focus on birth, death, and the fate of those hanging in the balance between them. Olethroses are among the Boneyard’s most powerful agents in the mortal world, and they work outside that plane’s normal hierarchy, answering to only the psychopomp ushers and the enigmatic goddess of death herself. They move among mortals in disguise, watching the strands of fate interweave and acting to promote their view of fate and stymie those who fight against fate’s flow. An olethros might appear in the guise of a wise midwife or a person’s former mentor, offering words of wisdom or advice that open up new possibilities.   Olethroses often see themselves as extraplanar rivals to the fey norns, though stories tell of at least one star-crossed romance between a norn and an olethros. Although inveterate meddlers themselves, olethroses can’t abide lipika aeons, disapproving of their manipulation of the cycle of life for some alien sense of karma. Occasionally, a shadow war of manipulation breaks out between an olethros and a lipika that can span lives, families, and even dynasties. Among psychopomps, morrignas look upon olethroses with respect and adulation, while nosois sometimes consider them bossy. Yamarajes respect their independence but sometimes requisition one to serve as an expert witness or an advocate during a particularly difficult judgment. Olethroses never refuse such a requisition, but most chafe at being assigned such tasks more than once in a long while.  While all psychopomps loathe undead, olethroses only incidentally spar with those abominable exceptions to the cycle. Instead, the focus of their enmity is upon sahkils. Olethroses sometimes use their plane shift ability to hunt their traitorous kin on the Ethereal Plane. While none know for sure precisely why olethroses fixate on sahkils, legends say that one of the first sahkil tormentors to rise was an olethros who went rogue.  Many psychopomps use manufactured weapons, such as scythes or staves, in their war against those who would endanger the flow of souls to the afterlife, but olethroses use strange weapons that function only for their kind. These are silkbows, ranged weapons built from diaphanous strands of cloth and silk that function as magical longbows.  While most psychopomps are forged from mortal souls in the Boneyard, olethroses are born from other olethroses via rarely occurring immaculate conception. Olethroses claim that new members of their kind are born when a new branch of fate forks off, and the newcomers are destined to study and nurture that branch and the lineages involved. Whatever the case, very few olethroses become pregnant in this way, but those who do grow enormously in power. Olethros mothers range in CR from 20 to 25. A few of the more powerful olethros mothers advance with levels in a spellcasting class (typically cleric), but most of them advance by gaining additional Hit Dice and unique powers over birth, fate, and death. Olethros mothers occasionally use weapons other than their usual bows, either because they have developed the ability to create a different sort of weapon or because they’ve acquired a particularly powerful weapon and augmented it with their own powers. Such olethros mothers trade away the silkbow and fateful arrows abilities for amazing abilities related to their new weapons.  Olethros mothers are much more likely to have subsequent daughters than an ordinary olethros is to have a first daughter, so olethros mothers are far less common than other olethroses. Each one develops her own distinct specialty, and in that area of expertise, even yamarajes defer to her; in fact, the most powerful olethros mothers serve as advisors and near peers of even the psychopomp ushers themselves.  A typical olethros stands only 5 feet tall and weighs 100 pounds. An olethros mother is much taller; it is not uncommon for such powerful psychopomps to be nearly 8 feet in height and weigh 250 pounds.

CR 17 XP 102,400
N
Medium outsider (extraplanar, psychopomp)
Init +24; Senses darkvision 60 ft., discern next of kin, low-light vision, spiritsense, true seeing; Perception +30
DEFENSE
AC
32, touch 30, flat-footed 22 (+10 Dex, +10 insight, +2 natural)
hp 275 (19d10+171)
Fort +20, Ref +16, Will +19; +8 vs. mind-affecting effects
Defensive Abilities all-around vision, cyclic energy, fated, mind blank, mirror garb; DR 15/adamantine; Immune ability damage, ability drain, death effects, disease, energy drain, poison; Resist cold 10, electricity 10; SR 28
OFFENSE
Speed
40 ft., fly 100 ft. (good)
Melee 2 fated touches +23 (10d6)
Ranged silkbow +35/+30/+25/+20 (2d6+15/19–20/×3)
Special Attacks fated touch, fateful arrows
Spell-Like Abilities (CL 17th; concentration +27)
Constant—discern next of kin, mind blank, tongues, true seeing
At will—breath of life, greater dispel magic, greater scrying (DC 27), greater teleport (self plus 50 lbs. of objects only), prognostication
3/day—haste, mass cure critical wounds (DC 28)
1/day—moment of prescience, plane shift (self plus 50 lbs. of objects only), temporal stasis (DC 28), wail of the banshee (DC 29)
STATISTICS
Str
18, Dex 30, Con 29, Int 20, Wis 27, Cha 31
Base Atk +19; CMB +23; CMD 53
Feats Deadly Aim, Greater Snap Shot, Improved Initiative, Improved Precise Shot, Improved Snap Shot, Point-Blank Shot, Precise Shot, Rapid Shot, Snap Shot, Weapon Focus (silkbow)
Skills Bluff +32, Disguise +32, Fly +36, Intimidate +29, Knowledge (arcana, planes, religion) +27, Knowledge (history) +24, Perception +30, Sense Motive +30, Spellcraft +27
Languages Abyssal, Celestial, Common, Infernal; tongues
SQ change shape (Medium humanoid; alter self), spirit touch
ECOLOGY
Environment
any (Boneyard)
Organization solitary, pair, or thread (3 plus 3–8 morrignas)
Treasure standard
SPECIAL ABILITIES
Cyclic Energy (Ex)
To an olethros, the beginnings and endings of all things are inexorably connected, including the relationship between life and death. Olethroses are healed by both positive and negative energy effects and are immune to ability damage, ability drain, and energy drain.
Fated (Su) An olethros adds her Charisma modifier as an insight bonus to AC and on initiative checks.
Fated Touch (Su) An olethros’s fated touch shows her target glimpses of its own fate and draws the creature inexorably closer to its doom. A fated touch deals 10d6 points of damage that bypasses all damage reduction. This is an aging effect when used against a living target. Against undead foes, it manifests as positive energy damage. Nonliving creatures (such as constructs) and creatures that are specifically immune to aging effects are immune to an olethros’s fated touch. A creature that is critically hit by a fated touch is wracked by anguish and suffering for every bitter failure it has or shall experience, and is permanently shaken and sickened. This effect is a curse and a mind-affecting fear effect.
Fateful Arrows (Su) Each time an olethros deals damage to a creature with an arrow fired from her silkbow, the creature gains 1 fateful arrow point. These points persist for 24 hours. As long as a creature has any fateful arrow points, it takes a penalty equal to that point total on all saving throws against effects created by a psychopomp. This is a curse effect.
Mirror Garb (Ex) Each tiny bronze mirror woven into an olethros’s gown is a suitable focus for greater scrying, and she can view the world through them all easily with her all-around vision, allowing her to keep track of numerous situations at once. Her mind can process hundreds of streams of information simultaneously in this way. When an olethros succeeds at her saving throw against a spell or spell-like ability that targets only the olethros, there’s a 50% chance that one of these mirrors reflects the effects of the attack back upon the caster as per spell turning.
Silkbow (Su) An olethros’s strange bow functions only for the olethros who created it. In her hands, it counts as a +5 longbow. If an olethros’s silkbow is destroyed or set aside, it collapses into nonmagical silk; an olethros can create a new silkbow as a standard action. Arrows are created automatically as the olethros fires her silkbow and deal an amount of piercing damage equal to 2d6 + the olethros’s Charisma modifier.
Spirit Touch (Ex) A psychopomp’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
Spiritsense (Su) A psychopomp notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability.
 

Shinigami

This emaciated, robed humanoid wields a scythe made of bone to match the skeletal wings that protrude from its shoulders.

Feared as truly impartial and merciless harbingers of death, shinigamis are relentless in their pursuit of dispensing quick and just deaths upon those who would seek to disrupt the delicate balance of life. Unlike other, more sinister bringers of doom, shinigamis do not take pleasure in their work and do not seek to impose suffering—although there are exceptions. Some individuals, aptly described by their kin as “rogue shinigamis,” subscribe to either more merciful or more despicable forms of execution, and are either lawful good or lawful evil. Victims who have had their lives spared by kind shinigamis praise the angels of death for their clemency and willingness to listen to the victims’ plight, while other dastardly survivors have successfully cheated or bribed their way out of death by manipulating credulous or less honorable shinigami. A shinigami is 9 feet tall and weighs 130 pounds.

CR 17 XP 102,400
LN
Large outsider (extraplanar, lawful)
Init +9; Senses darkvision 60 ft., detect chaos, detect law, true seeing; Perception +31
Aura fear aura (60 ft., DC 30)
DEFENSE
AC
31, touch 15, flat-footed 25 (+5 Dex, +1 dodge, +16 natural, –1 size)
hp 275 (22d10+154); fast healing 10
Fort +20, Ref +12, Will +19
DR 10/chaotic and silver; Immune ability damage, ability drain, cold, death effects, disease, energy drain, negative energy, poison; Resist acid 10, fire 10; SR 28
OFFENSE
Speed
30 ft., fly 40 ft. (perfect)
Melee +3 axiomatic scythe +30/+25/+20/+15 (2d6+10/×4), 2 wings +21 (1d8+2)
Space 10 ft.; Reach 10 ft.
Special Attacks destroy soul
Spell-Like Abilities (CL 20th; concentration +29)
Constant—detect chaos, detect law, tongues, true seeing
3/day—destruction (DC 26), energy drain, greater scrying (DC 26), soul bind (DC 28)
STATISTICS
Str
21, Dex 20, Con 24, Int 17, Wis 22, Cha 29
Base Atk +22; CMB +28; CMD 44
Feats Cleave, Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Mobility, Power Attack, Spring Attack, Stand Still, Weapon Focus (scythe), Whirlwind Attack
Skills Acrobatics +30, Diplomacy +34, Fly +36, Intimidate +34, Knowledge (planes) +28, Perception +31, Sense Motive +31, Spellcraft +28, Stealth +26
Languages Celestial, Common, Draconic, Infernal; tongues
ECOLOGY
Environment
any
Organization solitary
Treasure double (+3 axiomatic scythe, other treasure)
SPECIAL ABILITIES
Destroy Soul (Su)
A shinigami possesses six gems in which it encapsulates souls with its soul bind spell-like ability. These gems are only useful to the shinigami that owns them, and if the shinigami dies, the gems are destroyed as well. As a standard action once per day, a shinigami can hold up a gem that currently contains a soul and crush it, permanently destroying the soul within and releasing a 30-foot-radius burst of negative energy that inflicts 1d6 negative levels on all creatures in the area of effect. A successful DC 30 Fortitude save reduces this to 1 negative level. The soul destroyed in the process of using this ability can only be brought back to life by means of a miracle or wish spell. This is a death effect. The save DC is Charisma-based.
 

Yamaraj

The head of this winged, dragonlike beast is crowned with long spines. Sooty feathers cover its body.

Equal parts regal and horrifying to mortal sensibilities, yamarajes preside as judges of death and dispensers of ultimate justice. Superstitions of the living call them by many names—the final judges, the grave magistrates, the dragons who eat men’s souls—but all agree that these nobles of death wither even the stoutest hearts. The grave magistrates glide with authority throughout the Boneyard, commanding flocks of lesser psychopomps, tolerating the ministrations of devils and angels bickering for souls of note, and ordering the endless procession of petitioners. Many also serve as diplomats or military commanders to maintain the Boneyard’s neutrality, but any such role is secondary to maintaining the flow of souls and the balance of the multiverse. Though in theory each yamaraj answers to the gods of death, in practice each is unquestioned within its own courtroom. Yamarajes vaguely resemble black dragons, though they are easily distinguished once one realizes the gigantic creatures are cloaked in feathers rather than scales. Each yamaraj measures at least 30 feet in length and weighs 4 tons. Despite their massive size and largely sedentary duties, yamarajes show astounding grace when they move. Impossibly old, yamarajes are outsiders forged from lesser psychopomps or the souls of legendary mortals. As with other outsiders, they need not eat, drink, or sleep to survive, and the grave magistrates normally remain perched upon the Boneyard’s ruins for months at a time, overseeing the smooth organization of their realm. Hard work wears at their immortal drive, and like living lords, they eagerly indulge in exquisite banquets during their infrequent personal time. These bacchanals make for strange bedfellows among outsiders, as solars and pit fiends may hobnob alongside one another, vying for the attention of a yamaraj to help organize the release of judged souls and attempting to win future favors. When called into physical action, all yamarajes can breathe raw decay in the form of clouds of carrion-eating insects, and their venom saps the youth and vitality from living creatures. Yamarajes serve as lower judges and lords of the Boneyard, directing the activities of other outsiders there, presiding over the dead, pre-sorting souls destined for ultimate judgment by the death gods, and seeing to the efficiency and safety of the plane’s infinite inhabitants. As the highest order of psychopomps, they are simultaneously the most dedicated to their role as shepherds of the dead and the most prone to impressing their own opinions on their work in the form of overturning precedents, rambling speeches, and extensive opinions attached to rulings. Such flexibility is necessary when making immortal decisions based on the ever-changing actions of the living, but frustrates more absolute outsiders to no end. Unsurprisingly, yamarajes tend to vary greatly from one individual to the next. Most develop deep interests in various worldly subjects that determine the sorts of mortals they ultimately choose to watch over. A given yamaraj might go out of its way to seek out artisans, followers of specific deities, or thieves, depending on its studies or whatever has come to interest it during that eon. Yamarajes might seek to guard such pet souls, ensuring their safe travels through the Boneyard, learning more from the souls as they journey together, and ultimately advocating that the death gods grant a more peaceful judgment. Others act in reverse, finding certain sorts of mortals truly disgusting, tormenting their souls through their procession to the goddess’s throne, and even suggesting that the spirits should face particularly monstrous damnations. How a yamaraj reacts to an individual thus proves unpredictable, depending on its changeable tastes. Such idiosyncrasies vary between individual yamarajes, and might change over the course of centuries. Just as many yamarajes become fascinated with souls possessing specif ic experiences or from certain backgrounds, some of the psychopomps go out of their way to judge beings from specif ic worlds, collecting bits of information and insight with every creature that passes them by. Thus, some become experts on one or multiple worlds, having spent eternities ferreting out the histories and secrets of worlds from firsthand accounts over millennia of inquiries. Many yamarajes welcome the opportunity to share the details of their investigations, though they sometimes see inquiries into their worlds of expertise as opportunities to conscript new allies to aid the psychopomps’ cause. Standing at the pinnacle of their race, yamarajes are well informed as to the challenges and goals of many subservient psychopomps, and might only negotiate with mortals who perform a service in aid of their underlings.

CR 20 XP 307,200
N
Huge outsider (extraplanar, psychopomp)
Init +16; Senses darkvision 60 ft., detect thoughts, low-light vision, spiritsense, true seeing; Perception +37
Aura fear (30 ft., DC 32)
DEFENSE
AC
40, touch 21, flat-footed 27 (+4 armor, +12 Dex, +1 dodge, +15 natural, –2 size)
hp 337 (25d10+200); fast healing 10
Fort +22, Ref +20, Will +25
Defensive Abilities lightning drinker; DR 15/adamantine; Immune cold, electricity, death effects, disease, poison; SR 31
OFFENSE
Speed
40 ft., fly 60 ft. (good), swim 40 ft.
Melee bite +32 (2d6+9/19–20 plus grab and poison), 2 claws +32 (2d6+9), tail slap +30 (2d6+4), 2 wings +30 (1d8+4)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon (60-ft. cone, 20d6 cold, Reflex DC 30 half, usable every 1d4 rounds; or beetles), poison
Spell-Like Abilities (CL 20th; concentration +30)
Constant—detect thoughts (DC 22), mage armor, true seeing
At will—greater dispel magic, greater teleport (self plus 50 lbs. of objects only), reincarnate, rest eternal, scrying, share language, telekinesis (DC 25), tongues
3/day—circle of death (DC 26), forcecage (DC 27), miracle (DC 29) (see final judgment), quickened lightning bolt (DC 23), undeath to death (DC 26)
1/day—soul bind, summon (level 9, any one CR 19 or lower psychopomp 100%), wail of the banshee (DC 29)
STATISTICS
Str
28, Dex 35, Con 27, Int 24, Wis 28, Cha 31
Base Atk +25; CMB +36 (+38 bull rush, +40 grapple); CMD 59 (61 vs. bull rush, 63 vs. trip)
Feats Combat Reflexes, Dodge, Hover, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Mobility, Multiattack, Power Attack, Quicken Spell-Like Ability (lightning bolt), Spell Penetration, Wind Stance
Skills Acrobatics +37 (+41 when jumping), Bluff +38, Diplomacy +35, Fly +40, Intimidate +35, Knowledge (arcana) +32, Knowledge (planes) +35, Knowledge (religion) +32, Perception +37, Sense Motive +37, Spellcraft +32, Stealth +32, Swim +42
Racial Modifiers +4 Acrobatics when jumping
Languages Abyssal, Aklo, Celestial, Common, Draconic, Infernal
SQ final judgment, spirit touch
ECOLOGY
Environment
any (Boneyard)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Breath Weapon (Su)
In addition to its cold breath weapon, a yamaraj can breath a 60-foot cone of beetles and other insectile scavengers. Creatures in the breath weapon’s area take 16d6 points of slashing damage and are nauseated for 1d4 rounds (Reflex 30 halves damage and negates nausea). The scavengers persist as a swarm around the affected creature that is closest to the breath weapon’s point of origin; this swarm has the same statistics as an army ant swarm, but its distraction DC is the same as the yamaraj’s breath weapon DC. The save DC is Constitution-based.
Final Judgment (Su) A yamaraj can only use its miracle spell-like ability to restore a slain outsider to life or to reproduce the following spell effects: banishment, dimensional anchor, greater restoration, plane shift, true resurrection.
Lightning Drinker (Su) A yamaraj absorbs electricity to strengthen itself. If struck by an electrical attack, it heals 1 hit point per 3 points of electricity damage the attack would otherwise deal. If the amount of healing would cause the yamaraj to exceed its full normal hit points, it gains any excess as temporary hit points (up to a maximum of 100), which last up to 1 hour.
Poison (Ex) Bite—injury; save Fort DC 30; frequency 1/round for 6 rounds; effect 1d4 Dex drain; cure 3 consecutive saves.
Spirit Touch (Ex) A psychopomp’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
Spiritsense (Su) A psychopomp notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability.