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    Yethazmari

    Double the size of a man at its shoulder, this creature looks like a gigantic, starving jackal, but from its back beat the tattered black wings of a monstrous bat. A canine head sprouts where it would be natural for one to rest, but behind, where the creature's tail should begin, instead sways the sleek, strong coils of a viper, ending in a fanged head that arcs over the monster's back. Twin trails of thin smoke, like those from dying embers, rise from where the thing's jackal eyes should be, roiled up from depthless hollows gaping in the horror's snarling visage.

    Yethazmari CR 15

    XP 51,200
    CE Large outsider (chaotic, extraplanar, evil)
    Init +9; Senses darkvision 60 ft.; Perception +33

    DEFENSE

    AC 32, touch 14, flat-footed 27 (+5 Dex, +18 natural, -1 size)
    hp 207 (18d10+108)
    Fort +17, Ref +13, Will +17
    Defensive Abilities soul scream; DR 15/good; Immune fire; SR 27

    OFFENSE

    Speed 50 ft.; fly 100 ft. (good)
    Melee bite +24 (1d8+7/19-20) and tail +24 (1d6+7 plus poison)
    Ranged poison gout +22 touch (6d10 acid plus poison)
    Space 10 ft.; Reach 5 ft.
    Special Attacks bay, maddening vision, poison
    Spell-Like Abilities (CL 15th; concentration +21, touch +22)

    At will--blindness/deafness (DC 17), locate creature, rage (DC 18), veil (DC 22)
    3/day--baleful polymorph (DC 20), feeblemind (DC 20), greater dispel magic, plane shift (self and willing targets only), summon monster IV
    1/day--control weather, unhallow (DC 20)

    Tactics

    Before Combat An intelligent, vicious hunter, yethazmari track their prey relentlessly. They begin combat by baying in an attempt to panic and divide its targets.

    During Combat Yethazmari try to catch a large group in its madding vision, and then rely on its poison gout to disable remaining victims, so it may dispatch them in a savage, horrific manner.

    Morale As an apex abyssal predator, a yethazmari has little to fear, and will fight to the death.

    STATISTICS

    Str 24, Dex 20, Con 22, Int 17, Wis 23, Cha 22
    Base Atk +18; CMB +26 (+28 on bull rush); CMD 41 (43 vs. bull rush, 45 vs. trip)
    Feats Flyby Attack, Hover, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Perception), Skill Focus (Stealth)
    Skills Acrobatics +26, Bluff +27, Fly +28, Intimidate +27, Knowledge (religion) +12, Knowledge (the planes) + 15, Perception +33, Sense Motive +18, Spellcraft +15, Stealth +28, Survival +27
    Languages Abyssal, Common, Infernal

    SPECIAL ABILITIES

    Bay (Su)

    When a yethazmari howls or barks, all creatures except other evil outsiders within a 300-foot-radius spread must succeed on a DC 25 Will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same yethazmari's bay for 24 hours. The save DC is Charisma-based.

    Maddening Vision (Su)

    A yethazmari can unleash a blast of abyssal smoke from its eyes (25-foot cone, once every 1d4 rounds, damage 12d10 fire, Reflex DC 25 half). Creatures of an alignment other than chaotic that are damaged by this effect must make additional DC 25 Will saves as their minds are assaulted with unspeakable visions. Those who fail this save are affected as per the spell confusion for 1d6 rounds. These save DCs are Constitution-based.

    Poison (Su)

    Contact or injury, save Fort DC 25, frequency 1/round for 4 rounds, effect 1d6 Str damage, cure 2 consecutive saves. This save is Constitution based.

    Poison Gout (Su)

    A yethazmari can use its serpentine head to spit a gout of burning, acidic poison at a creature within 30 feet as a standard action. This is a ranged touch attack that deals 6d10 points of acid damage.  Any creature damaged by the attack is affected by the yethazmari's poison.

    Soul Scream (Su)

    Any time a yethazmari takes piercing or slashing damage from any source, the wounds created in its flesh unleash a terrifying cacophony. This is terrible noise has the same effects as the creature's bay special attack. Creatures within 10 feet of the yethazmari take a -4 penalty on their save versus this effect.