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This blue-skinned celestial has enormous butterfly wings, and its black hair

sparkles like a starlit sky.

Yamah CR 5

XP 1,600
CG Medium outsider (azata, chaotic, extraplanar, good)
Init +5; Senses darkvision 60 ft., detect evil, detect magic, low-light vision;
Perception +11

DEFENSE

AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)


hp 45 (6d10+12)
Fort +4, Ref +10, Will +7
DR 5/cold iron or evil; Immune electricity, petrification; Resist cold 10, fire 10

OFFENSE

Speed 30 ft., fly 100 ft. (perfect)


Melee +1 returning starknife +12/+7 (1d4+4/�3)
Ranged +1 returning starknife +12 (1d4+4/�3)
Special Attacks steal magic
Spell-Like Abilities (CL 6th; concentration +11)

Constant�detect evil, detect magic


3/day�cure moderate wounds, invisibility
1/day�charm person (DC 16), remove paralysis

STATISTICS

Str 17, Dex 20, Con 14, Int 13, Wis 15, Cha 20
Base Atk +6; CMB +9; CMD 24
Feats Point-Blank Shot, Precise Shot, Weapon Finesse
Skills Acrobatics +14, Bluff +11, Diplomacy +14, Escape Artist +11, Fly +22,
Knowledge (planes) +10, Perception +11, Sense Motive +8, Stealth +11
Languages Celestial, Draconic, Infernal; truespeech
SQ returning weapons

SPECIAL ABILITIES
Returning Weapons (Su)

Any throwing weapon wielded by a yamah gains the returning weapon special ability
as long as the yamah wields it.
Steal Magic (Su)

As a standard action, a yamah can make a touch attack against a creature under the
effect of a spell or spells and attempt to dispel the effect as per the dispel
magic spell (CL 6th). If the attempt is successful, the yamah absorbs the magical
energy and converts it into a bolt of force. A yamah can use a force bolt to make a
ranged touch attack that deals 1d6 points of force damage for every spell level of
the effect dispelled by the yamah (for example, if a yamah dispels a 2nd-level
spell with its steal magic ability, the resulting force bolt deals 2d6 points of
force damage; 0-level spells count as being 1st-level for the purpose of this
ability). These force bolts have a range of 100 feet with no range increment. A
yamah can only carry a number of force bolts equal to its Charisma bonus (5 for
most yamahs), and any force bolts not used within 24 hours of obtaining them
disappear and are wasted.
ECOLOGY

Environment any (Elysium)


Organization solitary, pair, or crusade (3�10)
Treasure standard (+1 starknife)

Yamahs travel the planes promoting the ideals of freedom and fairness, using their
unique talents to rob evildoers of their magic and turn it into a weapon for good.
Yamahs harbor ill will toward anyone who would use magic for cruel or evil
purposes, especially necromancers and creatures that use magic to trap souls and
pervert life.

Though yamahs often bear a stern countenance, they nonetheless enjoy lighthearted
pranks and cheery jokes when appropriate. The white markings that cover yamahs�
bodies may at first appear to be tattoos, but are in fact natural sigils that are
unique to each individual. The average yamah stands just over 6 feet tall and
weighs 140 pounds.

Because of the presence of mystery cults and the open worship of empyreal lords,
yamahs can often be seen during lunar eclipses and other significant celestial
events. Legends among mystery cults claim that yamahs sometimes accompany good
spellcasters on crusades against otherworldly fiends, though every story inevitably
ends with the yamah mysteriously departing after the deed is done, abandoning its
mortal partner without a word.

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