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Azata, Yamah

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)

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.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Magnimar, City of Monuments, © 2012, Paizo Publishing, LLC; Authors: Adam Daigle and James Jacobs.