Archives of Nethys

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Yamahs travel throughout 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 their bodies may at first appear to be tattoos, but are actually natural sigils unique to each individual. The average yamah stands just over 6 feet tall and weighs 140 pounds.

Yamahs can often be encountered during lunar eclipses and other significant celestial events in regions where worship of any chaotic good deity or demigod is strong. Legends among such faiths 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.

Banelight CR 12

Source Bestiary 6 pg. 37
XP 19,200
NE Medium fey
Init +15; Senses blindsight 60 ft., low-light vision; Perception +25
Aura banelight (60 ft.)


AC 27, touch 21, flat-footed 16 (+11 Dex, +6 natural)
hp 168 (16d6+112); fast healing 10
Fort +14, Ref +21, Will +16
DR 10/cold iron; Immune magic
Weaknesses susceptible to darkness


Speed 20 ft., fly 100 ft. (perfect)
Melee 2 light vortices +19 touch (5d8)
Ranged 2 light vortices +19 touch (5d8)
Special Attacks create will-o’-wisp
Spell-Like Abilities (CL 12th; concentration +18)
Constant—daylight (centered on self)
At will—wandering star motes (DC 20)
3/day—quickened wandering star motes (DC 20)


Str 12, Dex 32, Con 25, Int 21, Wis 22, Cha 23
Base Atk +8; CMB +9; CMD 38 (42 vs. trip)
Feats Combat Reflexes, Defensive Combat Training, Great Fortitude, Improved Great Fortitude, Improved Initiative, Quicken Spell-Like Ability (wandering star motes), Vital Strike, Weapon Finesse
Skills Acrobatics +30, Bluff +25, Escape Artist +30, Fly +38, Intimidate +22, Knowledge (nature) +24, Perception +25, Sense Motive +25, Spellcraft +21, Stealth +30, Use Magic Device +25
Languages Aklo, Auran, Common, Draconic, Sylvan


Environment any
Organization solitary, pair, or witchlight (3–10 plus 4–6 will-o’-wisps or lurkers in light)
Treasure standard

Special Abilities

Banelight Aura (Su) Creatures within a banelight’s aura and also in an area of bright light (generally the case because of the creature’s constant daylight) are dazzled and affected as by the spell bane, with no saving throw. All magical light sources that come within a banelight’s aura turn bright red except those from her own spell-like abilities.
Create Will-o’-Wisp (Su) Up to three times per day as a swift action, a banelight can cause a single nonliving source of light (other than one she created) within the area of her banelight aura to spawn an advanced will-o’-wisp under her control. Will-o’-wisps created in this manner exist for up to 1 minute before vanishing. A single banelight can maintain up to three will-o’-wisps at a time in this manner.
Immune to Magic (Ex) Banelights are immune to all spells and spell-like abilities that allow spell resistance except magic missile, maze, and their personal daylight (which constantly affects them even though they aren’t an object).
Light Vortex (Su) A banelight can use its light vortices as melee touch attacks or ranged touch attacks with a 60-foot range. Each vortex deals 5d8 points of damage to most targets, but deals 5d6 points of damage to constructs and inanimate objects, 10d6 points of damage to undead, and 10d8 points of damage to creatures specifically vulnerable to sunlight or bright light. This damage bypasses all damage reduction and energy resistance.
Susceptible to Darkness (Ex) A banelight gains much of its power from light. It can reactivate its daylight on its turn if the effect is dispelled, but a banelight in an area of darkness does not have a banelight aura, loses its fast healing, and is staggered.


Banelights are cruel fey who stalk mortals in the darkness and loathe the increasing ubiquity of mortalmade light. Banelights are strangely social creatures, and they conduct bizarre courtship dances among themselves or with will-o’-wisps. In the absence of other fey to keep them company, banelights sometimes capture mortals to keep them entertained. While a good conversationalist can survive as a banelight’s “guest” for years, banelights are quick to dispatch companions who bore them.