[The jakotsubaba is a fairly obscure yokai. Despite the snakes and the lurking in graveyards, the original story is primarily focused on protecting a single grave, so I decided to interpret it as a kami rather than a malevolent undead.]
Kami, Jakotsubaba
CR 8 LN Outsider (native)
An emaciated old woman stands here, clad in nothing more than rags. Her eyes glint with yellow light. Two immense serpents, one red and one blue, grow from her shoulders and wind around her arms.
Jakotsubabas are kami that guard the dead and protect them from both living marauders and the depredations of the undead. Although they can be found in large cemeteries, they are more frequently found warding a lonesome tomb or a mass grave hidden in the wilderness. Due to their emaciated forms, they are typically mistaken for undead creatures, but jakotsubabas are nothing of the sort and indeed despise the undead above all else.
The unnatural aura of a jakotsubaba is typically sufficient to guard the bodies they protect from mundane predators, but either mortal or undead marauders must be repelled with force. Most jakotsubabas will begin by attempting to frighten away trespassers, but if this fails, they attack with the snakes growing from their bodies and swarms of phantasmal serpents conjured by their magic. Mortal intruders will typically be left unconscious by the jakotsubaba’s venom and dragged to a remote spot to recover or succumb to the elements.
Jakostubaba CR 8
XP 4,800
LN Medium outsider (kami, native)
Init +9; Senses darkvision 60 ft., detect undead, Perception +17
Aura unnatural aura (30 ft.)
Defense
AC 21, touch 14, flat-footed 17 (+4 Dex, +3 natural, +4 armor)
hp 93 (11d10+33); fast healing 4
Fort +10, Ref +7, Will +10
DR 10/cold iron; Immune bleed, mind-influencing effects, petrification, polymorph; Resist acid 10, electricity 10, fire 10; SR 19
Offense
Speed 30 ft.
Melee 2 snakebites +16 (2d4+4/19-20 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with snakebites)
Spell-like Abilities CL 11th, concentration +16 (+20 casting defensively)
Constant—detect undead, mage armor
3/day—spectral serpent (DC 18)
1/day—disrupting weapon, mass cure moderate wounds (DC 21)
Statistics
Str 18, Dex 19, Con 17, Int 13, Wis 16, Cha 20
Base Atk +11; CMB +15; CMD 29
Feats Combat Casting, Combat Reflexes, Dazzling Display, Improved Critical (snakebite) Improved Initiative, Weapon Focus (snakebite)
Skills Intimidate +19, Knowledge (religion) +15, Perception +17, Sense Motive +17, Spellcraft +15, Stealth +18, Survival +17
Languages Common, Celestial, telepathy 100 ft.
SQ merge with ward, ward (cemetery or gravesite)
Ecology
Environment temperate land
Organization solitary
Treasure standard
Special Attacks
Poison (Ex) bite—injury; save Fort DC 18; frequency 1/round for 6 rounds; damage 1d3 Dex; cure 2 saves. The save DC is Constitution based.
Spectral Serpent (Sp) This spell functions as spiritual weapon, except that any creature struck must succeed a Reflex save (DC 18) or be entangled as 1 round as they are bound by the spectral serpents. This is the equivalent of a 3rd level spell.