Vanth
Creature 7 — monitor, psychopomp
Protectors of the Boneyard, the stern and resolute guardians of the dead, vanths are psychopomps who resemble skeletons with raven-like wings and a mask resembling a vulture's skull. Vanths carry black scythes to fight against those who would disturb the natural progression of souls, and they consider any visitor to the Boneyard a potential troublemaker. They rarely speak and even more rarely show any emotion other than a grim adherence to duty. When the psychopomp armies go to war, vanths serv
Source: pathfinder-monster-core
Perception +15
Skills acrobatics +17, athletics +17, intimidation +15, occultism +13, religion +13, stealth +17
Str
+6
Dex
+4
Con
+2
Int
+2
Wis
+4
Cha
+2
AC 27
Fort +15
Ref +13
Will +17
HP 105
Immunities death-effects, disease
Resistances void 10, poison 10
Speed 25 feet, fly 40 feet
Offense
Melee Scythe +18, Damage 1d10+8 slashing
Melee Jaws +17, Damage 1d6+8 slashing
Abilities
Lifesense 60 feet — Lifesense
+1 Status to All Saves vs. Magic —
Frightful Presence (aura, emotion, fear, mental) — 20 feet. DC 22 Will
Frightful Presence
Reactive Strike — Reactive Strike
Infuse Weapon (divine) — A vanth's scythe is its symbol of office and gains a measure of its personal power. This scythe becomes a +1 scythe and is treated as if it were adamantine while the vanth wields it. A vanth whose scythe is taken or destroyed can infuse a new one with an hour of work.
Shepherd's Touch — A vanth's Strikes affect incorporeal creatures with the effects of a Ghost Touch property rune and deal 2d6 void damage to living creatures and 2d6 vitality damage to undead.
Vanth's Curse (curse, divine, misfortune) — Frequency three times per day
Effect The vanth bestows a curse on a creature by touching it with its scythe. The creature must attempt a DC 25 Will save.
**Critical Success** The target is unaffected and is temporarily immune to Vanth's Curse for 24 hours.
**Success** The target feels a momentary shudder of doom and is Stupefied 1 for 1 minute by the distracting sensation.
**Failure** The target becomes morose and glum as it accepts its own inevitable fate. For 1 hour, the target is Stupefied 2. Each time the target gains the dying condition, the stupefied condition value increases by 1, to a maximum value of Stupefied 4.
**Critical Failure** As failure, but the effect is permanent.
Spells
Translocate (rank 4)
Translocate (At Will) (rank 4)
Holy Light (rank 3)
Locate (rank 3)
Invisibility (At Will, Self Only) (rank 2)
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