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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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