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Vanth Warrior

Creature 14 (uncommon) — monitor, psychopomp

Pre-Remaster content. May include legacy alignment.

Protecting the Boneyard are the stern and resolute guardians of the dead known as vanths, 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. When the psychopomp armies go to war, vanths serve as front-line soldiers. They rarely speak and even more rarely show any emotion other t

Source: blood-lords-bestiary (Pre-Remaster)

Perception +25
Skills acrobatics +28, athletics +28, intimidation +25, occultism +23, religion +23, stealth +28
Str
+8
Dex
+5
Con
+4
Int
+4
Wis
+5
Cha
+4
AC 37 Fort +25 Ref +22 Will +28
HP 255
Immunities death-effects, disease
Resistances void 10, poison 10
Speed 25 feet, fly 40 feet

Offense

Melee Scythe +29, Damage 3d12+14 slashing
Melee Jaws +29, Damage 3d8+14 slashing

Abilities

Lifesense 60 feet — Lifesense
+1 Status to All Saves vs. Magic
Attack of Opportunity — Attack Of Opportunity
Frightful Presence (aura, emotion, fear, mental) — 20 feet. DC 34 Will Frightful Presence
Infuse Weapon (divine) — A vanth's scythe is their symbol of office and gains a measure of their personal power. This scythe becomes a +2 striking 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.
Reaping Scythe — The vanth throws their scythe, which flies in a 60-foot line, dealing 6d8 slashing damage to all creatures in the area (DC 34 Reflex) and returns to the vanth's hand.
Spirit Touch (incorporeal) — A vanth's Strikes affect incorporeal creatures with the effects of a Ghost Touch property rune and deal 3d6 void damage to living creatures and 3d6 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 their scythe. The creature must attempt a DC 34 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 2 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 3. Each time the target gains the dying condition, the stupefied value increases by 1, to a maximum value of stupefied 6. **Critical Failure** As failure, but the effect is permanent.

Spells

Dimension Door (rank 4)
Dimension Door (At Will) (rank 4)
Locate (rank 3)
Searing Light (rank 3)
Invisibility (At Will) (rank 2)

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