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Vanth

Creature 7 — monitor, psychopomp

SnareCrasherLANDAERIALmonitorpsychopomp

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; darkvision, lifesense 60 feet
Languages chthonian, diabolic, empyrean, requian
Skills acrobatics +17, athletics +17, Boneyard Lore +15, intimidation +15, occultism +13, religion +13, stealth +17
Str
+6
Dex
+4
Con
+2
Int
+2
Wis
+4
Cha
+2
Items Scythe
AC 27 Fort +15 Ref +13 Will +17 +1 status to all saves vs. magic
HP 105
Immunities death-effects, disease
Resistances void 10, poison 10
Speed 25 feet, fly 40 feet

Offense

Melee Scythe (deadly-d10, magical, trip) +18, Damage 1d10+8 slashing plus Spirit Touch
Melee Jaws (agile, unarmed) +17, Damage 1d6+8 slashing plus Spirit Touch

Abilities

Lifesense 60 feet — Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
+1 Status to All Saves vs. Magic
Frightful Presence (aura, emotion, fear, mental) — 20 feet. DC 22 Will

A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.

Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.
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.
Divine Innate Spells DC 22, attack +14
4th Translocate, Translocate (At Will)
3rd Holy Light (×3), Locate (×3)
2nd Invisibility (At Will, Self Only)

WORKS WELL WITH

AnvilLAND / AERIALA durable frontline body occupies melee while the vanth curses and trips from reach.
SniperLAND / AERIALRanged support exploits Frightened or cursed targets left vulnerable.
FlankerLAND / AERIALA precision striker follows up on tripped, prone targets for bonus damage.

PUNISHES

✖ low Will saves✖ clumping✖ standing still
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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