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VanthCreature 7


NMediumMonitorPsychopomp
Source Pathfinder Bestiary 2
Perception +15 (darkvision, lifesense 60 feet)
Languages Abyssal, Celestial, Infernal, Requian
Skills Acrobatics +17, Athletics +17, Lore +15, Intimidation +15, Occultism +13, Religion +13, Stealth +17
Str +6, Dex +4, Con +2, Int +2, Wis +4, Cha +2

AC 27; Fort +15; Reflex +13; Will +17; +1 status to all saves vs. magic
HP 105
Speed 25 feet (fly 40 feet)
Immunities death effects, disease
Resistances Negative 10, Poison 10

Scythe One Action +18 (+13, +8) to hit (deadly d10, magical, trip) 1d10+8 Slashing
Jaws One Action +17 (+13, +9) to hit (agile) 1d6+8 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Lifesense

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

+1 Status to All Saves vs. MagicAttack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Frightful Presence (aura, emotion, fear, mental)

20 feet Aura 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.

Infuse Weapon (divine, evocation)

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.

Spirit Touch (incorporeal)

An vanth's Strikes affect incorporeal creatures with the effects of a Ghost Touch property rune and deal 2d6 negative damage to living creatures and 2d6 positive damage to undead.

Vanth's Curse Two Actions (curse, divine, enchantment, 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, +12 to hit)

2nd Level: Invisibility (At will) (Self only)
3rd Level: Locate, Searing Light
4th Level: Dimension Door (At will)
5th Level: Dimension Door


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 than a grim adherence to duty.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.