Vanth WarriorCreature 14
Source Pathfinder #186: Ghost King's Rage
Perception +25 (darkvision, lifesense 60 feet)
Languages Abyssal, Celestial, Infernal, Requian
Skills Acrobatics +28, Athletics +28, Lore +25, Intimidation +25, Occultism +23, Religion +23, Stealth +28
Str +8, Dex +5, Con +4, Int +4, Wis +5, Cha +4
AC 37; Fort +25; Reflex +22; Will +28; +1 status to all saves vs. magic
HP 255
Speed 25 feet (fly 40 feet)
Immunities death effects, disease
Resistances Negative 10, Poison 10
Scythe +29 (+24, +19) to hit (deadly d10, magical, trip) 3d12+14 Slashing
Jaws +29 (+25, +21) to hit (agile) 3d8+14 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 60 feetLifesense 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.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
+1 Status to All Saves vs. MagicAttack of OpportunityTrigger 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 34 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 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 ScytheThe vanth throws their scythe, which flies in a 60-foot line, dealing 6d8 slashing damage to all creatures in the area (DC 34 basic 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 negative damage to living creatures and 3d6 positive damage to undead.
Vanth's Curse (curse, divine, enchantment, 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.
Divine Innate Spells (DC 22, +12 to hit)
2nd Level: Invisibility (At Will)
3rd Level: Locate, Searing Light
4th Level: Dimension Door, Dimension Door (At Will)
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
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.