Vanth Guardian Flock
Level 13Abilities
20 feet. DC 30 will
Trigger A creature hits the guardian flock with an attack roll
Effect After the attack roll is resolved, the troop pools dimensional magic to rapidly change their position. They cast 4th-rank Translocate, except their range is limited to 40 feet.
HP 240 (4 segments); Thresholds 160 (3 segments), 80 (2 segments)
Frequency three times per day
Effect The guardian flock bestows a curse upon all enemies in a 5-foot emanation by touching them with their scythes. Each affected creature must attempt a DC 33 will save.
Critical Success The target is unaffected and is temporarily immune to Guardians' 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
1 to 3
Frequency once per round
Effect The vanths swing their scythes in a coordinated melee attack. Each enemy in a 5-foot emanation must attempt a DC 30 reflex save. The damage depends on the number of actions. The slashing damage is treated as adamantine, cold iron, and silver.
1 (1d10+1)[slashing,1d6 untyped|options:area-damage,item:rune:property:ghost-touch]
2 (2d10+3)[slashing,3d6 untyped|options:area-damage,item:rune:property:ghost-touch]
3 (2d10+7)[slashing,4d6 untyped|opt
The physical damage dealt by the guardian flock's Harvest the Wicked ability is treated as coming from a weapon with a ghost touch property rune. In addition, the vanths deal the listed damage as void damage to living creatures or vitality damage to undead.
Vanth psychopomps are eternal guardians of the cycle of life and death. When souls are threatened by fiends or other malevolent forces, they gather together to cut the threat down.