Vanth Warrior

Level 14
Creature· monitorUncommonMediumLegacy
AC 37
HP 255
Speed 25 ft.
Fort +25
Ref +22
Will +28
Perc +25
Size Medium
Uncommon
Resistances void 10, poison 10
Spells
Divine Innate Spells (DC 34, attack +26)
Languages chthonian, diabolic, empyrean, requian
Senses darkvision, lifesense 60 ft.
Speeds 25 ft., fly 40 ft.
Skills acrobatics +28, athletics +28, stealth +28, intimidation +25, occultism +23, religion +23
Recall Knowledge religion DC 34

Attacks

Melee Scythe +29/+24/+19(deadly d10, magical, trip)
Damage: 3d12+14 slashing
Effect: spirit touch
Melee Jaws +29/+25/+21(agile, unarmed)
Damage: 3d8+14 slashing
Effect: spirit touch

Abilities

Lifesense 60 feetinteraction

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. Magicdefensive
Attack of Opportunitydefensive

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 Presencedefensive(aura, emotion, fear, mental)

20 feet. 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 Weaponoffensive(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◆◆offensive

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 Touchoffensive(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◆◆offensive(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.

Description

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.