Vanth Warrior
Level 14Attacks
Abilities
20 feet. DC 34 will
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.
The vanth throws their scythe, which flies in a 60-foot area, dealing 6d8 slashing damage to all creatures in the area (DC 34 reflex) and returns to the vanth's hand.
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.
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 Stup
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.