Vanth Warrior

Level 14
Creature· monitorUncommonMediumLegacy
AC
37
HP
255
Speed
25 ft.
Perception
+25
Fort
+25
Ref
+22
Will
+28
Immunities death-effects, disease
Resistances void 10, poison 10
Languages chthonian, diabolic, empyrean, requian
Senses darkvision, lifesense 60 ft.
Skills acrobatics +28, athletics +28, stealth +28, intimidation +25, occultism +23, religion +23
Other Speeds fly 40 ft.
Recall Knowledge DC 34 (religion)

Attacks

Melee Scythe +29 (deadly-d10, magical, trip), Damage 3d12+14 slashing
Melee Jaws +29 (agile, unarmed), Damage 3d8+14 slashing

Abilities

Lifesense 60 feetinteraction
+1 Status to All Saves vs. Magic
Attack of Opportunity
Frightful Presence

20 feet. DC 34 will


Infuse Weapon

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◆◆

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.

Spirit Touch

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◆◆

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.