Home >Creatures >

Psychopomp, Vanth

Vanth Creature7

N Medium Monitor Psychopomp

Senses Perception +15; darkvision, lifesense 60 feet

Languages Abyssal, Celestial, Infernal, Requian

Skills Acrobatics +17, Athletics +17, Boneyard Lore +15, Intimidation +15, Occultism +13, Religion +13, Stealth +17

Str +6, Dex +4, Con +2, Int +2, Wis +4, Cha +2

Items +1 scythe


AC 27; Fort +15, Ref +13, Will +17; +1 status to all saves vs. magic

HP 105; Immunities death effects, disease; Resistances negative 10, poison 10

Frightful Presence (aura, emotion, fear, mental) 20 feet, DC 22

Attack of Opportunity [reaction]


Speed 25 feet, fly 40 feet

Melee [one-action] scythe +18 (deadly d10, magical, trip), Damage 1d10+8 slashing plus spirit touch

Melee [one-action] jaws +17 (agile), Damage 1d6+8 slashing plus spirit touch

Divine Innate Spells DC 22; 5th dimension door; 4th dimension door (at will); 3rd locate (-3), searing light (-3); 2nd invisibility (at will, self only)

Infuse Weapon (divine, evocation) A vanth’s scythe is its symbol of office and gains a measure of its personal power. This scythe becomes a +1 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.

Spirit Touch As esobok, but 2d6.

Vanth’s Curse [two-actions] (curse, divine, enchantment, misfortune) Frequency three times per day; Effect The vanth bestows a curse on a creature by touching it with its scythe. The creature must attempt a DC 25 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 1 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 2. Each time the target gains the dying condition, the stupefied condition value increases by 1, to a maximum value of stupefied 4.

Critical Failure As failure, but the effect is permanent.

About

Stern and resolute guardians of the dead, vanths 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. 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.

Vanths’ favored weapon is the scythe, a choice that even further adds to their fearsome appearance and can lead to unfortunate associations with the Grim Reaper among more superstitious mortals. Vanths find such comparisons to be ignorant at best or insulting at worst. Some vanths infuse their scythes with different qualities, such as cold iron or silver, depending on the nature of their most common enemies.

Section 15: Copyright Notice

Pathfinder Bestiary 2 (Second Edition) © 2020, Paizo Inc.; Authors: Alexander Augunas, Dennis Baker, Jesse Benner, Joseph Blomquist, Logan Bonner, Paris Crenshaw, Adam Daigle, Jesse Decker, Darrin Drader, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Keith Garrett, Scott Gladstein, Matthew Goodall, T.H. Gulliver, BJ Hensley, Tim Hitchcock, Vanessa Hoskins, James Jacobs, Brian R. James, Jason Keeley, John Laffan, Lyz Liddell, Colm Lundberg, Ron Lundeen, Jason Nelson, Randy Price, Jessica Redekop, Patrick Renie, Alistair Rigg, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, Amber Stewart, Jeffrey Swank, Russ Taylor, and Jason Tondro.

This is not the complete license attribution - see the full license for this page