{ "ac": 27, "alignment": "N", "breadcrumbs_spa": [], "category": "creature", "charisma": 2, "constitution": 2, "creature_ability": [ "Frightful Presence", "Attack of Opportunity", "Infuse Weapon", "Spirit Touch", "Vanth's Curse" ], "creature_family": "Psychopomp", "creature_family_markdown": "[Psychopomp](/MonsterFamilies.aspx?ID=83)", "dexterity": 4, "exclude_from_search": false, "fortitude_save": 15, "hp": 105, "hp_raw": "105", "id": "creature-769", "image": [ "/Images/Monsters/Psychopomp_Vanth.png" ], "immunity": [ "death effects", "disease" ], "immunity_markdown": "[death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46)", "intelligence": 2, "language": [ "Abyssal", "Celestial", "Infernal", "Requian" ], "language_markdown": "[Abyssal](/Languages.aspx?ID=12), [Celestial](/Languages.aspx?ID=16), [Infernal](/Languages.aspx?ID=19), [Requian](/Languages.aspx?ID=34)", "level": 7, "markdown": "[Vanth](/Monsters.aspx?ID=769)\r\n\r\n\r\n\r\n\r\n\r\nProtecting the [Boneyard](/Planes.aspx?ID=15) 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.\r\n\r\n\r\n**[Recall Knowledge - Monitor](/Rules.aspx?ID=563)**\r\n([Religion](/Skills.aspx?ID=13)): DC 23\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 21\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 18\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[Vanth](/Monsters.aspx?ID=769)\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 210 2.0\n\n**Perception** +15; [darkvision](/MonsterAbilities.aspx?ID=12), [lifesense 60 feet](/MonsterAbilities.aspx?ID=21)\r\n\r\n**Languages**\r\n[Abyssal](/Languages.aspx?ID=12), [Celestial](/Languages.aspx?ID=16), [Infernal](/Languages.aspx?ID=19), [Requian](/Languages.aspx?ID=34)\r\n\r\n**Skills**\r\n[Acrobatics](/Skills.aspx?ID=1) +17, [Athletics](/Skills.aspx?ID=3) +17, [Boneyard Lore](/Skills.aspx?ID=8) +15, [Intimidation](/Skills.aspx?ID=7) +15, [Occultism](/Skills.aspx?ID=11) +13, [Religion](/Skills.aspx?ID=13) +13, [Stealth](/Skills.aspx?ID=15) +17\r\n\r\n\r\n**Str** +6\r\n\r\n**Dex** +4\r\n\r\n**Con** +2\r\n\r\n**Int** +2\r\n\r\n**Wis** +4\r\n\r\n**Cha** +2\r\n\n\n**Items**\r\n[_+1 scythe_](/Weapons.aspx?ID=39)\r\n\r\n\r\n\r\n---\r\n\r\n\r\n\r\n\r\n**AC** 27 \r\n\r\n**Fort** +15 \r\n\r\n**Ref** +13 \r\n\r\n**Will** +17 \r\n\r\n+1 status to all saves vs. magic\r\n\r\n\r\n**HP** 105\n\n**Immunities**\r\n[death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46)\r\n\r\n**Resistances**\r\nnegative 10, poison 10\n\n**[Frightful Presence](/MonsterAbilities.aspx?ID=17)** ([aura](/Traits.aspx?ID=206), [emotion](/Traits.aspx?ID=60), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106)) 20 feet, DC 22
**[Attack of Opportunity](/MonsterAbilities.aspx?ID=3)** \r\n\r\n
\r\n\r\n---\r\n\r\n\r\n\r\n**Speed** 25 feet, fly 40 feet\r\n\r\n**Melee**\r\n\r\nscythe +18 ([deadly d10](/Traits.aspx?ID=174), [Magical](/Traits.aspx?ID=103), [Trip](/Traits.aspx?ID=196)),\r\n**Damage** 1d10+8 slashing plus spirit touch\r\n\r\n**Melee**\r\n\r\njaws +17 ([Agile](/Traits.aspx?ID=170)),\r\n**Damage** 1d6+8 slashing plus spirit touch\r\n\r\n**Divine Innate Spells** DC 22\r\n- **2nd**\r\n[Invisibility](/Spells.aspx?ID=164) (at will; self only)\r\n- **3rd**\r\n[Locate](/Spells.aspx?ID=173) (×3), [Searing Light](/Spells.aspx?ID=269) (×3)\r\n- **4th**\r\n[Dimension Door](/Spells.aspx?ID=69) (at will)\r\n- **5th**\r\n[Dimension Door](/Spells.aspx?ID=69)\r\n\r\n**Infuse Weapon** ([Divine](/Traits.aspx?ID=48), [Evocation](/Traits.aspx?ID=65)) 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](/Equipment.aspx?ID=374) while the vanth wields it. A vanth whose scythe is taken or destroyed can infuse a new one with an hour of work.\r\n\r\n**Spirit Touch** An vanth's Strikes affect [incorporeal](/Traits.aspx?ID=222) creatures with the effects of a [_ghost touch_](/Equipment.aspx?ID=297) property rune and deal 2d6 negative damage to living creatures and 2d6 positive damage to undead.\r\n\r\n**Vanth's Curse** ([Curse](/Traits.aspx?ID=38), [Divine](/Traits.aspx?ID=48), [Enchantment](/Traits.aspx?ID=61), [Misfortune](/Traits.aspx?ID=110)) **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](/Conditions.aspx?ID=37) 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](/Conditions.aspx?ID=11) condition, the stupefied condition value increases by 1, to a maximum value of stupefied 4.
**Critical Failure** As failure, but the effect is permanent.\r\n\r\n
\r\n\r\n\r\n\r\n", "name": "Vanth", "npc": false, "perception": 15, "pfs": "Standard", "rarity": "common", "reflex_save": 13, "release_date": "2020-05-27", "resistance": { "negative": 10, "poison": 10 }, "resistance_markdown": "negative 10, poison 10", "resistance_raw": "negative 10, poison 10", "search_markdown": "\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 210 2.0\r\n\r\n**Creature Family** [Psychopomp](/MonsterFamilies.aspx?ID=83)\r\n\r\n\r\n**HP** 105\r\n\r\n**AC** 27\r\n\r\n**Fort** +15\r\n\r\n**Ref** +13\r\n\r\n**Will** +17\r\n\r\n**Perception** +15\r\n\r\n\r\n\r\n---\r\n\r\n\r\nProtecting the Boneyard are the stern and resolute guardians of the dead known as vanths, psychopomps who resemble skeletons with raven-like wings …\r\n", "sense": " darkvision , lifesense 60 feet ", "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12), [lifesense 60 feet](/MonsterAbilities.aspx?ID=21)", "size": [ "Medium" ], "skill": [ "Acrobatics +17", "Athletics +17", "Boneyard Lore +15", "Intimidation +15", "Occultism +13", "Religion +13", "Stealth +17" ], "skill_markdown": "[Acrobatics](/Skills.aspx?ID=1) +17, [Athletics](/Skills.aspx?ID=3) +17, [Boneyard Lore](/Skills.aspx?ID=8) +15, [Intimidation](/Skills.aspx?ID=7) +15, [Occultism](/Skills.aspx?ID=11) +13, [Religion](/Skills.aspx?ID=13) +13, [Stealth](/Skills.aspx?ID=15) +17", "source": [ "Bestiary 2" ], "source_raw": [ "Bestiary 2 pg. 210" ], "source_category": "Rulebooks", "source_markdown": "[Bestiary 2](/Sources.aspx?ID=32) pg. 210 2.0", "speed": { "fly": 40, "land": 25, "max": 40 }, "speed_markdown": "25 feet, fly 40 feet", "speed_raw": "25 feet, fly 40 feet", "spell": [ "Dimension Door", "Locate", "Searing Light", "Invisibility" ], "spell_markdown": "[Dimension Door](/Spells.aspx?ID=69), [Invisibility](/Spells.aspx?ID=164), [Locate](/Spells.aspx?ID=173), [Searing Light](/Spells.aspx?ID=269)", "stealth": "17", "strength": 6, "strongest_save": [ "will" ], "summary": "Protecting the Boneyard are the stern and resolute guardians of the dead known as vanths, psychopomps who resemble skeletons with raven-like wings …", "summary_markdown": "Protecting the Boneyard are the stern and resolute guardians of the dead known as vanths, psychopomps who resemble skeletons with raven-like wings …", "text": " Vanth 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. Recall Knowledge - Monitor (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Vanth Source Bestiary 2 pg. 210 2.0 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 Single Action scythe +18 (deadly d10, Magical, Trip), Damage 1d10+8 slashing plus spirit touch Melee Single Action jaws +17 (Agile), Damage 1d6+8 slashing plus spirit touch Divine Innate Spells DC 22 - 2nd Invisibility (at will; self only) - 3rd Locate (×3), Searing Light (×3) - 4th Dimension Door (at will) - 5th Dimension Door 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 An vanth's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 2d6 negative damage to living creatures and 2d6 positive damage to undead. 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. Vanth Scythes 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 or Urgathoa 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. ", "trait": [ "Monitor", "Psychopomp", "N", "Medium" ], "trait_markdown": "[Monitor](/Traits.aspx?ID=111), [Psychopomp](/Traits.aspx?ID=232)", "trait_raw": [ "Monitor", "Psychopomp" ], "type": "Creature", "url": "/Monsters.aspx?ID=769", "vision": "Darkvision", "weakest_save": [ "ref", "reflex" ], "weakness": {}, "will_save": 17, "wisdom": 4 }