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
Speed 25 feet, fly 40 feet
Melee scythe +18 (deadly d10, magical, trip), Damage 1d10+8 slashing plus spirit touch
Melee jaws +17 (agile), Damage 1d6+8 slashing plus spirit touch
Divine Innate Spells DC 22; 5th
; 4th (at will); 3rd (×3), (×3); 2nd (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
, but 2d6.Vanth’s Curse (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
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.