Variant
Perception +25; darkvision, lifesense 60 feet
Languages Abyssal, Celestial, Infernal, Requian
Skills Acrobatics +28, Athletics +28, Boneyard Lore +25, Intimidation +25, Occultism +23, Religion +23, Stealth +28
Str +8, Dex +5, Con +4, Int +4, Wis +5, Cha +4
Items
AC 37; Fort +25, Ref +22, Will +28; +1 status to all saves vs. magic
HP 255; Immunities death effects, disease; Resistances negative 10, poison 10
Frightful Presence (aura, emotion, fear, mental) 20 feet, DC 34.
Attack of Opportunity
Speed 25 feet, fly 40 feet
Melee scythe +29 (deadly d10, magical, trip), Damage 3d12+14 slashing plus spirit touch
Melee jaws +29 (agile), Damage 3d8+14 slashing plus spirit touch
Divine Innate Spells DC 34, attack +26; 5th
; 4th dimension door (at will); 3rd (×3), (×3); 2nd (at will; self only)Infuse Weapon (divine, evocation) A vanth’s scythe is their symbol of office and gains a measure of their personal power. This scythe becomes a
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 line, dealing 6d8 slashing damage to all creatures in the area (DC 34 basic Reflex save) and returns to the vanth’s hand.
Spirit Touch A vanth’s Strikes affect incorporeal creatures with the effects of a
property rune and deal 3d6 negative damage to living creatures and 3d6 positive damage to undead.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 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 stupefied 3. Each time the target gains the dying condition, the stupefied value increases by 1, to a maximum value of stupefied 6.
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.