All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


There is a Legacy version here.

PFS StandardVanth

Protectors of the Boneyard, the stern and resolute guardians of the dead, vanths are 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. They rarely speak and even more rarely show any emotion other than a grim adherence to duty.

When the psychopomp armies go to war, vanths serve as front-line soldiers. In particular, daemons continually stage raids on the River of Souls, requiring constant patrol. Implacable warriors, vanths fly in perfect formation. This can backfire, as they often suppress any adaptability they possess as they wage war.

Recall Knowledge - Monitor (Religion): DC 23
Unspecific Lore: DC 21
Specific Lore: DC 18

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite VanthCreature 8

Medium Monitor Psychopomp 
Source Monster Core pg. 275
Perception +17; darkvision, lifesense 60 feet
Languages Chthonian, Diabolic, Empyrean, Requian
Skills Acrobatics +19, Athletics +19, Boneyard Lore +17, Intimidation +17, Occultism +15, Religion +15, Stealth +19
Str +6, Dex +4, Con +2, Int +2, Wis +4, Cha +2
Items +1 scythe
AC 29; Fort +17, Ref +15, Will +19; +1 status to all saves vs. magic
HP 125; Immunities death effects, disease; Resistances poison 10, void 10
Frightful Presence (aura, emotion, fear, mental) 20 feet, DC 24Reactive Strike [reaction]
Speed 25 feet, fly 40 feet
Melee [one-action] scythe +20 [+15/+10] (deadly d10, magical, trip), Damage 1d10+2+8 slashing plus 2d6 shepherd's touchMelee [one-action] jaws +19 [+15/+11] (agile), Damage 1d6+2+8 slashing plus 2d6 shepherd's touchDivine Innate Spells DC 24 (+4 dmg); 5th translocate; 4th translocate (at will); 3rd holy light (×3), locate (×3); 2nd invisibility (at will; self only)
Infuse Weapon (divine) 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.Shepherd's Touch A vanth's Strikes have the benefit of a ghost touch property rune and deal an additional 2d6 void damage to living creatures or 2d6 vitality damage to undead.Vanth's Curse [two-actions] (curse, divine, 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 27 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.

Sidebar - Advice and Rules Vanth Scythes

Vanths' favored weapon is the scythe, a choice that 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.

All Monsters in "Psychopomp"

NameLevel
Algea11
Catrina5
Eseneth17
Esobok3
Joseung Saja14
Morrigna15
Nosoi1
Shoki9
Vanth7
Vanth Warrior14
Yamaraj20

Psychopomp

Source Monster Core pg. 274
Psychopomps are guardians and shepherds of the dead in the Boneyard, the vast plane of graves where mortal souls are judged and sent on to their eternal rewards or damnations. Psychopomps ensure that the dead come to terms with their transition from mortality and are properly sorted into the appropriate afterlife. They also protect souls from being preyed upon by supernatural predators. Nearly all psychopomps wear masks, especially when they're likely to be interacting with mortals, although the types of masks they wear are as varied as the psychopomps themselves. The courts of the Boneyard preside in Requian, a somber yet melodic language spoken slowly with various tonal shifts.

Many psychopomps are intimately involved with the Boneyard's massive bureaucracy. Few pursue mercy, justice, or personal gain; their duties to Pharasma and her Boneyard are supreme. Nevertheless, individual psychopomps interpret their duties in different ways, which might put them in conflict with mortals or even with each other.