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Vanth Guardian Flock

Vanth psychopomps are eternal guardians of the cycle of life and death. When souls are threatened by fiends or other malevolent forces, they gather together to cut the threat down.

Recall Knowledge - Monitor (Religion): DC 31
Unspecific Lore: DC 29
Specific Lore: DC 26

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 Vanth Guardian FlockCreature 14

Gargantuan Monitor Psychopomp Troop 
Source Battlecry! pg. 192
Perception +25; darkvision, lifesense 60 feet
Languages Chthonian, Diabolic, Empyrean, Requian
Skills Acrobatics +29, Athletics +29, Boneyard Lore +26, Intimidation +26, Occultism +24, Religion +24, Stealth +29
Str +8, Dex +5, Con +3, Int +3, Wis +4, Cha +3
AC 35; Fort +25, Ref +23, Will +27; +1 status to all saves vs. magic
HP 260 (4 segments); Thresholds 160 (3 segments), 80 (2 segments); Immunities death effects, disease; Resistances poison 15, void 15; Weaknesses area damage 12, splash damage 12
Frightful Presence (aura, emotion, fear, mental) 20 feet, DC 32Reactive Relocation [reaction] (teleportation) Trigger A creature hits the guardian flock with an attack roll; Effect After the attack roll is resolved, the troop pools dimensional magic to rapidly change their position. They cast 4th-rank translocate, except their range is limited to 40 feet.Troop Defenses
Speed 25 feet, fly 40 feet; troop movement
Divine Innate Spells DC 35 (+4 dmg); 6th holy light (×3), locate (×3), translocate; 4th translocate (at will); 2nd invisibility (at will; self only)
Guardians' Curse [two-actions] (curse, divine, misfortune) Frequency three times per day; Effect The guardian flock bestows a curse upon all enemies in a 5-foot emanation by touching them with their scythes. Each affected creature must attempt a DC 35 Will save.
Critical Success The target is unaffected and is temporarily immune to Guardians' 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.
Harvest the Wicked [one-action] to [three-actions] Frequency once per round; Effect The vanths swing their scythes in a coordinated melee attack. Each enemy in a 5-foot emanation must attempt a DC 32 basic Reflex save. The damage depends on the number of actions. The slashing damage is treated as adamantine, cold iron, and silver.
[one-action] 1d10+1 slashing damage plus 1d6 shepherd's touch
[two-actions] 2d10+3 slashing damage plus 3d6 shepherd's touch
[three-actions] 2d10+7 slashing damage plus 4d6 shepherd's touch
Shepherd's Touch The physical damage dealt by the guardian flock's Harvest the Wicked ability is treated as coming from a weapon with a ghost touch property rune. In addition, the vanths deal the listed damage as void damage to living creatures or vitality damage to undead.

All Monsters in "Psychopomp"

NameLevel
Algea11
Catrina5
Eseneth17
Esobok3
Joseung Saja14
Morrigna15
Nosoi1
Shoki9
Vanth7
Vanth Guardian Flock13
Vanth Warrior14
Yamaraj20

Psychopomp

Source Monster Core pg. 274 1.1
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.

Sidebar - Locations Psychopomp Courts

Psychopomps rarely oppose celestials or fiends. In fact, they frequently host such creatures in the Boneyard, particularly in the sprawling psychopomp courts where these outsiders petition for one soul or another to be remanded to their jurisdiction. Complicated cases are judged by yamarajes, while the thorniest or most politically delicate are handed by Pharasma herself.

Sidebar - Additional Lore Psychopomp Divinities

The most powerful of the psychopomps are demigods known as “ushers”. These include Atropos, the Last Sister; Barzahk, the Passage; Ceyanan, the Shepherd; Dammar, the Denied; Imot, the Symbol of Doom; Mother Vulture, the Flesheater; Mrtyu, Death's Consort; Narakas, the Cleansing Sentence; the Pale Horse; Phlegyas, Consoler of Atheists; Saloc, Minder of Immortals; Teshallas, the Primordial Poison; and Vale, the Court of the Ancestors

Sidebar - Related Creatures Psychopomp Traitors

Some psychopomps view their task of sorting souls as ultimately hollow and meaningless since the multiverse itself must one day end. Eons ago, these rebels shirked their duties and fled to the empty corners of the planes, becoming a new type of evil creature called a sahkil. Sahkils feed on mortal fears, particularly fears of death, and enjoy tormenting those who must die. Psychopomps generally leave these malcontents alone, except when sahkils interfere with the proper flow of souls.