Library / Bestiary

Psychopomp, Vanth

CR 7.00 Outsider N Medium
This humanoid skeleton has black raven wings, a long tail, and a polished vulture-like mask where its face should be.

Stern, silent, and cloaked in ragged black wings, vanth psychopomps serve as stoic guardians of Purgatory and watchers along the routes of the dead. A vanth looks like a black skeleton with ravenlike wings and a mask resembling a vulture's skull.

Also known as reapers, angels of death, or amzranei, vanths protect the departed from those wishing to eat or steal their mortal souls, recapture escaped souls trying to flee their assigned fates, and are death's foot soldiers against whatever would disrupt the natural cycle of mortality. They may also guard the dead and death's assets, such as forgotten cemeteries, unattended mausoleums, and sacred groves.

A vanth weighs 400 pounds and stands 8 feet tall, though its slumped posture means it can look most adult humanoids in the eye. Vanths are ancient creatures, perhaps predating the current gods of death, and are rumored to be ascended souls of a distant world of death-worshiping soldiers. They rarely speak or show emotion and their hollow voices carry unnaturally far. A vanth's scythe is a badge of its station, reflecting its role as a harvester of souls. It features symbols in a language that was already lost when the death gods claimed Purgatory.

Most outsiders scorn vanths, as the psychopomps have no concern for law, rightfulness, or personal gain—only duty. Vanths view any outsider visiting Purgatory as a potential threat, and stalk angels and demons alike.

STR
18
DEX
16
CON
17
INT
13
WIS
19
CHA
17
HP
76 (9d10+27)
AC
20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
Speed
30 ft., fly 50 ft. (average)
Init
+3
Melee
+1 adamantine scythe +14/+9 (2d4+7/×4) or<p class="stat-block-2">2 claws +13 (1d6+4)</p>
BAB
+9
CMB
+13
CMD
26
Fort
+11
Ref
+6
Will
+10
DR
10/adamantine
SR
18

Weapons: Martial, Simple

Reaper's Scythe — Every vanth carries a distinctive adamantine scythe as both a weapon and a symbol of its duty. When the vanth wields its own scythe, the weapon gains a +1 enhancement bonus on attack rolls and damage rolls. As a free action, the vanth can summon its weapon from a personal demiplane or any other location and have it appear in its hands instantly. It can also dismiss its scythe back to its personal demiplane as a free action. If a vanth's scythe is destroyed, it can summon a new one in 24 hours.

spirit touch

Cleave from Feat

<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a &ndash;2 penalty to your Armor Class until your next turn.</p>

Great Fortitude from Feat

<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (&ndash;50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by &ndash;1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>

Vital Strike from Feat

<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>

Acrobatics +9, Fly +11, Intimidate +11, Knowledge (history) +9, Knowledge (planes) +13, Knowledge (religion) +13, Perception +16, Sense Motive +16, Stealth +15

spell-like abilities:
At will—Deathwatch, At will—Teleport, Greater, At will—Invisibility, 3/day—Bestow Curse, 3/day—Locate Creature, 3/day—Searing Light
Details
Type
Outsider
Alignment
N
Size
Medium
Environment
any (Purgatory)
Organization
solitary, pair, or flock (2–12)
Treasure
double (adamantine scythe)
Senses
darkvision 60 ft., low-light vision, spiritsense; Perception +16
Languages
Abyssal, Celestial, Infernal
Source
Bestiary 4
Sources Used in This Record
10 House/Core
  • Uses feat: Cleave (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Great Fortitude (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Deathwatch (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Teleport, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Invisibility (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Bestow Curse (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Locate Creature (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Searing Light (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.