CREATURE 7
Perception +15; darkvision, lifesense 60 feet
Languages Abyssal, Celestial, Infernal, Requian
Skills Acrobatics +17, Athletics +17, Intimidation +15, Occultism +13, Religion +13, Stealth +17, Vreitaistian Lore +15
Str +6 Dex +4 Con +2 Int +2 Wis +4 Cha +2
Items +1 scythe
AC 27; Fort +15, Ref +13, Will +17
HP 105; Immunities death effects, disease; Resistances negative 10, poison 10
Frightful Presence (aura, emotion, fear, mental) 20 feet, DC 22
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 dimension door; 4th dimension door (at will); 3rd locate (×3), searing light (×3); 2nd invisibility (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 A vanth's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 2d6 negative damage to living creatures and 2d6 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 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.
Bestiary 2, page 210.
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