Psychopomp, Vanth

System: Pathfinder | SRD

Psychopomp, Vanth CR 7
N Outsider (extraplanar, psychopomp) Medium
Init +3 ; Senses darkvision 60 ft., low-light vision, spiritsense; Perception +16
Defense
AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
hp 76 (9d10+27)
Fort +11 Ref +6 Will +10
DR 10/adamantine
Immune death effects, disease, poison
Resist cold 10, electricity 10
SR 18
Offense
Speed 30 ft., fly 50 ft. (average)
Melee +1 adamantine scythe +14/+9 (2d4+7/×4) or<p class="stat-block-2">2 claws +13 (1d6+4)</p>
Aura fear (30 ft., DC 17)
CMB +13 CMD 26
Statistics
Str 18, Dex 16, Con 17, Int 13, Wis 19, Cha 17
Base Atk +9
Feats Cleave, Great Fortitude, Hover, Power Attack, Vital Strike
Skills Acrobatics +9, Fly +11, Intimidate +11, Knowledge (history) +9, Knowledge (planes) +13, Knowledge (religion) +13, Perception +16, Sense Motive +16, Stealth +15
Languages Abyssal, Celestial, Infernal
SQ reaper's scythe, spirit touch
Special Abilities
Fear Aura (Su) A creature of fewer than 10 Hit Dice that fails its save (DC 17) against the vanth's fear aura is shaken for as long as it remains within the aura. A creature that succeeds at its save is immune to that vanth's aura for 24 hours. The save DC is Charisma-based.
Reaper's Scythe (Su) 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.
This humanoid skeleton has black raven wings, a long tail, and a polished vulture-like mask where its face should be.

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