Ajin Ra Baqa (pf2e, legendary vanth)

During Empty Graves – which is a pf1e adventure path I am playing/converting to pf2e I decided to take some Nimble rules for boss monsters and turned the vanth encounter into a boss fight (I have 7 pcs).  Worked well.  Here is the “solo” version of the Vanth.

Vanth                                                                           Creature 7

Medium Monitor Psychopomp 

Recall Knowledge DC 23 • Monitor (Religion)
Perception +8; darkvision, lifesense 60 feet
Languages Chthonian, Diabolic, Empyrean, Requian
Skills Acrobatics +10, Athletics +10, Boneyard Lore +8, Intimidation +8, Occultism +6, Religion +6, Stealth +10
Str +6, Dex +4, Con +2, Int +2, Wis +4, Cha +2
Items +1 scythe


AC 20; Fort +8, Ref +6, Will +10; +1 status to all saves vs. magic
HP 220; Immunities death effects, disease; Resistances poison 10, void 10

Frightful Presence (aura, emotion, fear, mental) 20 feet, DC 15

Protect Master! Whenever the vanth would fail a save or take 20 or more damage, he may sacrifice his Lifebinding Spirit, Bane, instead. He spends his next turn summoning Bane. Bane is a small glowing nosoi (AC 15, 18hp). He may use this as an action to resummon Bane if he is targeted and killed.

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.

Reactive Strike  [reaction]

BLOODIED [reaction]: At 110 HP, the vanth gains the reaction Shield of Cruelty. (1 time use) If the Vanth would be damaged, instead, he reflects that much spirit/void damage against the attacker.

Speed 25 feet, fly 40 feet
Melee  [one-action]  scythe +11 [+6/+1] (deadly d10, magical, trip), Damage 1d10+8 (13) slashing plus 2d6 (7) shepherd’s touch [total 20]

Melee  [one-action] jaws +10 [+6/+2] (agile), Damage 1d6+8 (11) slashing plus 2d6 (7) shepherd’s touch [total 18]

Divine Innate Spells DC 15; 5th translocate; 4th translocate (at will); 3rd holy light (×3, +10 to hit, 5d6 fire (17)), locate (×3); 2nd invisibility (at will; self only)

Harbinger of the Grave (Boss Rule). The Vanth acts after every PC turn. After each hero finishes his/her turn, the Vanth takes 1 action, uses scythe, and then chooses one:

Vanth’s Curse (curse, divine, misfortune); Effect : The vanth bestows a curse on a creature by touching it with its scythe. The creature must attempt a DC 20 Will save.

  • Critical SuccessThe target is unaffected and is temporarily immune to Vanth’s Curse for 24 hours.
  • SuccessThe target feels a momentary shudder of doom and is stupefied 1 for 1 minute by the distracting sensation (1d12, undamaged target takes 2d12 vitality/void).
  • FailureThe 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 (1d12, undamaged target takes 5d12 vitality/void).
  • Critical FailureAs failure, but the effect is permanent (1d12, undamaged target takes 10d12 vitality/void).

Veilwalker’s Rebuke. (Range 8) Damage: (13). Double damage against those behind cover. 1/round you may swap places with them.

Cruelty’s Edge. (Range 8) Damage: (13). On hit: DC 20 WIL save or Stunned 1 and Frightened 1. Then use Speed.

LAST STAND: DEATH, AN OLD FRIEND. The vanth is dying! 90 more damage and he dies. Until then, he gains Resist All 5, the hero that most recently damaged him is reduced to 0 HP, and Bane is sacrificed into a Vengeful Spirit. He pulses and does 1d12+6 (12) void/spirit damage to hostile creatures within 15’ at the end of each of his turns (AC 19, 45hp, flies).

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