Alley Reaper

Medium undead, chaotic evil

6 (-2) 16 (+3) 17 (+3) 10 (+0) 12 (+1) 10 (+0)

Armor Class 13
Hit Points 45 (6d8 + 18)
Speed 40 ft.
Skills Perception +3, Stealth +5
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 13
Languages understands those it knew in life but does not speak.
Challenge 3 (700 XP)

Special Traits

  • Amorphous. A reaper can take off its cloak (and its prizes, which are located inside the cloak) to move through a space as narrow as 1 inch wide without squeezing.
  • Shadow Stealth. While in dim light or darkness, the reaper can take the Hide action as a bonus action.


  • Sinister Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and 2 (1d4) necrotic damage.
  • Billowing Cloak. Spectral winds fill the cloak, making it resemble the wings of a vulture spread over a kill. From within the shadows of the cape, the faces of the reaper’s previous victims shriek in horror. Each creature of the reaper’s choice within 30 feet of it and aware of it must make a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the creature’s saving throw is successful or the effect ends, the creature is immune to the cloak’s effect for the remainder of the night.


Alley reapers can be deadly if they’re allowed to use darkness to their full advantage. A group hunting an alley reaper should be prepared to catch it in a well-lit area and then focus as much magical damage as they can muster against it. In these cases, the reaper might forgo its beloved cloak (and associated valuables) and flee through the smallest crack it can find, waiting for another night to take its revenge on the party.

A dark-cloaked form emerges from the darkness, its body obscured by the shadowed recesses of its ragged shroud. It draws a sinister-looking sword from beneath the garment. As it advances upon you, it seems as if you hear the moans of the dying, far off in the distance.

Cloak and Dagger. Reapers strike only at night. During the day, they fade from the world, leaving only their cloak and a collection of prizes (valuables stolen from their most recent victims), usually hidden in some place that was special to the reaper in life. If these items are taken, the reaper arises the next night wherever its cloak is. If the cloak is destroyed, the reaper still rises with a new cloak. If its prizes are scattered, the reaper will attempt to hunt them down – it can automatically sense their presence within 5 miles. Perhaps the only way to put an alley reaper to rest is to locate its secret hiding place and await sunset, destroying it as it arises.

Section 15: Copyright Notice

Creature Collection 5e Copyright 2020 Onyx Path Publishing, Inc.

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