Reaper

Medium outsider, neutral

Armor Class: 20
Hit Points 26 (4d8+4)
Speed: fly 50 ft..

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 15 (+2) 15 (+2) 15 (+2) 6 (-2)

Skills: Insight +5, Perception +5, Survival +5, Stealth +10
Senses: darkvision 120 ft., passive Perception 15
Damage Vulnerability: radiant
Damage Resistances: bludgeoning, slashing, piercing from nonmagical weapons
Damage Immunities: necrotic, poison
Condition Immunities: poisoned, restrained, paralyzed, petrified
Languages: All
Challenge: 5 (1,800 XP)

Special Traits

  • Assassination: Any creature the reaper strikes with advantage, must succeed at a Constitution saving throw (DC 15) or suffer double damage from the attack.
  • Cause Fear: Reapers have the ability to cause fear in mortals. Beings affected by the reaper must flee as far from the reaper as possible at full speed for 2d6 rounds, and are thereafter frightened until the reaper leaves or is defeated. Beings that succeed in a Charisma saving throw (DC 15) are not afraid and may not be affected by that particular reaper again.
  • Ethereal Sight: The reaper can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
  • Incorporeal Movement: The reaper can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Invisibility (Recharge 6): As a bonus action, the reaper can become invisible. This ability lasts until it does something to reveal itself (such as attacking another creature).
  • Paralysis: Beings struck with the reaper’s scythe must make a Wisdom save (DC 15) or become paralyzed for 1d4+4 rounds.
  • Plane Shift: The reaper may transport between the mortal planes of existence and the Ethereal plane (or any demiplane therein) at will as a standard action. They do not have the power to bring the living with them to the land of the dead. While in the Ethereal plane it can neither affect nor be affected by creatures on the Prime Material.
  • Soul Collection: A reaper who kills a foe or is in the presence of a newly deceased body whose soul is unclaimed by any other deity or fiendish lord may trap the lost soul and claim it for their own master. Souls claimed by a reaper may not be raised by means of a raise dead or reincarnate spell. A resurrection spell cast on a body claimed by a reaper has an 80% chance of failure. Only a wish, or undertaking of a great quest into the land of the dead may bring the spirit and body of one thus claimed by a reaper to life again.

Actions

  • Ethereal Scythe (Life Drain): Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

About

These tall dark figures appear as an insubstantial skeletal humanoid, swathed in dusty robes of black velvet bearing a wicked silver bladed scythe whose handle is of polished ebon wood. Referred to by mortals as the Grim Reaper, these beings are the extra planar servants of the various Gods of Death who are sent to cull the souls of faithless mortals who have gone unclaimed by other gods. They appear at the moment of a being’s demise, where they wait invisibly to claim the soul of their newly deceased for their benighted masters.

Reapers are seldom seen by mortals, save for times when death itself is near, or by those beings under the effect of true seeing, or see invisible spells, though their presence is considered a bad omen, and disconcerting to those who observe their dark work.

Section 15: Copyright Notice

Familiars & Companions, Copyright 2017, Troll Lord Games; Author Casey Christofferson, Justin Bacon, Tommy Ruteledge, Josh Hubbel, Lance Hawvermile, Luke Johnson, Stephen Vogel and Dave Zenz.