Medium Humanoid, Any Evil Alignment
Armor Class 22 Natural Armour
Hit Points 280 (18d10)
Speed 40 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
13 (+1)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws STR +10, DEX +10, CON +9
Damage Resistances Psychic
Damage Immunities Acid, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision Indefinite , Unknown Can Sense all living creatures within 30ft but doesn't know their exact location, Passive Perception 14
Languages All, Telepathy
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Special Trait Name. Enter the description for your special trait.

Ethereal State: As a free action, the Reaper can shift a portion of his physical being into the Ethereal plane. This spell-like ability functions exactly like a  [spell name],Blur[spell name] spell and can be used or dismissed at will. It also allows the Reaper to phase through thin materials such as panes of glass or thin metal bars.

Withering Touch: Once per day, the Reaper of Nerull can curse a creature with less than your Hit Points+ 5 with the Withering Touch. As a full round action, you make a melee touch attack which forces an enemy to make a fortitude save each round for 5 rounds (DC 20). Failing one of these saves withers the target, dealing negative energy equal to 8 D4. This ability has no effect against creatures that are not living such as undead and constructs, and has no effect against creatures immune to critical strikes.

Drain Soul: Once per day, as an action, the Reaper can use Drain Soul on a target with less than the Reapers Hit Points + 5. This requires line of sight and has a 60ft range. The target must make a Constitution Save (20). On a failed save the Reaper gains 2d8 temporary Hit Dice and +2 Str and +2 Dex for the next hour. The Target becomes Stunned for one round, is Blinded for 1d4 rounds and exhausted. This ability has no effect against creatures that are not living such as undead and constructs, and has no effect against creatures naturally immune to critical hits.

Unescapable: Once per day the Reaper of Nerull can, for 10 minutes, gain a fly speed equal to twice that of their land speed with perfect maneuverability.

Death Siphon: Recently slain creatures improve the Reaper's healing. At the end of the Reapers turn Regenerate 1D4 times the number of corpses.

 

Actions

Attack Action. The Reaper either makes one attack with the Scythe or two attacks with the Sickles.

Action Melee Attack. Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage. 

Scythe Attack. Melee Weapon Attack: +5 to hit, reach 10 ft., 2 target. Hit: 21 (2d10 + 11) Necrotic damage. Target also makes a CON Save (DC 20) or suffer 1D4 temporary DEX Drain and a point of exhaustion. 

Sickle Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 15 (2d6 + 9) Necrotic damage. Target also makes a CON Save (DC 20) or suffer 1D4 temporary DEX Drain and a point of exhaustion. 

 

Bonus Actions

Nerull's Scythe. As a Bonus action, the Reaper can transform any weapon he is holding into a scythe which emanates the clammy miasma of death. This scythe counts as magic for overcoming damage reduction, has a +5 enhancement bonus, and has the Frost enhancement. Alternatively, the Reaper can transform any two weapons he is holding into two +4 Sickles. In either form, the blades are poisoned and any creature struck by it must make a Constitution save (DC 20) or suffer 1d4 temporary Dexterity drain and a point of exhaustion. This transformation lasts for as long as the reaper wields the weapon. The weapon retains any enchantment bonus To Hit and Damage while it is a scythe. 

Reactions

Etheral Body. As a reaction the Reaper can choose for a hit to simply phase through him as if it was a miss. the reaper takes no damage unless it is force.

Soul Harvest. As a reaction when a creature drops to 0 HP the Reaper can move to creature without provoking opportunity attacks and make an attack on the creature

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Spawn Undead (Costs 2 Actions).

Ethereal Movement (Costs 1 Action). 

Death Frenzy (Costs 1 Action).

Mythic Actions

Manifest Death: The final and most terrifying ability of a Reaper of Nerull, the ability to manifest the essence of death itself by transforming himself into a terrible skeletal visage. When the reaper is brought to 0 HP the Reaper is able to undergo a painful yet instantaneous transformation to become a killing machine. The stats are:

  • Increase Size to Large
  • +20ft to all forms of movement speed
  • increases natural reach by 5ft.
  • gains +5 natural armor bonus
  • gains two scythe-like claw attacks that deal 2d6+9 each. Creatures struck by a claw attack must make a Constitution save against (DC 20) or Gain a level of exhaustion. 
  • gains selective immunity to all levels of spells.
  • gains True Sight out to 100 Ft
  • gains an improved version of Death Siphon; increasing the range to 100ft. radius and its Regen to 1D8 per Corpse

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Gale of Entropy (Costs 3 Actions): The Reaper of Nerull can create a 30ft cone of blasting wind that Siphons the Souls from any living creatures must make a DC 20 Constitution Saving throw. On a fail creatures take 8D8 Necrotic Damage and their HP is reduced by that much as well. on a Save they take half as much and their HP is not reduced. The Reaper is Healed for half of the damage dealt.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

TeamWildebeest

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