Medium Undead, Typically Lawful Evil
Armor Class 16 (half plate)
Hit Points 75 (10d8 + 30)
Speed 40 ft.
STR
18 (+4)
DEX
13 (+1)
CON
17 (+3)
INT
16 (+3)
WIS
12 (+1)
CHA
9 (-1)
Saving Throws DEX +4, WIS +4
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 11
Languages All
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Magic Resistance. The reaper has advantage on saving throws against spells and other magical effects.

Death Burst. When the reaper dies, it explodes in a burst of dust that fills a 10-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 14 Constitution saving throw or have the blinded condition for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

Multiattack. The reaper makes two Scythe attacks.

Scythe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 9 (2d8) necrotic damage.

Bolt of Death. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 16 (3d10) necrotic damage, and the target must succeed on a DC 16 Wisdom saving throw or have the frightened condition until the end of the target’s next turn.

Bonus Actions

Frightening Teleport (Recharge 6). The reaper magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Each creature within 10 feet of the location the reaper left must succeed on a DC 14 Wisdom saving throw or have the frightened condition until the end of that creature’s next turn.

Habitat: Underdark

OctopuswithFish

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