| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 18 | +4 | +8 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 16 | +3 | +3 |
| CHA | 20 | +5 | +9 |
Innate Spellcasting. The Threadknight Reaper's spellcasting ability is Charisma(Save DC 18, +10 to hit with spells). The Reaper can innately cast the following spells, requiring no material components:
- At will: Misty step, Witch bolt (up to 3rd level), Fire Bolt
- 1/Day: Cloud of Daggers (up to 3rd Level)
- 2/day: Fire Ball (3rd level)
- 3/day: Greater invisibility
Soul of Man. The first time Reaper deals damage each turn, it heals equal to the total amount of damage it dealt.
Spare Parts. Spare parts from Reaper grant a construct the ability to fly (hover) speed of 20ft. Reaper has 2 spare parts.
Multiattack: Reaper makes 2 Sickle attacks.
Sickle: Melee weapon attack, +10 to hit, reach 10ft, one target. Hit (2d8+5) slashing damage.
Alter Course. As a reaction, the Threadknight Reaper attempts to deflect any spell cast against it that requires an attack roll to hit. It makes an attack roll against the spell's attack roll. If the Reaper succeeds in rolling higher, it deflects the spell, causing it to miss. If the Reaper's roll totals 5 or higher than the spell's roll, it is instead directed back towards the caster.
Previous Versions
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4/9/2025 6:56:24 PM
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4/9/2025 11:48:41 PM
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