AC 20 Natural    Initiative +4 (14)
HP 450 (20d10 + 250)
Speed 40 ft.
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
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Immunities Charmed
Senses Passive Perception 11
Languages Common
CR 10 (XP 5,900; PB +4)
Traits

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. 

Actions

Multiattack: Reaper makes 2 Sickle attacks. 

Sickle: Melee weapon attack, +10 to hit, reach 10ft, one target. Hit (2d8+5) slashing damage.

Bonus Actions

 

Reactions

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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Yelhsa_Shiny