Medium Undead (Human), Lawful Evil
Armor Class 23 Natural Armor
Hit Points 472 (32d8 + 320)
Speed 40 ft., Fly 60 ft. (hover)
STR
22 (+6)
DEX
28 (+9)
CON
30 (+10)
INT
20 (+5)
WIS
24 (+7)
CHA
26 (+8)
Saving Throws DEX +17, INT +13, WIS +15, CHA +16
Skills Perception +16, Stealth +18
Damage Immunities Acid, Necrotic, Poison
Senses Truesight 240 ft., Passive Perception 26
Languages Common, Goblin, Infernal
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Incorporeal Movement. The Reaper can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Soul-Stalker. The Reaper can see a creature's entire life from past to present. She is immune to being banished.

Inescapable Judgment. When the Reaper drops a creature to 0 hit points, that creature cannot be revived by any means short of a wish spell.

Legendary Resistance (5/Day). If the Reaper fails a saving throw, she can choose to succeed instead.

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

Magic Weapons. The Reaper's weapon attacks are magical.

Reaper's Mark (Bonus Action). As a bonus action, the Reaper can lock onto a target within 120 feet. All of her attacks against that target are auto-hits.

Reality Anchor. The Reaper cannot be banished. She is immune to the restrained condition and the imprisonment spell.

Reaper's Strike. All attacks from the Reaper inflict the Incapacitated condition.

Reload. Black Dahlia has 6 ammunition slots. At the start of her turn, she loads one new ammunition type. She can only use ammunition that is currently loaded. When a new ammunition is loaded, the one in slot 6 is discarded and a new one enters slot 1, with the others shifting down. The ammunition types are: Standard, Fire, Lightning, Ice, Railgun, and Buckshot.

Actions

Multiattack. Black Dahlia makes three attacks. She can use any combination of her available attacks.

Dahlia's Handcannon. Ranged Weapon Attack: +18 to hit, range 120/480 ft., one target. The damage and effect depend on the loaded ammunition:

  • Standard Shot: Hit: 23 (4d6 + 9) piercing damage plus 21 (6d6) necrotic damage. The damage dice for this attack increase by one at the end of each of her turns.

  • Fire Shot: Hit: 18 (3d6 + 8) piercing damage plus 21 (6d6) fire damage. The target must make a DC 25 Dexterity saving throw or catch fire, taking 7 (2d6) fire damage at the start of each of its turns until a creature uses an action to douse the flames.

  • Lightning Shot: Hit: 18 (3d6 + 8) piercing damage plus 21 (6d6) lightning damage. The target must succeed on a DC 25 Constitution saving throw or be stunned until the end of its next turn.

  • Ice Shot: Hit: 18 (3d6 + 8) piercing damage plus 21 (6d6) cold damage. The target must succeed on a DC 25 Constitution saving throw or be frozen, becoming restrained and taking 7 (2d6) cold damage at the start of each of its turns. A creature can use its action to attempt to break the ice with a DC 25 Strength check, ending the effect on a success.

  • Railgun Shot: Hit: 57 (10d6 + 9) piercing damage. This attack ignores resistance and immunity to piercing damage.

  • Buckshot Shot: Hit: 29 (5d6 + 9) piercing damage plus 21 (6d6) necrotic damage. This attack has a range of 30 feet and strikes all creatures in a 15-foot cone.

Medici Mousetrap (Recharge 5-6). Black Dahlia places a large trap on the ground in an unoccupied space within 60 feet. The trap is a 5-foot-square that is indistinguishable from a normal part of the floor. The first creature that enters the space must succeed on a DC 25 Dexterity saving throw or take 35 (10d6) piercing damage and be immobilized for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Bonus Actions

Teleport. If the Reaper has a target marked with Reaper's Mark, she can teleport to an unoccupied space within 10 feet of that target.

Reload. Black Dahlia can use a bonus action to discard all her loaded ammunition and reload her gun with a new full clip.

Legendary Actions

The Reaper can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Reaper regains spent legendary actions at the start of her turn.

Shadow Step. The Reaper teleports up to 60 feet to an unoccupied space she can see.

Frightful Presence (Costs 2 Actions). Each creature of the Reaper's choice that is within 120 feet of her and aware of her must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Reaper's Frightful Presence for the next 24 hours.

Soul Harvest (Costs 3 Actions). The Reaper makes one Dahlia's Handcannon attack. If this attack reduces a creature to 0 hit points, the Reaper regains 50 hit points.

SurgDexil

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