Reapers Weapons. The reapers's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness. A reaper knows if it hears a lie.
Innate Spellcasting. The Reapers's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: inflict wounds, dispel evil and good, resurrection
2/day each: commune, finger of death
1/day each: mass resurrection, power word kill
Magic Resistance. The Reaper has advantage on saving throws against spells and other magical effects.
Multiattack. The reaper makes three That Which Reaps attacks.
That Which Reaps Awakened (bonuses). Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Reaping Bolt. Ranged Spell Attack: +18 to hit, range 150/600 ft., one target. Hit: 15 (4d8) cold damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 20 Constitution saving throw or die.
Reaping Weapon. The Reaper releases That Which Reaps to fly magically within 5 feet of it. The reaper can mentally command it as a bonus action to fly up to 120 feet and either make one attack against a target or return to the reaper's hands. If the weapon is targeted by any effect, the reaper is considered to be holding it. The hovering weapon falls if the reaper dies.
Reaping wounds (4/Day). The Reaper touches another creature. The target magically is inflicted with mortal wounds 60 (8d12 + 10).
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 solar regains spent legendary actions at the start of its turn.
Teleport. The reaper magically teleports up to 120 feet to an unoccupied space it can see.
Radiant Burst (Costs 2 Actions). The reaper emits magical, divine energy. Each creature of its choice in a 30-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). The reaper targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 18 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Comments