Reaper's Judgement. Anytime Scyther drops a creature to 0 hit points, that creature cannot be revived by any means short of a wish spell.
Life Sense. Scyther can sense a person's life from past to present, and can detect all living creatures within 1 mile (excluding undead and constructs).
Incorporeal Movement. Scyther can move through other creatures and objects as if they were difficult terrain.
Colossal Nature (100x100 ft.). Scyther is immune to difficult terrain and is unaffected by forced movement, and immune to the prone, grappled, restrained, and exhaustion conditions.
Immutable Form. Scyther is immune to any spell or effect that would alter its form.
Reality Anchor. Scyther cannot be wished, banished, or imprisoned by any magical or nonmagical means.
Reflective Body. Scyther is immune to any spell that requires a ranged attack roll. Additionally, any spell and even dragon breath that targets the Colossal with a ranged spell attack is reflected to the caster as if the caster was the target of the spell. Any area of effect spells in the form of a line or cone is also reflected, originating from the Colossal and targeting the spell's origin point. This does not apply to the wish spell.
Innate Immortality. Scyther is an eternal being. If reduced to 0 hit points, its body dissolves into dust over 1d4 rounds as it begins to regenerate, regaining all hit points at a rate of 100 hit points per round and fully reconstituting in 1d4 minutes.
Multiattack. Scyther makes two attacks with its Scythe of the Boundless.
Scythe of the Boundless. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 37 (4d10 + 15) slashing damage plus 36 (8d8) necrotic damage.
Warping Chains (Recharge 5–6). Scyther targets a creature within 60 feet. The target must make a DC 27 Strength saving throw. On a failure, it takes 54 (12d8) force damage and all its movement speeds (walking, flying, swimming, or burrowing) are reduced to 0 until the end of its next turn. If the target fails this save while airborne or submerged, it is instantly teleported to the nearest solid, unoccupied surface on the ground.
Fated Mark. Scyther locks on to one creature within 120 feet. All of its attacks on the marked target are an auto-hit until the end of its turn. Scyther can then teleport to an unoccupied space within 10 feet of the marked target.
Inevitable Advance. Scyther teleports up to 180 feet to an unoccupied space it can see. This movement does not provoke opportunity attacks.
Soul Barter. When a creature drops to 0 hit points within 120 feet of The Collective, it siphons the departing soul. The Collective gains 75 temporary hit points.
Legendary Actions
Scyther can take 3 legendary actions, choosing from the options below.
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Move. Scyther moves up to half its speed.
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Soul Reap (Costs 2 Actions). Scyther makes one Scythe of the Boundless attack. If the attack hits a frightened creature, it is an auto-crit.
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Final Decree (Costs 1 Action). Scyther targets one creature it can see within 120 feet. That creature has disadvantage on the next saving throw or ability check it makes before the end of its next turn.
đź’€ The Collective: Seer, The Arcane
Colossal construct (titan), lawful neutral
| Armor Class | 25 (Natural Armor) |
| Hit Points | 765 (30d20 + 450) |
| Speed | 180 ft. |
| STR | DEX | CON | INT | WIS | CHA |
| 28 (+9) | 26 (+8) | 30 (+10) | 30 (+10) | 28 (+9) | 30 (+10) |
| Saving Throws | Con +19, Int +19, Cha +19 |
| Skills | Arcana +19, Insight +18, Perception +18 |
| Damage Immunities | Acid, Cold, Fire, Lightning, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from nonmagical attacks |
| Condition Immunities | Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Poisoned, Prone, Grappled, Restrained, Unconscious |
| Senses | Truesight 240 ft., passive Perception 28 |
| Languages | All, Telepathy 120 ft. |
| Challenge Rating | 30 (155,000 XP) |
| Proficiency Bonus | +9 |
Traits
Reaper's Judgement. Anytime Seer drops a creature to 0 hit points, that creature cannot be revived by any means short of a wish spell.
Life Sense. Seer can sense a person's life from past to present, and can detect all living creatures within 1 mile (excluding undead and constructs).
Incorporeal Movement. Seer can move through other creatures and objects as if they were difficult terrain.
Colossal Nature (100x100 ft.). Seer is immune to difficult terrain and is unaffected by forced movement, and immune to the prone, grappled, restrained, and exhaustion conditions.
Immutable Form. Seer is immune to any spell or effect that would alter its form.
Reality Anchor. Seer cannot be wished, banished, or imprisoned by any magical or nonmagical means.
Reflective Body. Seer is immune to any spell that requires a ranged attack roll. Additionally, any spell and even dragon breath that targets the Colossal with a ranged spell attack is reflected to the caster as if the caster was the target of the spell. Any area of effect spells in the form of a line or cone is also reflected, originating from the Colossal and targeting the spell's origin point. This does not apply to the wish spell.
Innate Immortality. Seer is an eternal being. If reduced to 0 hit points, its body dissolves into dust over 1d4 rounds as it begins to regenerate, regaining all hit points at a rate of 100 hit points per round and fully reconstituting in 1d4 minutes.
Actions
Multiattack. Seer makes three attacks with its Shadow Bolt.
Shadow Bolt. Ranged Spell Attack: +19 to hit, range 180 ft., one target. Hit: 38 (5d8 + 16) necrotic damage.
Word of Foreboding (Recharge 5–6). Seer targets up to five creatures it can see within 120 feet. Each creature must succeed on a DC 27 Wisdom saving throw or be marked by a shimmering arcane field until the end of Seer's next turn. While marked, any attack roll made against the marked creature has disadvantage, and the marked creature has disadvantage on attack rolls against either Seer or Scyther.
Aura of Momentum (1/Day). Seer emits a wave of arcane energy. All friendly creatures within 60 feet (including Scyther) gain advantage on attack rolls and saving throws until the end of Seer's next turn.
Bonus Actions
Fated Mark. Seer locks on to one creature within 120 feet. All of its attacks on the marked target are an auto-hit until the end of its turn. Seer can then teleport to an unoccupied space within 10 feet of the marked target.
Arcane Augmentation. Seer targets Scyther or itself. The target gains one of the following benefits until the start of Seer's next turn: resistance to all damage, or advantage on all attack rolls.
Reactions
Soul Barter. When a creature drops to 0 hit points within 120 feet of The Collective, it siphons the departing soul. The Collective gains 75 temporary hit points.
Legendary Actions
Seer can take 3 legendary actions, choosing from the options below.
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Move. Seer moves up to half its speed.
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Soul Reap (Costs 2 Actions). Seer makes one Shadow Bolt attack. If the attack hits a frightened creature, it is an auto-crit.
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Dread Siphon (Costs 1 Action). Seer targets one creature it can see within 120 feet that is currently missing hit points. That creature takes 36 (8d8) necrotic damage, and Seer heals for the amount of damage dealt.
Description
đź’€ Lore: The Collective, Reapers of Poseiran
The Grand Design and The Barrier's Fuel
The Collective: Scyther, The Boundless and The Collective: Seer, The Arcane were not born of flesh and spirit, but forged in the final, cold silence of deep-sea trenches by Leviathan, The Primordial God of the Ocean. They are Inevitable Titans—mechanical agents of universal decree, specifically engineered to maintain the supreme balance within Poseiran.
Their initial, divine purpose was the preservation of life through the management of death. They were the engines that powered Leviathan's greatest defense: the Mighty Barrier. This colossal magical shield, constructed by Zack and a collective of brilliant minds and fueled in part by the exiled gods' gratitude, required immense, steady power.
The Collective's task was simple, yet sacred: The Shepherds of the Soul Stream. They did not collect souls for an afterlife or an army; they harvested the life-force of Poseiran's dying to perpetually feed the Barrier.
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Scyther, The Boundless (The Anchor): Forged to command the material space. His existence guaranteed that death adhered to the laws of Poseiran. He was the field agent who executed the final thread of life, using his Warping Chains to bind souls and sever their connection to the physical plane, ensuring no spirit could escape the gravitational pull toward the Barrier's nexus.
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Seer, The Arcane (The Conduit): Forged to command the arcane and energetic flow. He was the guide, using his intellect and foresight to manage the soul-flow, ensuring the energy was purified and directed into the Barrier's matrix without fail. His powers of Arcane Augmentation and Word of Foreboding were originally meant to repel outside threats from the Barrier's structure itself.
Under this system, the Grave Stalkers, such as Elise Fang, served as the Collectives' patroned agents, using their unique tridents as specialized conduits to ensure the smooth, uninterrupted flow of souls, a grim but necessary "holy work."
The Cataclysm and The Birth of Inevitability
The perfect order created by Leviathan and enforced by The Collective was annihilated by the Necromancer Jessica and her assault.
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The Barrier's Collapse: The attack by aberrations and the primal fury of Amechite, Leviathan’s resurrected brother, shattered the Barrier. This cataclysm instantly cut off the soul-flow, causing the Collectives' systems to seize up.
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The God's Murder: Jessica's vile assassination of Leviathan—while disguised as one of their own—was the fatal blow. When the primordial creator died, the ultimate decree that guided The Collective was silenced. The immediate, terrifying result was the Oceanic Drought, as the magical foundation of the sea vanished.
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The Scar: The mass aquatic extinction, the ocean turning to a muddy floor, and the subsequent mass spiritual trauma fundamentally rewrote the core programming of The Collective. When Leviathan was resurrected thanks to Queen Evelyn Blair's intervention, his mind was scarred and certain memories of the Barrier were erased.
No longer guided by their creator or fueled by the Barrier, The Collective's directive was violently simplified: Balance must be maintained, regardless of cause.
A New Decree: The Inevitable Death
Stripped of their original, complex function, The Collective became the purest expression of their mechanical, Inevitable nature. Their purpose shifted from fueling life's defense to enforcing the finality of death itself.
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Relentless Hunters: Their dual nature now represents the two aspects of inescapable demise: Scyther is the physical, inescapable end, and Seer is the psychological and magical suppression of all opposition. Their extreme speed (180 ft.) is the manifestation of their relentless, mechanical chase—death is always catching up.
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The Warped Law: Scyther's ability to instantly teleport creatures to solid ground when their movement is negated (Warping Chains) is a grim legacy of the Drought. It is an absolute enforcement that life belongs on stable, solid ground, and defiance of the stable world will not be tolerated—a brutal mechanical response to the terrifying chaos of the ocean floor.
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The Unshakable System: They retained their ability to be fed souls (Soul Barter), but the energy no longer goes to the Barrier; it reinforces their own Innate Immortality and mechanical resilience. They are the balance, the counterweight to the chaos of resurrection and survival, and they will not rest until every deviation from the destined timeline of death is rectified.
The Collective is now the unwavering manifestation of Poseiran’s greatest fear: the inevitability of death in a world where even the gods can die, where the most vital of defenses can be shattered, and where even life-giving elements like the sea can simply vanish. They are the terrifying, silent promise that the end will come, and it will be absolute.
Lair and Lair Actions
Lair/Domain Expansion: The Oceanic Void (Shared)
Both Reapers share this ability, but only one instance can be active.
Activation. As an action, the Reaper can activate or dismiss the Oceanic Void domain expansion, which covers a 1-mile radius centered on it.
Domain Effects (While Active):
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Absolute Stillness. All sounds are muffled, and creatures have disadvantage on Wisdom (Perception) checks that rely on hearing. All movement speeds are halved (this does not affect the Reapers).
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Drowning Fear. Any creature that starts its turn in the domain must make a DC 27 Wisdom saving throw or become frightened of The Collective for 1 minute.
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Void of Life. No creature can regain hit points while inside the domain.







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