Living Adamantine Body
Critical hits against the Hive Reaper become normal hits.
Whenever a creature hits the Reaper with a melee attack while within 5 feet of it, the attacker takes 5 (1d10) slashing damage from jagged metal protrusions.
Predator’s Momentum
If the Reaper moves at least 20 feet straight toward a target and then hits it with a Scythe Arm attack on the same turn, the target must succeed on a DC 18 Strength saving throw or be knocked prone.
Wall Skitter
The Hive Reaper can move across vertical surfaces and ceilings without needing to make ability checks.
Relentless Carver
The Reaper scores a critical hit on attack rolls of 19–20.
Multiattack
The Hive Reaper makes four attacks: three with its Adamantine Scythes and one with its Impaling Tail.
Adamantine Scythe
Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Hit: 21 (3d8 + 8) slashing damage.
If two Scythe attacks hit the same target in one turn, the target suffers a bleeding wound and takes 10 (3d6) slashing damage at the start of its next turn.
Impaling Tail
Melee Weapon Attack: +13 to hit, reach 20 ft., one target.
Hit: 19 (2d10 + 8) piercing damage plus 13 (3d8) poison damage.
The target must succeed on a DC 19 Constitution saving throw or become poisoned for 1 minute. The target may repeat the save at the end of each of its turns.
Adamantine Shard Storm (Recharge 5–6)
The Hive Reaper erupts with spinning adamantine fragments in a 40-foot cone.
Each creature in the area must make a DC 20 Dexterity saving throw, taking 49 (11d8) slashing damage on a failed save, or half as much on a success.
Creatures that fail the save are also knocked prone.
Frenzied Rend (Recharge 4–6)
The Hive Reaper rushes up to its speed and makes two Scythe attacks against each creature whose space it moves through during that movement.
A creature can only be targeted once by this action.
Skitter Burst
The Reaper moves up to half its speed without provoking opportunity attacks.
Predatory Leap
The Reaper jumps up to 30 feet to an unoccupied space it can see. Creatures within 10 feet of where it lands must succeed on a DC 19 Dexterity saving throw or take 11 (2d10) bludgeoning damage and fall prone.
Adamantine Deflection
When hit by an attack, the Hive Reaper gains +4 AC against that attack, potentially causing it to miss.
If the attack misses, the attacker must succeed on a DC 17 Dexterity saving throw or take 10 (3d6) slashing damage from ricocheting adamantine shards.
The Hive 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.
Scythe Strike
The Reaper makes one Scythe Arm attack.
Skitter Move
The Reaper moves up to half its speed.
Piercing Shriek (Costs 2 Actions)
The Reaper emits an ear-piercing insectoid screech. Creatures within 20 feet must succeed on a DC 16 Wisdom saving throw or become frightened until the end of their next turn.
Execution Rush (Costs 3 Actions)
The Reaper moves up to its speed and makes one Impaling Stinger attack with advantage.
Description
The Adamantine Hive Reaper stands nearly 10 feet tall with a muscular humanoid frame wrapped in overlapping adamantine chitin. Its elongated insectoid head bears six glowing crimson eyes and mandible-like jaws dripping with venom. Massive scythe-like forearms fold against its body like ceremonial execution blades, while a segmented metallic tail lashes behind it with terrifying speed. Every movement produces the grinding sound of sharpened steel scraping against stone, as though the creature itself were a living weapon forged by the hive.
Lair and Lair Actions
Lair Actions (Optional)
If fought in its subterranean hive or adamantine cavern, on initiative count 20 (losing initiative ties), the tyrant can use one of the following effects:
- Jagged adamantine spikes erupt from the ground in a 20-foot radius. Creatures there make a DC 16 Dexterity save or take 10 (3d6) piercing damage.
- Swarms of metallic scarabs crawl from cracks in the walls, creating difficult terrain.
- The cavern trembles violently. Creatures concentrating on spells must succeed on a DC 15 Constitution save or lose concentration.
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