![]() ![]() These tall dark figures appear as an insubstantial skeletal humanoid, swathed in dusty robes of black velvet bearing a wicked silver bladed scythe whose handle is of polished ebon wood. The target dies if this effect reduces its hit point maximum to 0. This reduction lasts until the target finishes a long rest. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. Ethereal Scythe (Life Drain): Melee Weapon Attack: +5 to hit, reach 10 ft., one creature.Only a wish, or undertaking of a great quest into the land of the dead may bring the spirit and body of one thus claimed by a reaper to life again. A resurrection spell cast on a body claimed by a reaper has an 80% chance of failure. Souls claimed by a reaper may not be raised by means of a raise dead or reincarnate spell. Soul Collection: A reaper who kills a foe or is in the presence of a newly deceased body whose soul is unclaimed by any other deity or fiendish lord may trap the lost soul and claim it for their own master.While in the Ethereal plane it can neither affect nor be affected by creatures on the Prime Material. They do not have the power to bring the living with them to the land of the dead. Plane Shift: The reaper may transport between the mortal planes of existence and the Ethereal plane (or any demiplane therein) at will as a standard action.Paralysis: Beings struck with the reaper’s scythe must make a Wisdom save (DC 15) or become paralyzed for 1d4+4 rounds.This ability lasts until it does something to reveal itself (such as attacking another creature). Invisibility (Recharge 6): As a bonus action, the reaper can become invisible.It takes 5 (1d10) force damage if it ends its turn inside an object. Incorporeal Movement: The reaper can move through other creatures and objects as if they were difficult terrain. ![]() Ethereal Sight: The reaper can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.Beings that succeed in a Charisma saving throw (DC 15) are not afraid and may not be affected by that particular reaper again. Beings affected by the reaper must flee as far from the reaper as possible at full speed for 2d6 rounds, and are thereafter frightened until the reaper leaves or is defeated. Cause Fear: Reapers have the ability to cause fear in mortals.Assassination: Any creature the reaper strikes with advantage, must succeed at a Constitution saving throw (DC 15) or suffer double damage from the attack.Senses: darkvision 120 ft., passive Perception 15ĭamage Resistances: bludgeoning, slashing, piercing from nonmagical weaponsĬondition Immunities: poisoned, restrained, paralyzed, petrified Skills: Insight +5, Perception +5, Survival +5, Stealth +10 ![]()
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