Reaper (5e Creature)

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Medium celestial, lawful good

Armor Class 17
Hit Points 247 (26d8 + 130)
Speed 30 feet land, 30 feet flying (hover)

14 (+2) 19 (+4) 20 (+5) 18 (+4) 20 (+5) 15 (+2)

Saving Throws Dex +9, Wis +10
Skills Arcana +9, Perception +10, Stealth +9
Damage Resistances Radiant; peircing, slashing, and bludgeoning from non-magic sources
Condition Immunities Diseased
Senses Darkvision 120ft, passive Perception 16
Languages Celestial, Common
Challenge 13 (10,000 XP)

Sense Imbalance. A Reaper can detect when a creature is brought back to life with a spell (as long as the creature has been dead for over 1 minute), as well as any creature that is unnaturally immortal (such as a Lich) within a 6 mile radius. Any time a new creature enters this sense, it may reroll to resist the Charmed or Frightened statuses.

Ethereal Duality A Reaper is treated as being in both the material and ethereal planes simultaneously. They can travel through solid objects as if they were difficult terrain, and they can affect creatures in the ethereal and material planes with their abilities. They can remain in solid terrain for 3 consecutive turns; ending their turn in a solid object past that point causes them to take 5 (1d10) force damage. They also ignore immunities to Grappled, Restrained, or Prone when fighting ghosts or other metaphysical creatures. However, they can be affected by effects originating in the Ethereal and Material planes simultaneously.

Magic Weapons A Reaper's weapon counts as magic.

Slayer A Reaper can add 2d8 radiant damage to its weapon attacks when fighting creatures below 1/2 of their max health.


Multiattack. A Reaper can make three melee attacks, or use Switch Stance once and make two melee attacks.

Switch Stance. A Reaper's scythe can turn from a harvest scythe to a war scythe by rotating its head 90 degrees. These two stances are referred to as Harvest Stance, and War Stance, and have different abilities.

Cleave. Melee Weapon Attack: +7 to hit, reach 5ft., up to 2 targets in range. Hit: 16 (2d6+8) slashing damage. Must be in Harvest Stance to use.

Impale. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 24 (3d8+8) piercing damage. Must be in War Stance to use.

Mark of the Reaper. A Reaper marks a target it can see. To resist being marked, you must succeed in a Wisdom Check with a DC of 18. On a failure, the Reaper marks the target for 24 hours and can sense the target as long as it remains on the same plane. The Mark can be removed with a Dispel Magic or Remove Curse cast with a 6th level or higher spell slot.


Parry The Reaper adds 4 to its AC against one melee attack that would hit it. To do so, the Reaper must see the attacker and be in Harvest stance.


The Reaper can take 1 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 its turn.

Pursue A Reaper moves 40 ft towards a target it has marked with Mark of the Reaper, and gains advantage on attack rolls against it on the Reaper's upcoming turn.

Switch Stance As the Switch Stance action, above.


A Grim Reaper is a hooded celestial with a gaunt pale face that many misinterpret as a skull, and piercing glowing eyes. Their job is to escort lost souls to their proper afterlife, but they're also known to target those who have extended or returned their life through unnatural means. No matter the reasoning or morality of the unnaturally immortal, the creed of a Grim Reaper states that it disrupts the balance of life and death and must be punished.

Lone Wolf: When it comes to hunting, a Reaper always works alone. Should a Reaper seek to kill an immortal creature stronger than they are, they can and will get creative.

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