Haloed Reaper

Large celestial, chaotic evil

Armor Class

18 (natural armor)

Hit Points

178 (17d10 + 85)

Speed

30 ft., fly 90 ft.

STR

24 (+7)

DEX

18 (+4)

CON

21 (+5)

INT

19 (+4)

WIS

20 (+5)

CHA

19 (+4)

Damage Resistances

necrotic; bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities

charmed, exhausted, frightened

Senses

darkvision 120ft., passive Perception 19

Saving Throws

Con +9, Wis +9, Cha +8

Skills

Acrobatics +9, Perception +10

Languages

all, telepathy 120 ft.

Challenge

13 (10,000 XP)

Blinding Blades. The reaper’s weapon attacks are magical. When the reaper hits with any weapon, the weapon deals an extra 3d8 necrotic damage and if the target is a creature it must succeed on a DC 15 Constitution saving throw or become blinded until the reaper’s next turn (included in the attack).

Innate Spellcasting. The reaper’s spellcasting ability is Charisma (spell save DC 16). The seraph can innately cast the following spells, requiring only verbal components.

  • At will: detect evil and good, hunter’s mark (at 5th level), invisibility (self only)

  • 2/day each: destructive wave (necrotic only), dimension door

  • 1/day each: disintegrate, flesh to stone

Magic Resistance. The reaper has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The reaper makes two melee attacks, only one of which can be a decaying touch.

Grand Scythe. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 7) slashing damage plus 13 (3d8) necrotic damage and if the target is a creature it must succeed on a DC 18 Constitution saving throw or become blinded until the reaper’s next turn

Cleaving Swipe. The reaper spins its scythe in an arcing slash. Make an attack against each enemy within reach of the reaper’s grand scythe, making a separate attack roll against each target.

Reap. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 40 necrotic damage. If the target is a creature that has fewer than 20 hit points after this attack, it must succeed on a DC 15 Constitution saving throw or immediately die. If the creature dies as a result of this attack, the reaper regains 40 hit points.

Decaying Touch (3/Day). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 49 (10d8 + 4) necrotic damage.

Binding Halo (Recharge 5-6). The reaper extends its scythe and launches a black halo at two creatures it can see within 120 feet. These creatures must succeed on a DC 18 Dexterity saving throw or become restrained. A restrained creature takes 18 (4d8) necrotic damage at the start of its turn and can make a DC 18 Strength saving throw at the end of each of its turns, ending the effect on itself on a success.

large
celestial
cr13
nerzugals-extended-bestiary