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.
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At will: detect evil and good, hunter’s mark (at 5th level), invisibility (self only)
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2/day each: destructive wave (necrotic only), dimension door
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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.