Reaper
Large • Celestial • Lawful Neutral
Armor Class 22
Hit Points 241 (23d10 + 115)
Speed 50 ft., fly 150 ft. (hover)
Initiative +12 (22)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 20 (+5) | 22 (+6) | 24 (+7) | 26 (+8) | 26 (+8) |
Saving Throws Wis +15, Cha +15
Skills Investigation +14, Perception +15, Religion +14
Damage Resistances psychic
Damage Immunities necrotic, poison, radiant
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 26
Languages understands all languages but can’t speak
CR 21 (XP 33,000; PB +7)

Divine Awareness. The reaper knows if it hears a lie. The reaper knows the exact location of any creature it knows the true name of, as long as it is on the same plane of existence.
Legendary Resistance (3/Day). If the reaper fails a saving throw, it can choose to succeed instead.
Magic Resistance. The reaper has advantage on saving throws against spells and other magical effects.
Scythe of the Reaper. If an attack with the reaper’s scythe reduces a creature's hit points to 0, it dies, and its soul is captured by the reaper. Only a wish spell can return a soul in the reaper's possession. The reaper cannot be disarmed against its will.
Unusual Nature. The reaper doesn't require air, food, drink, or sleep.
ACTIONS
Scythe. Melee Weapon Attack: +14, reach 5 ft. Hit: 78 (11d12 + 7) slashing damage. This damage bypasses resistance or immunity.
Demand Soul. Charisma Saving Throw: DC 23, one creature the reaper can see within 10 feet. Failure: If the creature has 100 hit points or fewer, it dies. It otherwise takes 32 (5d12) necrotic damage plus 32 (5d12) radiant damage.
Dispel (2/Day). The reaper magically dispels all magical effects within 30 feet of it. All magic items (except artifacts) become mundane items until the end of the reaper's next turn.
Resurrecting Touch. The reaper touches a creature that has been dead for no longer than 200 years, and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.
Spellcasting. The reaper casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 23):
At will: detect evil and good, dispel evil and good, fear, nondetection (self only)
2/day: banishment, death ward, plane shift
LEGENDARY ACTIONS
Legendary Action Uses: 3. Immediately after another creature's turn, the reaper can expend a use to take one of the following actions. The reaper regains all expended uses at the start of each of its turns.
Inevitable. Charisma Saving Throw: DC 23, one creature within 90 feet of the reaper that can see it. Failure: The target becomes frightened and incapacitated until the end of its next turn. Failure or Success: The reaper can't take this action again until the start of its next turn.
Teleport. The reaper magically teleports, along with any equipment it is wearing or carrying, up to 90 feet to an unoccupied space it can see.
Toll the Dead. Wisdom Saving Throw: DC 23, each creature in a 30-foot emanation. Failure: The target 13 (3d8) necrotic damage, or 19 (3d12) necrotic damage, if the target is missing any of its hit points.
Reaper
Large • Celestial • Lawful Neutral
Armor Class 20
Hit Points 209 (22d10 + 88)
Speed 50 ft., fly 150 ft. (hover)
Initiative +10 (20)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 18 (+4) | 20 (+5) | 22 (+6) | 24 (+7) | 24 (+7) |
Saving Throws Wis +13, Cha +13
Skills Investigation +12, Perception +13, Religion +12
Damage Resistances psychic
Damage Immunities necrotic, poison, radiant
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 24
Languages understands all languages but can’t speak
CR 18 (XP 20,000; PB +6)

Divine Awareness. The reaper knows if it hears a lie. The reaper knows the exact location of any creature it knows the true name of, as long as it is on the same plane of existence.
Legendary Resistance (2/Day). If the reaper fails a saving throw, it can choose to succeed instead.
Magic Resistance. The reaper has advantage on saving throws against spells and other magical effects.
Scythe of the Reaper. If an attack with the reaper’s scythe reduces a creature's hit points to 0, it dies, and its soul is captured by the reaper. Only a wish spell can return a soul in the reaper's possession. The reaper cannot be disarmed against its will.
Unusual Nature. The reaper doesn't require air, food, drink, or sleep.
ACTIONS
Scythe. Melee Weapon Attack: +12, reach 5 ft. Hit: 64 (9d12 + 6) slashing damage. This damage bypasses resistance or immunity.
Demand Soul. Charisma Saving Throw: DC 21, one creature the reaper can see within 10 feet. Failure: If the creature has 60 hit points or fewer, it dies. It otherwise takes 26 (4d12) necrotic damage plus 26 (4d12) radiant damage.
Dispel (2/Day). The reaper magically dispels all magical effects within 20 feet of it. All magic items (except artifacts) become mundane items until the end of the reaper's next turn.
Resurrecting Touch. The reaper touches a creature that has been dead for no longer than 200 years, and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.
Spellcasting. The reaper casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 21):
At will: detect evil and good, dispel evil and good, fear, nondetection (self only)
2/day: banishment, death ward, plane shift
LEGENDARY ACTIONS
Legendary Action Uses: 3. Immediately after another creature's turn, the reaper can expend a use to take one of the following actions. The reaper regains all expended uses at the start of each of its turns.
Inevitable. Charisma Saving Throw: DC 21, one creature within 90 feet of the reaper that can see it. Failure: The target becomes frightened and incapacitated until the end of its next turn. Failure or Success: The reaper can't take this action again until the start of its next turn.
Teleport. The reaper magically teleports, along with any equipment it is wearing or carrying, up to 90 feet to an unoccupied space it can see.
Toll the Dead. Wisdom Saving Throw: DC 21, each creature in a 30-foot emanation. Failure: The target 9 (2d8) necrotic damage, or 13 (2d12) necrotic damage, if the target is missing any of its hit points.
Reaper
Large • Celestial • Lawful Neutral
Armor Class 24
Hit Points 287 (25d10 + 150)
Speed 50 ft., fly 150 ft. (hover)
Initiative +13 (23)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26 (+8) | 22 (+6) | 24 (+7) | 26 (+8) | 28 (+9) | 28 (+9) |
Saving Throws Wis +16, Cha +16
Skills Investigation +15, Perception +16, Religion +15
Damage Resistances psychic
Damage Immunities necrotic, poison, radiant
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 27
Languages understands all languages but can’t speak
CR 24 (XP 62,000; PB +7)

Divine Awareness. The reaper knows if it hears a lie. The reaper knows the exact location of any creature it knows the true name of, as long as it is on the same plane of existence.
Legendary Resistance (4/Day). If the reaper fails a saving throw, it can choose to succeed instead.
Magic Resistance. The reaper has advantage on saving throws against spells and other magical effects.
Scythe of the Reaper. If an attack with the reaper’s scythe reduces a creature's hit points to 0, it dies, and its soul is captured by the reaper. Only a wish spell can return a soul in the reaper's possession. The reaper cannot be disarmed against its will.
Unusual Nature. The reaper doesn't require air, food, drink, or sleep.
ACTIONS
Scythe. Melee Weapon Attack: +15, reach 5 ft. Hit: 92 (13d12 + 8) slashing damage. This damage bypasses resistance or immunity.
Demand Soul. Charisma Saving Throw: DC 24, one creature the reaper can see within 10 feet. Failure: If the creature has 100 hit points or fewer, it dies. It otherwise takes 39 (6d12) necrotic damage plus 39 (6d12) radiant damage.
Dispel (2/Day). The reaper magically dispels all magical effects within 30 feet of it. All magic items (except artifacts) become mundane items until the end of the reaper's next turn.
Resurrecting Touch. The reaper touches a creature that has been dead for no longer than 200 years, and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.
Spellcasting. The reaper casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 24):
At will: detect evil and good, dispel evil and good, fear, nondetection (self only)
3/day: banishment, death ward, plane shift
LEGENDARY ACTIONS
Legendary Action Uses: 3. Immediately after another creature's turn, the reaper can expend a use to take one of the following actions. The reaper regains all expended uses at the start of each of its turns.
Inevitable. Charisma Saving Throw: DC 24, one creature within 90 feet of the reaper that can see it. Failure: The target becomes frightened and incapacitated until the end of its next turn. The reaper can't take this action again until the start of its next turn.
Teleport. The reaper magically teleports, along with any equipment it is wearing or carrying, up to 90 feet to an unoccupied space it can see.
Toll the Dead. Wisdom Saving Throw: DC 24, each creature in a 30-foot emanation. Failure: The target 18 (4d8) necrotic damage, or 26 (4d12) necrotic damage, if the target is missing any of its hit points.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
