Coronated Reaper (5e Creature)

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Coronated Reaper[edit]

Large aberration, chaotic evil


Armor Class 17 (natural armor)
Hit Points 159 (29d10)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 10 (+0) 15 (+2) 13 (+1) 11 (+0)

Skills Perception +4
Proficiency Bonus +3
Damage Resistances acid, cold, fire, lightning, poison
Condition Immunities poisoned
Senses passive Perception 14
Languages Deep Speech
Challenge 7 (2,900 XP)


Anti-Element Carapace. If the reaper is reduced to half its hit points or fewer, it loses all of its damage resistances and its immunity to the poisoned condition.

Crown of Spores. While the reaper is not incapacitated, each creature within 30 feet of it that breathes air has disadvantage on saving throws to resist being paralyzed, poisoned or knocked unconscious, or against effects that deal poison or necrotic damage.

ACTIONS

Multiattack. The reaper makes two attacks with its Fibers. If it's grappling a creature, can instead make one attack with its Fibers and use either Inject or Siphon.

Fibers. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage. If the target is a creature, it is grappled (escape DC 15). The reaper can grapple two creatures with its fibers.

Inject. A creature grappled by the reaper must make a DC 11 Constitution saving throw. On a failed save, a creature takes 36 (8d8) poison damage and is poisoned for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success. On a successful save, a creature takes half as much damage and isn't poisoned. If the save is successful or the effect ends for a creature, it automatically succeeds on saving throws against the reaper's Inject for 24 hours.

Siphon. A creature grappled by the reaper must make a DC 11 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save or half as much damage on a successful one. The reaper regains hit points equal to the damage dealt.

Malignant Spores (Recharge 5-6). Each creature affected by the reaper's crown of spores must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The effect also ends if the sleeper takes damage or if someone uses an action to shake or slap the sleeper awake.


The coronated reapers, or V'lac'roviisiss as they're called in the language of the drop bears, are unusual animals, even among the wilderness of Calavera. Superficially, they resemble a large creature with two legs attached to a round head through small flaps of skin, but the body structure is just a calcium shell that serves as the extension to the real coronated reaper, a worm-like creature floating in a sterile organic soup. It releases soft proteins constantly that weaken the immune systems and natural defenses of creatures around it, and uses the spindle fibers on the ends of its "arms" to inject a bio-hazardous fluid containing particles resembling viruses, and to drain organic fluids from creatures to keep itself alive. If the body is disabled, the Reaper usually dies after 1 minute outside of a sterile environment. If it is ingested before its death, the creature that ingested it must make a DC 10 Constitution saving throw with disadvantage against disease. On a failure, the creature is infected. It takes 5 (1d10) necrotic damage every 24 hours, and its hit point maximum is reduced by the same amount. When the creature's hit point maximum is reduced to 0, it dies, and its body is transformed into a new coronated reaper.

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