Reaper King (5e Creature)

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Reaper King[edit]

Huge aberration, unaligned


Armor Class 15 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 55 ft., burrow 25 ft.


STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 21 (+5) 4 (-3) 12 (+1) 12 (+1)

Proficiency Bonus +4
Damage Vulnerabilities radiant
Senses passive Perception 11
Languages
Challenge 10 (5,900 XP)


Dark Stalker. While in dim light or darkness, the reaper king has resistance to bludgeoning, piercing and slashing damage from nonmagical attacks and all damage dealt to the reapear king is reduced by 10, before applying resistance or vulnerability.

Standing Leap. The reaper king's long jump is up to 110 feet and its high jump is up to 80 feet, with or without a running start.

ACTIONS

Multiattack. The reaper king makes one bite attack and one tail attack.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 40 (5d12 + 8) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the reaper king can't bite another target.

Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) slashing damage.

Tail Spines. The reaper king launches a hail of spikes from its tail in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) piercing damage, and its speed is reduced by 25 feet until the start of the reaper king's next turn. On a successful save, a creature takes half as much damage and its speed isn't reduced.
If the reaper king is grappling a creature, it makes one bite attack against the creature it is grappling.


The reaper is akin to an alien tyrannosaurus rex, by both definitions of the word. An incredible hunter in the wild, its versatility is second to none. While it is fully capable of ambushing its prey through burrowing, it can also easily weather a head-on assault against just about anything else in the wild, being massively durable and violently inclined. This durability seems to wane when exposed to light, particularly bioluminescence. It hates it, and while it does seek to avoid it, not much will deter it from seeking other prey. Should one be crazy enough to seek out a reaper, one must go deep underground, normally to a highly irradiated area.

Reapers have a big case of Sexual Dimorphism. Males, aka Reaper Kings, are armored and are incredibly aggressive, but are also more common. Females, aka Reaper Queens, are larger than Kings and have more vibrant displays, while also being able to tranquilize targets. Reapers have an unorthodox method of breeding, the Queens throw egg pods out of their tails, and then these eggs impact the victim and inject the fetal Reaper into the Host. The Reaper larva slowly grows, causing host to feel unnatural or excessive fatigue, minor swelling of certain body parts, Nausea without vomiting, and fevers for a while. This continues until the larva burrows out of the host, often killing it. Then the Reaper scuttles off into the darkness and matures into an adult reaper.

Variant: Reaper Queen

A much larger, and more intimidating variant of the reaper. Make the following changes to the reaper king statblock.

  • The reaper's size increases to Gargantuan. It can now grapple Large or smaller creatures with its bite.
  • Increase the reaper's Strength to 28, and Constitution to 22.
  • The reaper's hit points become 247 (15d20 + 90)
  • The reaper's bite and tail hit bonuses increase to +13, and the reach of its attacks increases to 15 feet. Additionally, its bite and tail attacks now deal 48 (6d12 + 9) and 31 (5d8 + 9) damage respectively.
  • Noxious Burst. The reaper queen releases a torrent of sleep-inducing spines from its tail in a 60-foot cone. Each creature in that area must succeed on a DC 18 Dexterity saving throw or take 17 (5d6) poison damage. If a creature takes damage from this twice within a minute, they gain a level of exhaustion. If they gain levels of exhaustion through these means, reaching 6 will only render them unconscious for 1d4 + 1 hours. This replaces Tail Spines.
  • Impregnation. When the reaper queen is below a quarter of its hit points, any creature hit by a tail attack must make a DC 20 Constitution saving throw or have a reaper larva left inside of the wound. After 24 hours, the larva bursts out of the inflicted creature's chest, leaving them at 1 hit point. The larvae uses the statblock of the giant poisonous snake, being an aberration instead of a beast. This feature is added to the features of the reaper queen.
  • The CR of the reaper queen increases to 14.
5.00
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