Skull Reaper (5e Creature)

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Skull Reaper[edit]

Gargantuan undead, chaotic evil

Armor Class 22 (natural armor)
Hit Points 275 (22d20 + 44)
Speed 80 ft., climb 80 ft.

24 (+7) 20 (+5) 15 (+2) 3 (-4) 18 (+4) 16 (+3)

Saving Throws Dex +12, Wis +11
Skills Perception +11
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, lightning, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses darkvision 60 ft., passive Perception 21
Challenge 24 (62,000 XP)

Vorpal Edge. The skull reaper's scythe attacks ignore resistance to slashing damage and score a critical hit on a roll of 19 or 20. In addition, critical hits made with the skull reaper's scythes deal four times the damage dice rather than two times the damage dice.

Death Attack (1/Turn). If the skull reaper has advantage on an attack roll, it deals an additional 17 (5d6) damage on a hit. In addition, if the skull reaper's attack is a critical hit, it removes a body part of the creature it hit with the critical hit (Roll 1d20 to determine the body part lost, reroll the 1d20 if the creature no longer has that body part). (1-7 arm, 8-15 leg, 16-20 head). (See Chapter 9 of the Dungeon Master's Guide for details on missing limbs.) If the target creature succeeds on a DC 28 Dexterity saving throw, it does not lose one of its limbs.

Spider Climb. The skull reaper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Turn Resistance. The skull reaper has advantage on effects that would turn undead.

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

Lie in Wait. If the skull reaper stays still for at least 1 hour, it is indistinguishable from a large pile of bones.

Magic Weapons. The skull reaper's weapon attacks are magical.


Multiattack. The skull reaper makes three scythe attacks.

Scythe. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 21 (4d6 + 7) slashing damage.

You finally find the room the screams were coming from only to find dead bodies scattered around the floor, some beheaded. The room is large and empty, and as you investigate it you hear quiet "clicking" sounds. You only realize you are not alone as a gargantuan creature descends upon you from the ceiling, and your ally's decapitated head flies towards you.

Skull reapers are undead guardians of immense size and strength. The lower half of its body appears like a centipede, as numerous legs made of rib bones sprout from its long spine. Its torso is made up of different bones, and its two arms extend like some sort of praying mantis, but its scythes are much, much stronger. The head is long and alien, with a large mouth made up of three separate jaw bones, two split in half, and its empty sockets glow with red, nearly unnoticeable light. It makes quiet clicking sounds as it moves. Whether this is intentional or because of its manufactured joints is unknown. Only the most powerful of necromancers dare to create this beast. Its menacing appearance causes weaker prey to flee, but the skull reaper's true power is in its dozens of legs, which propel it forward at incredible speeds. It often uses its magical ability to cling to ceilings and other structures to lie in wait for naïve explorers, and then descends upon them from above.
Skull reapers are unintelligent, but extremely clever. They know how to hide despite their size, and will often plunge from a ceiling or cliff to attack enemies, or jump out of a pool of water to surprise their prey. Some have been known to lay still in the open to appear as a pile of bones before striking foes.

Adapted from 3.5 Homebrew wiki to 5e

Undead Nature. A skull reaper doesn't require air, food, drink, or sleep.

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