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Relentless Reaper

Large construct (robot), unaligned
Armor Class 18 (natural armor)
Hit Points 144 [roll 12d10+24)
Speed 30ft Fly: 30ft Burrow: 10ft Swim: 30ft Climb: 30ft

STR
18 +4
DEX
16 +3
CON
15 +2
INT
4 -3
WIS
14 +2
CHA
9 -1

Saving Throws Dex +6
Skills Acrobatics +6, Perception +3, Stealth +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't skymetal (adamantine)
Damage Immunities lightning, poison, psychic
Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 60 ft., passive Perception 13
Languages -
Challenge 8 (3,900 XP)


  • Assassinate. During its first turn, the relentless reaper has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the relentless reaper scores against a surprised creature is a critical hit.
  • Evasion. If the relentless reaper is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the relentless reaper instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Lightning Aura. Any creature that begins its turn within 5 feet of a reaper attacking its imprinted target must make a DC 15 Constitution saving throw and take 22 (5d8) lightning damage on a failed save, or half that if successful.
  • Perfect Target Knowledge. The relentless reaper always knows the direction and distance to its imprinted target, even if the target is on another plane of existence.
  • Preferred Target. The relentless reaper has advantage on attacks against its imprinted target. It has disadvantage on attacks against all other creatures.
  • Regeneration. The relentless reaper regains 2 hit points at the start of its turn. If it starts its turn with 0 hit points, it becomes inactive, but regains 1 hit point per hour, until it becomes active with full hit points after one day. While it is regenerating in this way, it can’t take any other actions. If destroyed and its components are scattered to a distance of 10 feet or farther, it does not regenerate.
  • Sneak Attack. Once per turn, the relentless reaper deals an extra 14 4d6 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the relentless reaper doesn't have disadvantage on the attack roll.


Actions

Multiattack. The relentless reaper makes two Arm Blade attacks. If it hits with either arm blade, the reaper can make one iron pincer attack against the same target. It follows this up with an Adamant Rail attack against any creature trying to interfere or that gets between it and its quarry.
Arm Blade. Melee Weapon Attack: +7 to hit ( 1d20+7 ), reach 10 ft., one target. Hit: 14 ( 3d6+4 ) slashing damage, and the target must make a CON saving throw, taking 24 7d6 poison damage on a failed save, or half as much damage on a successful one. The target is also paralysed until the end of their next turn on a failed save.
Iron Pincer. Melee Weapon Attack: +7 to hit ( 1d20+7 ), reach 10 ft., one target. Hit: 13 ( 2d8+4 ) piercing and thunder damage. If damage is dealt on the imprinted target, it must then succeed on a CON saving throw or be paralyzed for 1 minute from poison. All attacks the relentless reaper makes on the paralyzed foe, in addition to any other benefits, also deal maximum damage. If the target is the reapers designated hunt target, and is at 0 hit points, the target must make CON saving throws each time the reaper attacks it or be insanely slain. This is addition to any massive damage done.
Adamant Rail. Ranged Weapon Attack: +6 to hit ( 1d20+6 ), range 80/320 ft., one target. Hit: 7 1d8+3 piercing damage, and the target must make a CON saving throw, taking 24 7d6 poison damage on a failed save, or half as much damage on a successful one. The target is also paralysed until the end of their next turn on a failed save.

Reactions

Exagryph. As a reaction to being attacked, the relentless reaper may use Adamant Rail against the triggering target as a reaction. It may choose different targets if it so chooses.


 


Mess with the systems and residue of the Ancients long enough, and explorers risk triggering a relentless reaper. A switch that shouldn’t have been flipped, a contact that shouldn’t have been pressed, or a cypher salvaged from a system better left alone—it’s difficult to know what gets a reaper’s attention. But that attention becomes immediately apparent to the explorer in the form of a strange mental communication. Once that glimmer is sent, the construct stirs to motion, beginning a mission of what might be weeks, months, or even longer duration, to track down its prey.   Glimmer of Inevitable Death. The targeted victim received an unwanted vision, either directly into their mind on a failed DC 17 Wisdom save, or across a nearby screen as a light-based illusion: a bubble-shaped pod in the midst of thousands of similar units stored in numberless vertical banks in an enormous space. The pod that’s the focus of the vision suddenly “pops,” revealing cables disengaging and falling away in sprays of white mist. Inside, a construct of metal blades and shadow resolves. As the image fades, the following message is transmitted telepathically to the target: “For your crime, you have been scheduled for termination. Expect your reaper soon.”   Fear-building Technique. The relentless reaper’s target receives a few more glimmers over the next few months, showing the automaton travelling across the land, apparently tracking down the character, always getting closer. Regardless of the final threat, it represents to its target, a relentless reaper’s tactics are designed to create a sense of mounting dread and fear in the target’s mind.   Special Loot - Adamant Rail. A successful salvage attempt (Arcana DC 18) will retrieve a working adamant rail. Multiple adamant rails can be looted from different reapers and can form upgrade fodder for another gun.

Technological


Created by

solomani.

Statblock Type

Monster / Creature

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