Medium humanoid, chaotic evil
- Armor Class
- 15
- Hit Points
- 27 (5d8 + 5)
- Speed
- 40 ft.
- Challenge
- 2 (450 XP)
STR
11
+0
DEX
20
+5
CON
13
+1
INT
15
+2
WIS
12
+1
CHA
16
+3
- Skills
- Stealth +9, Perception +3, Persuasion +5, Intimidation +5
- Senses
- darkvision 60 ft., passive Perception 13
- Languages
- Common
Traits
Aura of Murder.
As long as the reaper is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage.
Actions
Multiattack.
The reaper makes two dagger attacks and uses Shroud Self.
Dagger.
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Shroud Self.
The reaper magically turns invisible until the start of its next turn. This invisibility ends if the reaper makes an attack roll, makes a damage roll, or casts a spell.
Spellcasting
Innate Spellcasting.
The reaper's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: