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Soulreaper (3.5e Monster)

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Author: Leziad (talk)
Date Created: 26 September 2013
Status: Finished
Editing: Clarity edits only please
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Soulreaper
Size/Type: Large Outsider (Extraplanar, Lawful, True Celestial)
Hit Dice: 10d10+60 (160 hp)
Initiative: +12
Speed: 50 ft. (10 squares), fly 100 ft. (good)
Armor Class: 31 (-1 size, +7 Dex, +9 natural, +5 deflection, +1 divine), touch 30, flat-footed 24
Base Attack/Grapple: +10/+20
Attack: +18 +1 axiomatic wounding scythe (2d6+12/×4 plus draining scythe)
Full Attack: +18/+13 +1 axiomatic wounding scythe (2d6+12/×4 plus draining scythe)
Space/Reach: 10 ft./10 ft.
Special Attacks: Draining scythe, touch of Life's End, spell-like abilities, spells
Special Qualities: Blindisght 30 ft., collector of souls, power of the reapers, rank 1 true celestial traits and immunities, regeneration 10, immunity to cold and acid, resistance to fire and electricity 10, damage reduction 10/magic and chaotic, spell resistance 21, ward 30
Saves: Fort +12, Ref +14, Will +12
Abilities: Str 20, Dex 24, Con 20, Int 16, Wis 20, Cha 21
Skills: Intimidate +13, Sense Motive +18, Spot +18, Spot +18
Feats: Improved Initiative, Weapon Focus (scythe)
Environment: Ethereal Plane
Organization: Solitary or Hunting Party (4-10) or Soul Caravan (1-3 Soulreaper with 4-10 ghosts)
Challenge Rating: 10
Treasure: Large +1 axiomatic wounding scythe
Alignment: Usually lawful evil
Advancement:
Level Adjustment:


Soulreapers are evil spirits accomplishing the duty of evil Gods of death, snatching and enslaving the souls of mortals.

CombatEdit

Divine Aura (Ex): An soulreaper's divine aura hedges out all spells and spell-like abilities of level 1 or lower.

Divine Presence (Ex): An soulreaper's divine presence extends out in a 20-foot emanation. Its frightful presence effect affects all non-chaotic creatures, frightening those of 4 HD or less, and rendering others shaken. A DC 21 Will save negates the effects.

Regeneration (Ex): Chaotic-aligned magical weapons and spells with the chaotic descriptor deal normal damage to a soulreaper. If a soulreaper loses a limb or body part, the lost portion regrows in 3d6 minutes. The soulreaper can reattach the severed member instantly by holding it to the stump.

Smite (Ex): A soulreaper's attacks deal extra damage to chaotic targets as per the holy smite spell, caster level 2nd.

Draining Scythe (Su): Any attack the soulreaper makes with his +1 axiomatic wounding scythe also delivers the effect of a greater vampiric touch onto the creature hit.

Soul Collector (Su): Living creatures slain by the Soulreaper immediately raise as subservient ghosts chained to the soulreaper by a black blood chains. They make no effort to fight their captor or to resist being dragged. If the chain holding a ghost is broken, that ghost is freed and vanishes. A soulreaper with at least one soul attached to it may cast crushing despair as a free action once per round on any target creature familiar to the soul attached. The ghosts can be commanded by the reaper as if they were dominated, altough the great pain and despair they are in make them staggered.

Souls dragged to the underworld by the soulreaper cannot be resurrected by anything short of true resurrection.

Spell-Like Abilities: At will—Blacklight (DC 19), invisibility, passwall, greater dispel magic; 1/day— countdown. Caster level 10th.

The following abilities are always active on an soulreaper’s person, as the spells (caster level 10th)
detect chaos, detect thoughts (DC 20), true seeing, tongues.

Spells: Soulreapers cast spells as a 6th level cleric with the Death and Law domains.

Power of the Reapers (Su): Soulreapers are always under the effect of deathwatch and disturbing visage. The soulreaper may teleport to any dying creature as dimension door once per round as a move action.

Touch of Life's End (Su): As a full-round action the soulreaper may replicate the effect of the degenerate (DC 21) spell, with an effective caster level equal to the soulreaper's HD. The save DC is Charisma-based.



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