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“Grim Reaper: The Inevitable Harbinger of Souls”

Grim Reaper: The Inevitable Harbinger of Souls
Create

The Grim Reaper is a legendary undead psychopomp that personifies death itself—a silent, cloaked figure wielding a soul-cleaving scythe, appearing only when the balance between life and death is disturbed to reclaim the living and restore cosmic order.

Appearance

A tall, skeletal silhouette wrapped in a shroud of shifting darkness, the Grim Reaper’s presence blurs the air like a heat mirage. Beneath its hood lies only void, lit by two faint, white flames that watch without emotion. Its scythe—longer than any mortal weapon—gleams with moonlit metal and the echo of countless deaths, its motion silent but heavy with finality.

Behaviour

The Grim Reaper acts with calm inevitability, moving as if guided by an unseen rhythm. It does not speak, plead, or threaten. When it appears, all sound seems to fade, and every creature nearby feels the pull of its unseen gravity—an instinctive recognition that life is measured, and the last grain of sand has fallen.

Habitat

The Grim Reaper drifts through thresholds of mortality—mist-shrouded graveyards, haunted ruins, battlefields soaked in silence, or ethereal crossings between worlds. It may manifest wherever the cycle of death falters or when forbidden resurrection disturbs the balance.

Modus Operandi

When it hunts, the Grim Reaper wields its scythe with both surgical precision and supernatural inevitability. Its blade cuts through flesh, spirit, and fate itself, ignoring armor, barriers, and distance. It strikes only those whose time has come—or those who have cheated death too long.

Motivation

Bound to the cosmic Balance of Life and Death, the Grim Reaper has no desire, mercy, or hatred—only purpose. It ensures every soul reaches its destined end, correcting the defiance of immortals and reclaiming what should never have lingered. Its existence is not evil, but absolute.

  • Grim Reaper 5e 2024
  • Grim Reaper, Pathfinder
  • Grim Reaper 3,5
  • Grim Reaper 3.5 (Homebrew)
Grim Reaper: The Inevitable Harbinger of Souls

Medium undead (psychopomp), Neutral


Armor Class 27 (divine inevitability, incorporeal grace)

Hit Points 1,020 (68d10 + 612)

Speed 50 ft., fly 80 ft. (hover)


STRDEXCONINTWISCHA
30 (+10)24 (+7)28 (+9)22 (+6)33 (+11)30 (+10)

Saving Throws Con +18, Wis +19, Cha +18
Skills Insight +19, Perception +19, Religion +14, Stealth +15
Damage Resistances bludgeoning, piercing, and slashing from magical or divine weapons
Damage Immunities necrotic, poison, psychic, radiant
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Senses truesight 180 ft., passive Perception 29
Languages all, telepathy 180 ft.
Challenge 34 (450,000 XP)
Proficiency Bonus +9


Aspect of Inevitability.

The Grim Reaper cannot be permanently destroyed by mortal means. When reduced to 0 hit points, its form dissolves into shadow, reforming in the Ethereal Plane after 1d10 days unless its scythe is sanctified by a wish or miracle.

Embodiment of Death.

The Grim Reaper exists across all planes simultaneously. It perceives and interacts with creatures on the Material, Ethereal, Shadowfell, and Astral Planes at once and can enter or exit any of them as a bonus action.

Aura of Unmaking.

Creatures within 60 feet can’t regain hit points or benefit from death saving throws. At the start of each of their turns, they must succeed on a DC 27 Wisdom saving throw or become frightened until the start of their next turn. Celestials and fiends make this save with disadvantage.

Mythic Trait — Soul Harvest (Recharges after a Short or Long Rest).

When reduced to 0 hit points for the first time, the Grim Reaper releases a 90-foot-radius wave of annihilation. Each creature must make a DC 27 Constitution saving throw, taking 88 (16d10) necrotic damage on a failure, or half as much on a success. The Reaper then reforms with half its hit points and gains access to its Mythic Actions.


Spellcasting.

The Grim Reaper is a 25th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 25, +17 to hit with spell attacks). It requires no components when casting.

At will: chill touch (10th level), inflict wounds (8th level), detect life, death ward, greater invisibility
3/day each: finger of death, harm, power word kill, plane shift (self or unwilling target), foresight
1/day each: time stop, true resurrection (reversed), wish (only to end immortality), wail of the banshee, gate


Actions

Soulreaper Scythe. Melee Weapon Attack: +19 to hit, reach 20 ft., one target.

Hit: 57 (8d10 + 10) slashing damage plus 45 (10d8) necrotic damage.
If the target has 120 hit points or fewer after taking this damage, it must succeed on a DC 27 Constitution saving throw or die instantly, its soul trapped within the Reaper’s scythe.

Harvest Essence (Recharge 5–6).

The Grim Reaper sweeps its scythe in a 40-foot arc. Each creature of its choice in range must make a DC 27 Constitution saving throw, taking 90 (20d8) necrotic damage on a failed save or half as much on a success. A creature slain by this effect cannot be resurrected by any means short of a wish spell cast within 1 minute.

Withering Grasp. Melee Spell Attack: +17 to hit, reach 10 ft., one creature.

Hit: 54 (12d8) necrotic damage, and the target’s hit point maximum is reduced by the same amount until restored by greater restoration or divine magic.


Reactions

Fated End.

When a creature within 90 feet attempts to teleport, resurrect, or plane shift, the Reaper can force it to make a DC 25 Charisma saving throw. On a failure, the effect is canceled and the creature takes 66 (12d12) necrotic damage.


Legendary Actions

The Grim Reaper can take 3 legendary actions, choosing from the options below. Only one can be used at a time, and only at the end of another creature’s turn.

  • Scythe Strike. The Grim Reaper makes one Soulreaper Scythe attack.
  • Fade Between Worlds (Costs 2 Actions). The Reaper becomes ethereal until the start of its next turn.
  • Call of the Grave (Costs 3 Actions). Spectral hands erupt in a 30-foot radius. Each creature must make a DC 25 Strength saving throw or be restrained until the end of its next turn.

Mythic Actions (While Soul Harvest is Active)

  • Reaping Storm (Costs 3 Actions). The Grim Reaper unleashes necrotic winds in a 90-foot radius. Each creature of its choice must make a DC 27 Constitution saving throw, taking 99 (18d10) necrotic damage on a failed save and becoming blinded until the end of its next turn.
  • End of All Things (Costs 3 Actions). The Grim Reaper marks one creature it can see. At the start of that creature’s next turn, if it is below half its hit points, it dies instantly (no save).
  • Soul Sever (Costs 2 Actions). The Reaper consumes a soul trapped in its scythe, regaining 100 hit points.

Lair Actions (Initiative Count 20, Losing Ties)

In its lair—the shadowed realm between life and death—the Grim Reaper can use one of the following effects:

  • Grave’s Grasp. Shadows rise and clutch; all hostile creatures must succeed on a DC 25 Strength saving throw or be restrained until the next round.
  • Oblivion’s Toll. A spectral bell tolls. Each creature that has failed a death saving throw in the last minute must make a DC 25 Wisdom saving throw or die instantly.
  • Soulstorm. Ethereal winds batter flying creatures of the Grim Reaper’s choice within 60 feet, dealing 36 (8d8) necrotic damage.

Regional Effects

The region containing the Grim Reaper’s lair is warped by its divine presence:

  • Silence of Passing. Within 5 miles, all natural sounds are muffled; even wind and water move in near silence.
  • Withering Lands. Vegetation blackens and decays overnight. The unburied dead rise as shadows within 24 hours.
  • Veil Between Worlds. The spirits of the newly dead drift toward the lair, unable to move on until claimed or freed.

If the Grim Reaper is destroyed, these effects fade after 1d10 days.


Combat Tactics

The Grim Reaper begins combat with time stop to position itself, then manifests Aura of Unmaking to suppress healing and resurrection. It targets divine casters and immortals first, using Fated End to counter teleportation or revival.
It alternates Soulreaper Scythe with Harvest Essence, shifting planes to avoid focused attacks. Upon triggering Soul Harvest, it returns in a storm of annihilating energy.
The Grim Reaper fights without anger or joy—only certainty—each motion the quiet punctuation mark at the end of a life’s sentence.


CR 34 — Intermediate Deity (Cosmic Psychopomp Sovereign)

The Grim Reaper enforces the final law of the cosmos: that all things must end. Neither god nor fiend escapes its touch; even eternity bows when it passes.

Grim Reaper: The Inevitable Harbinger of Souls
Create

A tall, hooded figure draped in shifting shadow advances with measured calm, a blackened scythe trailing the whisper of uncounted souls. Its hollow gaze is neither cruel nor merciful—it is the quiet certainty of death itself.


CR 30/MR 10
XP 9,830,400
Male unique mythic undead (psychopomp)
NE Medium undead (extraplanar, mythic)

Init +11; Senses blindsense 60 ft., darkvision 120 ft., true seeing; Perception +45


DEFENSE

AC 50, touch 29, flat-footed 43 (+7 Dex, +21 deflection, +12 natural)
hp 910 (60d8+660); fast healing 20
Fort +27, Ref +29, Will +34
Defensive Abilities mythic immortality, rejuvenation, evasion; DR 20/epic and good; Immune ability damage, ability drain, cold, death effects, energy drain, necromancy effects, poison; Resist acid 30, electricity 30, fire 30
SR 42


OFFENSE

Speed 50 ft., fly 80 ft. (perfect)
Melee soulreaper scythe +43/+38/+33/+28 (2d4+20/19–20 ×4 plus 10d8 negative energy, soul bind)
Space 5 ft.; Reach 15 ft. (20 ft. with scythe)
Special Attacks reaping strike, reaping sweep, inevitable judgment, soul trap, mythic spell-like abilities, mythic resurrection


Spell-Like Abilities (CL 25th; concentration +35)

Constant—deathwatch, detect good, see invisibility, true seeing
At will—greater invisibility, harm (DC 27), slay living (DC 26), unholy blight (DC 24)
3/day—destruction (DC 28), finger of death (DC 28), plane shift (self only), power word kill, wail of the banshee (DC 29)
1/day—miracle (to end immortality only), soul bind (DC 30), time stop, wish (limited)
Mythic Spell-Like Abilities (10/day)—blasphemy (DC 28, mythic), unholy aura (mythic), mythic harm (DC 27)


STATISTICS

Str 30, Dex 25, Con —, Int 22, Wis 33, Cha 30
Base Atk +45; CMB +55; CMD 72
Feats Cleave, Combat Reflexes, Critical Focus, Dreadful Carnage, Flyby Attack, Great Cleave, Greater Weapon Focus (scythe), Greater Weapon Specialization (scythe), Improved Critical (scythe), Improved Initiative, Lunge, Power Attack, Quicken Spell-Like Ability (harm), Staggering Critical, Stunning Critical, Weapon Focus (scythe), Weapon Specialization (scythe)
Mythic Feats Mythic Power Attack, Mythic Improved Critical (scythe), Amazing Initiative, Dual Initiative, Mythic Vital Strike, Enduring Armor
Skills Fly +43, Intimidate +47, Knowledge (planes) +38, Knowledge (religion) +38, Perception +45, Sense Motive +43, Stealth +40, Use Magic Device +35
Languages all; telepathy 300 ft.
SQ divine inevitability, ethereal stride, mythic resilience, soul sense 1 mile


SPECIAL ABILITIES

Aura of Oblivion (Su) All creatures within 60 ft. cannot regain hit points by any means and must succeed at a DC 35 Will save or become frightened for 1 round (mind-affecting).

Dimensional Passage (Su) The Grim Reaper exists simultaneously on the Material, Ethereal, and Shadow Planes. As a swift action, it can shift its presence to any of these planes without provoking attacks of opportunity.

Reaping Strike (Su) On a confirmed critical with the soulreaper scythe, the target must succeed at a DC 37 Fortitude save or die instantly. Such creatures cannot be resurrected except by miracle or wish.

Mythic Resurrection (Su, 1/day) When reduced to 0 hp, the Reaper erupts in a wave of necrotic energy (20d8 damage to all within 60 ft., Will DC 35 for half). It then reforms with half its maximum hp and gains +4 profane bonus on attack rolls, damage, and all saving throws for 1 hour.

Soul Trap (Su) A creature slain by the Grim Reaper’s scythe has its soul trapped within the weapon. The Reaper can consume a trapped soul to heal 100 hp or gain a +10 insight bonus on a single roll.

Reaping Sweep (Su, Recharge 5–6) Standard action: sweep scythe through 30 ft. cone. Targets make DC 35 Fortitude save or take 15d10 negative energy damage and 2 negative levels.

Inevitable Judgment (Su) Once per round, mark one creature within 300 ft. as fated. At the start of its next turn, if below half hp, the creature must succeed on a DC 37 Fortitude save or die instantly.

Mythic Resilience (Ex) Once per round, automatically succeed on one saving throw.

Rejuvenation (Su) If destroyed, reforms in the Ethereal Plane after 1d10 days unless its scythe is sanctified by a miracle or wish.


TACTICS

Before Combat: Uses greater invisibility and true seeing to assess threats.
During Combat: Activates Aura of Oblivion, targets healers and immortals first. Uses harm and finger of death to weaken, closing to scythe range for critical attacks. Repositions with Dimensional Passage and triggers Mythic Resurrection when near 0 hp.
Morale: Fights without emotion. Retreats only if compelled by a higher cosmic force.


ECOLOGY

Environment: Any (primarily Ethereal or Shadow Plane)
Organization: Solitary (unique)
Treasure: Soulreaper Scythe (artifact), robes of inevitability (+10 deflection, incorporeal step)

Description: The Grim Reaper is inevitability incarnate. It manifests wherever the natural cycle of death is disrupted: wars that birth liches, divine realms where gods cheat mortality, or the liminal void between worlds. Even psychopomps bow before its passing.


SPECIAL GEAR

Soulreaper Scythe (Artifact) +6 unholy keen scythe; 10d8 negative energy on hit; critical triggers soul bind (DC 30). Cannot be destroyed except by divine decree.


MYTHIC TRAITS

  • Mythic Rank: 10
  • Surge: +1d12
  • Mythic Power: 10/day
  • Mythic Immortality: Reforms if slain unless scythe sanctified.
  • Mythic Presence: 1-mile aura suppresses teleportation and resurrection.
Grim Reaper: The Inevitable Harbinger of Souls
Create

A large creature seemingly composed entirely of shadow appears before you. Set deeply inside its incorporeal hood you see two twinkling lights like distant red stars among an endless nebula, and a pair of almost skeletal arms emerge from within its shoal. It speaks in a deep, booming voice “Your time is up”.

Originally Posted by Lyinginbedmon of the Giant in the Playground Forums.

On this Thread

Death is prevalent in every culture, religion, and plane. No matter where you are, you cannot escape death at one point or another in your life; his entire profession is based on the fact that nothing, not even immortality lasts forever. Once a creature’s life is over, he snuffs out their last breath and leads them to the world beyond for the trial of their life.

The Grim Reaper can transform into other creatures, and usually does so to get closer to his ‘customers’ or to simply spend time off. Of note is the fact that, despite being an outsider, Grim Reaper has no home plane, and so never acquires the Native subtype regardless of location. He is very learned and knowledgeable, having spent thousands of years in the many realms, but it has been many millennia since he took corporeal form and experienced life personally.

As such, he can sometimes seem very depressed, but otherwise is extremely formal and proper, aided by his experience with the living. Grim Reaper speaks and understands all languages, including secret languages. He always speaks in the most appropriate language to his customers.

When facing the Grim Reaper, a customer is allowed to challenge him for their life, or continue on to their trial. If they are not alone, true comrades may instead challenge him, but no one has ever won. Ordinarily, Death is an invisible entity rarely seen except to solidify the legend and aura of his existence. However, having spent aeons in the darkness, he prefers it to lighter areas, so is loathe to enter sunlit regions (Not merely a daylight spell), and will often hurry to dispatch someone in the light. This can sometimes lead to him becoming visible to all around because of neglecting his invisibility.

Grim Reaper
Large outsider (Extraplanar, Incorporeal)
Hit Dice20d8+120 (210 HP)
Initiative+15 (+11 Dexterity, +4 Improved Initiative)
SpeedFly 60 ft. (good)
Armor Class29 (+11 Dexterity, -1 Size, +9 Deflection), touch 20, flat-footed 18
Base Attack/Grapple+22/-
AttackIncorporeal touch +16 melee (2d6 plus 2d8 Constitution drain), Scythe +7 melee or +7 ranged (Line of sight) (2d4+9 plus 1d6 cold, 19-20/x4 plus 3d10 cold, vorpal)
Full AttackIncorporeal touch +16 melee (2d6 plus 2d8 Constitution drain), Scythe +7 melee or +7 ranged (Line of sight) (2d4+9 plus 1d6 cold, 19-20/x4 plus 3d10 cold, vorpal)

Space/Reach: 10 ft./10 ft.
Special AttacksConstitution drain, Entrapping Aura
Special QualitiesDarkvision 60 ft., energy of balance, incorporeal traits, lawful repose, lifesense 60 ft., non nemo, spell-like abilities, unnatural aura, wisened resolve, DR 30/-, SR 40
SavesFort +12, Ref +23, Will +18
AbilitiesStrength -, Dexterity 33, Constitution -, Intelligence 22, Wisdom 23, Charisma 19
SkillsDiplomacy +28*, Disguise +20, Gather Information +22, Hide +26, Intimidate +28, Knowledge (Arcana) +19, Knowledge (architecture and engineering) +20, Knowledge (dungeoneering) +19, Knowledge (Geography) +20, Knowledge (history) +20, Knowledge (local) +19, Knowledge (nature) +19, Knowledge (Nobility and Royalty) +20, Knowledge (religion) +20, Knowledge (the planes) +20, Listen +27, Search +29*, Sense Motive +29, Spot +31, Survival +17 (+19 when following tracks)*
FeatsAlertnessb, Blind-Fight, Combat Reflexes, Dodge, Greater Weapon Focus (Scythe)b, Greater Weapon Specialisation (Scythe)b, Improved Initiativeb, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack, Track, Weapon Focus (Scythe)b, Weapon Specialisation (Scythe)b
EnvironmentAny
OrganizationSolitary (Though usually accompanied by 2 Shadesteel Golems)
Challenge
Rating
50
TreasureNone, Scythe of the Reaper (see below)
AlignmentLawful Neutral
Level
Adjustment

Combat

Grim Reaper, Death
Albert Chmielowski (1845-1916) The Death and conflagration, central part of the triptych ‘Disaster’. after 1870

The Grim Reaper usually makes good use of his touch attack to reduce his opponent’s Constitution modifier, and consequently their Fortitude saving throw, before using finger of death on them, or power word kill if their hit points drop low enough. However, as he usually only appears to those about to die, he usually just uses his touch attack to finish them off. Death instinctively knows the present location of any client (Past, present, or future).

Constitution Drain (Su): Living creatures hit by Grim Reaper’s incorporeal touch attack must succeed on a DC 37 Fortitude save or take 2d8 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, Death gains 5 temporary hit points.

Energy of Balance (Ex): The Grim Reaper is so finely tuned to the cosmic forces that drive him, both positive and negative, that any effect using such energies, including spells with the Darkness and Light descriptors, heals him by 1 point of damage for each point it would otherwise deal. He is immune to all enchantment effects, and is immune to other effects as an undead creature. This immunity functions as spell immunity.

Entrapping Aura (Ex): The Grim Reaper emits a distinct aura that allows him to prevent his target(s) from escaping magically, and can even make nanoseconds seemingly pass like decades. As an immediate action, Death can trap up to 100 HD of creatures per HD in this field, when released (A swift action) only a single round has passed.

In addition, the Grim Reaper can use this field to prevent up to 100 HD of creatures per HD from using magic to escape, such as plane shift or Teleport, no spell with the teleportation descriptor functions for a creature in this field, and temporal magic (Such as time stop and Celerity) simply does not function (Though spell slots are still used up if a creature attempts to use them). Death can use either of these effects simultaneously or individually at his option.

Lawful Repose: The Grim Reaper is immune to all effects that allow a Fortitude save, unless he wishes to be affected. His spell-like abilities are exempt from this ability.

Lifesense (Su): The Grim Reaper notices and locates living creatures within 60 feet, just as if he possessed the Blindsight ability. He also senses the strength of their life force automatically, as if he had cast deathwatch.

Non Nemo (Ex): Anyone who successfully kills the Grim Reaper must take his place. When he dies, a burst of energy is implanted in the character(s) who killed him. Every minute, they must make a Fortitude save against DC 40, this DC increases by +1 for every previous attempt. A failed save means that the character(s) transform immediately into an exact duplicate of Death, complete with memories. Constructs and undead (As well as other creatures immune to Fortitude saves) are not immune to this effect, though their creators may be affected if they were specificaly ordered to kill Death.

When chains of command, such as a familiar of a wizard that creates a Homunculus to kill Death, the person who gave the initial order is the first affected. Death, once regenerated so, continues his work as always. The character(s) altered this way cannot be raised or ressurected, except by the intervention of a deity. This serves as punishment for killing Death. If more than 1 character destroys Death, only 1 character is transformed into Death and the others simply vanish into nothing, receiving the same afterlife as the single character.

Spell-Like Abilities (Sp): At will – death knell (DC 21), erase, finger of death (DC 26), plane shift (DC 26), programmed amnesia (DC 23), shapechange (Death keeps his own Dexterity score and supernatural abilites when shapechanged), simulacrum (Death’s simulacrums only last until their purpose has been fulfilled before disintegrating), superior invisibility (self only), teleport, greater.

10/day – power word kill, slay living (DC 24). Caster level 20th. The save DC is Charisma based.

Unnatural Aura (Ex): Animals, whether wild or domesticated, can sense the unnatural presence of Death at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Wisened Resolve (Ex): Death applies his Wisdom modifier to all Hit Die in place of his Constitution modifier.

Skills: *Death has a +8 racial bonus on Diplomacy, Search, and Survival checks

Scythe of the Reaper: The scythe of the reaper is Death’s personal Scythe, and is considered a Major Artifact. It is treated as a +5 Scythe with the ghost touch, Keen, Merciful, Returning, Throwing, vorpal, and icy burst special abilities, and the Distant Shot epic special ability. Additionally, anyone other than Death who wields it acquires 3d6 negative levels permanently.

Personality

Death has spent countless aeons, hurrying the dying and the dead to their ultimate ends. As such, he has a fairly bleak view of mortal existence, knowing full well that he personally will outlive any life that should appear. However, he admires the persistence of mortal life, its perennial drive to continue living, and its curious natures. As an agent of universal law, he has a profound regard for rules, and takes an instant dislike towards anyone that breaks even the smallest of rulings, a dislike that often results in a near-instantaneous “spiritual relocation” (As he calls it).

Death makes his home in a personal demiplane, though this does not serve as his home plane, merely his home. Within the demiplane is his reading room, stocked with books spanning countless millenia of written words, his private collection of hour glasses, each of which tracks the flow of life for a mortal in existence elsewhere (So you can imagine there are quite a few), and his elaborately designed stables, in which he keeps his personal steed, Alep.

Plot hook

The elderly Archmage Laurel de’Camphor is nearing his end, and has called out to adventurers across the land to stave off his end until he can finally finish his unified theory of the Laws of Magic and Universal Action. However, what he hasn’t mentioned, is precisely how the adventurers are to do this…

Grim Reaper: The Inevitable Harbinger of Souls
Create

Medium Undead (Extraplanar, Mythic), Neutral

Hit Dice: 60d8+660 (910 hp)
Initiative: +11
Speed: 50 ft., fly 80 ft. (perfect)
Armor Class: 50, touch 29, flat-footed 43 (+7 Dex, +21 deflection, +12 natural)
Base Attack/Grapple: +45/+55
Attack: Soulreaper scythe +43/+38/+33/+28 (2d4+20/19–20 ×4 plus 10d8 negative energy, soul trap)
Full Attack: Soulreaper scythe +43/+38/+33/+28 (2d4+20/19–20 ×4 plus 10d8 negative energy, soul trap)
Space/Reach: 5 ft./15 ft. (20 ft. with scythe)
Special Attacks: Reaping Strike, Harvest Essence (Su, 5–6), Inevitable Judgment, Soul Trap, Soul Harvest (1/day), Mythic Spell-Like Abilities (Su)
Special Qualities: Divine Inevitability, Ethereal Stride, Mythic Resilience, Aura of Oblivion (Su), Rejuvenation (Su)

Saves: Fort +27, Ref +29, Will +34
Abilities: Str 30, Dex 25, Con —, Int 22, Wis 33, Cha 30
Skills: Fly +43, Intimidate +47, Knowledge (Planes) +38, Knowledge (Religion) +38, Perception +45, Sense Motive +43, Stealth +40, Use Magic Device +35
Feats: Cleave, Combat Reflexes, Critical Focus, Dreadful Carnage, Flyby Attack, Great Cleave, Greater Weapon Focus (Scythe), Greater Weapon Specialization (Scythe), Improved Critical (Scythe), Improved Initiative, Lunge, Power Attack, Quicken Spell-Like Ability (Harm), Staggering Critical, Stunning Critical, Weapon Focus (Scythe), Weapon Specialization (Scythe)
Epic/Mythic Feats: Mythic Power Attack, Mythic Improved Critical (Scythe), Amazing Initiative, Dual Initiative, Mythic Vital Strike, Enduring Armor

Damage Reduction: 20/epic and good
Immune: Ability damage, ability drain, cold, death effects, energy drain, necromancy effects, poison
Resist: Acid 30, Electricity 30, Fire 30
SR: 42
Languages: All; Telepathy 300 ft.
Challenge Rating: 30
Treasure: Standard + artifact (Soulreaper Scythe), Robes of Inevitability (+10 deflection, incorporeal step)


Spell-Like Abilities (CL 25th; concentration +35)

  • Constant: Deathwatch, Detect Good, See Invisibility, True Seeing
  • At Will: Greater Invisibility, Harm (DC 27), Slay Living (DC 26), Detect Life
  • 3/day: Finger of Death (DC 28), Plane Shift (self only), Power Word Kill, Wail of the Banshee (DC 29), Destruction (DC 28)
  • 1/day: Time Stop, Soul Bind (DC 30), Miracle (to end immortality only), Wish (limited)
  • Mythic (10/day): Blasphemy (DC 28), Mythic Harm (DC 27), Unholy Aura (mythic)

Special Abilities

  • Aura of Oblivion (Su): Creatures within 60 ft. cannot regain hit points and must succeed on DC 35 Will or become frightened for 1 round (mind-affecting).
  • Dimensional Passage (Su): Shift between Material, Ethereal, and Shadow Planes as a swift action.
  • Reaping Strike (Su): Confirmed critical with scythe forces Fort DC 37 save or instant death. Cannot be resurrected except by Miracle or Wish.
  • Soul Trap (Su): Traps slain creatures’ souls; consuming a soul heals 100 hp or grants +10 insight on one roll.
  • Harvest Essence (Su) (Recharge 5–6): Sweeps scythe in 30-ft cone; targets make DC 35 Fort save or take 15d10 negative energy +2 negative levels.
  • Inevitable Judgment (Su): Marks a creature within 300 ft. as fated; if below half HP, must succeed on DC 37 Fort save or die.
  • Mythic Resilience (Ex): Automatically succeeds on one saving throw per round.
  • Soul Harvest (Su) (1/day): Upon reaching 0 HP, releases 20d8 necrotic energy to all creatures within 60 ft. (Will DC 35 half) and reforms with half HP, +4 profane bonus to attacks, damage, saves for 1 hour.
  • Rejuvenation (Su): Reform in Ethereal Plane after 1d10 days unless scythe is sanctified by Miracle or Wish.

TACTICS

  • Before Combat: Uses Greater Invisibility and True Seeing to identify threats.
  • During Combat: Activates Aura of Oblivion, targets healers/immortals first, closes to scythe range for criticals, repositions with Dimensional Passage, triggers Soul Harvest near 0 HP.
  • Morale: Fights without emotion; retreats only if compelled by a higher cosmic force.

ECOLOGY

Environment: Any (primarily Ethereal or Shadow Plane)
Organization: Solitary (unique)
Treasure: Soulreaper Scythe (artifact), Robes of Inevitability (+10 deflection, incorporeal step)

Lore: The Grim Reaper is the embodiment of mortality’s inevitability, a psychopomp whose duty is to maintain the balance between life and death. Legends describe it appearing wherever unnatural prolonging of life or tampering with death occurs: battles that spawn legions of undead, deities meddling with mortality, or mortal attempts to cheat fate.

Mortals whisper that seeing the Reaper is both a blessing and a curse—it will not harm innocents but claims all who are fated, regardless of status, power, or courage. Even otherworldly beings, from angels to minor gods, acknowledge its presence with fear or reverence. Some sages claim that the Reaper is neither evil nor good, but the embodiment of cosmic inevitability, arriving silently and leaving only the certainty of death behind.


SPECIAL GEAR

Soulreaper Scythe (Artifact): +6 unholy keen scythe; deals 10d8 negative energy on hit; confirmed critical triggers Soul Bind (DC 30). Cannot be destroyed except by divine decree.

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