The Grim Reaper...

Magus Darkholme

First Post
I might be alittle off on some of the things, like the CR for one. But anyway, here he be.
All comments and suggestions are welcomed ;) .

DEATH, The Grim Reaper
Large undead
Hit dice: 42d12 (273hp)
Initiative: +12 (+8dex, +4improved initiative)
Speed: 30ft; fly 60ft (perfect)
AC: 37 (-1size, +8dex, +10cloak, +10natural)
Attacks: Scythe +39/+34/+29 melee touch, or death touch +33 melee
Damage: Scythe 4d6+17+2d6 negative energy damage, death touch death
Face/reach: 5ft by 5ft/5ft (10ft Scythe)
Special attacks: Spell-like abilities, death touch, soul reap
Special qualities: damage reduction 40/+5, SR 64, fear aura, shadow walk, incorporeal shift
Saves: Fort+14, ref+22, will+35
Abilities: Str 35, dex 27, con ---, int 31, wis 35, cha 30
Skills: Spot+40, listen+40, sense motive+40, intimidate+35, knowledge (the planes)+30, knowledge (religion)+30, knowledge (arcane)+30, diplomacy+20, move silently+18, spellcraft+20, concentration+10
Feats: Combat reflexes, combat casting, improved initiative, quick draw, quicken spell, silent spell, still spell, spell penetration, greater spell penetration, power attack, cleave, great cleave, spell focus (necromancy), expertise, improved critical (scythe), improved disarm, dodge, mobility, spring attack, whirlwind attack, blind-fight, greater spell focus (necromancy), weapon focus (scythe)
Climate/terrain: Any land or underground
Organization: Solitary or troupe (Death plus 2-5 death spirits)
Challenge rating: 45
Treasure: Triple standard
Alignment: Neutral
Advancement: ---

Death, or the Grim Reaper, is the dark, mysterious spirit that takes the souls of those who are about to die to the afterlife. Death usually sends its minions, death spirits, to perform these tasks, but sometimes, if the soul is an important one, Death will come to harvest the soul itself.
Death looks like a giant, charred skeleton with burning red pinpoints for eyes. Death wears a dark robe that constantly shifts with a shimmering pattern of the cosmos. The hood and shoulders of the cloak however are a dark crimson in color. Death carries with him always his huge magical scythe, with which it uses to strike down those who wish to disturb its business. Death always has a lingering odor about it that smells like a freshly dug grave.
Despite what most think, Death is not an evil spirit; it does not go about cruelly extinguishing life at random. All those Death come for are previously recorded in the Book of the Dead. When a creature is born, its name is inscribed within the book, along with the date of its death. If a creature, or its companions, manages to beat Death, then the creature’s soul is free, for the time being; this is extremely rare. Death will eventually come after the soul again and keep coming after it until the soul has been reaped. The only way to stop this is to make a deal with the god who is in charge of the Book of the Dead. If killed, death will remanifest itself on the plane of the dead in 2d10+4 weeks. If Death is destroyed on its home plane, it will still remanifest, but in 2d12+4 months. When killed, Death’s body and scythe turn to ash and are obliterated in a blast of searing light. When it is finished, all that is left of death is its cloak.
Death can understand all known and ancient languages, but it communicates verbally very rarely. Instead Death can speak telepathically with any creature that has a language within a half a mile radius.

COMBAT
If the creature that Death has come for tries to resist, Death will attack methodically with it’s scythe and death touch attack, until the creature is dead, and the soul can be reaped. If a creature that Death has not come for obstructs its path it will first warn the creature. If this warning does not work, Death will attempt to subdue the opponent with it’s spell-like abilities, mostly hold person, hold monster, telekinesis, and sleep. If this fails as well, Death will attack ferociously until either the opponents are dead or have fled the area.

Fear Aura (Su): Death is shrouded in an aura of death and despair with a 60 ft radius. A character entering the area must make a will save (DC 41) or be effected as though by a fear spell cast by a 20th level sorcerer.

Shadow Walk (Sp): Death can shadow walk, as the spell, at will.

Soul Reap (Su): When an opponent is near dead, Death can make attempt to reap the soul from the target. By taking a full-round action, Death can strike at the target using his attack bonus for his touch attack. If the attack is successful, then the target must succeed at a fortitude save (DC 31) or be slain out right, and have its soul taken by death. Once the targeted soul Death had come for is in its possession, Death will immediately seek to return to its home plane, the plane of the dead. Death will only use this ability on the creature whose soul Death is there to retrieve. Death may also use this ability on the target if it is already dead. In that case, the target does not make a save and the Soul Reap automatically works. The only way to revive a person slain this way is by destroying Death, and using a wish or miracle spell to bring the victim back.

Death Touch (Su): Once every 1d4 rounds, Death can summon into it’s being an enormous amount of negative energy, which can be released through a melee touch attack. The opponent touched by this attack must succeed at a fortitude save (DC 31) or be slain outright. If the save is successful, the victim takes 10d8 points of damage, which may kill the opponent regardless. Death usually uses this ability against a strong opponent who is proving to be a challenge. If this ability is used on an Undead being, the undead becomes completely healed instantaneously.

Death Throws (Ex):When killed, Death explodes in a blast of searing light that deals 50 points of negative energy damage to everything within 100 feet.

Incorporeal Shift (Su): Death can shift from being corporeal and incorporeal as a free action with no limit to the number of times it can be done. However, Death must choose to shift at the beginning of its turn only. Death will stay in the state chosen, either corporeal or incorporeal, until the next round where Death can again choose at the beginning of its turn to shift back or remain as is. While incorporeal, Death can only attack with its scythe and spell-like abilities.

Spell-like Abilities:Death can cast the following spells as if he where a 20th level sorcerer.
At Will – teleport without error, circle of doom, gate, true seeing, animate objects, create undead, telekinesis, greater scrying, charm person, sleep, hold person, chain lightning, hold monster, charm monster, sending, nightmare, dream, animate dead, passwall, acid fog, control undead, reverse gravity, enervation, and finger of death.
2/day – screen, horrid wilting, dominate monster, soul bind, and energy drain.
Save DC = 22 + spell level (DC 26 + spell level for spells from the school of necromancy).

Skills: Death receives a +8 racial bonus to all spot, listen, sense motive, and intimidate checks.

Death’s Cloak: Armor bonus +10, max dex bonus +15, armor check penalty 0, chance for arcane spell failure 0%, movement rate 20/30. All those looking into Death’s Cloak for more than two rounds must make a will save (DC 41) or suffer the effects of a confusion spell for 1d4+1 hours.

Death’s Scythe: Huge +5 negative energy, vorpal, ghost touch scythe of wounding. Those struck by it takes an additional 2d6 points of negative energy damage. This negative energy damage heals undead. If by some chance Death is disarmed of its scythe, it can call it back to its possession as a free action at the beginning of its next turn. Any other being, short of deity status, that tries to wield Death’s Scythe must make a fortitude save (DC 31) or immediately crumble into a pile of bone dust.
 
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Nice but if u ask me the CR shouldnt be that high. Make it better or lower its CR ... cuz i mean if u got powergamers (which is common these days) then it shouldnt be that hard. I say 30-35 CR is more appropriate.

Just my two cents
 

Nice but if u ask me the CR shouldnt be that high. Make it better or lower its CR ... cuz i mean if u got powergamers (which is common these days) then it shouldnt be that hard. I say 30-35 CR is more appropriate.

Just my two cents
 

I like the fact that he is represented as Neutral, rather than evil. But he should have the skill Knowledge (Board Games) so that no one can beat him at a game of chess!

And (I don't know about this, though.), I think he should gain a deflection bonus to AC when he's incorporeal.
 
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Vincenzo said:
Nice but if u ask me the CR shouldnt be that high. Make it better or lower its CR ... cuz i mean if u got powergamers (which is common these days) then it shouldnt be that hard. I say 30-35 CR is more appropriate.

Just my two cents
Yea, I was thinking that the CR might be alittle high too. I'll probably drop it down to somewhere in between 35-38.

Frog Slime said:
I like the fact that he is represented as Neutral, rather than evil. But he should have the skill Knowledge (Board Games) so that no one can beat him at a game of chess ;) !

And (I don't know about this, though.), I think he should gain a deflection bonus to AC when he's incorporeal.
Yea, felt that death should've always been a neutal entity, so I tried to make him that way :) . As for the deflection bonus, I'll have to look in to that.
 

Very nice, the classical description of what death looks like is a nice touch, although I must say, I prefer Neil Gaimans version of death more... But very nice indeed, I doubt I will use it, but, hey, you never know :D
 

Heh the way things turned out this weeks looks like i could put death in their way next meeting ... omg this is priceless ill record it lol
 

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