Reaper CR 16

XP 76,800
N Medium undead (extraplanar)
Init +10; Senses darkvision 60 ft., see invisibility, status sight, true seeing; Perception +25


AC 31, touch 16, flat-footed 25 (+6 Dex, +7 insight, +8 natural)
hp 187 (17d8+119)
Fort +12, Ref +11, Will +17
Defensive Abilities channel resistance +4, death’s serenity; DR 10/–; Immune undead traits; Spell Resistance: 27


Speed 30 ft., fly 60 ft. (perfect)
Melee +3 adamantine scythe +24/+19+14 (2d4+16/19-20/x4 plus death’s weapon)
Special Attacks death’s weapon (DC 25), final reaping


Martial Tradition Pursuer (Equipment x1, Duelist x2, Scout x1); PAM Cha

Berserker Sphere – Talents Advancing Carnage, Decapitate, Reaper’s Momentum, Savage; (adrenaline) Dreadnought, Specter

  • Advancing Carnage; can take a -2 penalty on attack rolls to make additional attacks against adjacent targets, to a maximum of 6 extra attacks
  • Decapitate; do not provoke when performing coup de grace. If you have martial focus, can perform coup de grace as a standard action
  • Reaper’s Momentum; while maintaining martial focus, whenever you reduce a creature to 0 or fewer hit points with a melee or thrown weapon, you may immediately make another melee or thrown weapon attack, to a maximum of 2 per round
  • Savage; regain martial focus as an immediate upon reducing creature to 0 or less hit points with a melee or thrown weapon attack
  • berserking (15 temporary hit points, -2 AC or exchange temp. hit points for (adrenaline))
    • Dreadnought (adrenaline); gain +4 bonus to CMD and on saving throws vs. movement impairing effects, and may roll twice on saves vs. these effects. Immediate action 1/round attempt a new save or combat maneuver to end a movement impairing effect.
    • Specter (adrenaline); expend martial focus, do not provoke movement vs. one target within 35 feet and +5 dodge bonus to AC vs. attacks of opportunity
  • brutal strike (special attack action; battered plus (exertion); martial focus, +24 damage)

Duelist Sphere – Talents Defensive Slice, Defiant Focus, Long Cuts, Ooze Ichor; (bleed) Bleed Air, Debilitating Injuries, Leg Cutter; (disarm) Whirlwind Draw

Equipment Sphere – Talents Fast Draw; (discipline), Peasant Training

  • Fast Draw; can draw weapon as part of attacking with it
  • Peasant Training (discipline); proficiency in farmers tools (pitchfork, scythe, etc.)

Scout Sphere – Talents Track The Scene

  • Track The Scene; gain +6 bonus on Survival checks to find and follow tracks, plus additional information when tracking
  • scout (swift action, Perception check at -5 penalty to identify weaknesses)

Sphere-Like Abilities (CL 16; MSB +16; MSD 27; concentration +23; CAM Cha)

1/day Warp Sphere: Distant Teleport, True Teleport, Unseeing Teleport


Str 28, Dex 22, Con –, Int 14, Wis 20, Cha 24
Base Atk +12; CMB +21; CMD +37
Feats: Extra Combat Talent (x3), Combat Reflexes, Improved Initiative, Iron Will, Power Attack, Step Up, Vital Strike
Skills Diplomacy +24, Fly +34, Knowledge (religion) +22, Perception +25, Sense Motive +25, Survival +22
Languages Common, Celestial, Infernal
SQ death’s serenity, death’s weapon, martial practitioner, status sight

Special Abilities

Death’s Serenity (Su)

A reaper gains an insight bonus to their armor class equal to their Charisma modifier.

Death’s Weapon (Su)

Each reaper forms a mystical bond with a weapon, a tool used to harvest those whose time has come. This manifests as a single melee or ranged weapon, and is reflected in the proficiencies granted by the reaper’s (discipline) talent gained as part of their martial tradition. The most common such weapon is a scythe, as demonstrated with this statblock.

This weapon is a +3 adamantine weapon, and if the reaper is ever slain, the weapon becomes inert and loses all magical properties.

Final Reaping (Su)

Creatures slain by a reaper cannot be brought back to life unless the caster of the resurrection effect succeeds at a magic skill check against MSD 31. Divine intervention, miracle, or wish effects automatically succeed.

Martial Practitioner

A reaper is an Adept practitioner and gains a martial tradition and three talents for every four Hit Dice it possesses. Reapers use Charisma as their practitioner modifier.

Sphere-Like Abilities (Sp)

A reaper possesses sphere-like abilities, as indicated in its stat block. The reaper’s caster level for these sphere-like abilities is equal to its CR.

Status Sight (Su)

A reaper can understand the conditions affecting any living creature it can see, as though using the Life sphere Diagnose talent, with a caster level equal to the reaper’s Hit Dice. The reaper may use this on a deceased creature to determine how they died regardless of how long has passed.


Environment any
Organization solitary
Treasure standard

This lean figure peers from underneath its dark robes and hood, hefting its glowing blade at its side. The metal’s shine seems to guide it towards its next quarry.

Servants of fate, reapers are hunters who track down those whom the fates have chosen to die. Tireless and relentless, reapers hunt their quarry with dogged efficiency. Reapers are often chosen from the fallen souls of skilled hunters and worthy observers of the flows of fate, being raised by deities and other powerful enigmatic creatures to preserve the cycle of life. Reapers are generally more concerned with living creatures, and will rarely hunt others, as the task of culling those with unnaturally extended lifespans often falls to inevitables and other outsiders.

Often equipped with a scythe, a common symbol of reaping and harvest, some reapers are equipped with more pragmatic tools, often tailored to their own preferences.

Very rarely, reapers will indulge in bets, games, and other challenges to collect and end the life of those they have been sent to collect, as a willing soul is prized by reapers for being a more worthy capture than a struggling soul.

Section 15: Copyright Notice

Spheres Bestiary: Undead and the Immortal Forlorn © 2020, Drop Dead Studios; Author: Steven Alpert.

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