CREATURE 21
Perception +41; darkvision, see invisibility, status sight, true seeing
Languages Common, Necril
Skills Acrobatics +43, Athletics +38, Deception +40, Intimidation +43, Religion +39, Society +36, Stealth +43
Str +8 Dex +10 Con +8 Int +5 Wis +7 Cha +8
Items scythe
Death's Grace The grim reaper can choose whether or not it counts as undead for effects that affect undead differently. Even if it does not count as undead, the grim reaper still never counts as a living creature.
Status Sight The grim reaper automatically knows the Hit Points, conditions, afflictions, and emotions of all creatures it can see.
AC 47; Fort +37, Ref +41, Will +38; +1 status to all saves vs. magic
HP 320, negative healing; Immunities poison, death effects, disease, paralyzed, unconscious; Resistances all damage 15
Key Weakness Maetrund's history of vanquishing the King of Biting Ants survives in the halcyon legacy of the Falutairn. The Aspect of Immortality has a key weakness to both arcane spells and primal spells.
Aura of Misfortune (aura, divination, divine, misfortune) 20 feet. Living creatures in the aura must roll twice on all d20 rolls and use the lower result.
Negative Healing The grim reaper can choose whether or not it takes positive damage.
Lurking Death (teleportation) Trigger A creature within 100 feet makes a ranged attack or uses an action that has the concentrate, manipulate, or move trait. Effect The grim reaper teleports to a square adjacent to the triggering creature and makes a melee Strike against it. If the Strike hits, the grim reaper disrupts the triggering action.
Speed 50 feet, fly 75 feet
Melee keen scythe +40 (agile, deadly 3d10, magical, reach 10 feet, trip), Damage 4d10+23 slashing plus death strike and energy drain
Divine Innate Spells DC 47, attack +37; 10th finger of death (×4); 7th plane shift; Constant (6th) true seeing; (3rd) haste; (2nd) see invisibility
Death Strike (death) A creature critically hit by any of the grim reaper's attacks or that critically fails against any of its spells must succeed at a DC 47 Fortitude save or die.
Energy Drain When the grim reaper hits and deals damage with its scythe, it regains 20 Hit Points, and the target must succeed at a DC 43 Fortitude save or become doomed 1. If the target is already doomed, the doomed value increases by 1 (to a maximum of doomed 3).
Final Death A creature killed by the grim reaper can't be brought back to life by any means short of divine intervention.
Infuse Weapon (divine, evocation) Any scythe gains the agile trait, can't be disarmed, and becomes a +3 major striking keen scythe while the grim reaper wields it. If the grim reaper Strikes a creature with a weakness to any specific type of damage, the scythe's damage counts as that type of damage, in addition to slashing.
Open Aspect of Immortality in the interactive creatures list or browse all creatures starting with A.