15
27 (5d8+5)
walk 40 ft.
Intimidation +5, Perception +3, Persuasion +5, Stealth +9
darkvision 60 ft.
Common
2
As long as the reaper is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage.
The reaper's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: • 1/Day each: charm person, disguise self, sanctuary
The reaper makes two dagger attacks and uses Shroud Self.
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
The reaper magically turns invisible until the start of its next turn. This invisibility ends if the reaper makes an attack roll, makes a damage roll, or casts a spell.