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Being a Reaper born of the abiding Regret and Lust for vengeance felt by those warriors who Perished in the destruction of Nabudis. It remembers its Patriotism even in Undeath, and so appears in Dreams, speaking words of Doom to those who would Disturb the Palace. The Merchant Popol who most unwisely looted a Corpse in the Necrohol has issued a Bill for this Mark so that he might again know Sleep’s sweet embrace.

Deathscythe (CR 17)

XP 102,400
NE Large Undead
Init +8; Senses darkvision 60 ft.; Perception +27


AC 29, touch 13, flat-footed 25 (+4 Dex, +16 natural, -1 size)
hp 215 (22d8+132)
mp 114
Fort +12, Ref +13, Will +18
Defensive Abilities Channel Resistance +6; DR 15/-; Immune Gravity, Petrification/Statue, Stop, Undead traits; Resist Earth 10, Fire 10, Ice 10, Lightning 10, Water 10, Wind 10; SR 28
Weakness Holy


Speed Fly 30 ft. (average)
Melee 2 scythe claws +24 (2d6+13/19-20 ×4) or flurry +22/+22/+22/+22 (2d6+13/19-20 x4)
Space 10 ft. Reach 10 ft.
Special Attacks Death Cutter, Death-Stealing Gaze, Ectosmash, Flurry of Death, Lvl. 5 Death, Rend Armor, Soul Slash
Spells Known (FC CL 19; concentration +24)

1st (DC 16) – blizzard, dark, enfeeblement, fire, ruin, thunder
2nd (DC 17) – blizzard II, dark II, fire II, poison, silence, thunder II
3rd (DC 18) – bio, blizzara, blizzard III, dark III, darkra, dispel, fira, fire III, infect, mass enfeeblement, thundara, thunder III
4th (DC 19) – blizzard IV, dark IV, disable, fire IV, poisonga, ruinra, silencega, thunder IV
5th (DC 20) – biora, blizzaga, burn, darkga, drain, firaga, freeze, gloom, gravity, infectga, mass immobilize, poisonja, thundaga
6th (DC 21) – abyss, berserk, burst, confusion, feeblemind, flare, glacier, greater dispel, mass disable, rasp, ruinga, silenceja, syphon


Str 27, Dex 19, Con —, Int 16, Wis 20, Cha 20
Base Atk +16; CMB +25; CMD 39
Feats Cleave, Combat Reflexes, Critical Focus, Great Cleave, Improved Critical (scythe claw), Improved Initiative, Lightning Reflexes, Power Attack, Toughness, Vital Strike, Weapon Focus (scythe claw)
Skills Climb +16, Intimidate +22, Knowledge (arcana, religion) +19, Perception +27, Sense Motive +23, Stealth +23, Survival +23
SQ Undeathly Grace


Death Cutter (Su)

The deathscythe can make a a single melee attack as a standard action. If it hits, the target takes the damage of the attack and must make a Fortitude save (DC 26) or be inflicted with the Doom status (as the countdown spell, not the doom spell).

Blue mages may learn this ability as a 6th-level spell (Knowledge: Religion DC 27).

Death-Stealing Gaze

The deathscythe beams down a death gaze upon it’s foes. All living creatures within 30 feet of the deathscythe must succeed on a Fortitude save (DC 26) or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the deathscythe’s control. This spell can only create one ghoul per round—if multiple humanoids perish from the gaze in a round, the deathscythe picks which humanoid becomes a ghoul. Blue mages may learn this ability as a 7th-level spell (Knowledge: Religion DC 29). The save DC is Strength-based.

Ectosmash (Su)

A deathscythe can teleport adjacent to any foe within 30 ft. and make a single attack.

Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).

Flurry of Death (Ex)

Similar to a monk, a deathscythe can make a flurry of blows attack at the expense of accuracy. It can make two extra attacks per round as a full attack action, but each attack receives a -2 penalty.

Lvl. 5 Death (Su)

The deathscythe can call forth a great wraith who scythes at all enemies within a 30 ft. radius of the deathscythe. All creatures with a total HD that is a multiple of 5 must make a Fortitude save (DC 26) or die. The save DC is Strength-based.

Blue mages may learn this ability as a 6th-level spell (Knowledge: Religion DC 27).

Rend Armor (Ex)

If a deathscythe hits with both scythe claws, it pulls apart any armor worn by its foe. This attack deals 4d6+26 points of damage to the opponent’s armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.

Soul Slash (Su)

If a deathscythe scores a critical hit with its scythe claws, the target must succeed on a DC 26 Fortitude save or have its soul torn from its body and pulled into itself. If the save succeeds, the victim takes an extra 3d6 points of shadow damage. A deathscythe can hold a number of souls equal to its Charisma bonus. This effect is similar to a trap the soul spell. A creature’s soulless body collapses into a desiccated husk, and in one day crumbles to dust. To reclaim a captured soul, the reaper must be destroyed and its scythe shattered on consecrated ground. When the scythe is shattered, all souls trapped are released and seek their original body (if it’s been less than one day since the body was killed). Creatures without a body are left to wander in spirit form but can be returned to life through the successful casting of a miracle, wish, or full-life spell.

Undeathly Grace (Ex)

Deathscythe move aloft making them hover. This gives it movement as though it was under the effect of a float spell; this effect cannot be dispelled this also makes them immune to any movement impairments like root, immobilize, and slow.