Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
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.
Ability
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.
Ability
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.
Ability
Divine Innate Spells
DC 47, attack +37; 10th finger of death (x4); 7th plane shift; Constant (6th) true seeing; (3rd) haste; (2nd) see invisibility
Ability
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).
Ability
Final Death
A creature killed by the grim reaper can't be brought back to life by any means short of divine intervention.
Ability
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.
Ability
Lurking Death
Circumstance: Trigger: A creature within 100 feet makes a ranged attack or uses
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.
Ability
Negative Healing
The grim reaper can choose whether or not it takes positive damage.
Ability
Status Sight
The grim reaper automatically knows the Hit Points, conditions, afflictions, and emotions of all creatures it can see.
Offense
Melee
Circumstance: combat round (melee)
keen scythe +40 [+36/+32] (agile, deadly 3d10, magical, reach 10 feet, trip), Damage 4d10+23 slashing plus death strike and energy drain
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
unconscious
Item
scythe
Language
Common
Necril
Perception
darkvision
see invisibility
status sight
true seeing
Resistance
all damage 15