Grim Reaper

Grim Reaper
Level 26 (+9)
"Why do you fight ...mortal ? You claim your destiny denies death, yet here I am. Lay down your weapons, you quest ends here."
——The Grim Reaper
The Grim Reaper is the collector of souls, the guide on the path to the afterlife, and the undeniable force that ends all living things. It appears as a black shrouded, ghostly skeletal figure, its face reflecting visions of death into the minds of those who look upon it. The few who have seen the Grim Reaper and lived claim that its mere presence filled their thoughts with visions of their own death. The Grim Reaper’s power can even ignore the mandates of gods, as Death itself operates under its own schedule, and no one else's. Its large, hideous scythe is made of a dark metal not known to any other living creature, and much like the Grim Reaper’s touch, bestows death upon anything it contacts. The Grim Reaper never misses a creature that is meant to die and simply standing in its awful presence will mark a mortal for death. Once the Grim Reaper slays a creature, it collects its soul to be taken to its final resting place, and none but Death itself can restore life to the fallen individual. The Grim Reaper is immortal and the burden of its work will always fall to another, in the unlikely event it is slain by a powerful foe.
Awareness
40
Senses
Devilsight, Lifesense
Proximity
30ft
Despair Aura
All creatures within one or more Dread Reaper's aura's are subject to the following attack, +18 vs Will. On a hit, the target suffers 2 Morale Damage and is subject to Dread [SE, ST 6d10 vs CHA]. (Legendary, Pot 1d12+9, MR Yes)
Initiative
47/1d4
Max HP
810
Resilience: +9
Healing Value: 162
Morale
8
Defenses
AC
26/26
Touch
26
Fort
26
Reflex
27
Will
27
Resistances: Non-Magic Weapon (Imm), Magical Weapons (50%), Sonic (50%), Cold (Imm), Necrotic (Imm), Radiant (Imm). Immune to Death, Disease, Fear, Paralysis, Petrification, Poisons/Toxins, Sleep. Daze Resist (2).
Vulnerabilities:
Defensive Actions
Gift of the Reaper
When the reaper would be hit with an attack, roll 1d100. On a 50% or lower, the attack misses. (Ultimate)
Attributes / Saving Throws
STR
32 / 42
DEX
32 / 42
CON
32 / 42
INT
32 / 42
WIS
32 / 42
CHA
32 / 42
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 45ft / 3
Fly (Hover) 65ft / 3
Teleport 200ft / 1
At-Will
Death Scythe
+23 vs AC (ArN 3)
Standard REC 4 • Melee Reach 5ft • One Creature
3d10 + 30 (avg 47) Annihilation damage (Crit 10%/20)
If the target is a living creature, the attack is an automatic Full Hit.
3d8 + 15 (avg 29) Bludgeoning damage
Grapple +23
Special Actions
Presence of Death
 [DeathUltimate • Pot 2d8+9, MR Yes
+18P vs Fortitude
Automatic  • Range 30ft • Targets all creatures within range
The very presence of death surrounds you, attempting to claim your very soul. On a hit, targets are Marked for Death [SE, ST 6d10 vs CON]. If the target does not save within 20 segments, the target dies.
Permanency of Death
No Action
Whenever the Grim Reaper deals an injury to a living creature, the reaper claims the target's soul and the target dies. A creature killed in this manner cannot be Raised or Resurrected (he can only be returned by another reaper or through divine intervention, GM discretion). (Legendary)
Dread Reaper Abilities
Spinning Scythe
Advanced
+23P vs AC (ArN 3)
Standard REC 4 • Range 50ft • Up to three creatures within range.
4d10 + 41 (avg 63) Annihilation damage (Crit 10%/20)
The Reaper's scythe flies from his grasp, making an attack on up to three creatures within range.
Sweep
Advanced
+23 vs AC (ArN 3)
Standard REC 5 • Melee Reach 10ft • All creatures within reach.
4d10 + 41 (avg 63) Annihilation damage (Crit 10%/20)
The Reaper swings his scythe wide, stretching impossibly to target all within 10ft of him.
Death Touch
 [DeathUltimate • Pot 2d8+9, MR Yes
+19 vs Touch
Standard REC 3 • Melee Reach 5ft • One Creature within reach
The very touch of the reaper can claim your soul. On a hit, the target is Marked for Death [SE, ST 6d10 vs CHA]. If the target is already Marked for Death, it must make a Resilience check [DC 20], or the target dies. Otherwise, If the target does not save within 20 segments, it dies.
Special: On a hit, if the target is subject to a power or ability protecting against Death Magic or providing immunity to Death effects, such as a Death Ward or Do No Harm, this attack instead automatically dispels the power or ability (instead of the target becoming Marked for Death).
Death Comes for All
 [DeathLegendary • Pot 2d8+9, MR Yes
+19P vs Touch
Focus FT 3, REC 4 • Range 50ft • All creatures within range
4d10 + 127 (avg 149) Necrotic damage (Crit 5%/0)
A wave of pure death energy bursts forth from the Reaper. On a hit, the target is Marked for Death [SE, ST 6d10 vs CHA]. If the target is already Marked for Death, it must make a Resilience check [DC 20], or the target dies. Otherwise, If the target does not save within 20 segments, it dies.
Return Soul
Ultimate • Pot 2d8+9, MR Yes
Focus FT 5, REC 3 • Melee Reach 5ft • One Creature touched
The Reaper returns the soul of the recently dead. Targets one mortal creature that has died within the last phase. The target is restored to life with Maximum Hitpoints, it regains all Spent and Burnt Energy, and all Maladies (including Diseases, Poisons, and Toxins), and Injuries are removed (though traits resulting from injuries remain). The body of the creature may be in any condition.
Overland Movement
30 mi/day
Qualities
  • Legendary Creature: A Legendary Creature gains a +1 racial bonus to Morale and a +5 racial bonus to all Saving Throws. Also, the Legendary Creature does not lose the ability to use its "Automatic Actions" unless it is killed or rendered Unconscious.
  • Become the Reaper: To pick up the Scythe of a reaper is to become a reaper oneself. If a creature ever picks up a reaper's weapon, it immediately becomes a reaper itself and is bound to the immortal service of Death.
  • Immortal: A Reaper is Immortal and cannot die (though it can be destroyed). When a Reaper is reduced to 0 hitpoints, it shifts out of phase until it has recovered.
  • Death Never Misses: Scythe attacks against living creatures are an automatic Full Hit. (inc)
  • Reaper Resistances: The Reaper is Immune to Cold, Necrotic, and Radiant damage. Additionally, it is Immune to Death, Disease, Fear, Paralysis, Petrifying and Petrified, Poisons/Toxins, and Sleep. (inc)
  • Incorporeal: Immune to Non-Magical Attacks. Can move through solid objects without hindrance, cannot be Grabbed, Restrained, or similarly bodily affected (inc).
  • Insubstantial: Resistance to Weapon Damage (i.e. Bludgeoning, Chopping, Slashing and Piercing) and Sonic damage.(inc).
  • Lifeless: Neither living, dead, nor undead. A lifeless creature does not need to sleep, eat, or breath.
  • Lifesense: Lifesense allows a creature to detect the life force of all living creatures around them. Additionally, it grants these creatures a +5 Racial bonus to Spot and Awareness against living creatures (inc).
  • Devilsight: Creatures with Devilsight can see through any Darkness, even that brought on by Supernatural or Magic effects.
Skills: Balance R5 (+20), Climb R4 (+18), Escape R5 (+20), Jump R4 (+18), Stealth R10 (+30), Tumble R7 (+24), Listen R10 (+30), Spot R10 (+30), Investigate R8 (+26), Coercion R8 (+26), Deception R3 (+16), Manipulation R5 (+20), Persuasion R7 (+24), Aloofness R6 (+22), Bravery R8 (+26), Intuition R8 (+26), Tolerance R5 (+20), Suspicion R6 (+22)
Feats: Fast Initiative [3], Great Morale, Heavy Hitter [2], Daze Resistance
Philosophies: Rank 5 Mental, Rank 5 Physical, Rank 9 Shadow
Combat Training: Cast 3, Melee 4, Parry 2, Fort 2, Reflex 3, Will 3
Wits: +20, Brawn: +20
Equipment: None
Social
Languages: All Humanoid Languages
Composure: 48
Charm
+10
Coercion
+26
Deception
+16
Manipulation
+20
Persuasion
+24
Aloofness
+22
Bravery
+26
Intuition
+26
Tolerance
+20
Suspicion
+22
Prejudices:
    Motives: Incarnation of Death