Entropic Reaper (CR 12)
AC: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Hit Dice: 19d12+19 (142 hp); DR: 10/cold iron and lawful
Fort +17, Ref +8, Will +13
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +18
Attack: Large scythe +13 melee
Full Attack: Large scythe +13/+8 melee
Damage: Large scythe 2d6+18 plus entropic blade/19-20/x4)
Special Attacks/Actions: Entropic blade, spell-like abilities
Abilities: Str 29, Dex 14, Con -, Int 11, Wis 20, Cha 15
Special Qualities: fast healing 10, master of the scythe, SR 22, undead traits
Feats: Combat Reflexes; Improved Critical (scythe); Improved Toughnesst; Power Attack; Cleave; Improved Initiative; Whirlwind Attack
Skills: Concentration +23, Knowledge (planes) +23, Listen +26, and Spot +26
Advancement: 20-35 HD (Medium)
Climate/Terrain: Ever-Changing Chaos of Limbo
*Includes adjustments for Power Attack feat.
Entropic Blade (Su): An entropic reaper confers the entropic blade property upon any weapon it wields - usually a normal scythe. An entropic blade functions in all ways like the kind of weapon it is, with the following addition. Any time the entropic reaper successfully deals damage with its entropic blade, the victim must make a DC 21 Fortitude save or be overcome with searing pain, as the victim's form melts, flows, writhes, and boils. During this entropic state, the victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll). Each round spent in this entropic state, the victim takes 1 point of Wisdom drain from mental shock. If the victim's Wisdom score falls to 0, it discorporates into nothingness.
A victim can gain control over itself by taking a standard action to attempt a DC 21 Charisma check. Success renders the victim immune from the entropic state for 1 minute. On a failure, the victim can still repeat this check each round until successful. The entropic state is not a disease or a curse, so it is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its state for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction (though a separate restoration is necessary to restore any drained points of Wisdom). The save DC is Charisma-based.
Master of the Scythe (Su): The entropic reaper is a master of the scythe, and gains the ability to wield a weapon one size larger than normal. It also treats the scythe as if it were a mighty cleaving weapon, which allows it to make one additional cleave attempt in a round.
Spell-like Abilities: 1/day - plane shift. Caster level equals the entropic reaper's HD. The save DCs are Charisma-based.
An entropic reaper uses its self-enhanced scythe to wreak terrible damage on those it decides must die (which includes most creatures it happens to meet).
The scythe an entropic reaper wields is treated as chaotic-aligned for the purpose of overcoming damage reduction. An entropic reaper normally attacks using its Power Attack feat, taking a -5 penalty on its attack rolls and gaining a +5 bonus on damage rolls.
Entropic reapers are undead that arise in Limbo. They enforce the twisted edicts of chaotic beings that decree the death of lawful creatures (though an entropic reaper as not particular about the alignments of the creatures it brings low). Though originating in Limbo, entropic reapers spend much of their time in the Material Plane, seeking to apply their entropic scythes to the necks of the living.
Entropic reapers stand about 6-1/2 feet tall and weigh about 180 pounds.
Entropic reapers speak Common, Abyssal, and Celestial.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).