DND World

Command Palette

Search for a command to run...

Admin
monster

Clockwork Reaper

Clockwork Reaper
Clockwork Reaper
CR 10
Large construct, Unaligned
Reveal Stat Block
Armor Class
18 (Plate Armor)
Hit Points
152 (16d10 + 64)
Speed
40 ft., climb 40 ft.
str
20
+5
dex
16
+3
con
18
+4
int
3
-4
wis
12
+1
cha
1
-5

Saving Throws STR +9, DEX +7

Damage Immunities poison, psychic

Condition Immunities charmed, exhausted, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 11

Languages -

Immutable Form.The reaper is immune to any spell or effect that would alter its form.
Magic Resistance.The reaper has advantage on saving throws against spells and other magical effects.
Spider Climb.The reaper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Clockwork Precision.The reaper cannot have disadvantage on attack rolls.

Actions

Multiattack.The reaper makes three attacks: two with its Scythe-Limbs and one with its Grinding Maw.
Scythe-Limb.Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take an additional 7 (2d6) bleeding damage at the start of its next turn.
Grinding Maw.Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the reaper can't use its maw on another target.
Whirlwind of Steel (Recharge 5-6).The reaper spins its scythe-limbs in a 10-foot radius. Each creature in that area must make a DC 17 Dexterity saving throw, taking 45 (10d8) slashing damage on a failed save, or half as much on a successful one.

Clockwork Reaper

The Clockwork Reaper is the nightmare of any trespasser in the Chronos-Clock. Standing twelve feet tall and resembling a skeletal centaur made of brass and blades, the Reaper is the primary automated defense unit for the Grand Regulators. It does not speak, it does not negotiate, and it never tires.

Design and Function

Reapers are designed for "Pruning"—the removal of organic material (like moss, mold, or intruders) that might jam the gears of the Clock. Their many-jointed limbs allow them to traverse the vertical surfaces of the Clockwork Heart with ease, dropping from the ceiling to ambush unsuspecting targets. Their bodies are powered by a compressed aether-cell located in their "chest," which emits a rhythmic, ticking sound that often serves as the only warning of their approach.

Tactical Behavior

A Clockwork Reaper is a masterpiece of martial programming. It uses its tremorsense to track movement through the metal walkways, often striking from below or above. It prioritizes targets that are using high-level magic, as its sensors are tuned to identify "Aetheric Anomalies" that might interfere with the Clock's operation.

The "Pruning" Directive: When a Reaper reduces a creature to 0 hit points, it does not simply move on. Its primary directive is to "process" the remains to ensure no organic residue is left behind. This often involves the use of its Grinding Maw to reduce the target to fine dust, which is then vented into the heat-sinks of the engine.