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Waning Gleaner




The brute in the cornstalks was difficult to see, until their ruddy-stained scythe sliced through the plants eager to spill fresh blood. Clad in a tattered coat with a burlap-sack hood, the waning gleaner’s eyes shone through ragged holes with fanatic intensity. A slasher should not move so quietly as it slices its way through the crowd.


Reaper. Within the cult, the waning gleaner is not considered one of the initiated, but is respected all the same. While the scion and their devout take care of spiritual matters, the rushlight chanter political ones, it’s the gleaner’s job to put the hurt on when its time to make a bloody mess. Not that they are the sort to kick in doors and make a ruckus. They stalk and terrify their victims before hewing them apart with a impractically large scythe. Each waning gleaner trains to be quiet, quick, and deadly. Once the scythe starts swinging, a gleaner is a force of sinister nature that is hard to stop.

Waning Gleaner

Medium Humanoid (any race), neutral evil

9 Armor Class 14 (chain shirt)

37 (5d8 + 15)

Speed 30 ft

Str 16 Dex 12 Con 16 Int 9 Wis 9 Cha 11

Skills Stealth +3

Sensespassive Perception 9

Languages Common

Challenge 2 (450 XP)

Wheat from the Chaff.

When the waning gleaner reduces a creature to 0 hit points with a melee attack on its turn, the cultist can take a bonus action to move up to half its speed and make a great scythe attack. It also heals hit points equal to that creature's hit dice.

Surprise Attack.

If the cultist surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7(2d6) damage from the attack.

Actions

Great Scythe.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) slashing damage.

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