Siege Vehicle. The Reaver deals double damage to objects and structures. Objects with resistance to damage done by the Reaver still take full damage, and objects with immunity take half damage.
Magic Resistance. The Reaver has advantage on saving throws against magic and magical effects.
Hardened Shields. The Reaver gains 12 temporary hitpoints at the start of each of its turns while it has at least 1 hitpoint. While it has these hitpoints, the Reaver takes 3 less damage from all sources that aren't adamantine. This reduction is increased to 6 for damage from spells or other magical effects that do not involve a weapon attack from an adamantine weapon.
Widow Scarab Constructor. The Reaver can automatically construct Widow Scarabs given the materials. If 50 gold worth of metal is inserted into the Reaver over the course of 5 minutes, it constructs 1 Scarab in its Scarab Compartment. This Scarab is automatically bonded to the Reaver.
Constructed Nature. The Reaver does not require food, air, or rest. It cannot regain hitpoints naturally, nor can it benefit from healing magic. The Reaver may regain hitpoints if at least one creature who has proficiency with it spends 8 hours repairing it with Smith's tools. At the end of this period, the Reaver regains 3d12 + 7 + The creature's arcana bonus hitpoints, plus 3d12 for each additional creature who repaired it for this duration. A mending spell cast on the Reaver instantly restores 1d4 hitpoints for it, to a maximum of 25 hitpoints every 24 hours.
Interior. The Reaver has an interior that includes a cockpit and controls. The interior can be accessed via a hatch, which can be reached using a set of steps on the side of the mech. The hatch locks while the Reaver is in operation, requiring a DC 30 Strength(Athletics) check or a DC 20 Dexterity(Sleight of Hand) check to open while locked. Additionally, if the Reaver moves or takes an action while a creature is navigating the ladders or attempting to open the latch, the creature must succeed on a DC 12 Dexterity saving throw or be thrown from the mech, falling 10 feet. A separate compartment carries Widow Scarabs, to a maximum of 8. A Reaver cannot carry Scarabs that are not bonded to it.
Pilot.The Reaver cannot function without a pilot, and is incapacitated when it lacks one. The Reaver's Intelligence, Wisdom, and Charisma Scores, including any passive scores or ability bonuses, are replaced with its pilot's if its pilot's are higher than the Reaver's. The Reaver is wholly controlled by its pilot, which must use its complete attention to operate the mech. A pilot inside the Mech is behind full cover for all effects that originate outside the Raver's interior, and it is considered Petrified, though it remains aware of its surroundings and retains control over the Blackhammer. A creature can only pilot the Blackhammer if it has proficiency with Mechanical Vehicles.
Widow Launch. Ranged Weapon Attack, +14, 1 target, 30/120. Target takes 14 (4d6) Force damage and 14 (4d6) Thunder damage. All creatures and objects within 10 feet of the target must make a DC 16 Dexterity saving throw, taking 21 (6d6) Force damage and 21 (6d6) Thunder damage on a failed save, or half as much on a successful one. Using this attack launches a Widow Scarab from its carrying compartment, destroying it. This action cannot be taken without a Widow Scarab in its carrying compartment.
Release Scarabs. The Reaver releases all of its scarabs. They enter initiative count directly after the Reaver.
Constrict. Melee Weapon Attack, 1 target, 10 ft. Reach. Target must succeed on a DC 16 Strength saving throw or become restrained, taking 21 (6d6) adamantine Bludgeoning damage now and at the start of each of its turns it remains restrained. A creature may repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Disruption Pulse. The Reaver attempts to interrupt a creature in the process of casting a spell within 60 ft of itself. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, the Reaver makes a Constitution saving throw. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. The Reaver may use this reaction 3 times, regaining all uses after 8 hours have passed without a use being expended.
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