Mutant Regeneration. The Wasteland Reaver regains 10 hit points at the start of its turn if it has at least 1 hit point.
Multiattack. The Wasteland Reaver makes two attacks with its war cleaver or its heavy crossbow.
War Cleaver. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 11 (2d10) piercing damage.
Feral Roar (Recharge 5-6). The Wasteland Reaver lets out a terrifying roar. Each creature within 30 feet of it that can hear it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
Wasteland Reavers are ferocious mutants that roam the barren landscapes of Mythos Earth. Usually hailing from chaotic and nomadic tribes, they are the epitome of survival in a harsh world. Encrusted with makeshift armor and wielding massive war cleavers, they are a fearsome sight to behold.
Though they often attack travelers and weaker communities for resources, they're not inherently evil. Many Wasteland Reavers are simply trying to survive in an unforgiving world that has twisted them into what they are. However, their aggression and combat prowess make them a threat that cannot be ignored.
Lair and Lair Actions
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