Medium Undead, Chaotic Evil
Armor Class 15 Natural Armor
Hit Points 168 (16d8 + 96)
Speed 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
22 (+6)
INT
6 (-2)
WIS
12 (+1)
CHA
5 (-3)
Saving Throws CON +10
Skills Perception +5
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60, Passive Perception 15
Languages --
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Irradiated Body. A creature that hits the Reaver with a melee attack takes 5 (1d10) necrotic damage.

Undead Fortitude. If damage reduces the Feral Ghoul Reaver to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Feral Ghoul Reaver drops to 1 hit point instead.

Frenzied Charge. If the Reaver moves at least 20 feet straight toward a creature and hits it with a Claw attack on the same turn, the target must succeed on a DC 16 Strength saving throw or be knocked prone.

Actions

Multiattack. The Reaver makes three Claw attacks or two Claw attacks and one Putrid Flesh attack.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target Hit: 14 (2d8 + 4) slashing damage plus 7 (2d6) necrotic damage.

Putrid Flesh. Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target Hit: 18 (4d6 + 4) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn, and take 7 (2d6) necrotic damage at the start of its next turn.

Radioactive Burst (Recharge 5–6). The Reaver releases built-up radiation in a 15-foot radius. Creatures in the area must make a DC 16 Constitution saving throw or take 27 (6d8) necrotic damage and gain one level of exhaustion or Half damage on a success and no exhaustion

DungeonDDive

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