Medium Undead, Chaotic Evil
AC 15 Natural Armor    Initiative +3 (13)
HP 168 (16d8 + 96)
Speed 40 ft.
Mod Save
STR 18 +4 +4
DEX 16 +3 +3
CON 22 +6 +10
Mod Save
INT 6 −2 −2
WIS 12 +1 +1
CHA 5 −3 −3
Skills Perception +5
Resistances Necrotic
Immunities Poison; Poisoned
Senses Darkvision 60; Passive Perception 15
Languages None
CR 11 (XP 7,200; PB +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

Comments

Posts Quoted:
Reply
Clear All Quotes