| 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 |
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.
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
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