Remove these ads. Join the Worldbuilders Guild

Corrupted Reaver CR: 5

Medium humanoid (orc), chaotic evil
Armor Class: 17
Hit Points: 12d10+36
Speed: 30 ft

STR

20 +5

DEX

13 +1

CON

16 +3

INT

8 -1

WIS

10 +0

CHA

10 +0

Saving Throws: STR +7, CON +6
Skills: Athletics +7, Intimidation +3
Damage Resistances: Fire, Bludgeoning from nonmagical attacks
Senses: Darkvision 60 ft., Passive Perception 10
Languages: Orc, Common
Challenge Rating: 5 ( 1,800 XP)
Proficiency Bonus: +3

Flame-Drunk Rage. When the Reaver is reduced to half HP or less, it gains advantage on melee attacks and takes 1d6 fire damage at the start of each of its turns.   Fel Endurance (1/Day). When the Reaver is reduced to 0 HP, it instead drops to 1 HP and immediately makes one melee weapon attack as a reaction.

Actions

Multiattack. The Reaver makes two Greatblade attacks.   Greatblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6+5 slashing damage plus 1d6 fire damage.   Overrun Charge (Recharge 5–6). The Reaver moves up to its speed in a straight line. Each creature in its path must make a DC 14 Strength saving throw or be knocked prone and take 3d6 bludgeoning damage.

Reavers are the fanatical shock troops of the Dark Shaman, their bodies reinforced with fel tattoos and armor fused to their skin. They revel in fire and blood, charging headlong into battle with unstoppable rage.

Suggested Environments

War camps, cult strongholds, corrupted tunnels


Created by

DrunkenDrago.

Statblock Type

Monster

Link/Embed