# Risen Reaver *Large* *Undead* *Chaotic Evil* - **Armor Class:** 15 (studded leather) - **Hit Points:** 168 (16d10 + 80) - **Speed:** walk 40 ft. - **Challenge Rating:** 7 (2,900 XP) - **Source:** Tome of Beasts 2023, page 309 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 19 (+4) | 16 (+3) | 20 (+5) | 9 (-1) | 7 (-2) | 6 (-2) | - **Saving Throws**: Dex +6 - **Skills:** Perception +1 - **Damage Vulnerabilities:** False - **Damage Immunities:** False - **Damage Resistances:** False - **Condition Immunities:** False - **Senses:** darkvision 120 ft., passive perception 11 - **Languages:** the languages it knew in life ### Special Abilities - **Blood Sense:** The risen reaver can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it. - **Undead Nature:** The risen reaver doesn't require air, food, drink, or sleep. ### Actions - **Multiattack:** The risen reaver makes three Bladed Fist attacks. - **Bladed Fist:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. ### Bonus Actions - **Skitter:** The risen reaver takes the Dash action. ### Reactions - **Infused Arsenal:** When the risen reaver is hit with a nonmagical melee weapon or when it starts its turn in the same space as a nonmagical melee weapon that isn't being worn or carried, it absorbs the weapon into its body. If the weapon is being wielded by an attacker, the attacker must succeed on a DC 15 Strength saving throw or lose its weapon. For 1 minute, the reaver has resistance to the type of damage dealt by that weapon, and when it hits with its Bladed Fist, the fist deals an extra 2 (1d4) damage of the type dealt by the weapon. The reaver can absorb no more than three weapons in this way every 24 hours.