41 lines
1.8 KiB
Markdown
41 lines
1.8 KiB
Markdown
# Risen Reaver
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*Large* *Undead* *Chaotic Evil*
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- **Armor Class:** 15 (studded leather)
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- **Hit Points:** 168 (16d10 + 80)
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- **Speed:** walk 40 ft.
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- **Challenge Rating:** 7 (2,900 XP)
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- **Source:** Tome of Beasts 2023, page 309
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 19 (+4) | 16 (+3) | 20 (+5) | 9 (-1) | 7 (-2) | 6 (-2) |
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- **Saving Throws**: Dex +6
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- **Skills:** Perception +1
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- **Damage Vulnerabilities:** False
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- **Damage Immunities:** False
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- **Damage Resistances:** False
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- **Condition Immunities:** False
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- **Senses:** darkvision 120 ft., passive perception 11
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- **Languages:** the languages it knew in life
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### Special Abilities
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- **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.
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- **Undead Nature:** The risen reaver doesn't require air, food, drink, or sleep.
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### Actions
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- **Multiattack:** The risen reaver makes three Bladed Fist attacks.
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- **Bladed Fist:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.
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### Bonus Actions
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- **Skitter:** The risen reaver takes the Dash action.
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### Reactions
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- **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.
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