Pale Reaver
Large aberration, neutral evil
Armor Class 16 (Thick Carapace)
Hit Points 136 [roll 16d8+64]
Speed
30ft
Swim: 25ft
Climb: 30ft
Saving Throws Strength +7, Consitution +7
Skills Amphibious - Can Breathe Air and Water
Blood Sense - Knows the exact location of any source of blood within 60 feet, cannot be surprised by a creature with blood.
Keen Smell - Advantage on perception checks that rely on smell
Regeneration - Recovers 10 hp at the start of each of its turns, unless the reaver had taken radiant damage the turn before.
Sunlight Sensitivity - Cannot gain hit points in sunlight
Berzerk - When below half of its total hit points, the Pale Reaver gains advantage on all attack rolls, strength and constitution checks/saving throws, doubles its movement and gains resistance to non magical attacks.
Multiattack - The reaver may make 3 claw attacks and 1 chitinous shield attack, or 3 claw attacks and a bite attack. Reduce the number of claw attacks per creature grappled. (up to 3)
Damage Vulnerabilities Radiant
Damage Resistances Cold Poison
Condition Immunities Blinded, Deafened
Senses Blindsight 60
Languages Deep Speech
Challenge 6
Actions
Claws- Melee Weapon Attack: +7 to hit, one target within 5 ft. Hit: 11 (3d4+4) slashing damage.
Chitinous Shield- Melee Weapon Attack: +7 to hit, one target within 5 ft. Hit: 8 (1d4+4) bludgeoning damage.
Bite- Melee Weapon Attack: +7 to hit, one target within 5 ft. Hit: 6 (1d4+4) piercing damage plus 5 (1d10) poison damage. A creature that takes poison damage must make a DC14 Constitution saving throw or become poisoned and frightened for 1 minute. Affected creature may make a saving throw at the start of each of its turns, ending the effect on a success. Any creature that succeeds the saving throw is immune to the frightened condition from this attack for 24 hours.