{"name":"Pale Reaver","cr":"6","types":"Aberration","size":"Large","languages":"Deep Speech","alignment":"Neutral Evil","description":"","suggestedenvironment":"","ac":"16 (Thick Carapace)","hitpoints":"136 [roll 16d8+64]","strength":"18","dexterity":"13","constitution":"18","intelligence":"7","wisdom":"12","charisma":"6","movement":"30","fly":"0","hover":"0","burrow":"0","swim":"25","climb":"30","senses":"Blindsight 60","skills":"[b]Amphibious[\/b] - Can Breathe Air and Water\r\n\r\n[b]Blood Sense[\/b] - Knows the exact location of any source of blood within 60 feet, cannot be surprised by a creature with blood.\r\n\r\n[b]Keen Smell[\/b] - Advantage on perception checks that rely on smell\r\n\r\n[b]Regeneration[\/b] - Recovers 10 hp at the start of each of its turns, unless the reaver had taken radiant damage the turn before.\r\n\r\n[b]Sunlight Sensitivity[\/b] - Cannot gain hit points in sunlight\r\n\r\n[b]Berzerk[\/b] - 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.\r\n\r\n[b]Multiattack[\/b]\u00a0- 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)","savingthrows":"Strength +7, Consitution +7","damagevulnerabilities":"Radiant","damageresistances":"Cold Poison","damageimmunities":"","conditionimmunities":"Blinded, Deafened","spellcasting":"","atwill":"","onceperday":"","twiceperday":"","thriceperday":"","specialabilities":"","actions":"[b][u]Claws-[\/u][\/b][i] Melee Weapon Attack[\/i]: +7 to hit, one target within 5 ft. [i]Hit: [\/i]11 (3d4+4) slashing damage.\r\n[b]Chitinous\u00a0Shield-[\/b][i]\u00a0Melee Weapon Attack: [\/i]+7 to hit, one target within 5 ft. [i]Hit:[\/i]\u00a08 (1d4+4) bludgeoning damage.\r\n[u]Bite-[\/u]\u00a0[i]Melee Weapon Attack: [\/i]+7 to hit, one target within 5 ft. [i]Hit:[\/i]\u00a06 (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.","reactions":"","legendaryactions":"","lairdescription":"","lairactions":"","regionaleffects":"","image":"671346","tabledata":"","tags":"aberration, large, CR6, berserker, blindsight","templateId":"21","blockId":"266667","isShared":"on"}