Reaver (Numer‘ri)
Huge Outsider (Chaotic, Evil)
Hit Dice: 15d8+75 (139 hp)
Initiative: +1 ( Dex)
Speed: 40 ft. Burrow 60 ft
AC: 23 (-2 Size, +2 Dex, +13 Natural)
Attacks: 2 claws +17/+12/+7/+2 melee, or +3 Frost Greatsword
Damage: Claw 2d4, bite 2d6, or Frost Greatsword 2d6 +1d6
Face/Reach: 15 ft. by 15 ft./ 10 ft.
Special Attacks: Stench, trample, stun
Special Qualities Hive mind, damage reduction 20/+2, SR 25, telepathy, Numer'ri qualities
Saves: Fort +13, Ref +8, Will + 10
Abilities: Str 28, Dex 14 , Con 21, Int 9 , Wis13 , Cha 16
Skills: Bluff +14, Concentration +15, Hide +10, Listen +24, Move Silently +12, Scry +14, Search +14, Sense Motive +15, Spellcraft +14, Spot +24
Feats: Cleave, Multiattack, Multidexterity, Multiweapon Fighting, Power Attack Weapon Focus (Claw)
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Climate/Terrain: Any land and underground
Organization: Solitary, Brood (10-100), or Hive (100+)
Challenge Rating: 19, Reaver Mage 21
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 16-29 HD (Huge), 30-43 HD (Gargantuan)
Reavers are beetle like fiends from the dark pit of Numer, dark mountains amongst the lithe shadows of their lesser companions these beings live a putrid and corrupt life in the bowles of the world corrupting its soil, and tainting those who live in the world above. Reavers occasionally creep up out of their foul abodes to wreak havoc on the Kessel, and the Mountains.
Reavers have not been spotted for over four hundred and fifty years, though a dark tiding from the Ravenswood has placed an entire brood lurking in the grasp of a Powerful Reaver Mage. It is not uncommon, however to find relics made from the rune engraved carapice of the dreaded Reaver Mages who are thought to have been the first wielders of the Runic magic. Relics include armour, weapons, shields, and many other items.
It is said to eat the brain of a reaver gives one the memories of the hive, and imbues those who consume it with a thirst for more of the reavers addictive mind.
COMBAT
A Reaver is a ferocious beast who will strive to use its brute strength and overwhelming height against an opponent, opting to trample smaller foes first and deal with bigger threats later. When in large groups, or when led by a Reaver Mage they will become more tactful attempting to ambush a party as a whole using the information garnered by the Mage to target opponents with magic items first.
Hive Mind (Ex): All Reavers within twenty miles of a Reaver mage are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Reaver in a group is considered flanked unless all of them are.
Trample: (Ex) Reavers can move through a space occupied by a creature of medium or smaller size as a full round action. Opponents can make opportunity attacks against the Reaver, but if they do so they are not entitled to a saving throw. Those who do not attempt opportunity attacks must succeed at a Reflex save (DC 18) or be trampled; on a success, they are pushed back or aside (opponent’s choice) as the Reaver moves forward. A character who fails his save takes 2d6 points of slam damage, are considered as being trampled by the Reaver.
Stench (Ex): A Reaver produces a foul-smelling scent whenever it is in combat. All creatures (except other Numer’ri) within 10 feet must succeed at a Fortitude save (DC 17) or be overwhelmed by nausea, and despair. They are rendered helpless from gagging and vomiting for as long as they remain in the affected area and for 1d4 rounds afterward. Creatures who successfully save suffer a -2 morale penalty to attack rolls but cannot be affected again by the same Reaver’s stench for one day. Also affected creatures must succeed at a Will save (DC 18) or flee in utter despair for 1d4 rounds.
Stun (Su): A Reaver can stun a humanoid creature with a look. This is not a gaze attack, and the target need not meet the Reavers gaze. This ability has a range of 60 feet; an affected opponent must succeed at a Will save (DC 18) or be stunned for 1d4 rounds.
Telepathy (Su): Reavers can communicate telepathically with any creature within 100 feet that speaks Abyssal
Half Damage (Ex): Any nonmagical attack against a Reaver, including hits from enchanted weapons, deals only half damage. This effect does not stack with the Reaver’s damage reduction; apply either the damage reduction or the half damage, whichever results in the least amount of damage suffered.
REAVER MAGE ABILITIES
As with normal Reavers with the following exceptions.
Spell-Like Abilities: At will-blasphemy, deeper darkness, desecrate, detect good, detect law, greater dispelling, pyrotechnics, read magic, suggestion, symbol (any), telekinesis, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, unholy blight, and wall of fire; 1/day-fire storm and implosion. These abilities are as the spells cast by a 20th-level sorcerer (save DC 13 + spell level).
Smite (Su): Three times per day a Reaver can create a nimbus of unholy light. When the demon triggers the ability, rainbow-colored beams play around its body. One round later they burst in a 60-foot radius. Affected creatures take 15 points of damage (Reflex half DC 18). They also must succeed at a Will save (DC 18) or be in a stupor for 1d10 rounds as visions of their worst fears hound them. They receive full Dexterity and shield bonuses to AC if attacked but can take no actions. Other Numer’ri are immune to this effect.
Dance of Ruin (Su): A Reaver mage slowly and rhythmically begins to work a dance of symmetry that forms a ritual of foul energy that unleashes in a volatile rush outward in a 100-foot radius. All non Numer’ri creatures within the radius take 2d20 points of damage (Reflex half DC 15). Forcing the Mage to stop its dance breaks the ritual, A Reaver mage can only use this ability once per week.
Detect Magic (Su): Reaver Mages continuously detect magic as the spell cast by a 20th-level sorcerer.
Psionics (Sp): At will-astral projection, charm monster, detect thoughts, levitate, invisibility, and suggestion. These abilities are as the spells cast by an 8th-level sorcerer (save DC 13 + spell level).
Huge Outsider (Chaotic, Evil)
Hit Dice: 15d8+75 (139 hp)
Initiative: +1 ( Dex)
Speed: 40 ft. Burrow 60 ft
AC: 23 (-2 Size, +2 Dex, +13 Natural)
Attacks: 2 claws +17/+12/+7/+2 melee, or +3 Frost Greatsword
Damage: Claw 2d4, bite 2d6, or Frost Greatsword 2d6 +1d6
Face/Reach: 15 ft. by 15 ft./ 10 ft.
Special Attacks: Stench, trample, stun
Special Qualities Hive mind, damage reduction 20/+2, SR 25, telepathy, Numer'ri qualities
Saves: Fort +13, Ref +8, Will + 10
Abilities: Str 28, Dex 14 , Con 21, Int 9 , Wis13 , Cha 16
Skills: Bluff +14, Concentration +15, Hide +10, Listen +24, Move Silently +12, Scry +14, Search +14, Sense Motive +15, Spellcraft +14, Spot +24
Feats: Cleave, Multiattack, Multidexterity, Multiweapon Fighting, Power Attack Weapon Focus (Claw)
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Climate/Terrain: Any land and underground
Organization: Solitary, Brood (10-100), or Hive (100+)
Challenge Rating: 19, Reaver Mage 21
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 16-29 HD (Huge), 30-43 HD (Gargantuan)
Reavers are beetle like fiends from the dark pit of Numer, dark mountains amongst the lithe shadows of their lesser companions these beings live a putrid and corrupt life in the bowles of the world corrupting its soil, and tainting those who live in the world above. Reavers occasionally creep up out of their foul abodes to wreak havoc on the Kessel, and the Mountains.
Reavers have not been spotted for over four hundred and fifty years, though a dark tiding from the Ravenswood has placed an entire brood lurking in the grasp of a Powerful Reaver Mage. It is not uncommon, however to find relics made from the rune engraved carapice of the dreaded Reaver Mages who are thought to have been the first wielders of the Runic magic. Relics include armour, weapons, shields, and many other items.
It is said to eat the brain of a reaver gives one the memories of the hive, and imbues those who consume it with a thirst for more of the reavers addictive mind.
COMBAT
A Reaver is a ferocious beast who will strive to use its brute strength and overwhelming height against an opponent, opting to trample smaller foes first and deal with bigger threats later. When in large groups, or when led by a Reaver Mage they will become more tactful attempting to ambush a party as a whole using the information garnered by the Mage to target opponents with magic items first.
Hive Mind (Ex): All Reavers within twenty miles of a Reaver mage are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Reaver in a group is considered flanked unless all of them are.
Trample: (Ex) Reavers can move through a space occupied by a creature of medium or smaller size as a full round action. Opponents can make opportunity attacks against the Reaver, but if they do so they are not entitled to a saving throw. Those who do not attempt opportunity attacks must succeed at a Reflex save (DC 18) or be trampled; on a success, they are pushed back or aside (opponent’s choice) as the Reaver moves forward. A character who fails his save takes 2d6 points of slam damage, are considered as being trampled by the Reaver.
Stench (Ex): A Reaver produces a foul-smelling scent whenever it is in combat. All creatures (except other Numer’ri) within 10 feet must succeed at a Fortitude save (DC 17) or be overwhelmed by nausea, and despair. They are rendered helpless from gagging and vomiting for as long as they remain in the affected area and for 1d4 rounds afterward. Creatures who successfully save suffer a -2 morale penalty to attack rolls but cannot be affected again by the same Reaver’s stench for one day. Also affected creatures must succeed at a Will save (DC 18) or flee in utter despair for 1d4 rounds.
Stun (Su): A Reaver can stun a humanoid creature with a look. This is not a gaze attack, and the target need not meet the Reavers gaze. This ability has a range of 60 feet; an affected opponent must succeed at a Will save (DC 18) or be stunned for 1d4 rounds.
Telepathy (Su): Reavers can communicate telepathically with any creature within 100 feet that speaks Abyssal
Half Damage (Ex): Any nonmagical attack against a Reaver, including hits from enchanted weapons, deals only half damage. This effect does not stack with the Reaver’s damage reduction; apply either the damage reduction or the half damage, whichever results in the least amount of damage suffered.
REAVER MAGE ABILITIES
As with normal Reavers with the following exceptions.
Spell-Like Abilities: At will-blasphemy, deeper darkness, desecrate, detect good, detect law, greater dispelling, pyrotechnics, read magic, suggestion, symbol (any), telekinesis, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, unholy blight, and wall of fire; 1/day-fire storm and implosion. These abilities are as the spells cast by a 20th-level sorcerer (save DC 13 + spell level).
Smite (Su): Three times per day a Reaver can create a nimbus of unholy light. When the demon triggers the ability, rainbow-colored beams play around its body. One round later they burst in a 60-foot radius. Affected creatures take 15 points of damage (Reflex half DC 18). They also must succeed at a Will save (DC 18) or be in a stupor for 1d10 rounds as visions of their worst fears hound them. They receive full Dexterity and shield bonuses to AC if attacked but can take no actions. Other Numer’ri are immune to this effect.
Dance of Ruin (Su): A Reaver mage slowly and rhythmically begins to work a dance of symmetry that forms a ritual of foul energy that unleashes in a volatile rush outward in a 100-foot radius. All non Numer’ri creatures within the radius take 2d20 points of damage (Reflex half DC 15). Forcing the Mage to stop its dance breaks the ritual, A Reaver mage can only use this ability once per week.
Detect Magic (Su): Reaver Mages continuously detect magic as the spell cast by a 20th-level sorcerer.
Psionics (Sp): At will-astral projection, charm monster, detect thoughts, levitate, invisibility, and suggestion. These abilities are as the spells cast by an 8th-level sorcerer (save DC 13 + spell level).
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