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A Reaver is a huge, purple beast with four legs and a spiked tail. Reavers have adapted to their underground habitat with enourmous eyes that have been known to frighten lesser men to death.
A long pair of horns juts out from the monster's eyebrows.
Their mouths are filled with three rows of thousands upon thousands of tiny, razor-sharp teeth
Combat:
Reaver warriors like to outnumber their foe whenever possible. They try to surround their prey so that they cannot escape their hypnotic vision. The Reavers will form a circle around their victims. They will then use their hypnotic gazes simultaneously so that their prey cannot avoid it's effect. A reaver's hypnotic vision will paralyze a player for as long as the reaver stays still and concentrated on the hypnosis and for one round afterward. When the victim is first affected by gaze, they may make a saving throw vs. wand to not be affected at all for the current round. Reavers are not affected by the hypnotic gaze of any other reaver, although it is rumoured they are affected by their own (a reaver's gaze is just as effective when reflected in a mirror.)
A reaver's poison bite is also very deadly. The initial attack causes 1d10+2 points of damage and 1d4 more damage each round thereafter unless the victim makes a CON check at -4.
A reaver's poison also causes a deadly disease known as "Reaver's Rot".
A person who is infected with reaver's rot ages ten years for every one year that passes. Also, they lose 1 point of constitution every two weeks until it falls to zero, at which point the victim dies. The only known cure for reaver's rot is a paste made from a crushed dragon's tooth. A paladin may "Lay on hands" to prevent the disease from spreading further that day. I.E. the current day will not go toward the two-week period before losing another point of constitution. Reaver's rot may also be cured with a wish.
Also, reavers have a very thick hide. Bludgeoning weapons only deal half damage. And any weapon that could be considered "Light" (I.E. a rapier or a dirk or an arrow) only deals 1/4 damage and that only half the time.
Reaver mages are not "true" mages, per se. Five times a day, they can use a flame breath weapon for 1d12+4 points of damage. They can also use an ability once per day that will counter a non-clerical spell (Cause it to fizzle) or cause a magic item to malfunction (possibly backfire).
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Habitat/Society:
Reavers breed like rabbits, concealing their numbers in the depths of long-forgotten mines that were likely abandoned after the miners dug just a little too deep and found themselves surrounded by a nest full of reavers.
The average reaver nest contains 400 eggs, 100 young, 50 females, 75 male warriors and 25 male mages. For every twenty warriors, there is an additional mage. The ratio of females:eggs:hatchlings seems to be about 1:50:2 after the first 100 females.
Reavers hide deep underground while building their strength. When the time of attack comes, the surface dwellers can not hope to deal with the hundreds upon hundreds of Reavers that pour out of the earth. Entire nations have fallen in this manner.
Ecology:
Reavers are rarely encountered above ground, as the sunlight hurts their eyes. When encountered, they are usually single, rogue males in search of females. They will never be suprised due to their uncanny senses of smell and hearing, although their above-ground vision is very poor. The reaver will usually hide in a tree and pounce as their prey passes by, inflicting double damage with its horns (1d8. 2d8 in this case.)
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