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The Black Reaver
converted from Rolemaster to AD&D
By Ed Hrzic and John Marley
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NOTE: When we translated the Black Reaver over to AD&D, we added
a few "extras" (marked *) to make it better than a Death Knight.
We used the Data Con RPG Conversion Charts as well as the
conversion charts from Rolemaster.
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Climate/Terrain: Any
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: None
Intelligence: Average (13-15)
Treasure: ? (Special)
Alignment: Chaotic Evil
No. Appearing: 1
Armor Class: -15
Movement: 6, Fl 12 (D), Sw 12
Hit Dice: 55 (300 hp)
THAC0: 2
Damage/Attack: 4d8/4d8/4d4
Special Attacks: +7 to hit, +14 to damage, plus weapon
Special Defense: * +3 magical weapon needed to hit
Magic Resistance: * 90%
Size: L (8')
Morale: N/A
XP: 1,000,000
The Black Reaver is a fearsome warrior, and a destructive
opponent. They are nearly immune to magic, and pursue their prey
without stopping.
COMBAT: The Black Reaver is always equipped with a black,
hooked battle axe (+5), and wears black full plate armor (+5)
with cape and helmet. The only thing seen inside of the helmet
are two burning, red eyes. * The Reaver is immune to all charm,
sleep and other mind-affecting spells, as well as those spells
that affect movement, and the Reaver has all normal undead
immunities. In addition, it saves on a roll of 2 or better on
all its saving throws. It causes fear in all those that see it
at -4. Those who roll a 1 or lower suffer a heart attack and die
upon the spot. Once per round, the Reaver can either cast
Fireball, Lightning Bolt or Slay Living at 30th level
proficiency. The Reaver can regenerate 5 hp per round.
HABITAT/SOCIETY: The Black Reaver was originally an undead or
greater lycanthrope, but possessed by a greater daemon. It is
usually assigned/ordered to guard a specific treasure or door.
It moves slowly, but relentlessly. It does not require food,
water or air to survive.
ECOLOGY: Black Reavers are what all little Death Knights want
to be when they grow up.
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