Flame-Drunk Rage. When the Reaver is reduced to half HP or less, it gains advantage on melee attacks and takes 1d6 fire damage at the start of each of its turns. Fel Endurance (1/Day). When the Reaver is reduced to 0 HP, it instead drops to 1 HP and immediately makes one melee weapon attack as a reaction.
Multiattack. The Reaver makes two Greatblade attacks. Greatblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6+5 slashing damage plus 1d6 fire damage. Overrun Charge (Recharge 5–6). The Reaver moves up to its speed in a straight line. Each creature in its path must make a DC 14 Strength saving throw or be knocked prone and take 3d6 bludgeoning damage.
War camps, cult strongholds, corrupted tunnels