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Vaelthar Reaver
Death Frenzy. When the Reaver is reduced to 0 hit points, it doesn't immediately die. Instead, it makes one final Chaos Axe attack against a creature within reach. After making the attack, the Reaver dies.
Chaos-Frenzied. The Reaver has advantage on saving throws against being charmed, frightened, stunned, or incapacitated. Additionally, the Reaver cannot willingly end its turn farther from an enemy than where it began its turn unless there are no enemies it can perceive.
Reckless Assault. At the start of its turn, the Reaver can gain advantage on all melee weapon attack rolls it makes during that turn. However, attack rolls against the Reaver have advantage until the beginning of its next turn.
Blood Frenzy. The Reaver has advantage on melee attack rolls against any creature that is bloodied. Additionally, when the Reaver reduces a creature to 0 hit points, it can immediately move up to half its speed and make one Axe attack as a bonus action.
Actions
Multiattack. The Reaver makes three attacks with its Chaos Axes. It can make two attacks with one axe and one with the other, or distribute them however it wishes.
Axe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d10 + 5 slashing damage plus 1d6 necrotic damage.
Bonus Actions.
Frenzied Charge. The Reaver moves up to its full movement speed toward a creature it can see. It can move through the spaces of hostile creatures during this movement, though each creature whose space it enters can make an opportunity attack against it. At the end of the movement, the Reaver can make one Chaos Axe attack. If that attack hits, the target must succeed on a DC 16 Strength saving throw or be knocked prone.
Reactions
Violent Retaliation. When a creature within 10 feet of the Reaver hits it with a melee attack and is not currently being targetted by the Reaver, the Reaver can immediately make one Chaos Axe attack against that creature.