Flesh Reaver
Flesh Reaver
Medium undead, neutral evil
- Armor Class 12 (undefined)
- Hit Points 19 (3d8+6)
- Speed 40 ft.
- STR
14 (+2) - DEX
14 (+2) - CON
14 (+2) - INT
5 (-3) - WIS
10 (+0) - CHA
8 (-1)
- Skills Perception +2
- Damage Resistances necrotic
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, poisoned
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12
- Languages understands Common and Darakhul but can't speak
- Challenge 1/2 (100 XP)
- Keen Senses. The flesh reaver has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
- Leap. If the flesh reaver moves at least 15 feet, it can jump up to 20 feet in any direction. If it lands within 5 feet of a creature, the creature must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the flesh reaver can make one Consume Flesh attack against it as a bonus action.
- Pack Tactics. The flesh reaver has advantage on attack rolls against a creature if at least one of the flesh reaver's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
- Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
- Consume Flesh. Melee Weapon Attack: +4 to hit, reach 5 ft., one prone creature. Hit: 4 (1d4 + 2) piercing damage, and the creature must make a DC 13 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one.