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.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.