Flesh Reaver
Medium Undead neutral evil
- Armor Class: 12
- Hit Points: 19 (3d8+6)
- Speed: walk 40 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: Creature Codex, page 160
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
14 (+2) |
5 (-3) |
10 (+0) |
8 (-1) |
- Skills: perception +2
- Damage Immunities: poison
- Damage Resistances: necrotic
- 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
Special Abilities
- 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.
Licensing – Markdown Format