Flesh Reaver
Medium Undead, neutral evil. CR 1/2, AC 12, 19 HP. Traits: Keen Senses, Leap, Pack Tactics.
- Armor class
- 12
- Hit points
- 19
- Challenge
- 0.5
- Creature type
- Undead
- Size
- Medium
- Alignment
- neutral evil
Stat block
- Cha
- 8
- Con
- 14
- Dex
- 14
- Int
- 5
- Str
- 14
- Wis
- 10
- Speed
- Walk: 40
- Senses
- blindsight 60 ft. (blind beyond this radius), passive Perception 12
- Skills
- Perception: 2
- 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.
- Languages
- understands Common and Darakhul but can't speak
- Damage immunities
- poison
- 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.
- Damage resistances
- necrotic
- Condition immunities
- charmed, exhaustion, poisoned
Source and licence
From Creature Codex.
Licence: Open Game Content (OGL 1.0a).