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).

Every licence notice Tavern Bag relies on.