Flesh Reaver
Creature Codex (3pp)
- Size
- Medium
- Type
- undead
- Alignment
- neutral evil
- AC
- 12
- Hit Points
- 19 (3d8+6)
- Speed
- walk 40 ft.
- Skills
- Perception +2
- Resistances
- necrotic
- Immunities
- poison
- Condition Immunities
- charmed, exhaustion, poisoned
- Senses
- blindsight 60 ft. (blind beyond this radius)
- Passive Perception
- 12
- Languages
- Understands Common but can't speak
- Challenge
- 1/2
Traits
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. 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.