Wiki › Monsters & Creatures

Flesh Reaver 2014

CR 1/2 undead

Medium undead, neutral evil


Armor Class
12
Hit Points
19 (3d8+6)
Speed
40 ft.

STR14 (+2)
DEX14 (+2)
CON14 (+2)
INT5 (-3)
WIS10 (+0)
CHA8 (-1)

Saving Throws
Skills
Perception +2
Resistances
necrotic
Damage Immunities
poison
Condition Immunities
charmed, exhaustion, poisoned
Senses
blindsight 60 ft., passive Perception 12
Languages
understands Common and Darakhul but can't speak
Challenge
1/2 (100 XP) · Proficiency Bonus +2

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.

Source: Creature Codex (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details