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monsters/md/creature_codex/flesh-reaver.md
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# Flesh Reaver
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*Medium* *Undead* *neutral evil*
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- **Armor Class:** 12
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- **Hit Points:** 19 (3d8+6)
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- **Speed:** walk 40 ft.
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- **Challenge Rating:** 1/2 (100 XP)
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- **Source:** Creature Codex, page 160
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 14 (+2) | 14 (+2) | 14 (+2) | 5 (-3) | 10 (+0) | 8 (-1) |
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- **Skills:** perception +2
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- **Damage Immunities:** poison
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- **Damage Resistances:** necrotic
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- **Condition Immunities:** charmed, exhaustion, poisoned
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- **Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 12
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- **Languages:** understands Common and Darakhul but can't speak
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### Special Abilities
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- **Keen Senses:** The flesh reaver has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
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- **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.
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- **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.
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### Actions
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- **Claw:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
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- **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.
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