# Flesh Reaver *Medium* *Undead* *neutral evil* - **Armor Class:** 12 - **Hit Points:** 19 (3d8+6) - **Speed:** walk 40 ft. - **Challenge Rating:** 1/2 (100 XP) - **Source:** Creature Codex, page 160 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 14 (+2) | 14 (+2) | 14 (+2) | 5 (-3) | 10 (+0) | 8 (-1) | - **Skills:** perception +2 - **Damage Immunities:** poison - **Damage Resistances:** necrotic - **Condition Immunities:** charmed, exhaustion, poisoned - **Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 12 - **Languages:** understands Common and Darakhul but can't speak ### 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. ### 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.