Files
5ead/monsters/md/creature_codex/flesh-reaver.md
2025-06-07 07:58:30 -05:00

34 lines
1.7 KiB
Markdown

# 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.