12
19 (3d8+6)
walk 40 ft.
Perception +2
necrotic
poison
charmed, exhaustion, poisoned
blindsight 60 ft. (blind beyond this radius)
Understands Common but can't speak
1/2
The flesh reaver has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
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.
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.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
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.