Flesh Reaver

Medium undead, Neutral Evil

Armor Class

12

Hit Points

19 (3d8+6)

Speed

walk 40 ft.

Skills

Perception +2

Damage Resistances

necrotic

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, poisoned

Senses

blindsight 60 ft. (blind beyond this radius)

Languages

Understands Common but can't speak

Challenge

1/2

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. 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.