Flesh Reaver
Medium Undead, neutral evil
Armor Class 12
Hit Points 19 (3d8+6)
Speed walk +40
Challenge 1/2
Skills perception +2
Damage Resistances necrotic
Damage Immunities poison
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.
Source: Creature Codex · OGL/Open