Flesh Reaver

This pale, emaciated abomination crawls on four elongated, dissimilar limbs affixed to its inverted torso. Its long neck coils and slithers as its eyeless head searches for prey, accompanied by the sound of chattering teeth. Black ichor oozes from a stained hole at the base of its neck.

Terrifying Sight. A flesh reaver is a grotesque thing made from mismatched parts of the slain. Though it has no eyes, it searches its surroundings with other preternatural senses that unnerve even the most steadfast warrior. Its teeth chatter endlessly as it scours an area, the sound chilling the blood of its quarry.

Hounds of War. Undead nations have many soldiers among their ranks, and every army needs a way to hunt down its enemies. The flesh reaver’s keen senses and agility make it perfect for this task. Necromancers and ghoul barons bind the flesh reavers with magical chains in small packs to hunt down and destroy their enemies.

Consuming Flesh. Like the ghouls it often serves, the flesh reaver is driven by an almost uncontrollable hunger, a slave to its need to feed on living flesh. Upon latching onto its prey, the flesh reaver releases a long, black, barbed tongue from the hole at the base of its neck that dissolves and devours the flesh of its victim.

Hungry Dead Nature. The flesh reaver doesn’t require air or sleep.

Flesh Reaver

Medium undead, neutral evil
Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 40 ft.
14 (+2) 14 (+2) 14 (+2) 5 (-3) 10 (+0) 8 (-1)

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
Challenge 1/2 (100 XP)

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.


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.

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