Flesh (5e Creature)

Flesh

Medium beast, unaligned


Armor Class 10 (natural armor)
Hit Points 7 (1d8 + 3)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 8 (-1) 16 (+3) 2 (-4) 14 (+2) 2 (-4)

Saving Throws Con +5
Skills Perception +4
Senses passive Perception 14
Languages
Challenge 1/8 (25 XP)


Charge. If the flesh moves up to 20 feet straight toward a target, and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. It must then succeed on a DC 11 Strength saving throw or be knocked prone.

ACTIONS

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning damage.


Flesh

The fleshes are and excellent example of what happens to irradiated creatures. These pigs grew an almost solid shell on their skin, which does not really protect them much. Their eyes now, however, are also their nose. Fleshes live in groups of about 5, led by an Alpha flesh the toughest of the group. Fleshes are probably one of the least dangerous mutants, considering that they rarely attack, even in groups. They are omnivores, so there is always something for them to eat besides meat. Nonetheless, their flesh are valued, because their meat is not any different from that of a normal pig. Fleshes are easy prey and are much meatier than pigs.


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