Flesh (5e Creature)

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Medium beast, unaligned

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

12 (+1) 8 (-1) 16 (+3) 2 (-4) 14 (+2) 2 (-4)

Saving Throws Con +5
Skills Perception +4
Proficiency Bonus +2
Senses passive Perception 14
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.


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


The fleshes are an 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 five, 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 is 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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