Friday, October 24, 2025

(Monster Week) - Barghest

 

Barghest
Large fey (fiend-touched), chaotic evil

Armor Class 14 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 12 (+1)

Saving Throws Dex +4, Wis +3
Skills Perception +5, Stealth +4
Damage Resistances cold, fire, lightning
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 15
Languages Goblin, Sylvan, understands Common
Challenge 3 (700 XP) • PB +2

TRAITS
Fey–Fiend Hybrid

The Barghest counts as both fey and fiend for the purposes of spells and effects such as protection from evil and good, banishment, and detect evil and good.

Shadow Step (Recharge 5–6)

As a bonus action, the Barghest magically teleports up to 30 feet to an unoccupied space it can see in dim light or darkness.

Keen Hearing and Smell

The Barghest has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Terror of the Moors

The Barghest has advantage on attack rolls against frightened creatures.


ACTIONS
Multiattack

The Barghest makes two attacks: one with its bite and one with its claws.

Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage.
If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Claws

Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) slashing damage.

Dread Howl (Recharge 5–6)

Each creature of the Barghest’s choice within 60 ft that can hear it must make a DC 13 Wisdom saving throw.

On a failed save:
  • The creature is frightened for 1 minute,
  • Takes 5 (2d4) psychic damage,
  • And must immediately use its reaction (if available) to flee from the Barghest.
A frightened creature may repeat the saving throw at the end of each of its turns.

On a successful save:
Half damage, not frightened.

Notes

  • One of the 'demon dogs' that haunt the trails and moors around Azure Springs, the barghest is a wild fey from the Unseelie Court and are said to be the hunting hounds for the Queen of Air and Darkness. Unfortunately for mortals, some of her hounds manage to pierce the veil to plague mortals.
  • Whitcomb's Nemesis is a barghest that has slowly gained an essence to grow into a greater barghest by consuming unsuspecting traveler and some of Ives' sheep. It is why Whitcomb has been tracking and has previously injured the creature.
  • A dangerous talent that the barghest possesses includes several supernatural abilities that allow the beast to charm, frighten, or quickly escape its hunters. Despite these talents, the barghest is reluctant to leave the safety of Azure Springs' gloom.

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