Barghest
Large fey (fiend-touched), chaotic evil
Armor Class 14 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 50 ft.
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
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.
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.
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.
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.
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.
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.
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:
On a successful save:
Half damage, not frightened.
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.
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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