Barlguras Barlgura Lore Arcana DC 15: Despite being too dull to develop any true magical talent, certain barlguras seem to have an innate knack for the magics of invisibility, often achieving a permanent state of invisibility given enough time. Religion DC 15: Barlguras are near-mindless demonic brutes, favored by the demon lords Baphomet and Yeenoghu for the unrestrained joy they take in the carnage of battle. Religion DC 20: Despite their impressive physique, barlguras are most typically used in demonic regiments as lone scouts and guerrillas, due to their tendency to intentionally crash into and flatten allies. Barlgura Tactics Barlguras approach from stealth, then leap into the thickest concentration of enemies, grab one, and flee with it, using their Slam on it each turn as they flee from its allies. If they manage to kill a creature, they flee, hide, then reengage at the earliest opportunity. If acting as scouts, they flee in earnest after being reduced below half hit points to report on their observations. Barlgura Spearbreaker Large fiend (demon), chaotic evil Armor Class 15 (Natural Armor) Hit Points 136 (16d10 + 48) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 7 (-2) 14 (+2) 9 (-1) Saving Throws DEX +5, CON +6 Skills Perception +5, Stealth +5 Damage Resistances Cold, Fire, Lightning Damage Immunities Poison Condition Immunities Poisoned Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 15 Languages Abyssal, Telepathy 120 ft. Challenge 5 (1,800 XP) Juggernaut Leap. The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start. If the barlgura jumps at least 20 feet, it may land in the space of any medium or smaller creature. A creature whose space the barlgura enters in this way must must succeed on a DC 15 Dexterity saving throw or be knocked prone and take 7 (2d6) bludgeoning damage, or be pushed into the nearest unoccupied space on a success. Actions Multiattack. The barlgura makes three attacks, one of which may be with its Mauling Bite. Mauling Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. On a critical hit, the target must succeed on a DC 15 Constitution saving throw or lose an eye, nose, lip, or ear (target's choice). Wild Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage and the target is grappled (escape DC 15). Slam. The barlgura slams a grappled creature into a wall or floor. The creature must succeed on a DC 15 Constitution saving throw or take 33 (6d10) bludgeoning damage and be Stunned until the end of the barlgura's next turn, or taking half as much damage on a success. Hurl. The barlgura hurls a grappled creature up to 40 feet. The creature must succeed on a DC 15 Dexterity Saving Throw or take 21 (6d6) bludgeoning damage and be knocked prone, or take half as much damage on a success. A creature whose space the thrown creature lands in must make the same saving throw, taking no damage and moving to the nearest unoccupied space on a success. Reactions Reckless Tumble. As a reaction when the barlgura misses with a melee attack, it may immediately make a Wild Fist attack at advantage, then fall prone and end its turn.
Barlgura Terror Fiend Large fiend (demon), chaotic evil Armor Class 16 (Demonsteel Chain) Hit Points 175 (18d10 + 76) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 21 (+5) 18 (+4) 19 (+4) 7 (-2) 15 (+2) 9 (-1) Saving Throws STR +9, DEX +8, CON +8 Skills Perception +6, Stealth +8, Survival +6 Damage Resistances Cold, Fire, Lightning Damage Immunities Poison Condition Immunities Poisoned Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16 Languages Abyssal, Telepathy 120 ft. Challenge 10 (5,900 XP) Invisible Terror. The barlgura is invisible. Whenever the barlgura reduces a creature within 5 feet to 0 hit points, it becomes splattered with blood and visible until it takes an action to clear the blood. Juggernaut Leap. The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start. If the barlgura jumps at least 20 feet, it may land in the space of any medium or smaller creature. A creature whose space the barlgura enters in this way must must succeed on a DC 17 Dexterity saving throw or be knocked prone and take 7 (2d6) bludgeoning damage, or be pushed into the nearest unoccupied space on a success. Actions Multiattack. The barlgura makes three attacks, one of which may be with its Mauling Bite. Mauling Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage. On a critical hit, the target must succeed on a DC 17 Constitution saving throw or lose an eye, nose, lip, or ear (target's choice). Studded Club. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target is pushed 10 feet away. Wild Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage and the target is grappled (escape DC 17). Slam. The barlgura slams a grappled creature into a wall or floor. The creature must succeed on a DC 17 Constitution saving throw or take 44 (8d10) bludgeoning damage and be Stunned until the end of the barlgura's next turn, or taking half as much damage on a success. Hurl. The barlgura hurls a grappled creature up to 40 feet. The creature must succeed on a DC 17 Dexterity Saving Throw or take 28 (8d6) bludgeoning damage and be knocked prone, or take half as much damage on a success. A creature whose space the thrown creature lands in must make the same saving throw, taking no damage and moving to the nearest unoccupied space on a success. Reactions Reckless Tumble. As a reaction when the barlgura misses with a melee attack, it may immediately make a Wild Fist attack at advantage, then fall prone and end its turn. Bloodthirsty Howl. As a reaction when the barlgura reduces a creature to 0 hit points, it lets out a terrifying howl and gains 15 temporary hit points. While it has any of these temporary hit points, a creature that starts its turn within 15 feet of the barlgura that can see it must succeed on a DC 16 Wisdom saving throw or be Frightened of the barlgura until the beginning of the creature's next turn.
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