Kryx RPGThemesMonsters
Barghest

Barghest

Large fiend (shapechanger)
Challenge
4

STR
4
DEX
2
CON
2
INT
1
WIS
1
CHA
2

90
12d10+24
19
Soak
2
Fort
+3
Ref
+4
Will
+2
Defense note natural armor
Damage resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities acid, poison
Condition immunities poisoned

Speed 10 m. (5 m. in goblin form)
Skills Coercion +4 (15), Deception +4 (15), Insight +1 (12), Perception +4 (15), Stealth +4 (15)
Senses blindsight 10 m., darkvision 10 m.
Languages Abyssal, Common, Goblin, Infernal, telepathy 10 m.

Fire Banishment. When the barghest starts its turn engulfed in flames that are at least 2 meters high or wide, it must succeed on a DC 12 Will saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon’s breath or a fireball spell) don’t have this effect on the barghest.

Keen Smell. The barghest has advantage on Perception checks that rely on smell.

Maneuvers. The barghest uses maneuvers (maneuver save DC 14). It has 6 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: grapple, spring attack, tear flesh, trip

2 stamina dice: tear tendon

Soul Feeding. A barghest can feed on the corpse of a humanoid that it killed that has been dead for less than 10 minutes, devouring both flesh and soul in doing so. This feeding takes at least 1 minute, and it destroys the victim’s body. The victim’s soul is trapped in the barghest for 24 hours, after which time it is digested. If the barghest dies before the soul is digested, the soul is released.

While a humanoid’s soul is trapped in a barghest, any form of revival that could work has only a 50 percent chance of doing so, freeing the soul from the barghest if it is successful. Once a creature’s soul is digested, however, no mortal magic can return that humanoid to life.

Spellcasting. The barghest’s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

At will: levitate, pass without trace

Cantrips (at will, 5th-level spellcaster): dancing lights, ghostly spirit, minor illusion, soul sap, thaumaturgy

1 mana: absorb spirit, ancestral blessing, consult the spirits, find familiar, soul siphon, spirit drain

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 13 (2d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 8 (1d8 + 4) slashing damage.

Change Shape (1/turn). The barghest can polymorph into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The barghest reverts to its true form if it dies.

Forest, Grassland, Hill, Mountain, Underdarkvgtm

Maneuvers

As an action, you can make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to tear the creature’s tendon. Add one stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.