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Far Darrig 2014

CR 3 fey

Small fey, neutral


Armor Class
14 (hide armor)
Hit Points
104 (16d6+48)
Speed
20 ft.

STR15 (+2)
DEX16 (+3)
CON17 (+3)
INT11 (+0)
WIS15 (+2)
CHA17 (+3)

Saving Throws
Dexterity +5, Constitution +7, Charisma +7
Skills
Medicine +6, Nature +4, Perception +6, Survival +6
Senses
darkvision 60 ft., passive Perception 16
Languages
Common, Elvish, Sylvan
Challenge
3 (700 XP) · Proficiency Bonus +2

Innate Spellcasting.

the far darrig's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

constant: magic weapon (antler glaive only), speak with animals

at will: calm emotions, charm animal (as charm person but affects beasts only), cure wounds, detect poison and disease, water breathing, water walk

3/day each: barkskin, conjure woodland beings, hold animal (as hold person but affects beasts only), jump, longstrider

1/day each: commune with nature, freedom of movement, nondetection, tree stride

Actions

Multiattack.

The far darrig makes four antler glaive attacks.

Antler Glaive.

Melee Weapon Attack: +4 to hit, reach 5 ft. or 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage and the target must make a successful DC 13 Strength saving throw or either be disarmed or fall prone; the attacking far darrig chooses which effect occurs.

Enchanted Glaive Maneuvers.

A far darrig can magically extend or shrink its antler glaive as a bonus action to give it either a 10-foot or 5-foot reach.

Environments: Forest or Jungle, Grassland or Plains

Other versions

Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details