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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Far Darrig/

Far Darrig

Far Darrig

Small fey, neutral
  • Armor Class 14 (hide armor)
  • Hit Points 104 (16d6+48)
  • Speed 20 ft.
  • STR
    15 (+2)
  • DEX
    16 (+3)
  • CON
    17 (+3)
  • INT
    11 (+0)
  • WIS
    15 (+2)
  • CHA
    17 (+3)
  • Saving Throws Dex +5, Con +7, Cha +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)
  • 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.

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