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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Vile Barber/

Vile Barber

Vile Barber

Small fey, chaotic evil
  • Armor Class 15 (leather armor)
  • Hit Points 28 (8d6)
  • Speed 30 ft.
  • STR
    12 (+1)
  • DEX
    18 (+4)
  • CON
    10 (+0)
  • INT
    10 (+0)
  • WIS
    8 (-1)
  • CHA
    10 (+0)
  • Skills Athletics +3, Stealth +6
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered or made of cold iron
  • Condition Immunities frightened
  • Senses 60 ft., passive Perception 9
  • Languages Common, Goblin, Sylvan, Umbral
  • Challenge 2 (450 XP)
  • Close-in Slasher. The vile barber has advantage on attack rolls against any creature in the same space with it.
  • Inhumanly Quick. The vile barber can take two bonus actions on its turn, instead of one. Each bonus action must be different; it can't use the same bonus action twice in a single turn.
  • Invasive. The vile barber can enter, move through, or even remain in a hostile creature's space regardless of the creature's size, without penalty.
  • Nimble Escape. As a bonus action, the vile barber can take the Disengage or Hide action on each of its turns.
  • Pilfer. As a bonus action, the vile barber can take the Use an Object action or make a Dexterity (Sleight of Hand) check.
  • Shadow Step. As a bonus action, the vile barber magically teleports from an area of dim light or darkness it currently occupies, along with any equipment it is wearing or carrying, up to 80 feet to any other area of dim light or darkness it can see. The barber then has advantage on the first melee attack it makes before the end of the turn.

Actions

  • Multiattack. The vile barber makes two attacks with its straight razor.
  • Straight Razor. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
  • Unclean Cut. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the vile barber, incapacitated, or restrained. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) necrotic damage. The creature and all its allies who see this attack must make successful DC 15 Wisdom saving throws or become frightened for 1d4 rounds.

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