Far Darrig

Tome of Beasts (Third Party)

Size
Small
Type
fey
Alignment
neutral
AC
14 (hide armor)
Hit Points
104 (16d6+48)
Speed
walk 20 ft.
Saving Throws
Dex +5, Con +7, Cha +7
Skills
Nature +4, Animal Handling +6, Medicine +6, Perception +6, Survival +6
Senses
darkvision 60 ft.
Passive Perception
16
Languages
Common, Elvish, Sylvan
Challenge
3
STR
15
+2
DEX
16
+3
CON
17
+3
INT
11
+0
WIS
15
+2
CHA
17
+3

Traits

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.

Other data

description