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.