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Habitat: Planar (Abyss); Treasure: Any

Barlguras are demons that embody brutality and killer instincts. They ruthlessly hunt creatures that enter their territories, whether such places are Abyssal wildernesses or locations where these demons have been conjured by wicked magic-users. Barlguras litter their territories with fiendish icons and terrifying evidence of their kills.

Barlguras cooperate with other demons, particularly other barlguras, so long as they have ample prey. Should a region be depleted of creatures to slaughter, these demons turn on one another in frays that can devastate vast expanses.

Barlguras vary in appearance, but all have powerful frames and hands capable of climbing swiftly and delivering crushing blows. If brute force isn’t enough to overwhelm their foes, barlguras can use demonic magic to conjure terrifying illusions and grasping vines. Most barlguras resemble nightmarish apes, and some bear exaggerated versions of features of predators common to the lands the barlguras inhabit. Many embed trophies from past hunts in their demonic bodies.

Traits

Demonic Restoration. If the barlgura dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.

Actions

Multiattack. The barlgura makes one Tormenting Bite attack and two Thrash attacks.

Tormenting Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage plus 13 (2d12) Psychic damage.

Thrash. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.

Spellcasting. The barlgura casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13):

2/Day Each: Disguise Self, Invisibility (self only)
1/Day Each: Entangle, Phantasmal Killer (level 6 version)

Bonus Actions

Leap. The barlgura jumps up to 40 feet by spending 10 feet of movement.


Barlgura

Large Fiend (Demon), Chaotic Evil
  • Armor Class 15
  • Hit Points 85 (10d10 + 30)
  • Speed 40 ft., Climb 40 ft.
  • Initiative +2 (12)
STR
18 (4)
DEX
15 (2)
CON
16 (3)
INT
7 (-2)
WIS
14 (2)
CHA
9 (-1)
  • Saving Throws Str +4, Dex +5, Con +6, Int -2, Wis +2, Cha -1
  • Skills Perception +5, Stealth +5
  • Damage Resistance Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Blindsight 30 ft., Darkvision 120 ft, passive Perception 15
  • Languages Abyssal; telepathy 120 ft.
  • Challenge 5 (1800 XP)
  • Habitat Planar (Abyss)
  • Treasure Any
  • Demonic Restoration. If the barlgura dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.

Actions


  • Multiattack. The barlgura makes one Tormenting Bite attack and two Thrash attacks.
  • Tormenting Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) Piercing damage plus (2d12)Psychic damage.
  • Thrash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
  • Spellcasting. The barlgura casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13): 2/Day Each: Disguise Self, Invisibility (self only) 1/Day Each: Entangle, Phantasmal Killer (level 6 version)
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