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)

Senses

darkvision 60 ft., passive Perception 16

Saving Throws

Dex +5, Con +7, Cha +7

Skills

Nature +4, Animal Handling +6, Medicine +6, Perception +6, Survival +6

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:

  • At will: calm emotions, charm animal (as charm person but affects beasts only), cure wounds, detect poison and disease, water breathing, water walk, magic weapon (antler glaive only), speak with animals

  • 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.

Bonus Actions

Enchanted Glaive Maneuvers. A far darrig can magically extend or shrink its antler glaive to give it either a 10-foot or 5-foot reach.

small
fey
cr3
tome-of-beasts