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.