Vile Barber
Small fey, chaotic evil
Armor Class
15 (leather armor)
Hit Points
28 (8d6)
Speed
30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
10 (+0)
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered or made of cold iron
Condition Immunities
frightened
Senses
60 ft., passive Perception 9
Skills
Athletics +3, Stealth +6
Languages
Common, Goblin, Sylvan, Umbral
Challenge
2 (450 XP)
Invasive. The vile barber can enter, move through, or even remain in a hostile creature’s space regardless of the creature’s size, without penalty.
Close-in Slasher. The vile barber has advantage on attack rolls against any creature in the same space with it.
Inhumanly Quick. The vile barber can take two bonus actions on its turn, instead of one. Each bonus action must be different; it can’t use the same bonus action twice in a single turn.
Actions
Multiattack. The vile barber makes two attacks with its straight razor.
Straight Razor. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Unclean Cut. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the vile barber, incapacitated, or restrained. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) necrotic damage. The creature and all its allies who see this attack must make successful DC 15 Wisdom saving throws or become frightened for 1d4 rounds.
Bonus Actions
Nimble Escape. The vile barber takes the Disengage or Hide action.
Pilfer. The vile barber takes the Use an Object action or makes a Dexterity (Sleight of Hand) check.
Shadow Step. The vile barber magically teleports from an area of dim light or darkness it currently occupies, along with any equipment it is wearing or carrying, up to 80 feet to any other area of dim light or darkness it can see. The barber then has advantage on the first melee attack it makes before the end of the turn.