Far Darrig
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)
- Saving Throws Dex +5, Con +7, Cha +7
- Skills Medicine +6, Nature +4, Perception +6, Survival +6
- Senses darkvision 60 ft., passive Perception 16
- 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:
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.