Large fiend, chaotic evil
Armor Class: 15 (natural armor)
Hit Points: 68 (8d10 + 24)
Speed:
40 ft
, climb: 40 ft
Saving Throws: Con +3, Dex +3
Damage Resistances: Cold, Fire, Lightning
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: - Blindsight 30 ft.
- Darkvision 1 20 ft.
- Passive Perception 15
Languages: Abyssal, telepathy 1 20 ft.
Challenge Rating: 5
( 1800 XP)
Innate Spellcasting
The barlgura's spellcasting ability is
Wisdom (spell save DC 13). The barlgura can innately cast the
fol lowing spells, requiring no material components:
1/day: - Entangle
- Phantasmal Force
2/day: - Disguise self
- Invisibility (self only)
Reckless
At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Running Leap
The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.
Actions
Multiattack
The barlgura makes three attacks: one with its bite and two with its fists.
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Fist
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.
The barlgura represents the savagery and brutality of the Abyss. Barlguras gather in packs to take down tougher foes, keep gruesome trophies from their victories, and decorate their territory with such objects.
A barlgura looks like a hulking orangutan with a gruesome, drooping visage and tusks jutting from its jaw. Standing just under 8 feet tall, it has broad shoulders and weighs 650 pounds. It moves apishly along the ground, but it climbs with great speed and agility.