Medium Humanoid (Dragonborn), Chaotic Evil
Armor Class 20 (plate, shield)
Hit Points 153 (18d8 + 72)
Speed 30 ft.
STR
20 (+5)
DEX
11 (+0)
CON
18 (+4)
INT
11 (+0)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws WIS +5, CHA +6
Skills Athletics +7, Deception +5, Intimidation +5, Stealth +6
Damage Resistances Lightning, Necrotic
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 12
Languages Common, Draconic
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Living Shadow. While in dim light or darkness, Barash has resistance to damage that isn’t force, psychic, or radiant.

Shadow Stealth. While in dim light or darkness, Barash can take the Hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting. Barash is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He has the following paladin spells prepared:

1st level (4 slots): command, protection from evil and good, thunderous smite

2nd level (3 slots): branding smite, find steed

3rd level (2 slots): blinding smite, dispel magic

Actions

Multiattack. Barash makes three attacks with his battleaxe or his shortbow.

Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shadow Breath (Recharge 5–6). Barash exhales shadowy lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after Barash in the initiative count. The shadow is under Barash’s control.

Dreadful Aspect (Recharges after a Short or Long Rest). Barash exudes magical menace. Each enemy within 30 feet of him must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from Barash, the target can repeat the saving throw, ending the effect on itself on a success.

Previous Versions

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Monster Tags: NPC

Habitat: Urban

MagusRogue

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