Regeneration. The barlab regains 10 hit points at the start of its turn. If the barlab takes fire or radiant damage, this trait doesn’t function at the start of the barlab’s next turn. The barlab’s body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
Rejuvenation. If the barlab dies its soul stay in egsistans for 56 hours and its creator can gather up the pice's and cast a 3.5 hour ritual to bring it back to life.
Multiattack. The barlab makes two fist attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Instead of dealing damage, the barlab can grapple the target (escape DC 14) provided the target is Large or smaller.
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