Large Fey, Lawful Neutral
Armor Class 14 Natural armor
Hit Points 42 (6d10 + 12)
Speed 50 ft.
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
12 (+1)
WIS
16 (+3)
CHA
14 (+2)
Skills Intimidation +4, Perception +5, Stealth +4
Senses Darkvision 60ft., Unknown passive Perception 15, Passive Perception 14
Languages Common, Sylvan
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Smell. Barandeur has advantage on Wisdom (Perception) checks that rely on hearing and smell.

Brave. Barandeur has advantage on saving throws against being frightened. 

 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 14 (2d10 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Wisdom saving throw or be frightened of Barandeur for 1 minute.

Heroic Howl (Recharge 5-6) Barandeur lets out a long howl. Any creature hostile to Barandeur within 60ft of him is must succeed on a DC 13 Wisdom saving throw or be frightened of Barandeur for 1 minute. If a creature is already frighened of Barandeur, it takes 10 (2d6 + 3) psychic damage instead. 

 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Defend.  If an enemy succeeds on an attack roll on an ally within 10ft. of him, Barandeur can add +2 to his ally's AC, possibly turning the success into a failure. If  the attack roll still succeeds with the new AC, Barandeur takes the damage instead of the ally. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Barandeur The Brave is a cursed baron from an empire long lost. Cursed by a fey for killing her sacred wolf, he was transformed into a massive wolf. He was forced to walk alone with his guilt and shame for the rest of his days. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

HangerGames

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