Large Fiend (Demon), Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 40 ft., Climb 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
16 (+3)
INT
7 (-2)
WIS
14 (+2)
CHA
9 (-1)
Saving Throws DEX +6, CON +6
Skills Athletics +11, Perception +5, Stealth +9
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 15
Languages Abyssal, Telepathy 120 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting. The barlgura’s spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components:

At will: disguise self, invisibility (self only)

2/day each: entangle, phantasmal force

Running Leap. The barlgura’s long jump is up to 50 feet and its high jump is up to 25 feet when it has a running start.

Actions

Multiattack. The barlgura abductor makes three attacks: one with its bite and two with its fists.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage and if the target is a Medium or smaller creature, it is also grappled (escape DC 15).

Teleport (3/Day). The barlgura abductor magically teleports, along with any creature it is grappled with and any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Description

The barlgura abductor is a crafty demon that specializes in kidnapping and retrieving creatures. It is because of this that it is often summoned by wizards, evil high level priests, and tyrannical despots when they need someone kidnapped and brought to their presence.

   Expert Infiltrators. The barlgura is extremely agile for its size, and can easily scale and traverse difficult barriers and blockades. Its abilitiy to teleport thrice a day makes it even harder to catch or intercept.

Monster Tags: Demon

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