Aura of Lies. Any Wisdom (Insight) check made by a creature other than the barkarole to discern whether a creature is lying made within 1 mile of the barkarole reveals the creature to be lying, even if it is telling the truth. This aura is supressed while the barkarole is within a zone of truth.
Grimm Sense. The barkarole knows the exact location of any other creature that is frightened within 60 ft.
Legendary Resistance (3/day). If the barkarole fails a saving throw, it can choose to succeed instead.
Multiattack. The barkarole makes up to three weapon attacks.
Waning Rose. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 12 (1d12 + 5) slashing damage.
Snipe. Ranged Weapon Attack: +7 to hit, range(150/600 ft.), one target. Hit 7 (1d8 + 2) fire, lightning, or piercing damage.
Red Like Roses (Recharge 5-6). The barkarole conjures a whirlwind of rose petals in a 10 ft. radius around itself and gains 80 ft. of movement until the end of its turn. The whirlwind moves with the barkarole. The barkarole can use this movement to move through the air as though flying. The whirlwind sucks up any medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. A creature must make a DC16 Strength saving throw the first time that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 35 (10d6) bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save moves with the whirlwind.
The barkarole can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The barkarole regains spent legendary actions at the start of its turn.
Attack. The barkarole makes one weapon attack.
Howl. One creature of the barkarole's choice that is within 120 feet of the barkarole and can hear it must succeed on a DC 16 Wisdom saving throw or become frightened for l minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the barkarole's Howl for the next 24 hours.
Description
Grimm
In the world of men, a mortal's greatest weakness is fear. The creatures of grimm use that fear. The young and naive grimm merely sniff it out and exterminate the source. However, the older and wiser grimm have learned to cultivate it, mold it, and turn it into the greatest weapon against humanity.
Grimm Nature
Due to its nature, the barkarole does not need to eat, drink, or sleep, but can if it chooses to. If the barkarole dies, it and anything it was wearing or carrying turns to ash.
Sower of Anarchy
Those who have encountered the barkarole and lived to tell the tale often mention that the creature reminds them of a person, a leader that inspires truth and unity, but the barkarole itself could not be further from this. Its mere presence near a community creates discord and mistrust, driving the inhabitants to fight amongt themselves until the barkarole can easily walk in and slaughter the disorganized inhabitants.
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