Amorphous. Barb can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Form. A creature that touches Barb or hits it with a melee attack while within 5 feet of it takes (4d8) acid damage. Any nonmagical weapon made of metal or wood that hits Barb corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.
Nonmagical ammunition made of metal or wood that hits Barb is destroyed after dealing damage.
Barb can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb. Barb can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Pseudopod. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: (3d6 +2d4+3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Split. When Barb is subjected to lightning or slashing damage, it splits into a new Barb at the start of the next round. Each new Barb has hit points equal to half the original Barb's, rounded down. New Barbs are two sizes smaller than the original Barb. Roll 1d4 to determine which split it is
1- Euphoria
2-Fear Hugger
3-Petryfying
4-Rot
Barb Has 4 Legendary Actions
Immolating Gaze (Costs 2 Actions). Barb turns her gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 20 Wisdom saving throw or take 22 (4d10) fire damage.
Paralyzing Touch (Costs 2 Actions). Melee Spell Attack: +18 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 20 CON saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
Barbituary was one of 6 Deities who presided over the Feywild thousands upon thousands of years ago. Barb was the God of darkness and sorrow, for what is light and happiness without it? She lived peacefully with her twin, Bardituary, the God of light and happiness, until there greed and ambition overcame her. Convinced that she would be able to obtain power of other gods in her realm, Barb hatched a plan to kill and drain the other gods. Either out of a love or spite, Barb saved Bard for last. Unfortunately for Barb, a trap was placed to contain and seal Barb deep beneath the surface of the realm she once watched over, lost to time......until Vandreena came along.
Vandreena. Vandreena was once a beautiful Sorceress who held high standings in the court of Braya. Unfortunately her ambition exceed the extent of her reach. She spent years learning much of the magical arts, going to great lengths to uncover any secrets of the arcane that she could. While on her quest for power, she came across an Ancient Evil known as Barbituary, AKA Barb. Barb promised great powers to Vandreena in return for freedom. Barb had been chained and exiled in the Fey realm. Vandreena searched for and found the shackles that held Barb. Upon release, Barb upheld her end of the bargain and gifted Vandreena with great powers. Powers so great that Vandreena's Mind and body couldn't withstand them. Mind melted and body disformed, Barb saw this as an opportunity to use Vandreena's corpse as a vessel. Vandreena Travels the plane of dreams to pry on those who have had significant loss in their lives. Convincing them that she will fix the holes within their hearts provided they assist her in vile acts, darkening their souls until Barb is ready to feast.
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