Medium Humanoid, Lawful Evil
Armor Class 18 Chainmail and Shield
Hit Points 25 (3d8 + 6)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
11 (+0)
WIS
19 (+4)
CHA
10 (+0)
Saving Throws WIS +6, CHA +2
Skills Athletics +5, Insight +6, Medicine +6, Perception +6
Senses Passive Perception 16
Languages Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Horns. Bari is never unarmed. She is proficient with her horns, which are a melee weapon that deals 1d10 piercing damage. Her horns grant her advantage on all checks made to shove a creature, but not to avoid being shoved herself.

Goring Rush. When Bari uses the Dash action during her turn, she can make a melee attack with her horns as a bonus action.

Hammering Horns. When Bari uses the Attack action during his turn to make a melee attack, she can attempt to shove a creature with her horns as a bonus action. Bari cannot use this shove attempt to knock a creature prone.

Labyrinth Recall. Bari can perfectly recall any path she has traveled.

War Priest (4/Long Rest). When Bari takes the Attack action, she can make one weapon attack as a bonus action. 

Channel Divinity (1/Short Rest):

  • Turn Undead. As an action, Bari can force all undead within 30 feet to make a Wisdom saving throw. On a failure, a creature is turned for 1 minute or until it takes damage. A turned creature must use the dash action to move as far away from Bari as possible. If it cannot move, it takes the Dodge action. The undead affected by this also cannot take reactions.
  • Guided Strike. When Bari makes an attack roll, she can use her Channel Divinity to add +10 to the roll.

Spellcasting. Bari is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Bari has following Cleric spells prepared:
Cantrips (at will): Resistance, Sacred Flame, Thaumaturgy
1st level (4 slots): Bane, Cure Wounds, Divine Favor, Guiding Bolt, Inflict Wounds, Shield of Faith                                                                                                                      2nd level (2 slots): Blindness/Deafness, Hold Person, Magic Weapon, Silence, Spiritual Weapon

Actions

Club. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: (1d4 + 3) bludgeoning damage. 

Handaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: (1d6 + 3) slashing damage. This weapon can be thrown (throw 20/60).

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: (1d8 + 3) bludgeoning damage. This weapon is versatile (1d10 + 3).

Horns. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: (1d0 + 3) piercing damage.

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