Pack Tactics. The barlgura has advantage on an attack roll against a creature if at least one of the barlgura's allies is within 5 feet of the creature and the ally isn't incapacitated.
Packmaster. An ally within 5 feet of the barlgura has advantage on attack rolls against a creature that is within 5 feet of the barlgura and another ally, provided the barlgura and the other ally aren't incapacitated.
Running Leap. The barlgura's long jump is up to 60 feet and its high jump is up to 30 feet when it has a running start.
Multiattack. The barlgura makes one Bite attack and two Fist attacks. If both Fist attacks hit a Huge or smaller creature, the target must succeed on a DC 18 Strength saving throw or take an extra 17 (2d10 + 6) bludgeoning damage and be knocked prone.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) piercing damage.
Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Spellcasting. The barlgura casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15):
At will: darkness, disguise self, invisibility (self only)
3/day each: dispel magic, entangle, phantasmal force
Description
The largest of its kind, the barlgura pack lord is a savage and brutal demon. When tasked by demon lords to battle, the barlgura pack lord leads a pack of its mightiest barlguras to take down critical targets, such as an opposing army's general, even if that general is a balor or pit fiend.
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