Huge Fiend (Demon), Chaotic Evil
AC 14 (natural armor)    Initiative +0 (10)
HP 105 (10d12 + 40)
Speed 40 ft.
Mod Save
STR 20 +5 +5
DEX 10 +0 +3
CON 18 +4 +7
Mod Save
INT 7 −2 −2
WIS 14 +2 +2
CHA 8 −1 −1
Skills Perception +5
Resistances Cold, Fire, Lightning
Immunities Poison; Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 15
Languages Abyssal, Telepathy 120 ft.
CR 8 (XP 3,900; PB +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:

1/day each: entangle, phantasmal force

2/day each: bane, invisibility (self only)

Reckless. At the start of its turn, the centaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Trampling Charge. If the centaur moves at least 20 feet straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the centaur can make one stomp attack against it as a bonus action.

Actions

Multiattack. The barlgura makes three attacks choosing from its axe, fist, or stomp.

Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 21 (3d10 + 5) bludgeoning damage.

Description

A barlgura's torso fused to the body of an elephant, centaur-style.

Monster Tags: Demon

Maddgodd81

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