Medium Humanoid (Any Race), Chaotic Neutral
Armor Class 12 (hide armor)
Hit Points 17 (3d12 - 3)
Speed 25 ft., Hobbling
STR
14 (+2)
DEX
10 (+0)
CON
8 (-1)
INT
13 (+1)
WIS
11 (+0)
CHA
10 (+0)
Damage Resistances Acid, Poison
Condition Immunities Charmed
Senses Passive Perception 10
Languages Common, Deep Speech Common, Deep Speech
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Two Weapon Fighting. The Barfbarian can make two weapon attacks per turn if they are both with one handed weapons.

Spellcasting. The Barfbarian has dabbled in some of the magical arts and thus can cast the following spells

Spell save DC: 14 +4 Spell attack modifier

Cantrips:

Acid Spray

1st Level Spells (4 slots)

Faerie Fire 60ft/20ft cube Dex save, concentration

Protection from Evil and Good, concentration

Witch Bolt 30ft, concentration

Actions

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage.

Handaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage.

Reactions

Upchuck. Upon either, A-Failing a CON save, B-Losing concentration on a spell, C-Moving twice its movement speed in one round, D-Moving while under either the Blind or Deaf condition or E-Witnessing a creature within 10 ft taking 5 damage in one round the barfbarian will retch up an Ocre Jelly. All creatures within 5ft must make a DC 14 Dexterity saving throw or take 1d4 Poison damage

Description

This feeble barbarian that has dabbled into the mystical arts often attempts to test its strength by waylaying adventures, and promptly begins to feel quite sick.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillMountain

ScepticEngineer

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