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: disguise self, invisibility (self only)
Reckless. At the start of its turn, the barlgura 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.
Running Leap. The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.
Control Fiend If in Avernus, can summon upto 2 Barlgura, in the Overworld, 1 and can control existing Barlgura
Multiattack. Beron makes three attacks: one with its bite and two with its fists.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 2d6 + 6 piercing damage.
Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 1d10 + 6 bludgeoning damage.
+1 to attack every level beyond Level 7
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Summon Fiend Once per long rest, Beron can summon one Barlgura in the Overworld, and two in Avernus.
If he tries to summon more than 1 in the Overworld, he gains back composure and goes to his true form, not being able to be controlled anymore. DC25 Wisdom Saving Throw to keep control.
Description
A large 7 foot, sturdy, red furred, blue skinned Barlgura, standing tall and proud among the others, a general of its clan.
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