Large Celestial, Typically Lawful Neutral
Armor Class 12
Hit Points 53 (10d8 + 8)
Speed 40 ft., Barm prefers to move by shadowstep and can do so in combat as a bonus action.
STR
16 (+3)
DEX
14 (+2)
CON
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
5 (-3)
Skills Perception +13, Stealth +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 300 ft., Truesight 30 ft, Passive Perception 15
Languages Celestial, Dwarvish Understand only
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Ethereal Awareness. Barm can see ethereal creatures and objects.

 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Terrifying Howl (Recharge 6). Barm howls. Any non-allied Beast or Humanoid within 300 feet of it must succeed on a DC 16 Wisdom saving throw or be frightened of it for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s save is successful or the effect ends for it, the target is immune to any shadow mastiff’s Terrifying Howl for the next 24 hours.

Bonus Actions

Shadow Blend. While in dim light or darkness, Barm becomes invisible, along with anything it is wearing or carrying. The invisibility lasts until Barm uses a bonus action to end it or until Barm attacks, is in bright light, or is incapacitated.

Mythic Actions

Summon the Pack. Once per long rest, Barm can conjure 1d4 Shadow Mastiffs to aid in his task. These mastiffs depart once the task is complete or their hit points become 0.

Herumore

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