| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 18 | +4 | +6 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 13 | +1 | +1 |
| CHA | 4 | −3 | −3 |
Strong Jump. The Batbarber can jump 50 feet vertically and 25 feet horizontally.
Perch. The Batbarber can perch upside-down on a ceiling indefinitely until it takes damage. In this state, it gains advantage on Perception checks and attacks against it have disadvantage.
Multiattack. The Batbarber makes three Straight Razor attacks.
Straight Razor. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 6 (1d4 + 4) Slashing damage.
Razor Throw. Ranged Weapon Attack: +7 to hit, range 20/50 ft., 1 target. Hit: 6 (1d4 + 4) Piercing damage.
Leap-dodge. The Batbarber can leap 10 ft of its movement speed without incurring opportunity attacks.
Description
Batbarbers are a highly territorial type of mutated humanoid most commonly seen roaming in the Lower Market District of the city of Gloomwood. They are fairly fragile, but highly dexterous, and rarely attack alone. They have a powerful jump that makes them difficult to escape by vertical movement.
Comments