Medium Monstrosity, Typically Chaotic Evil
AC 14    Initiative +5 (15)
HP 21 (4d8 + 3)
Speed 30 ft.
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
Senses Darkvision 60 ft.; Passive Perception 18
Languages None
CR 1/4 (XP 50; PB +2)
Traits

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.

 

Actions

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.

Bonus Actions

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.

Habitat: Urban

carbonbasedorganism

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