Homebrew Barlgura Species Details
Barlguras are brutal and cunning demons from the Abyss, known for their monstrous ape-like appearance and explosive violence. Standing nearly 8 feet tall and covered in blood-matted fur, they serve as shock troopers in demonic armies, embodying primal rage tempered only by a beast’s sly intelligence. They favor ambush tactics, climbing walls and ceilings with unnatural ease, striking from above with savage fury. In the Abyss, they roam the layers dominated by the Demon Lords Baphomet and Demogorgon, often acting as scouts, assassins, or terror-hounds for more powerful fiends.
Despite their savagery, barlguras are not mindless. They can speak Abyssal and understand the hierarchy of the Lower Planes, often using fear and brute force to assert themselves among lesser demons. Their innate spellcasting—twisting illusions, entangling vines, and deceptive glamours—serves to confuse and entrap victims rather than overwhelm them with arcane might.
On rare occasions, a barlgura’s exposure to the Material Plane—whether through summoning, prolonged imprisonment, or accidental fusion with mortal essence—can spark something foreign within: a flicker of independence. This shift might begin as increased self-control or the ability to delay gratification in battle, but over time, it can evolve into true self-awareness. Such a creature walks the line between demon and something... more.
These rare individuals retain their demonic resilience, instincts, and power, but operate with a strange clarity. Whether cursed or awakened, they become something neither fully fiend nor beast—capable of purpose, restraint, and even allegiance beyond chaos. To most, they remain terrifying. But to those who recognize the mind behind the fury, they are formidable allies, dangerous foes, or unpredictable wild cards.
Barlgura Traits
Creature Type: Fiend
Size: Medium (about 7–8 feet tall)
Speed: 40 feet
Abyssal Athlete
You have proficiency in the Athletics skill, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Barlgura Agility
You have a climbing speed equal to your walking speed.
In addition, when you make a long or high jump with a running start, you can jump up to 40 feet horizontally or 20 feet vertically, without needing to make a Strength (Athletics) check. If you jump farther than your remaining movement, you land prone unless you succeed on a DC 10 Dexterity saving throw.
Darkvision
Thanks to your abyssal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Demon Hide
Your skin is covered in coarse, abyssal fur and tough, supernatural flesh that turns aside blows like armor. While you are not wearing armor, your AC equals 10 + your proficiency bonus + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Additionally, you are immune to poison damage and the poisoned condition. You also have resistance to fire damage.
Demonic Musculature
Your demonic physique is built for brutal, unarmed combat. You are a storm of fists and fangs. Your unarmed strikes deal 1d8 + your Strength modifier bludgeoning damage on a hit. If you are not wielding any weapons or a shield, this damage increases to 1d10 + your Strength modifier.
- At the start of each of your turns, you can deal 1d6 bludgeoning damage to one creature you are grappling.
- You can choose for your unarmed strikes to deal piercing damage instead of bludgeoning damage (representing bite attacks)
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While only using unarmed strikes granted by this trait (bite and fists), you can engage in two-weapon fighting without needing a free hand, and your unarmed strikes are considered light and finesse weapons for the purpose of making off-hand attacks.
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. You can use this a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Abyssal Magic
You know the Thorn Whip cantrip. At 3rd level, you can cast Disguise Self once without using a spell slot. At 5th level, you can cast Invisibility once without using a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you gain this species).
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