Far Darrig
Small Fey, neutral (CR 3)Armor Class 14 hide armor
Hit Points 104 (16d6+48)
Speed 20 ft.
15 (+2)
16 (+3)
17 (+3)
11 (+0)
15 (+2)
17 (+3)
Skills medicine 6, nature 4, perception 6, survival 6
Senses darkvision 60 ft., passive Perception 16
Languages Common, Elvish, Sylvan
Challenge Rating 3
Actions
Multiattack.
The far darrig makes four antler glaive attacks.
Antler Glaive.
Melee Weapon Attack: +4 to hit, reach 5 ft. or 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage and the target must make a successful DC 13 Strength saving throw or either be disarmed or fall prone; the attacking far darrig chooses which effect occurs.
Enchanted Glaive Maneuvers.
A far darrig can magically extend or shrink its antler glaive as a bonus action to give it either a 10-foot or 5-foot reach.
sizeSmall
typeFey
group
alignmentneutral
strength_save
dexterity_save5
constitution_save7
intelligence_save
wisdom_save
charisma_save7
perception6
damage_vulnerabilities
damage_resistances
damage_immunities
condition_immunities
cr3
reactions
legendary_desc
legendary_actions
special_abilitiesname: Innate Spellcasting,desc: the far darrig's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: constant: magic weapon (antler glaive only), speak with animals at will: calm emotions, charm animal (as charm person but affects beasts only), cure wounds, detect poison and disease, water breathing, water walk 3/day each: barkskin, conjure woodland beings, hold animal (as hold person but affects beasts only), jump, longstrider 1/day each: commune with nature, freedom of movement, nondetection, tree stride
spell_list
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document__titleTome of Beasts
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Tome of Beasts, page no. 179