Page 57 - Monster Manual [11th Print]
P. 57
BARLGURA l/day each: entangle, phantasmal o rce
f
Large fiend (demon), chaotic evil 2/day each: disguise self, invisibility (self only)
Reckless. At the start of its turn, the barlgura can gain
Armor Class 5 (natural armor) advantage on all melee weapon attack rolls it a kes during
1
m
Hit Points 68 (8dl0 + 24) that turn, but attack rolls against it have advantage until the
Speed 40 ft., climb 40 ft. start of its next turn.
STR DEX CON INT WIS CHA Running Leap. The barlgura's long jump is up to 40 feet and its
1 8 (+4) 1 5 (+2) 1 6 (+3) 7 (-2) 14 (+2) 9 (-1) high jump is up to 20 feet when it has a running start.
A CTI O N S
Saving Throws Dex +5, Con +6
Skills Perception +5, Stealth +5 Multiattack. The barlgura makes three attacks: one with its
Damage Resistances cold, fire, lightning bite and two with its fists.
Damage Immunities poison
Condition Immunities poisoned Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
1
1
Senses blindsight 30 ft., darkvision 2 0 ft., passive Perception 5 Hit: 11 (2d6 + 4) piercing damage.
1
Languages Abyssal, telepathy 2 0 ft. Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
Challenge 5 (1 ,800 XP)
9 (ldlO + 4) bludgeoning damage.
Innate Spellcasting. The barlgura's spellcasting ability is
1
Wisdom (spell save DC 3 ). The barlgura can innately cast the
following spells, requiring no material components:
D E MONS

