Difference between revisions of "Bar-lgura (3.5e Monster)"

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(Cleaning up some details that I missed in the previous pass.)
(minor edits)
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|ac=22 (+4 Dexterity, +8 natural) |touch=15 |flat=17
 
|ac=22 (+4 Dexterity, +8 natural) |touch=15 |flat=17
 
|bab=+5 |grapple=+16
 
|bab=+5 |grapple=+16
|at=Claws +12 melee (1d6+6) or rock +12 ranged (2d8+7)
+
|at=Claws +12 melee (1d6+6)
|full_at=Two Calws +12 melee (1d6+6 plus) and bite +7 melee (1d6+3)
+
|full_at=Two Calws +12 melee (1d6+6) and bite +7 melee (1d6+3)
 
|space=5 ft. |reach=5 ft.
 
|space=5 ft. |reach=5 ft.
 
|sa=[[#Kidnap|Kidnap]], [[#Pounce|pounce]], [[#Spell-Like Abilities|spell-like abilities]]  
 
|sa=[[#Kidnap|Kidnap]], [[#Pounce|pounce]], [[#Spell-Like Abilities|spell-like abilities]]  
|sq=[[#Aura of Primal Emotion|Aura of primal emotion (anger)]], [[#Camouflage|camouflage]], [[SRD:Darkvision|darkvision]] 60 ft., immunity to electricity and [[SRD:Poisons|poison]], resistance to acid 10, cold 10, and fire 10, DR 10/+1, [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] 16, [[SRD:Telepathy|telepathy]] 100 ft.     
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|sq= [[#Camouflage|camouflage]], [[SRD:Darkvision|darkvision]] 60 ft., immunity to electricity and [[SRD:Poisons|poison]],  
 +
resistance to acid 10, cold 10, and fire 10, DR 10/+1, [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] 16, [[SRD:Telepathy|telepathy]] 100 ft.     
 
|fort=+9 |ref=+9 |will=+7
 
|fort=+9 |ref=+9 |will=+7
 
|str=24|dex=19|con=20|int=13|wis=14 |cha=12
 
|str=24|dex=19|con=20|int=13|wis=14 |cha=12

Revision as of 21:59, 10 October 2018


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Author: ThunderGod Cid (talk)
Date Created: December 12, 2010
Status: Complete
Editing: Clarity edits only please
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Our master wishes to grant you an audience with him. Your impudence is perplexing, since you should be bowing on your knees and begging to see him. But one thing is certain: you will come with us, whether you want to or not.
Bar-lgura
Size/Type: Medium Outsider (Chaotic, Extraplanar, Evil, Tanar'ri)
Hit Dice: 5d8+30 (51 hp)
Initiative: +4
Speed: 40 ft. (6 squares), climb 30 ft.
Armor Class: 22 (+4 Dexterity, +8 natural), touch 15, flat-footed 17
Base Attack/Grapple: +5/+16
Attack: Claws +12 melee (1d6+6)
Full Attack: Two Calws +12 melee (1d6+6) and bite +7 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Kidnap, pounce, spell-like abilities
Special Qualities: camouflage, darkvision 60 ft., immunity to electricity and poison,

resistance to acid 10, cold 10, and fire 10, DR 10/+1, spell resistance 16, telepathy 100 ft.

Saves: Fort +9, Ref +9, Will +7
Abilities: Str 24, Dex 19, Con 20, Int 13, Wis 14, Cha 12
Skills: Balance +15, Climb +23, Hide +17, Intimidate +10, Jump +27*, Listen +11, Move Silently +13, Spot +11, Tumble +15
Feats: Dodge, Mobility, Run
Environment: The Abyss
Organization: Solitary, pair or team (3-5)
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: 6–10 HD (Medium), 11-14 HD (Large), 15-18 HD (Huge), 19+ HD (Gargantuan)
Level Adjustment:


This hunched demon appears to be a gorilla, the skin of its arms and barrel-like frame straining with muscle. Its back legs are short and squat, almost to the point that they are atrophied, but this doesn’t seem to be a concern to the creature as it picks itself up and flings itself forward. As it moves, its fur shifts colors constantly to keep it almost invisible, but the rage-filled green eyes bearing down on you would be unmistakable even in complete darkness.

The savage and ape-like bar-lgura are the favored minions of Baphomet, Prince of Beasts. Initially created to navigate and defend his lair--the labyrinth known as the Endless Maze--their powers have been put to use by numerous other forces as scouts and skirmishers for demonic armies. Because of their unique ability (among demons, at any rate) to teleport with other creatures in tow, they are often employed as a means of kidnapping high-value targets or, during a siege, bringing additional troops in and out of an otherwise inaccessible location.

Bar-lgura prefer to move on their own, but they understand the need for cooperation, whether for the purposes of diversion or multiple abductions. Though stealthy, they are brutishly simple in combat and tend to make a big mess when discovered.

Combat

Bar-lgura are basically only particularly effective in melee, when their massive arms allow them to crush opposing targets. A bar-lgura always goes into battle with air walk and see invisibility active.

Camouflage (Ex): The skin of a bar-lgura changes color, allowing it to blend in with surrondings like a chameleon and conferring a +4 racial bonus on Hide Checks

Kidnap (Ex): A barl-gura may initiate a grapple as an immediate action (or a free action on its turn) on any manner of direct physical contact with the subject (getting struck with a manufactured melee weapon, for example, does not count.

Pounce (Ex): A bar-lgura may make a full attack on a charge.

Spell-Like Abilities: At will—cause fear, Darkness, dispel magic, greater teleport (self plus objects carried and any creature touching or grappling it), see invisibility; 2/day change self, invisibility, major image Caster level 6th.

Skills: A bar-lgura gains a +10 bonus Jump checks. Its jumps are also not limited by its height.


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ThunderGod Cid's Homebrew (374 Articles)
ThunderGod Cidv
AlignmentAlways chaotic evil +
AuthorThunderGod Cid +
Challenge Rating5 +
EnvironmentThe Abyss +
Identifier3.5e Monster +
Level Adjustment+
RatingUnrated +
SizeMedium +
SubtypeChaotic +, Extraplanar +, Evil + and Tanar'ri +
TitleBar-lgura +
TypeOutsider +