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Bariaur Wanderer (Parisa)

Bariaur Wanderer (Parisa) Medium Celestial, Typically Chaotic Good 3 700 xp

  • Armor class 14 (Studded Leather)
  • Hit points 71 (11d8 + 22)
  • Speed 40 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 11 (0)
  • WIS 15 (+2)
  • CHA 10 (0)

Save Throws: Str +6, Dex +4

Skills: Athletics +6, Perception +4, Stealth +4, Survival +6

Senses: darkvision 60 ft., Passive Perception 14

Languages: Celestial, Common

Challenge: 3 (700 xp)

Portal Sense. The bariaur can sense the presence of portals within 30 feet of itself, including inactive portals, and instinctively knows the destination of each one. The bariaur knows the distance and direction to the last portal it used as long as they’re on the same plane

Actions

Multiattack. The bariaur makes two Barbed Javelin or Shortbow attacks.
Barbed Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (1d10 + 4) piercing damage. If the
target is a creature, its speed is reduced by 10 feet until the start of the bariaur’s next turn.
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the bariaur moved at least 20 feet straight
toward the target immediately before the hit, the target takes an extra 10 (3d6) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or have the prone condition.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 4 (1d8) piercing damage if the
target doesn’t have all its hit points.

Spellcasting. The bariaur casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:
At will: dancing lights, druidcraft
1/day each: goodberry, pass without trace, tongues

Bonus Actions
Mighty Leap. The bariaur jumps a distance up to its walking speed.

Harmonium Peacekeeper

Harmonium Peacekeeper Small or Medium Humanoid, Any Alignment 3 700 xp

  • Armor class 18 (Plate Armor)
  • Hit points 45 (7d8+14)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +4

Senses: Passive Perception 14

Languages: Common plus one more language

Challenge: 3 (700 xp)

Pack Tactics. The peacekeeper has advantage on an attack roll against a creature if at least one of the peacekeeper's allies is within 5 feet of the creature and the ally doesn't have the incapacitated condition.

PB: +2

Actions

Electrified Mancatcher. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 4 (1d8) lightning damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 13). Until the grappled condition ends, the target has the restrained condition and can't teleport, the peacekeeper can't make Electrified Mancatcher attacks, and the target takes 8 (1d10 + 3) lightning damage at the start of each of its turns.

Farrow (Elf Spy)

Farrow (Elf Spy) Medium humanoid (any race), any alignment 1 200 xp

  • Armor class 12
  • Hit points 27 (6d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

Skills: Deception +5 Insight +4 Investigation +5 Perception +6 Persuasion +5 Sleight of Hand +4 Stealth +4

Senses: passive Perception 16

Languages: any two languages

Challenge: 1 (200 xp)

Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Actions

Multiattack. makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit reach 5 ft. one target. Hit:5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit range 30/120 ft. one target. Hit:5 (1d6 + 2) piercing damage.

Cranium Rat Squeaker

Cranium Rat Squeaker Tiny Aberation, Unaligned 0 10 xp

  • Armor class 12
  • Hit points 2 (1d4)
  • Speed 30 ft.
  • STR 2 (-4)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 4 (-3)
  • WIS 11 (0)
  • CHA 8 (-1)

Senses: Darkvision 30 ft., Passive Perception 10

Languages: Telepathy 30 ft. (emotions only)

Challenge: 0 (10 xp)

Shared Telepathy. Any creature touching the cranium rat can use the rat's telepathy if the rat allows it. If the creature knows any language, the creature can use the telepathy to communicate words and emotions.

Telepathic Shroud. The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to divination spells.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Bonus Actions
Illumination. The cranium rat sheds dim light from its exposed brain in a 5-foot radius or extinguishes the light.