Bestiary · Fiend

PR 5

Barghest

It comes down a main street at night with every other dog in the district howling behind it, and a funeral follows within the week. It has been known to sit outside a door for six nights and leave on the seventh. Running water stops it, and the old market towns sited their bridges accordingly.

Barghest, drawn at Large scale
Physiology
Fiend
Size
Large
Speed
50 ft.
Armor class
15
Hit points
85 (10d10 + 30)
Proficiency
+3
  • STR 18 +4 save +4
  • DEX 15 +2 save +2
  • CON 16 +3 save +3
  • INT 12 +1 save +1
  • WIS 17 +3 save +6
  • CHA 16 +3 save +3
Skills
Intimidation +6 , Perception +6 , Stealth +5
Passive Perception
16
Senses
darkvision 120 ft.
Languages
Netherspeech, Common
Damage resistances
cold, necrotic
Damage immunities
poison
Found in
Coastline , Farmland

Traits

  • Death Sense

    On arriving in a settlement it knows which creature there will die within the week, and it will not leave until that has happened.

  • Running Water

    Cannot cross flowing water more than 1 foot deep by any means.

  • Howling Dogs

    Every dog within a mile follows it and gives voice. Stealth in a settlement is impossible for it.

Actions

  • Bite

    +7 to hit · reach 5 ft.

    3d6 + 4 piercing damage

    A bite from the barghest's jaws.

  • Coal-Eye Stare

    One creature within 60 feet that can see it makes a DC 15 Wisdom save. On a failure it is Frightened for 1 minute and knows, without being told, that someone it cares about is going to die.

  • Wait Outside

    The barghest takes no action, moves to the nearest doorway and sits. It does this for six consecutive nights if uninterrupted, and only violence moves it.