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.
- 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
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.