Far Darrig

Small Fey, neutral

Armor Class 14 (hide armor)

Hit Points 104 (16d6+48)

Speed walk +20

Challenge 3

STR
15
+2
DEX
16
+3
CON
17
+3
INT
11
+0
WIS
15
+2
CHA
17
+3

Saving Throws cha +7, con +7, dex +5

Skills nature +4, medicine +6, survival +6, perception +6

Senses darkvision 60 ft., passive Perception 16

Languages Common, Elvish, Sylvan

Special Abilities

Innate Spellcasting. the far darrig's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: constant: magic weapon (antler glaive only), speak with animals at will: calm emotions, charm animal (as charm person but affects beasts only), cure wounds, detect poison and disease, water breathing, water walk 3/day each: barkskin, conjure woodland beings, hold animal (as hold person but affects beasts only), jump, longstrider 1/day each: commune with nature, freedom of movement, nondetection, tree stride

Actions

Multiattack. The far darrig makes four antler glaive attacks.

Antler Glaive. Melee Weapon Attack: +4 to hit, reach 5 ft. or 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage and the target must make a successful DC 13 Strength saving throw or either be disarmed or fall prone; the attacking far darrig chooses which effect occurs.

Enchanted Glaive Maneuvers. A far darrig can magically extend or shrink its antler glaive as a bonus action to give it either a 10-foot or 5-foot reach.

Source: Tome of Beasts · OGL/Open