Vile Barber — fantasy monster illustration. Vile Barber is a small fey (Challenge Rating 2).

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Vile Barber

Small Fey, Chaotic Evil

AC
14
HP
35
Speed
30
CR
2

False


Armor Class 14

Hit Points 35 (10d6)

Speed 30 ft.


STR
12 (+1)
DEX
18 (+4)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
10 (+0)

Skills Stealth +6, Acrobatics +3

Damage Vulnerabilities False

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons

Damage Immunities False

Condition Immunities frightened

Senses darkvision 60 ft., passive Perception 9

Languages Common, Goblin, Sylvan, Umbral

Challenge 2


Traits

Blood Frenzy. The vile barber has advantage on melee attack rolls against any creature that doesn't have all its hp.

Actions

Multiattack. The vile barber makes two Straight Razor attacks. If both attacks hit one creature, the target must succeed on a DC 14 Dexterity saving throw or lose 3 (1d6) hp at the start of each of its turns due to a bleeding wound. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Straight Razor. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Instead of dealing damage, the vile barber can steal one item the target is wearing or carrying, provided the item weighs no more than 10 pounds, isn't a weapon, and isn't wrapped around or firmly attached to the target, such as a shirt or armor.

Frightening Cut (Recharge 5-6). The vile barber makes one Straight Razor attack against a creature it can see within 5 feet of it. If the attack hits and deals damage, the target takes an extra 7 (2d6) necrotic damage, and each creature that can see the attack within 15 feet of the target must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Hidden Step. The vile barber magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action.

Community Images

Vile Barber — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022