Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) piercing damage.
Action
Claws
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). The baregara can grapple one target at a time.
Action
Gore
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) piercing damage.
Action
Multiattack
The baregara makes up to four attacks: one with its bite, two with its claws, and one gore attack.
Action
Teleport
The baregara magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Special
1/day
conjure fiend, entangle, phantasmal force
Special
3/day
disguise self, hold person, invisibility (self only)
Special
At will
dispel magic
Special
Innate Spellcasting
The baregara's spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The baregara can innately cast the following spells, requiring no material components:
Special
Magic Resistance
The baregara has advantage on saving throws against spells and other magical effects.
Special
Reckless
At the start of its turn, the baregara can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Special
Running Leap
The baregara's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.
Actions/Abilities/Traits: (OSR)
Special
|Devouring|Grapple|Monstrous|Challenge
The mouth at the center of a baregara's chest automatically deals 2d6 points of damage per round to any creature the baregara successfully grapples.
Special
|Devouring|Grapple|Monstrous|Challenge
As a standard action, a baregara can make an Intimidation check to demoralize an Chaotic opponent. If this check is successful, the baregara surges with power and gains a ability is usable three times per day.
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Critical Focus
Action
Feat 2
Improved Initiative
Action
Feat 3
Intimidating Prowess
Action
Feat 4
Iron Will
Action
Feat 5
Power Attack
Action
Feat 6
Quicken Spell-Like Ability (hold person)
Action
Feat 7
Step Up
Action
Feat 8
Throw Anything
Action
Melee 1
bite +23 (1d8+8)
Action
Melee 2
2 claws +23 (1d10+8 plus grab)
Action
Melee 3
gore +23 (1d8+8)
Special
1/day-summon (level 4, 1d4 dire apes 50% or 1d2 girallons 35%),
unholy blight (DC 17)
Special
3/day-quickened
hold person (DC 16)
Special
At will
dispel magic, teleport (self plus 50 lbs. of objects only)
Special
Constant
see invisibility
Special
Devouring grapple (Ex)
The mouth at the center of a baregara's chest automatically deals 2d8+4 points of damage per round to any creature the baregara successfully grapples.
Special
Monstrous Challenge (Su)
As a standard action, a baregara can make an Intimidate check to demoralize an opponent. If this check is successful, the baregara surges with power and gains a +4 enhancement bonus to Strength and Constitution for 10 minutes. This ability is usable three times per day.
Special
One-Armed Hold (Ex)
A baregara's huge arms allow it to initiate and maintain a grapple without the standard -4 penalty for not having both hands free.