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: D&D 5e