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Far Darrig

Small · Fey · CR 3 · Neutral

Source. Tome of Beasts
Armor Class
14 (hide armor)
Hit Points and Hit Dice
104 (16d6+48)
Challenge Rating CR
3

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Small
Type Fey
Alignment Neutral
XP 700
Initiative Bonus +3

Movement

Walk 20 ft (6.1 m)
Swim 10 ft (3 m)
Climb 10 ft (3 m)
Crawl 10 ft (3 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 16

Saving Throws

Dexterity +5 Constitution +7 Charisma +7

Skills

Medicine +6 Nature +4 Perception +6 Survival +6

Languages

Common, Elvish, Sylvan

Environments

Forest or Jungle Grassland or Plains

Traits

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

Antler Glaive

+4 to hit, reach 5 ft (1.5 m). Hit: 1d10 slashing damage.

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.

Multiattack

The far darrig makes four antler glaive attacks.

About Far Darrig

Far Darrig is a small fey with a Challenge Rating of 3. It has a neutral alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 104 hit points (derived from 16d6+48).

Far Darrig has communication capabilities including Common, Elvish, Sylvan. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Far Darrig

2 tips available

When using Far Darrig in your D&D 5e campaign, consider these tactical approaches:

  • Mid-level Encounter: Ideal for parties levels 3-8 as solo or small groups
  • Terrain Advantage: Use terrain to offset moderate combat abilities

Player Guide: Facing Far Darrig

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Moderate Threat: Prepare standard combat tactics
  • Tactical Advantage: Use terrain and positioning

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 3.

Solo Encounter:

A single character of level 5 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 1,200 XP
  • Hard: 1,800 XP
  • Deadly: 2,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Far Darrig?
Far Darrig has a Challenge Rating of 3, making it appropriate for parties of level 3.0.
What type of creature is Far Darrig?
Far Darrig is a Small Fey, which affects how certain spells and abilities interact with it.
What languages does Far Darrig speak?
Far Darrig can communicate in Common, Elvish, Sylvan.

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