Barghest (CR 4)
AC: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Hit Dice: 6d8+6 (33 hp); DR: 5/magic
Fort +6, Ref +7, Will +7
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +9
Attack: Bite +9 melee
Full Attack: Bite +9 melee and 2 claws +4 melee
Damage: Bite 1d6+3, claw 1d4+1
Special Attacks/Actions: Spell-like abilities, feed
Abilities: Str 17, Dex 15, Con 13, Int 14, Wis 14, Cha 14
Special Qualities: Change shape
Feats: Combat Reflexes; Improved Initiative; Track
Skills: Bluff +11, Diplomacy +6, Disguise +2 (+4 acting), Hide +11*, Intimidate +13, Jump +12, Listen +11, Move Silently +10, Search +11, Sense Motive +11, Spot +11, and Survival +11 (+13 following tracks)
Advancement: Special (see text)
Climate/Terrain: Bleak Eternity of Gehenna
Organization: Solitary or pack (3-6)
Treasure/Possessions: Double standard
Spell-Like Abilities: At will - levitate, misdirection, and project image; 1/day - charm monster charm person, dimension door, and emotion. These abilities are as the spells cast by a sorcerer whose level equals the barghest's HD (save DC 12 + spell level).
Feed (Su): When a barghest slays a humanoid opponent it can feed on the corpse, devouring both flesh and life force, as a full-round action. For every 8 HD or levels a barghest consumes it gains 1 Hit Die. Feeding destroys the victim's body and prevents any form of raising or resurrection that requires part of the corpse. A wish, miracle, or true resurrection spell can restore a devoured victim to life, but there is a 50% chance that even such powerful magic will fail.
Alternate Form (Su): A barghest can assume the form of a goblin or a large wolf as a standard action.
While in wolf form, a barghest gains the higher of the two listed speeds and a +4 circumstance bonus to Hide checks.
Pass Without Trace (Ex): A barghest in wolf form can pass without trace (as the spell) as a free action.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.
Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).
- Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.
- Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.