# Vile Barber *Small* *Fey* *Chaotic Evil* - **Armor Class:** 14 - **Hit Points:** 35 (10d6) - **Speed:** walk 30 ft. - **Challenge Rating:** 2 (450 XP) - **Source:** Tome of Beasts 2023, page 387 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 12 (+1) | 18 (+4) | 10 (+0) | 10 (+0) | 8 (-1) | 10 (+0) | - **Skills:** Acrobatics +3, Stealth +6 - **Damage Vulnerabilities:** False - **Damage Immunities:** False - **Damage Resistances:** bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons - **Condition Immunities:** frightened - **Senses:** darkvision 60 ft., passive Perception 9 - **Languages:** Common, Goblin, Sylvan, Umbral ### Special Abilities - **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.