Medium beast, chaotic neutral

Armor Class 15 (natural)
Hit Points 58 (13d8)
Speed 60 ft.

12 (+1) 16 (+3) 11 (+0) 3 (-4) 10 (+0) 5 (-3)

Senses darkvision 60 ft., passive Perception 10
Challenge 2 (450 XP)


  • Nauseous Cloud. Once per day, as an action, the Ibar can release a cloud of poisonous vapor. All creatures within 10 feet of the ibar must make a Constitution save (DC 14) or suffer the poisoned condition. Ibar’s are immune to this poison. Any affected target may repeat the save at the end of their turn, removing the poisoned condition on a successful save.


  • Multiattack. The Ibar attacks once with its bite and twice with its claws each turn. If its bite attack knocks a target prone, the Ibar gains the advantages of attacking a prone target with its claw attacks.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) slashing damage. In addition, the target must make a Strength save (DC 13) or be knocked prone.
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.


The ibar are ancient creatures valued for their exceptional quills. Skilled craftsmen have used the quills in the manufacture of many items, from scroll cases to whips and blowguns. The quill itself is almost indestructible and is pliant when heated. Generally, the quill sells for 5 gp in the open market.

Ibar are beastly creatures cast in the general shape of a leopard. The ibar’s body is long as are its legs and neck. Gaunt flesh clings to the ibar’s flanks, revealing thick bones and casting the beast in a ghastly yellow color. Its shoulder bones extend and protrude beyond the skin and well beyond the creature’s back; they broaden too, affording the ibar’s flanks protection. A mane of long quills encircle the ibar’s neck, extending down to cover its chest and along the spine where they merge with its thin tail. The ibar’s head is short and beaked, its eyes broad and set deep beneath boney cavities upon its skull.

Wild Hunters. The ibar are able hunters, found in almost every clime and type of terrain. They run individually or in packs, however, their natures are wild and they are unable to work in concert with each other, as often as not they attack one another in the course of a melee. They are highly territorial, holing up in deep dens, or taking up residence in old ruins, dungeons, and the like. Packs that become too large split much as do wolf packs.

Aggressive. The ibar attack by rushing an opponent and attempting to trip them. If the trip fails, the ibar immediately expels a cloud of gas to disorient their prey while they are attacking.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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