b'Vile Barber (Siabhra) \n'b'  Small   fey ,  chaotic evil  \n'b'  Armor Class  14  Hit Points  35 (10d6)  Speed  30 ft.\n'b' STATS STR: 12 (+1) DEX:  18 (+4)  CON:  10 (+0)  INT:  10 (+0)  WIS:  8 (-1)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Acrobatics  +3,  Stealth  +6  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  Challenge  2 (450 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Blood Frenzy . The vile barber has advantage on  melee attack  rolls against any creature that doesn\xe2\x80\x99t have all its  hp . \n'b'\n'b' ACTIONS \n'b'\n'b'  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 . \n'b'  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\xe2\x80\x99t a weapon, and isn\xe2\x80\x99t wrapped around or firmly attached to the target, such as a shirt or armor. \n'b'  Frightening Cut (Recharge 5\xe2\x80\x936) . 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. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  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. \n'b'\n'b' ABOUT \n'b' A pale, scrawny fellow clad in a black leather apron and slender ebon gloves grins from the shadows. A maw of needle-sharp teeth and a wicked straight razor at his side are clear warnings that his enemies should hasten their footsteps. \n'b' Vile barbers are sadistic fey who move through the shadows to execute their bloody, malevolent wills. Known as barbers for both the use of wicked blades and their proclivity for slashing the necks of their victims, these insidious fey are found lurking in dark and harrowed places like back-alley streets or abandoned, deep-shaded cemeteries. \n'b'  Fey Punishers . Called the siabhra (pronounced she-uvh-ra) among the fey courts, vile barbers are fickle creatures. They are sent to punish those who have offended the fey lords and ladies, and their cruelty and cunning help them write messages in blood and skin. They scar those who have spoken ill of the fey, and they slowly bleed out those who have harmed or murdered the fey. Some of these deaths are made quite public to reinforce the power of the barber\xe2\x80\x99s lord. \n'b'  Slippery Fighters . Vile barbers can slip through shadows, catching foes off guard or escaping a foe that has the upper hand. They delight in close combat and in inflicting wounds that terrify onlookers. \n'b'  Assassins and Envoys . Vile barbers frequently consort with hags and prowl the places these wicked crones cannot go as emissaries and assassins. Information on the vile barbers is scant; most adventurers who meet them don\xe2\x80\x99t live to share the findings or to see the vile barber lick its bloody blade clean.'