Boggle

Boggle

Small fey
Challenge

STR
−1
DEX
4
CON
1
INT
−2
WIS
1
CHA
−2

13
3d6+3
16
Fort
+2
Ref
+2
Will
−1
Damage resistances fire; bludgeoning, piercing, and slashing from attacks that aren’t cold iron

Speed 5 m., climb 5 m.
Skills Occult (wis) +2 (13), Perception +2 (13), Stealth +5 (16)
Senses darkvision 10 m.
Languages Sylvan

Boggle Oil. The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as an action.

Slippery Oil: While coated in slippery oil, the boggle gains advantage on Nimbleness checks made to escape bonds, squeeze through narrow spaces, and end grapples.

Sticky Oil: While coated in sticky oil, the boggle gains advantage on Brawn checks made to grapple and any skill check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make a skill check.

Keen Smell. The boggle has advantage on Perception checks that rely on smell.

Spellcasting. The boggle uses Occult (wis) to cast spells (spell save Difficulty 11, +2 to hit with spell attacks). It can cast the following spells:

1 mana: image, invisibility

Actions (1)

Pummel. Melee Weapon Attack: +0 to hit. Hit: 2 (1d6 − 1) bludgeoning damage.

Dimensional Rift (1/turn). The boggle can create an invisible and immobile rift within an opening or frame it can see within 1 meter of it, provided that the space is no bigger than 2 meters on any side. The dimensional rift bridges the distance between that space and any point within 5 meters of it that the boggle can see or specify by distance and direction (such as “5 meters straight up”). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle’s next turn. Before or after creating the rift, it can make a pummel attack.

Oil Puddle. The boggle creates a puddle of oil that is either slippery or sticky (the boggle’s choice). The puddle is 2 centimeters deep and covers the ground in the boggle’s space. The puddle is difficult terrain for all creatures except boggles and lasts for 1 hour.

If the oil is slippery, any creature that enters the puddle’s area or starts its turn there must succeed on a Difficulty 11 Reflex saving throw or fall prone.

If the oil is sticky, any creature that enters the puddle’s area or starts its turn there must succeed on a Difficulty 11 Reflex saving throw or be restrained. On its turn. a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful Difficulty 11 Brawn check.

Feywild, Forest, Hill, Underdark, Urbanvgtm

Spells

concentration, 5 minutes/mana

As an action, you create the image of an object, a creature, or some other visible phenomenon that is no larger than a sphere. The image appears at a spot within 20 meters and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

As long as you are within 20 meters of the illusion, you can use an action to cause the image to move up to 5 meters to a space you can see, but the illusion must remain within 20 meters of you. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature can use an action to examine the image, making a skill check using Insight (Intelligence) against your spell save Difficulty. If it succeeds, it becomes aware that it is an illusion. If a creature discerns the illusion for what it is, the creature can see through the image, and any other sensory qualities of the image become faint to the creature.

Augment
You can augment this spell with the following options, expending mana for each option.
  • Major Image. You can expend 1 additional mana so the image seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal concussion damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). Additionally, when you move the illusion you can cause it to make different sounds at different times, even making it carry on a conversation, for example.

  • Indefinite. You can expend 1 additional mana so the spell lasts until dispelled, without requiring your concentration.

  • Programmed Image. You can expend 2 additional mana so the illusion activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 5-meter cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

    When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

    The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 5 meters of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

concentration, 1 minute/mana

As an action, you become invisible for the duration. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends if you attack, throw a concoction, use a maneuver, or cast a spell.

Augment
You can augment this spell with the following options, expending mana for each option.
  • Shared Invisibility. You can target two additional creatures or objects for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them.

  • Continued Invisibility. You can expend 1 additional mana to change the duration to 1 hour/mana.

  • Mislead. You can expend 1 additional mana to create an illusory double of yourself where you are standing when you turn invisible.

    You can use an action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

    You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as an action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

  • Misty Escape. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. Change the duration to instantaneous. You can turn invisible and teleport up to 10 meters to an unoccupied space you can see. You halve the attack’s damage against you. You remain invisible until the start of your next turn or until you attack or cast a spell.

  • Greater Invisibility. You can expend 3 additional mana so the spell does not end for a target that attacks, throws a concoction, uses a maneuver, or casts a spell.