Nilbog

Nilbog

Small humanoid (goblinoid)
Challenge

STR
−1
DEX
2
CON
0
INT
0
WIS
−1
CHA
2

7
2d6
15
Fort
+0
Ref
+1
Will
+2
Defense note leather

Speed 5 m.
Skills Occult (cha) +3 (14), Stealth +3 (14)
Senses darkvision 10 m.
Languages Common, Goblin

Maneuvers. The nilbog uses maneuvers (maneuver save Difficulty 12). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:

1 stamina die: ambush, distract, nimble, spring attack, vault

Nilbogism. Any creature that attempts to damage the nilbog must first succeed on a Difficulty 12 Will saving throw or be charmed until the end of the creature’s next turn. A creature charmed in this way must use its actions praising the nilbog. The nilbog can’t regain health, including through magical healing, except through its Reversal of Fortune reaction.

Nimble Escape. Once on its turn, the nilbog can use the Disengage action or Stealth without using an action.

Spellcasting. The nilbog uses Occult (cha) to cast spells (spell save Difficulty 12, +3 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

At will: hideous laughter

1 mana: command

1/day: confusion

Actions (1)

Fool’s Scepter. Melee Weapon Attack: +3 to hit. Hit: 5 (1d6 + 2) bludgeoning damage.

Shortbow. Ranged Weapon Attack: +3 to hit, range 10/100 m. Hit: 5 (1d6 + 2) piercing damage.

Reactions

Reversal of Fortune. In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 1d6 health.

Forest, Hill, Underdarkvgtm

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack to distract the creature, giving your allies an opening.

On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or it is flat-footed to creatures other than you until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when an enemy moves within 1 meter of you, you can move up to half your speed without provoking opportunity attacks.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when a creature misses you with a melee weapon attack, you can maneuver yourself into a more advantageous position. You can move up to half your speed without provoking opportunity attacks and add half the stamina die’s result to the attack’s damage roll on your next attack before the end of your next turn.

Enhance

You can increase the damage for each additional stamina die expended and add the full stamina dice result to the attack’s damage roll.

Spells

As an action, you speak a one-word command to a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or follow the command. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.

Approach. On its turn, the creature must use its speed to move toward you by the shortest and most direct route, and can’t willingly move away from you on during its turn.

Drop. The creature immediately drops whatever it is holding at its feet.

When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make a Brawn or Nimbleness (its choice) check contested by the hostile creature’s Brawn or Nimbleness check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.

Flee. On its turn, the creature must use its speed to move away from you by the shortest and most direct route, and can’t willingly move toward you on during its turn.

Grovel. The creature immediately falls prone.

Halt. On its turn, the creature can’t willingly move. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

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

  • You can expend 2 additional mana to change the duration to 1 minute/mana, concentration. For the duration, you can make an additional command on each of your turns.

As an action, you assault and twist a creature’s mind, spawning delusions and provoking uncontrolled actions. Choose a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or it is confused until the end of its next turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is confused for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As an action, a creature that you can touch or see within 5 meters perceives everything as hilariously funny. The creature must make a Will saving throw. If the creature’s Intelligence is −3 or less, the spell has no effect on it.

On a failure, it falls prone into fits of laughter, becoming incapacitated and unable to stand up for the duration.

An affected creature can repeat the saving throw at the end of each of its turns and each time it takes damage, ending the effect on a success. The target has advantage on the saving throw if it’s triggered by damage.

Augment

You can expend 1 additional mana to target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.