Kryx RPGThemesCreatures
Nilbog

Nilbog

Small humanoid (goblinoid)
Challenge
1

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 Insight −1 (10), Occult (Cha) +4 (15), Perception −1 (10), Stealth +4 (15)
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, uncanny dodge, 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, +4 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 (rounded up) when it finishes a short rest. It knows the following spells:

At will: hideous laughter

Cantrips (at will): minor telekinesis, vicious mockery

1 mana: command

1/day: confusion

Actions

Fool’s Scepter. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 5 (1d6 + 2) bludgeoning damage.

Shortbow. Ranged Weapon Attack: +4 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 if you miss by 4 or less) if you have advantage on the attack roll, 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 roll.

Enhance

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

As an action, you can make a weapon attack in an attempt to distract the creature, giving your allies an opening. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, make a Deception check opposed by the creature’s passive Insight or the next attack roll against it by an attacker other than you has advantage if the attack is made before the start of your next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to cause all attack rolls against the creature by an attacker other than you to have advantage.

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 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

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

As a reaction, which you use when you are hit by an attack that you can see or when you make a Reflex saving throw, you spin gracefully away, avoiding the swing or effect. Roll a d3 and add the result your Defense against the triggering attack or to your Reflex saving throw. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

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 roll before the end of your next turn.

Enhance

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