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Revision as of 08:27, 10 January 2023

< Fey
Unofficial conversion of a 1e monster.

D&D 5e (2014) Conversion Varied  ʰ 
See sections for licenses

Bogart [1]
Small Fey  (Shapechangers), Chaotic Neutral
Armor Class: 14 (22 in wisp form)
Hit Points: 21 (6d6)
Speed: 30 ft., will-o'-wisp form only: fly 30 ft. (hover)
Str Dex Con Int Wis Cha
9 (-1) 18 (+4) 10 (+0) 18 (+4) 12 (+1) 12 (+1)
Skills: Deception +3
Senses: darkvision 120 feet, passive perception 11
Languages:
  1. redirect: Template:5xlang, telepathy 60 feet.
Challenge: 1 (200 xp)Proficiency Bonus (PB): +2

Features

Incorporeal Movement (Wisp Form Only). [2] The boggart in wisp form can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Limited Magic Immunity. Boggarts are immune to spells and magical effects except: magic missile, maze, protection from evil and good

Shapechange. At the beginning of its turn, a boggart may choose to shapechange (no action required). The boggart may take to form of a small humanoid, anthropoid fey, or its natural form (which resembles a Will-o'-Wisp; see Wisp Form). It can only hold any of its forms for 1 minute. If it has not voluntarily changed its form in the last minute, it shapechanges involuntarily to a random form.

Wisp Form. In its natural form (similar to a will-o'-wisp), it appears as a small globe of light. This light may be any color and can shed bright light or dim light for 15 feet. This form is partially insubstantial, providing it with a higher armor class (see above). 

Actions

Electric Touch. Ranged Weapon Attack: +6 to hit, reach 5 ft., one Target. Hit: 7 (2d6) lightning damage. Creatures that reach 0 hit points die and cannot be resurrected (as their spirit is consumed).

Electric Bolt (Recharge 4-6). The boggart releases a bolt of lightning in a line 5 ft. wide and 30 feet long. Any creature in the line must attempt a Dexterity saving throw (DC 14) or take 6 (2d6) lightning damage, or half [3] as much damage if the creature succeeds on the save. Creatures that reach 0 hit points die and cannot be resurrected (as their spirit is consumed).

Confusion (2/Day). The boggart casts confusion at a point within 90 feet of it. All creatures within a 10 foot sphere of that point must attempt a Wisdom saving throw (spell save DC 14) or suffer the effects of the spell. The boggart casts this spell with no material components. The verbal and somatic component of this spell are used to make as much noise as possible; this must continues as long as the boggart concentrates on this spell.

Invisibility (Recharge 1-2). The fey becomes invisible for 1 minute or until it uses a bonus action to end the condition.

A boggart appears as a small shapechanging fey. Their natural form is that of a small ball of light (often mistaken for a Will-o'-Wisp), but they can also assume the form of of a small humanoid or anthropoid fey. Due to their chaotic nature, they must change form frequently.

Boggarts feeds on both flesh and the life-force. Their main attack converts a portion of a creature's spirit into an electrical-like spark that the boggart absorbs. Once it is safe, the boggart will return to consume the corpse of its victim.

When a boggart chooses to communicate, those who do not speak

  1. redirect: Template:5xlang hear the boggart appear to speak one of the languages they know, although haultingly as someone who is only partially familiar with the language (this is the form that their telepathy takes. Similarly, when those who do not speak Sylvan talk to the boggart, he hears it as broken Sylvan by the same trick of its telepathy.

If a boggart feels that it is loosing a fight, it will use its invisibility to try and escape.

Sources and Notes

  1. Conversion of 1e creature in Monster Manual II (1e) (p.19-20) by user:Rlyehable. Unofficial conversion licensed: CC-BY-SA with original copyrights recognized and unchallenged.
  2. Trait matches the trait of the same name in the 5th ed. SRD. - Wizards RPG Team. SRD-OGL v5.1 (5e 2014) (2015.05.06). Wizards of the Coast. Licensed: OGL.
  3. Rule Tip: Round Down. Whenever you end up with a fraction in the game, round down, even if the fraction is one-half or greater, unless a rule explicitly tells you to round up. - Player's Handbook (5e) p.7, UA 2020 Subclasses Part 3.

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