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Boggart

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Medium Fey

Original 
Artwork (c) AME Hit Dice: 6d6+12 (32)
Initiative: +3 (Dex)
Speed: 30’
AC: 19 (3 Dex, 6 natural)
Attacks: Tail+6 melee/2 Claws +3 melee
Damage: Tail 1d6+4 and poison/Claws 1d4+2 and confusion
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Sneak attack +3d6, Taunt
Saves: Fort +4, Ref +4, Will +5
Abilities: Str 18, Dex 16, Con 15, Int 9, Wis 9, Cha 6
Skills: Climb +8, Tumble +6, Spot +3, Listen +3
Feats: Weapon Focus (Tail), Combat Reflexes
Climate/Terrain: The Otherworld, Cult of Arawn Strongholds
Organization: Gang, (2-10)
Challenge Rating: 4
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 7-10 HD (Medium)

The Boggarts are one of the most despicable examples of dark Fay, and are disliked even by their Unseelie brethren. They are vile, ill tempered, and cruel, and take great pleasure in inflicting pain and distress on others. They are also indiscriminate in their choice of victims, and are just as likely to eviscerate one of their own kind as a human or animal.

Boggarts are built rather like dwarves - short, squat and compact. The similarities end there, however, as they are covered in hard grey and black scales which end in sharp, wicked points. Their head is vaguely reptilian, with glowing, vertically slit eyes. Their main weapon, the tail, is 10’, prehensile, and tipped with a venomous stinger.

Combat

Boggarts tend to fight in teams, working to flank their opponents and thus use their sneak attack ability to full effect. If a victim succumbs to the effects of their sleep poison, they will more than likely move on to the next opponent, counting on that foe to be out for quite some time. They also tend to arrange themselves in formations that maximize their Combat Reflexes ability, forcing foes to move through threatened areas to get to them.

Confusion (Ex): The touch of a Boggart’s claw allows the chaos of the Unseelie Otherworld seep into the mind of the victim. A successful claw attack forces the target to make a Will save, DC 14, or be stunned for 1 round. Stunned creatures can take no actions and lose their Dex bonus to AC. Creatures attacking stunned opponents gain a +2 circumstance bonus to hit rolls. Note that most creatures may automatically be sneak attacked when stunned.

Poison (Ex): The poison injected by the stinger in a Boggart’s tail is Fort DC 15 and causes 1d4 pts of Dex damage. Secondary damage, which occurs 1d4 rounds later, is Fort DC 15 or fall into a deep sleep for 1d4 hours. Sleeping characters cannot be awoken by any means save a Neutralize Poison or Remove Curse spell.

Sneak Attack (Ex): As a the 6th lvl Rogue ability.

Taunt (Su): The Boggarts have made a vile sort of art form out of infuriating people, and they use it to their advantage on the battlefield. As a move equivalent action, they may spout a string of obscenities and insults with magical potency at a target within 10’. The victim must make a Will save, DC 14, or charge wildly at the Boggart. While enraged, th victim loses her dexterity bonus to armor class, and will attack no other target save the Boggart who initiated the effect. It will last 1d4+1 rounds.