| Small Humanoid (Goblinoid), Chaotic Evil | |||||||||||||||||||||||||||||||||||||||||||||||
AC 13 (Leather Armor) Initiative +2 (12) | |||||||||||||||||||||||||||||||||||||||||||||||
| HP 7 (2d6) | |||||||||||||||||||||||||||||||||||||||||||||||
| Speed 30 ft. | |||||||||||||||||||||||||||||||||||||||||||||||
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| Skills Stealth +6 | |||||||||||||||||||||||||||||||||||||||||||||||
Gear Shortbow | |||||||||||||||||||||||||||||||||||||||||||||||
Senses Darkvision 60 ft., Passive Perception 9 | |||||||||||||||||||||||||||||||||||||||||||||||
| Languages Common, Goblin | |||||||||||||||||||||||||||||||||||||||||||||||
| CR 1 (XP 200; PB +2) | |||||||||||||||||||||||||||||||||||||||||||||||
Traits | |||||||||||||||||||||||||||||||||||||||||||||||
Innate Spellcasting. The nilbog's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
Nilbogism. Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature's next turn. A creature charmed in this way must use its action praising the nilbog. The nilbog can't regain hit points, including through magical healing, except through its Reversal of Fortune reaction. Nimble Escape. The nilbog can take the Disengage or Hide action as a bonus action on each of its turns. | |||||||||||||||||||||||||||||||||||||||||||||||
Actions | |||||||||||||||||||||||||||||||||||||||||||||||
Fool's Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 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 hit points. | |||||||||||||||||||||||||||||||||||||||||||||||
| Source: VGM, page 182. | |||||||||||||||||||||||||||||||||||||||||||||||
Nilbog
Characters
Abilities
Unorganised
Tasha's Hideous Laughter - 1stālevel
| Level 1 Enchantment | |||||
| Casting Time: Action | |||||
| Range: 30 feet | |||||
| Components: V, S, M (a tart and a feather) | |||||
| Duration: Concentration, up to 1 minute | |||||
One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself. At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. | |||||
| Source: PHB'24, page 331. |
Confusion - 4th-level
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (three nut shells)
Duration: Concentration, up to 1 minute
This spell assaults and twists creatures' minds, spawning delusions
and provoking uncontrolled action. Each creature in a 10-foot-radius
sphere centered on a point you choose within range must succeed on a
Wisdom saving throw when you cast this spell or be affected by it.
An affected target can't take reactions and must roll a d10 at the start
of each of its turns to determine its behavior for that turn.
| d10 | Behavior |
|---|---|
| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. |
| 2-6 | The creature doesn't move or take actions this turn. |
| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
| 9-10 | The creature can act and move normally. |
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
Mage Hand - Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range.
The hand lasts for the duration or until you dismiss it as an action.
The hand vanishes if it is ever more than 30 feet away from you or if
you cast this spell again.
You can use your action to control the hand. You can use the hand to
manipulate an object, open an unlocked door or container, stow or
retrieve an item from an open container, or pour the contents out of a
vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
Vicious Mockery - Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a
creature you can see within range. If the target can hear you (though it
need not understand you), it must succeed on a Wisdom saving throw or
take 1d4 psychic damage and have disadvantage on the next attack roll it
makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Darkvision - Racial Feat
Darkvision 60 ft.
If you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkness only as shades of gray.
Nimble Escape - Racial Feat
The Goblin can take the Disengage or Hide action as a bonus action on each of its turns.