Actions/Abilities/Traits: D&D 5e (Noggle Ransacker)
Actions/Abilities/Traits: D&D 5e (Noggle Ransacker)
Attributes
Strength: 14
Dexterity: 15
Constitution: 13
Intelligence: 8
Wisdon: 10
Charisma: 12
Skills
stealth: +4
Offense
Sabotaging Swipe
Circumstance: Melee
4, reach 5 ft. (1d8 + 2) Slashing damage. If the target is wearing armor, it is subjected to the following effect. dex 12. The armor takes a -1 penalty to the AC it offers. The target can take an action to remove the penalty from its armor.
Bonus Action
Nimble Escape
The noggle takes the Disengage or Hide action.
Trait
Siege Monster
The noggle deals double damage to objects and structures.
Trait
Passive Perception
10
Senses
Darkvision 60 ft.
Languages
Common
Sylvan
Environments
planar, feywild
Noggles don't burglarize—they ransack. Still, despite their indiscretion, many noggles choose to wear masks, bandannas, or flimsy disguises to obscure their identities.
5e Tools
Actions/Abilities/Traits: D&D 5e (Noggle Ransacker)
Actions/Abilities/Traits: D&D 5e (Noggle Wild Mage)
Actions/Abilities/Traits: D&D 5e (Noggle Wild Mage)
Attributes
Strength: 11
Dexterity: 16
Constitution: 14
Intelligence: 10
Wisdon: 12
Charisma: 17
Saving Throws
Saving Throw Bonuses
Consitution: +4
Constitution: +5
Offense
Noggling Stick
Circumstance: Melee
5, reach 5 ft. (1d4 + 3) Bludgeoning damage plus 2 (1d4) Psychic damage.
Offense
Befuddling Ray
Circumstance: Ranged
5, range 60 ft. (1d6 + 3) Psychic damage, and the target subtracts 1d4 from the next saving throw it makes before the end of the noggle's next turn.
Action
Multiattack
The noggle makes two attacks, using Noggling Stick or Befuddling Ray in any combination.
Trait
Bloodied Wild Magic
While Bloodied, the noggle has a Fly Speed of 30 feet and it can choose for any damage it deals to be Force damage.
Trait
Passive Perception
11
Senses
Darkvision 60 ft.
Languages
Common
Sylvan
Environments
planar, feywild
Some noggles have a powerful connection to the strange magic that suffuses the realm of Lorwyn-Shadowmoor. Such wild mages exist on the peripheries of noggle society as pariahs and vagabonds. Their innate magic becomes strongest when they are most desperate, such as in the heat of battle.
5e Tools
Actions/Abilities/Traits: D&D 5e (Noggle Wild Mage)