Boglins 5E D&D
Boglins 5E D&D
Boglins 5E D&D
Kug
Medium Humanoid (Boglin), Chaotic Evil
Armour Class 13 (studded leather)
Hit Points 27 (5d8 + 5)
Speed 10 ft., swim 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 13 (+1) 11 (+0) 10 (+0) 13 (+1)
Skills Athletics +5, Intimidation +3
Senses darkvision 60 ft., passive Perception 10
Languages Common, Boglin
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Cargo Hauler. Kug has advantage on Strength checks.
Sea Legs. Kug has advantage on ability checks and saving throws to resist being knocked prone.
Actions
Club. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3)
bludgeoning damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
damage.
Klang
Medium Humanoid (Boglin), Chaotic Evil
Armour Class 14
Hit Points 22 (4d8 + 4)
Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 10 (+0) 14 (+2) 9 (-1)
Skills Acrobatics +4, Athletics +3, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Boglin
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Unarmored Defense. While Klang is wearing no armour and wielding no shield, his AC includes his
Wisdom modifier.
Unarmored Movement. While Klang is wearing no armour and wielding no shield, his speed
increases by 10 feet (included in his speed).
Actions
Multiattack. Klang makes two melee attacks.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage,
or 7 (1d10 + 2) slashing damage if used with two hands.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning
damage.
Reactions
Parry. Klang adds 2 to his AC against one melee or ranged weapon attack that would hit him. To do
so, Klang must see the attacker.
Prog
Medium Humanoid (Boglin), Chaotic Evil
Armour Class 14 (leather armour)
Hit Points 27 (6d8)
Speed 10 ft., swim 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 12 (+1) 8 (-1) 14 (+2)
Skills Perception +3, Sleight of Hand +7, Stealth +5
Senses darkvision 60 ft., passive Perception 13
Languages Common, Boglin
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Hold Breath. The boglin can hold its breath for 15 minutes.
Actions
Multiattack. Prog makes two Sling attacks. He can replace one attack with a use of Taunt.
Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning
damage.
Taunt. The Prog launches a barrage of insults at a creature he can see within 60 feet of itself. If the
target can hear Prog, the target must succeed on a DC 12 Wisdom saving throw or have
disadvantage on attack rolls until the end of its next turn.
Bonus Actions
Elusive. Prog takes the Disengage or Hide action.
Karf
Medium Humanoid (Boglin), Chaotic Evil
Armour Class 14 (scale mail)
Hit Points 16 (3d8 + 3)
Speed 10 ft., swim 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 11 (+0) 10 (+0) 11 (+0)
Saving Throws Dex +2
Skills Athletics +3, Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Common, Boglin
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Hold Breath. The boglin can hold its breath for 15 minutes.
Martial Advantage. Once per turn, Karf can deal an extra 7 (2d6) damage to a creature he hits with
a weapon attack if that creature is within 5 feet of an ally of Karf that isn't incapacitated.
Actions
Trident. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
(1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee
attack.
Gorgon Mud
This pool of thick, magical mud is treated as quicksand (see the "Wilderness Hazards" section in
chapter 5 of the Dungeon Master's Guide), and it also can petrify creatures that become immersed
in it. A creature that ends its turn in an area of gorgon mud must succeed on a DC 12 Constitution
saving throw or be petrified. Gorgon mud removed from its pool becomes ordinary mud. The pool
radiates an aura of transmutation magic under the scrutiny of a detect magic spell.
A petrified creature can be pulled out of the mud. For simplicity's sake, assume that a petrified Small
character weighs 250 pounds and a petrified Medium character weighs 600 pounds.
Quicksand
A quicksand pit covers the ground in roughly a 10-footsquare area and is usually 10 feet deep. When
a creature enters the area, it sinks 1d4 + 1 feet into the quicksand and becomes restrained. At the
start of each of the creature's turns, it sinks another 1d4 feet. As long as the creature isn't
completely submerged in quicksand, it can escape by using its action and succeeding on a Strength
check. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that
is completely submerged in quicksand can't breathe (see the suffocation rules in the Player's
Handbook).
A creature can pull another creature within its reach out of a quicksand pit by using its action and
succeeding on a Strength check. The DC is 5 plus the number of feet the target creature has sunk
into the quicksand.
Suffocating
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier
(minimum of 30 seconds).
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its
Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and
is dying, and it can't regain hit points or be stabilized until it can breathe again.