Boggle Chase Trickster
Small fey humanoid
Level 4 Skirmisher XP 175
|HP 53; Bloodied 26||Initiative +9|
|AC 18, Fortitude 16, Reflex 18, Will 14||Perception+9|
|Speed 6, climb 6||Darkvision|
|Resist 5 fire|
The boggle can make Thievery checks against any creature within 10 squares of it that it is aware of.
Attack: Melee 2 (one creature); +9 vs. AC
Hit: 2d6 + 5 damage.
Dimension Hop (teleportation) At-Will
Effect: The boggle teleports up to 3 squares.
Foot-Snare Trick At-Will 1/round
Effect: Melee 1 (one creature flanked by the boggle). If the target moves more than 3 squares during its next turn, it falls prone at the end of that turn.
Chase Trick (charm) Recharge when first bloodied
Trigger: A creature misses the boggle with a melee attack.
Effect (Immediate Reaction): The boggle shifts up to 3 squares and then pulls the triggering creature to a square adjacent to it. The triggering creature’s movement provokes opportunity attacks. If the creature ends this movement without taking damage from an attack, it can make a melee basic attack against the boggle as a free action.
Skills Athletics +9, Stealth +12, Thievery +12
Str 15 (+4) Dex 20 (+7) Wis 14 (+4)
Con 13 (+3) Int 5 (-1) Cha 6 (0)
Alignment Evil Languages Common, Goblin
Published in Monster Vault: Threats to the Nentir Vale, page(s) 29, Dungeon Magazine 217.