Deep Dive - The Boggle
An annoying creature with a super cool ability that allows them to open dimensional portals through which they can punch you or steal your coin purse (or both). These physically weak fey are craven little buggers, so this unique ability comes in quite handy. Boggles are known for being thieves, pranksters, and all-around mischief-makers, and while they don’t show up in many adventures, it’s probably because they like to stick to the outskirts and only cause mischief unseen from witnesses.
1e - Boggle
Frequency: Very Rare
No. Appearing: 2-8
Armor Class: 8
Move: 9”
Hit Dice: 4+3
% in Lair: 25%
Treasure Type: C
No. of Attacks: 3 (+2)
Damage/Attack: 1-4/1-4/1-4
Special Attacks: See below
Special Defenses: Rear claws for 1-4/1-4
Magic Resistance: Standard
Intelligence: Low
Alignment: Chaotic Neutral
Size: S
Psionic Ability: Nil
Attack/Defense Modes: Nil
Monster Manual II, 1983 TSR Inc. / Jim Holloway
Our little chaotic pranksters are first found in the module A2 Secrets of the Slavers Stockade (1981), written by Harold Johnson and Tom Moldvay, before making the cut for the Monster Manual II (1983). Let’s get the obvious out of the way before we jump into what makes Boggles terrible.
If you look at the picture, you might notice a glaring resemblance to a certain character in the Lord of the Rings. Do you think that Golem was an inspiration for the Boggle? Or is it just a strange coincidence? Or was TSR purposely making a creature that differed just enough from Golem that Tolkien’s estate couldn’t sue them as they did over the term Hobbit? We’ll never know the answer to that one unless there is information about Boggles and their affinity for rings.
Golem, we mean the Boggle, kind of looks humanoid. They are only about 3 feet tall, sickly gray or blue, and with oversized heads. The Boggle’s skin is rubbery, giving it an elasticity that a gymnast could only dream of. This allows the Boggle to stretch up to twice its length and contract to half its size. This rubbery skin also reduces damage when a Boggle is hit by weapons, which you’re going to want to do often with these guys. In addition to being rubbery, their skin exudes a gummy black grease. That’s right, they sweat oil. If you try to light it, it won’t burst into flames, which is probably good for everyone involved, especially the wizard who is itching to cast fireball.
If you do want to fight these things, and we won’t blame you, be ready for the challenge of sneaking up on them. They possess a super sniffer, and can even hone in on your location if you’re invisible. This trait makes them good guard creatures and are often utilized by stronger creatures for that very reason. If a Boggle sniffs you out, it will wail to alert the others. We imagine that this wail is in the same tone and pitch as their normal whiny voice, just louder.
A2 Secrets of the Slavers Stockade, 1981 TSR Inc / Jeff Dee
Now why might you have to deal with these creatures in your adventures? Well, the books inform us that they are natural thieves, stealing whatever they can when the opportunity arises. They are also whiny when dealing with other creatures. But that’s only when you encounter them in the wild and by themselves. When you stumble across them in their lair and in a group, they are mean and vicious little buggers. Probably because they are protecting their ‘precious.’
If you do stumble across a Boggle lair, you might be confused at first by their interior decorations. Their lair is made up of holes throughout it. The text says the lair may also “appear as grillwork,” which seems odd. Then there’s the seemingly throwaway line at the end of the Boggle’s description, telling us “their main nest is accessible only by dimension door or other magical means.” Which should be giving you plenty of warning that fighting these guys is going to be a terrible slog.
You see, a Boggle’s most powerful ability allows them to dimension door at will. They can pass through any complete frame, like a hole, door frame, between a character's legs, for up to three feet. This allows the Boggle to reach through space and claw their victim with what probably looks like a disembodied hand when you look down.
They aren’t the deadliest of creatures, but all those strange little quirks do make them a pain in the ass to deal with. Remember that oil sweat they secrete? It’s very slippery, and you’ll have to make a Dexterity check when you walk through it, or you’ll fall prone - at which point the Boggle will relieve you of any shiny treasures you have on you. If that isn’t enough to deter you from them, they can also spider climb at will. Thanks to their climbing ability, they gain additional claw attacks when they drop from the ceiling upon an unsuspecting passerby.
2e - Boggle
Climate/Terrain: Any, especially subterranean
Frequency: Very rare
Organization: Family
Activity Cycle: Night
Diet: Omnivore
Intelligence: Low (5-7)
Treasure: Nil (25% M or Q)
Alignment: Chaotic Neutral
No. Appearing: 1-3
Armor Class: 5
Movement: 9
Hit Dice: 4+3
THAC0: 17
No. of Attacks: 3
Damage/Attack: 1d4/1d4 (claw), 1d4 bite
Special Attacks: Rear Claws
Special Defenses: Fire resistance, dimensional portal, resist weapon damage, oil
Magic Resistance: Nil
Size: S (3’)
Morale: Unsteady (7)
XP Value: 270
Monster Compendium Annual Volume 2, 1995 TSR Inc
The Boggle appears in the Monster Compendium Annual Volume 2 (1995) and it is quite the appearance. The picture of the Boggle is, to put it mildly, unpleasant. They largely look like a tar monster that sweats oil and has misshapen arms, legs, and head. In addition, those limbs can stretch to twice their size, or contract tightly into their body.
Not only does the Boggle largely look the same, their unique abilities and attacks also remain essentially the same. They are a whiny and craven bunch and are, again, compared to monkeys. That said, there are some new things we learn about their societal structure and ecology. The Boggle has a loosely structured society, with up to 8 adults and children living in a lair. You can find their homes in caverns with small dug-out cubbies, an earthen den, or a hollowed-out wall. Boggles mix the oil they secrete with the dirt and rocks left over from digging to create a mortar to fortify their lair.
The Boggle’s diet comprises organic trash, bugs, plants, and lichens near their home. Don’t judge - how much gross, greasy fast food do you eat? We’re sure plenty of monsters would find that equally disgusting. Ants are a delicacy to the Boggle, and they have been known to herd beetles and slugs to their lair for sustenance. If you want to trick a Boggle into being your friend, for whatever reason, bring candy or shiny trinkets as they are suckers for suckers.
You are also likely to run into Boggles when trying to sneak into goblin, hobgoblin, or orc encampments. When captured, Boggles are often used as watchdogs and trackers thanks to their sharp senses. In addition, they have a terrible keening wail that they can unleash. Though, as you might guess, Boggles don’t really like being controlled by others, but are forced to as they are often fitted with collars with inward-turned barbs that force them to heel to their monstrous masters.
3e - Boggle
Small Monstrous Humanoid
Hit Dice: 4d8 (18 hp)
Initiative: +9
Speed: 40 ft., climb30 ft.
Armor Class: 18 (+1 size, +5 Dex, +2 natural), touch 16, flat-footed 13
Attacks: 2 claws +5 melee and bite +0 melee
Damage: Claw 1d4, bite 1d4
Face/Reach: 5 ft. by 5 ft/15 ft.
Special Attacks: Darkvision 60 ft., improved grab, rend 2d4
Special Qualities: Qualities: Dimension door, DR 5/+1, fire resistance 5, grease, scent
Saves: Fort +1, Ref +9, Will +3
Abilities: Str 10, Dex 21, Con 11, Int 5, Wis 9, Cha 6
Skills: Climb +8, Escape Artist +17, Hide +11, Move Silently +10, Pick Pocket +12
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or crew (3–5)
Challenge Rating: 3
Treasure: 50% coins, 50% goods, no items
Alignment: Usually chaotic neutral
Advancement: 22–31 5–8 HD (Small); 9–12 HD (Medium-size)
Monster Manual 2, 2002 Wizards of the Coast / Alton Lawson
Appearing in the Monster Manual 2 (2002), the Boggle has blued itself. The Boggle’s description says its coloring can be anywhere from a dark gray to a blackish blue, though the image we are provided makes them look like they took a bath in a can of paint.
Besides their cyan-heavy pigmentation, they are still described as scavengers, thieves, and monkey-like creatures. They are still 3 feet tall, speak in gibberish, have distorted body features, and hrubbery skin. Their super sniffer superpower remains. And let’s not forget, Boggles like shiny things and sweets… which sounds an awful lot like a child now that we think about it.
The Boggle’s abilities get new classifications, more in line with the new ruleset in the 3rd edition, so don’t expect anything too new. They will always try to maintain their distance, taunting people in their strange nonsense language. You may not know precisely what they are saying, but we’re willing to bet it’s something like, “Your mother was a hamster, and you’re father smelt of elderberries.” Their oil sweat is now defined as like the grease spell, where they can secrete their oil at will and attempt to have you slip and fall.
Now if you are hoping to put on your own performance of the blue man group and want to gather up a few of them, it might be kind of hard to get ahold of them. If they see you coming, they will hide on the ceiling and rain death from above. Once they drop onto your head, the Boggle will attempt to grab you. If successful, they attack with their rear claws, rending your flesh until you decide to go bother someone else.
Sadly, there isn’t much else to learn about these elusive creatures as they tend to avoid other people… unless they have a shiny bauble to steal.
4e - Boggle (Sight Stealer)
Level 3 Lurker
Small fey humanoid XP 150
HP 37; Bloodied 18
AC 17; Fortitude 15, Reflex 17, Will 13
Darkvision, Initiative +10, Perception +8
Speed 6, climb 6
Resist 5 fire
Claw ✦ At-Will
Attack: Melee 2 (one creature); +8 vs. AC. Hit: 2d6 + 4 damage.
Neck Bite ✦ At-Will
Attack: Melee 2 (one creature grabbed by the boggle); +6 vs. Reflex. Hit: 4d6 + 8 damage. Miss: Half damage.
Peek-a-Boo Trick (teleportation) ✦ At-Will
Requirement: The boggle must have no creature grabbed. Attack: Ranged 10 (one creature); +6 vs. Reflex. Hit: The boggle teleports the target to an unoccupied square within 2 squares of the boggle, and the target is grabbed (escape DC 13). The target is blinded until the grab ends. The boggle must remain within 2 squares of the target for the grab to persist.
Dimension Hop (teleportation) ✦ At-Will
Effect: The boggle teleports up to 3 squares.
Face Rip (teleportation) ✦ Encounter
Trigger: A creature grabbed by the boggle escapes the grab. Effect (Immediate Reaction): Melee 2 (triggering creature). The target takes 1d8 + 5 damage, and the boggle teleports up to 3 squares.
Skills Athletics +8, Stealth +11, Thievery +11
Str 15 (+3) Dex 20 (+6) Wis 14 (+3) Con 13 (+2) Int 5 (-2) Cha 6 (-1)
Alignment Evil. Languages Common, Goblin
Monster Vault: Threats to Nentir Vault, 2011 Wizards of the Coast / Matt Nixon
As is common practice in the 4th edition, multiple Boggle stat blocks can be found in the relatively obscure Monster Vault: Threats to Nentir Vale (2011) before being reprinted in Dungeon #217 (Aug 2013) in a very messed up adventure featuring a children’s curse. There are four of these creatures: the Boggle Sight Stealer, Blink Trickster, Chase Trickster, and Body Snatcher; and they have some exciting changes!
They are now the thing that goes bump in the night, a creature parents use to get their children to go to sleep, lest the Boggle comes and gets them. Each has unique abilities, but the one constant among them is the dimension door ability, now titled Dimension Hop.
The Boggle is a fey creature and common ancestor of the goblin and the Shadowfell’s banderhobbs (giant bipedal toads), but in the same way that humans are related to apes. They are odd and mishappen creatures who sweat a fire-resistant goop, are as stretchy as silly putty, and open small dimensional holes to attack unsuspecting heroes. They speak crude Common and Goblin, making understanding the insults they hurl at you easier, but they still prefer to yell gibberish and hiss at you from afar. Natural tricksters, the Boggle’s favorite pastime is to hop over to the Material Plane and amuse themselves at your expense. While there, they will also steal any shiny objects they can get their oily little hands on.
The Boggle Sight Stealer Loves to grab a creature using their Peek-a-Boo-Trick. This isn’t something you play with a toddler, as when you are grabbed, you are teleported and blinded. These, in turn, lead to the Sight Stealer chomping on you with a Neck Bite attack. Next up is the Boggle Blink Trickster. Their primary attack is the Dimensional claw, and when bloodied, they use the Double Diversion Trick to claw you twice. They aren’t courageous creatures, so it’s good that their Teleport Trick lets them teleport away when they take damage.
The Boggle Chaser Trickster has the annoying Foot Snare Trick ability. When the Boggle flanks you and you attempt to run away, you’ll probably fall flat on your face. The Chase Trick action makes missing them with your sword even more annoying since the Boggle moves, dragging you with them in the process. This, in turn, triggers an attack of opportunity, which adds insult to (potential) injury. Finally, there is the Boggle Body Snatcher, which we are confident, because of its name, is what Boggle mothers use to scare their children. Their disgustingly named Boggle Sweat Stain ability has them greasing the square they are standing in, making you need to make a save or fall prone. The significant action for this Boggle is Body Snatch which the Boggle uses to dominate a creature. Until the target saves against this effect, the Boggle is removed from play, and the target gains a +2 bonus to attack rolls and damage rolls. And do you know who the dominated creature—probably the adventurer in your party with the worst save like your barbarian—will be attacking? You, of course.
Now, before we dimension door to the next edition, we do want to take a brief paragraph to talk about the adventure A Rhyme Gone Wrong by Craig Campbell in Dungeon #217. It features an archfey, Felsa, who puts all the adults of Thistledown into a deep slumber, letting the children run around with no rules or chores. While the children find this exciting, adventurers step in to stop this from happening as the slumbering adults are being fed on by Felsa.
The Boggles come into play because they have a naughty poem that attracts the attention of Felsa, bringing the archfey to the hamlet. Felsa uses a band of Boggles to cause havoc against the players and, ultimately, try to kill the party. Sadly, the Boggles are likely to be quickly dispatched and their mean-spirited tricks put to an end.
5e - Boggle
Small Fey, Typically Chaotic Neutral
Armor Class 14
Hit Points 18 (4d6 + 4)
Speed 30 ft., climb 30 ft.
STR 8 (-1) DEX 18 (+4) CON 13(+1) INT 6 (-2) WIS 12(+1) CHA 7(-2)
Skills Perception +3, Sleight of Hand +6, Stealth +6
Damage Resistances Fire
Senses Darkvision 60 ft., Passive Perception 13
Languages Sylvan
Challenge 1/8 (25 XP)
Boggle Oil. The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to an other as a bonus action.
Slippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples.
Sticky Oil: While coated in sticky oil, the boggle gains advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Dimensional Rift. As a bonus action, the boggle can create an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction (such as "30 feet straight up"). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle's next turn.
Uncanny Smell. The boggle has advantage on Wisdom (Perception) checks that rely on smell.
Pummel. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) bludgeoning damage.
Oil Puddle. The boggle creates a puddle of oil that is either slippery or sticky (boggle's choice). The puddle is l inch deep and covers the ground in the boggle's space. The puddle is difficult terrain for all creatures except boggles and lasts for l hour. If the oil is slippery, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone. If the oil is sticky, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn, a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 11 Strength check.
The Boggle first appears in Volo’s Guide to Monsters (2016) and then is reprinted with minor changes in Mordenkainen Presents: Monsters of the Multiverse (2022). Little changes for these fey tricksters, but that doesn’t mean there isn’t anything new. In fact, they have some interesting twists to the lore.
Volo’s Guide to Monsters, 2016 Wizards of the Coast / Shawn Wood
The Boggle remains a creature of the Feywild who sometimes crosses over to the Material Plane. No more mad wizard involvement in the lore, but rather they are a manifestation of loneliness and isolation. For example, an abandoned child or a widower might conjure one of these creatures by accident. That’s pretty dark and somewhat depressing if you ask us, but it’s better than a rehashing of the insane wizard motif.
Once in the material world, they are a pain in the ass for those unfortunate to find themselves the source of the Boggle’s amusement, typically the person who conjured them with their sadness. They are the little bogeymen we tell children about, hiding under beds, making scary noises in the middle of the night, and committing other mostly harmless pranks. If you catch one amid their mischief, they aren’t about to stay and fight or argue with you about how you don’t find their antics funny. The Boggle only has a weak pummel attack and running away is their modus operandi.
They can flee most situations using one of the abilities we’ve grown accustomed to reading about, like creating a puddle of slippery oil or sticky good. The Boggles can squeeze those oils from its pores, easily swapping out slippery for sticky, and then back again in the span of seconds. As you might guess, slippery oil lets them squeeze through the smallest of spaces, going where you and even your gnome friend can’t follow. The sticky oil lets them cling to walls and ceilings, as well as making it easier for them to grapple other creatures. It’s a mystery why they would want to hold onto you since they are probably running away from any conflict you inflict on them.
And, we have their Dimensional Rift ability which allows them to create invisible and immobile rifts within openings or frames. These dimensional rifts bridge the distances between them and a point within 30 feet of them, allowing them to grab things off the top shelf, knock it over, and then try to blame it on the cat. With these rifts, they can put their body parts through (and probably their entire body), as well as pull items through the rift so long as they are the ones holding the item. They also use these rifts to pummel their enemies from a safe distance, and since no one else can use their rifts, they can be safely sequestered when they slap you across the back of your head.
The Boggle is a strange, maybe misunderstood, creature whose very existence is a bit horrifying to look upon. Described as misshapen, gangly, and monkey-like, maybe adventurers should stop judging them so harshly. Perhaps it was all this judgemental language that turned them so foul. They only lash out with their incredibly long and stretchy arms because no one has bothered to sit down and talk to them… Or maybe they really are just mischievous fey who will gleefully watch you fall off a ladder that they sabotaged.
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