FREQUENCY: Rare
FREQUENCY: Very
rare ([Cold Wilderness Mountains])
FREQUENCY: Rare
([Cold Wilderness Swamp])
FREQUENCY: Rare
([Cold Freshwater Surface])
FREQUENCY: Rare ([Temperate
Wilderness Swamp])
FREQUENCY: Very rare ([Temperate
Wilderness Mountains])
FREQUENCY: Rare
([Temperate Freshwater Surface])
FREQUENCY: Rare
([Tropical Wilderness Swamp])
FREQUENCY: Very
rare ([Tropical Wilderness Mountains])
FREQUENCY: Rare ([Dungeon Level VI])
NO. APPEARING: 2-5
ARMOR CLASS: -6
MOVE: 18"
HIT DICE: 6
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: [SB]
INTELLIGENCE: Very to exceptional
ALIGNMENT: Chaotic evil
SIZE: S (2' + in human-like
form)
LEVEL/X.P. VALUE: VI | 625
+ 6
A boggart is the immature
form of a will-o-wisp (q.v.).
One appears as a small demihuman,
humanoid, || will-o-wisp as it desires. However,
while a boggart has more
forms than its adult counterpart, it can retain 1
of these forms for no more
than 10 or 12 rounds before losing control
and shifting to some other
form. Of course a boggart can purposely
change form anytime it wishes.
Because these monsters need both
meat and life force to grow
to maturity, they tend to use human-like
forms to lure human-like
adults and larger flesh eating creatures. Once
trapped or ambushed, the
would-be predator becomes the prey of the
boggart. The monster devours
the life force of the victim and its physical
body tool<f> Thus, no
resurrection is possible.
The boggart attacks by touch,
delivering 2-12 points of damage with
electrical
energy.
It can also discharge a
bolt of this energy every other
round for up to 10 feet.
However, the opponent so attacked is entitled to
a saving throw vs. breath
weapon, and, if it succeeds, the victim suffers
only half normal damage
(1-6 points). The most devious attack of a
boggart is confusion. A
boggart can cause confusion once per day by
making noise, such asyelling,
screaming, shouting, whistling, banging,
pounding, or thumping for
2 consecutive rounds. All creatures within a
30-foot radius of this noise
will be affected if they can hear it clearly,
and even covering the ears
will not prevent or alter the effect. Such
creatures must save vs.
spell or be confused for 7-12 melee rounds.
Only a successful attack
on a boggart casting [confusion] will cause it to
stop its noise at midpoint.
If more than 1 boggart is making the noise,
then all must be stopped
in order to foil the [confusion]. Saves versus a
multiple casting are made
at -1 for each boggart completing 2 rounds of
continuous noise.
A boggart can also become
invisible for up to 12 rounds, and this is
possible in any form the
creature is in at the time. Note that invisibility
will not cease because of
the noise made, so an invisible boggart can
create a horrible racket.
Just as with a will-o-wisp, any weapon will
damage this immature form.
However, all spells save [magic missile],
[maze], and [protection
from evil] are useless against a boggart. When
reduced to 5 or fewer HP,
a boggart will use all of its wit and
devices to escape further
combat. This escape is usu. accomplished
by becoming invisible and
running away or floating in will-o-wisp form
over ground impassable to
its enemies.
Boggarts have the ability
to use a limited form of [ESP] to understand
and speak all languages,
although such speech will be very basic and
limited. When in glowing
will-o-wisp form, they can pass through solid,
nonliving objects and even
stone walls up to 2 feet thick. They cannot
pass through metals, for
metals ground the electrical energy of the
creatures. Boggarts have
normal infravision in human-like form.
In demihuman guise, a boggart
typically appears as a small halfling or
young gnome. In humanoid
form, the creature usu. takes the shape of
a goblin imp, young xvart,
or norker neut. As a will-o-wisp, a boggart is
smaller and brighter.