Tiny, kindhearted house spirits related to brownies, boggarts quietly do chores for good families and prank evil intruders with harmless magic until they leave.
Only the truly innocent can see a boggart. Usually that means children, though an especially virtuous paladin or lawful good priest sometimes manages it. Witnesses describe comical, big-nosed little men in bright clothes. They speak the common tongue along with elvish and the language of brownies.
Boggarts hate evil but will not fight it; they prank wicked intruders out of the house instead, sprouting wild hair on them, dyeing them green, or tripping them over furniture. Their at-will powers are dimension door, telekinesis (up to 50 lbs.), faerie fire, audible glamer, ventriloquism and cantrip. Because they are invisible to most beings, nothing short of a detection spell reveals them.
Killing one is a coward's act and brings a crippling curse, designed by the DM, that only remove curse cast by a 12th-level or higher caster can lift. Loud noises are their weakness: a sudden din forces a Morale check, and failure sends them fleeing.
Anyone able to talk with a boggart gains a superb informant. It has a 50% chance of knowing any given fact about its neighborhood, rising to 80% if the question concerns other fairies.
Boggarts move into very old buildings and much prefer lived-in homes to empty ones, choosing houses of thoroughly good people. Once the family is asleep they help with the chores. They may play with small children, vanishing whenever a doubting adult comes near. They refuse payment, though scraps of food left out for them disappear quickly.
Most live alone, but on each full moon, crowds of dozens to hundreds gather in one spot for a great celebration. Few mortals have witnessed one, and those who have claim strange secrets can be learned there.
Boggarts eat mostly plants, although sausages and smoked meats appear at their feasts. They do not hoard, but one may have tucked away a little treasure over the years and can be persuaded to part with it for a cause it believes worthy.
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| Climate/Terrain | Temperate/Urban |
|---|---|
| Frequency | Rare |
| Organization | Solitary |
| Activity Cycle | Night |
| Diet | Omnivore |
| Intelligence | Very (11-12) |
| Treasure | F |
| Alignment | Lawful good |
| No. Appearing | 1 |
| Armor Class | 2 |
| Movement | 12 |
| Hit Dice | 1 |
| THAC0 | 20 |
| No. of Attacks | 0 |
| Damage/Attack | n/a |
| Special Attacks | Spells |
| Special Defenses | Invisibility |
| Magic Resistance | 10% |
| Size | T (1' tall) |
| Morale | Steady (11-12) |
| XP Value | 270 |