Nobbler

Medium construct, unaligned

Armor Class 13
Hit Points 75 (10d8 + 30)
Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 17 (+3) 3 (-4) 12 (+1) 8 (-1)

Skills Stealth +5
Damage Resistances bludgeoning
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands Common but can’t speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Constructed Nature. The nobbler doesn’t require air, food, drink, or sleep.
  • Expel Air. As a bonus action, the nobbler can expel the air inside it. Creatures inside the nobbler can’t breathe. If the nobbler swallows another creature, the nobbler refills with air.
  • Go Limp. As a bonus action, the nobbler falls prone and goes limp. Until it moves, it is indistinguishable from a mundane sack.
  • Hungry Tracker. If fed an item such as a memento or signature piece of equipment, the nobbler can determine the location and approximate distance to the item’s owner, so long as the nobbler and the owner are within 5 miles of each other. The consumed object is destroyed.

ACTIONS

  • Multiattack. The nobbler makes two bite attacks. It can replace one bite with Nobble.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the nobbler can’t bite another creature. If the damage from this attack reduces the target to 0 hit points, the target is stable but unconscious until it regains at least 1 hit point.
  • Nobble. The nobbler makes one bite attack against a Large or smaller creature it is grappling. On a hit, the creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the nobbler, and it takes 10 (3d6) bludgeoning damage at the start of each of the nobbler’s turns. If this damage reduces a creature to 0 hit points, the creature is stable but unconscious until it regains at least 1 hit point. The nobbler can hold up to four Medium or smaller creatures or one Large creature. If the nobbler takes 12 slashing damage or more from a single attack or spell, or if the nobbler dies, the nobbler regurgitates all swallowed creatures, which fall prone in a space within 5 feet of it.

REACTIONS

  • Gobble. When a creature touches the nobbler while the nobbler is prone using Go Limp, the nobbler bites the creature.

Nobblers, sometimes called bag-people, are stealthy constructs designed to track and abduct unsuspecting quarry in the middle of the night. When inert, a nobbler appears to be nothing more than an empty sack made of leather, burlap, or hemp. While mobile, however, the creature takes a roughly humanoid shape, resembling a skulking kidnapper wearing a heavy cloak. A glance at the cloak’s interior reveals nothing but yawning darkness.

Kidnappers send nobblers to track their targets in large towns, cities, and other densely populated areas where the nobbler can easily pass through unnoticed.

Nobblers are almost always sent to collect targets and return them alive, making bag-people useful to duplicitous despots as well as run-of-the-mill ransomers.

Enemies of the crown often find themselves on the wrong side of a nobbler so that one unscrupulous noble or another can exploit them with blackmail, imprisonment, or brainwashing.

Nobblers possess no intellect and frequently perform their orders to a frustratingly literal degree. When a nobbler is unable to locate its target, it might simply go inert until someone matching the target’s description wanders by. As time goes on, the nobbler becomes frayed and its senses dull, expanding the scope of what it considers its quarry. It is not uncommon for adventurers and other interesting-looking folk to encounter confused nobblers in sewer gutters or alleyways.

In the dark corners of the Material Plane, elder things sleep. Sometimes when an inquisitive soul uses a crystal ball to scry on one of these entities, the entity gazes back. Such an entity can possess the crystal ball and absorb the essence of its beholder by caging the scryer in a prison of glass. The entity then animates the orb so that it can loose its own malevolent presence from beyond the stars.

Section 15: Copyright Notice

Battlezoo Bestiary (5E) © 2022, Skyscraper Studios, Inc.; Authors: William Fischer, Stephen Glicker, Paul Hughes, Patrick Renie, Sen.H.H.S., and Mark Seifter.

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