Medium fey (mount, shapechanger), chaotic neutral

Armor Class 12
Hit points 27 (5d8 + 5)
Speed 40 ft., swim 60 ft.

15 (+2) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 16 (+3)

Skills Deception +5, Perception +3, Stealth +4
Damage Vulnerabilities fire
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities poisoned, prone
Senses darkvision 60 ft., passive Perception 13
Languages understands Common and Sylvan but can’t speak
Proficiency Bonus +2
Challenge 1/2 (100 XP)


  • Amphibious. The nuggle can breathe air and water.
  • Aversion of Fire. If the nuggle takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
  • False Appearance. When not using any of its powers, the nuggle hides its circular tail to appear as a normal horse. A creature can take an action to visually inspect the hose and succeed on a DC 16 Intelligence (Investigation) check to discern that it is a nuggle.
  • Fey Ancestry. The fey has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Misty Escape. When it drops to 0 hit points outside its resting place, the nuggle transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious. While it has 0 hit points in mist form, it can’t revert to its other forms, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its Horse form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
  • Saddle. The nuggle can wear a saddle on its back. One Small creature or two Tiny creatures can sit on the saddle without squeezing. To make a melee attack against a target within 5 feet of the nuggle, they must use spears or weapons with reach. If the nuggle dies, creatures hanging fall straight down, taking falling damage, and land in unoccupied spaces within 5 feet of the nuggle’s position on the ground.
  • Siege Monster. The nuggle deals double damage to objects and structures.


  • Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
  • Drenching Dash. The nuggle moves up to its speed in a straight line and enters a body of water. Each creature in its path must succeed on a DC 12 Strength saving throw or be knocked prone.


  • Change Shape. The nuggle can polymorph into a Medium cloud of mist or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The nuggle reverts to its true form if it dies. While in mist form, the nuggle can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage.


  • Attractive Lure (1/Day). When the nuggle detects a creature nearby, it can use its reaction to charm any humanoid within a radius of 30 feet. Humanoid within the area must succeed on a DC 13 Wisdom saving throw or be forced to use all its movement on its turns to get as close to the nuggle as possible and ride it. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


The nuggle is a creature of beguiling beauty, resembling a sleek and well-conditioned pony. Its fur varies in color from deep bluish grey to light, almost white, grey. The most distinguishing feature of the nuggle is its wheel-like tail, which it can hide between its hind legs to disguise its identity.

Nuggles are found in rivers, streams, small lochs, and seashores. They are nocturnal creatures, often appearing at sunset or during the night. Despite their mischievous nature, nuggles rarely cause lasting harm and are more inclined to play pranks and tricks on humans rather than inflicting malicious harm.

The nuggle’s playful nature leads it to engage in various pranks and mischief. It enjoys appearing saddled and bridled, acting tame and friendly to attract unsuspecting individuals. Those who mount the nuggle find themselves taken on a wild ride into the nearest body of water, where they are drenched but rarely harmed.

Nuggles also have a fascination with watermills, particularly the mechanisms that power the millstones. They have been known to tamper with the mill’s machinery, causing it to stop. To ward off a nuggle’s interference, a flaming brand can be sent down the millshaft, frightening the creature away.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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