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Zoog Trapper

This small, furry burrower has a bare, prehensile tail and a narrow, sharp-fanged mouth. Its nose is subdivided into many small tentacles that writhe constantly.

Small humanoid (zoog), chaotic neutral

Armor Class 13

Hit Points 10 (3d6)

Speed 25 ft., burrow 10 ft., climb 25 ft.

STR DEX CON INT WIS CHA
9 (–1) 16 (+3) 11 (+0 14 (+2) 12 (+1) 8 (–1)

Skills History +4, Investigation +4, Nature +4, Perception +3

Senses darkvision 60 ft., passive Perception 13

Languages Common, Zoog

Challenge 1/4 (50 XP)

Special Traits

  • Pouches. The zoog has two small pouches, each of which can fit a palm-sized object. It can use the Use an Object action to retrieve an object within as a bonus action using its tail or facial tentacles.
  • Trap Culture. Whenever the zoog makes an ability check with artisan’s tools to create a trap or with thieves’ tools to disable a trap, it is considered proficient with the tool. Whenever it makes a saving throw against a trap, it is considered proficient in the saving throw.

Actions

  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

About

Zoogs are natives of the Dreamlands and well-known for their tricks and traps. All four of a zoog’s limbs are clawed and form small prehensile hands. They are small rat-like beings, rarely weighing more than 20 pounds. For more about zoogs, see Chapter 2.

The grove keeper draws magic from and protects sacred or dangerous ruins within those forests, and it might lead a patrol of zoog trappers, direct them from afar, or use magic alone to stop intruders. The zoog trapper is the most common kind that adventurers might encounter lurking in a zoog forest.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2018, Petersen Games; Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur Petersen, Ian Starcher.