Boogin and Flail Snail (5e)

VorpalBunny

Explorer
Just a couple of quick conversions I used for my 5e game...

ORC, BOOGIN

Medium humanoid (orc), neutral evil
Armor Class 12 (hide armor)
Hit Points 19 (3d8+6)
Speed 30 ft.
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[table="width: 500"]
[tr]
[td]STR[/td]
[td]DEX[/td]
[td]CON[/td]
[td]INT[/td]
[td]WIS[/td]
[td]CHA[/td]
[/tr]
[tr]
[td]17 (+3)[/td]
[td]11 (+0)[/td]
[td]15 (+2)[/td]
[td]6 (-2)[/td]
[td]10 (+0)[/td]
[td]9 (-1)[/td]
[/tr]
[/table]
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Senses darkvision 60 ft., passive Perception 10
Damage Immunities poison
Languages Undercommon
Challenge 1 (200 XP)
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Sunlight sensitivity. While in sunlight, the boogin has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight.

Rage (Recharges after a long or short rest). A boogin that takes damage in combat has a 1 in 6 chance of flying into a berserk rage the following round, attacking madly until either it or its opponent is dead.
While raging, the boogin gains advantage on Strength checks and Strength saving throws. It gains a +2 to damage rolls when using a melee weapon attack using Strength, and gains resistance to bludgeoning, piercing, and slashing damage. The boogin cannot end its rage voluntarily.

ACTIONS
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Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.


FLAIL SNAIL
Large monstrosity, neutral
Armor Class 14 (natural armor)
Hit Points 34 (4d10+12)
Speed 10 ft.
-----------------------------------------------------------------------
[table="width: 500"]
[tr]
[td]STR[/td]
[td]DEX[/td]
[td]CON[/td]
[td]INT[/td]
[td]WIS[/td]
[td]CHA[/td]
[/tr]
[tr]
[td]17 (+3)[/td]
[td]6 (-2)[/td]
[td]16 (+3)[/td]
[td]5 (-3)[/td]
[td]10 (+0)[/td]
[td]8 (-1)[/td]
[/tr]
[/table]
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Saving Throws Constitution +5
Senses darkvision 60 ft., passive Perception 10
Damage Immunities fire, poison
Languages
Challenge 3 (700 XP)
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Warp magic. Anytime a spell targets the flail snail, there is an 80% chance that it produces a random effect instead of affecting the snail. Only spells that directly target the flail snail are warped; area effect spells are not affected. If a spell is warped, roll 1d10 and consult the following table:

1–3 Spell misfires. For the next 1d4 rounds, the caster must make a DC 10 + spell level of the misfired spell Constitution saving throw to successfully cast spells.
4-6 Spell misfires. The creature nearest the flail snail is affected as if the spell had been cast on it instead.
7–9 Spell fails. Nothing happens.
10 Spell rebounds on caster.

Sunlight sensitivity. While in sunlight, the flail snail has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

ACTIONS
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Multiattack. The flail snail makes four attacks with its tentacles.

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

REACTIONS
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Retraction. The flail snail can pull its fleshy parts into its shell, increasing its natural armor bonus by +6, but it cannot move or attack while retracted. It can return to normal as a combat action.
 
Last edited:

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The boogin goes back to 1e/2e Forgotten Realms. They're quaggoth/orc hybrids bred by drow slavers typically found in the underdark hanging around with their furrier ancestors.
 

Glad to see you back Vorpal, it seems ages since you've posted in these parts.

The boogin goes back to 1e/2e Forgotten Realms.

Wat's the 1E source for the Boogin? They feature in an adventure in the 2E Forgotten Realms Campaign Setting (1998), but don't appear to be in the 1E version of that boxed set.
 


You're right... my bad. The boogin is completely 2nd edition.

Glad that's cleared up.

Checking Echohawk's list, the Boogin doesn't have an official 3E conversion so it's a candidate for the Creature Catalog.

It doesn't seem a very high priority, though it shouldn't take very long to do. There's not much to distinguish the original monster's stats from a Quaggoth's.
 

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