Mogma (5e Creature)

Mogma

Medium humanoid (mogma) , chaotic neutral


Armor Class 12 (leather)
Hit Points 16 (3d8 + 3)
Speed 25 ft., climb 25 ft.


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 13 (+1) 8 (-1) 12 (+1) 10 (+0)

Skills Perception +3
Senses darkvision 60 ft., tremorsense 15 ft., passive Perception 13
Languages Common, Goro
Challenge 1/4 (50 XP)


Nose for Treasure. The mogma has advantage on all Intelligence checks made to either identify or estimate the market value of minerals, treasure, and magical items.

ACTIONS

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Dig. The mogma gains a burrow speed of 25 feet until the start of its next turn.


See Mogma (5e Race).

A typical mogma will prefer to flee underground than to stand and fight. When desperate, any mogma's natural strength and powerful digging claws can make it a makeshift warrior in its own right.



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gollark: You can do fear of imprisonment or something instead though.
gollark: It ultimately reduces to fear of imprisonment mostly. Or generalised loss of choice.
gollark: You probably could do things in other ways, but I can't immediately think of any which are "general purpose" and scaleable.
gollark: What if piracy?
gollark: What's n?
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