Bogle — Trickster of Crossroads and Ruiner of Harvests

A voice behind the hedge, a missing harvest, and footprints that stop at the boundary stone.
A bogle is a troublesome creature of Scottish and northern borderland tales. Along a lonely road it may imitate a familiar voice, make an innocent track seem haunted or trick a traveller into spending the whole night crossing the same mile of moorland. Among barns and cultivated fields another, heavier breed steals livestock, ruins stores of grain and sends vermin against its mortal neighbours.
The first kind is a mist-haunting shadow bogle, a sly spirit of fear, confusion and sudden flight. The second is the muscular field bogle, a scythe-bearing enemy of agriculture. They share a name and a taste for mischief, but not exactly the same habits or abilities. Their rules appear in distinct edition tabs below.
At a Glance
Run It Tonight
At dusk a miller reports that somebody has been using his brother’s voice to call from the empty granary. His brother has been dead for four years. Each morning fresh scythe marks cross the mill door, and sacks of wheat have become alive with beetles. Let the characters trace the voices, watch the granary and discover what has angered the bogle before making the first blow inevitable.
Game Statistics — Two Bogles, Four Editions Each
Choose the creature first, then the ruleset. Both creatures retain their appearance, behaviour and signature abilities in every edition. Only the mechanical presentation changes. The Field Bogle’s Pathfinder statistics are preserved from the existing entry; the conversions in other tabs are original, unofficial and intended for playtesting.
Shadow Bogle — Mist, Mischief and Fear
The slender Scottish trickster hides in darkness, creates illusions, frightens isolated travellers and escapes by fading into shadow. All four blocks below depict that same creature.
Shadow Bogle
Medium Fey, typically Chaotic Neutral — original 2024-compatible variant
AC 14; Initiative +3 (13)
HP 45 (6d8 + 18)
Speed 30 ft., Climb 20 ft., Fly 20 ft. (hover)
10 (+0)
16 (+3)
16 (+3)
12 (+1)
14 (+2)
16 (+3)
Saving Throws Dex +5, Wis +4, Cha +5
Skills Deception +5, Perception +4, Stealth +7
Resistances nonmagical Bludgeoning, Piercing and Slashing
Immunities Psychic damage; Charmed, Frightened conditions
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common, Sylvan
CR 3 (700 XP); PB +2
Traits
Spellcasting (Charisma; spell save DC 13). At will: disguise self, minor illusion; 2/day each: misty step, phantasmal force; 1/day: confusion. Material components are not required; concentration applies normally.
Actions
Multiattack. The bogle makes two Claw attacks.
Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage.
Fearful Whispers (Recharge 6). One creature within 30 feet that can hear the bogle makes a DC 13 Wisdom saving throw. On failure it has the Frightened condition until the end of its next turn.
Mischief Trap. The bogle creates an illusory object or obstacle in a 10-foot Cube within 30 feet. It lasts for 1 minute or until the bogle creates another. It cannot cause damage or bear weight. Study: DC 13 Intelligence (Investigation) to identify it. Physical interaction reveals it to be insubstantial.
Bonus Actions
Shadowmeld (Recharge 5–6). While in Dim Light or Darkness, the bogle becomes Invisible until the start of its next turn, or until it enters Bright Light, attacks or casts a spell.
Reactions
Evasive Fade. When an attack hits, the bogle moves up to 15 feet without provoking Opportunity Attacks. This does not negate the triggering hit.
Original 5.5e-compatible conversion of the site’s shadow bogle, not the officially published D&D boggle.
Shadow Bogle
Medium fey, chaotic neutral — 2014-style homebrew
Armor Class 14 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft., climb 20 ft., fly 20 ft. (hover)
10 (+0)
16 (+3)
16 (+3)
12 (+1)
14 (+2)
16 (+3)
Saving Throws Dex +5, Wis +4, Cha +5
Skills Stealth +7, Deception +5, Perception +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 14
Languages Common, Sylvan
Challenge 3 (700 XP)
Traits
Spellcasting (Charisma; spell save DC 13). At will: disguise self, minor illusion; 2/day each: misty step, phantasmal force; 1/day: confusion. Material components are not required; concentration applies normally.
Actions
Multiattack. The bogle makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Fearful Whispers (Recharge 6). A creature that hears the bogle within 30 feet must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn.
Mischief Trap. An illusory object or obstacle occupies a 10-foot cube within 30 feet for 1 minute. It cannot damage or obstruct physically. A creature can use its action to inspect it (DC 13 Intelligence [Investigation]) or reveal it by touch.
Bonus Actions
Shadowmeld (Recharge 5–6). In dim light or darkness, the bogle becomes invisible until the start of its next turn, until it moves into bright light, or until it attacks or casts a spell.
Reactions
Evasive Fade. When hit by an attack, the bogle can move 15 feet without provoking opportunity attacks. The triggering attack still hits.
Reformatted from the site’s existing 5e shadow-bogle statistics with corrected damage average and clarified action economy.
Shadow Bogle — CR 3
CN Medium fey · original Pathfinder 1e conversion
XP 800
Init +3; Senses darkvision 60 ft., low-light vision; Perception +11
Defense
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 39 (6d6+18)
Fort +5, Ref +8, Will +7
DR 5/cold iron; Immune charm and fear effects
Offense
Speed 30 ft., climb 20 ft., fly 20 ft. (perfect)
Melee 2 claws +6 (1d4 plus 1d6 cold)
Special Attacks fearful whispers, mischief trap
Spell-Like Abilities (CL 6th; concentration +9): at will—disguise self, ghost sound (DC 13), silent image (DC 14); 2/day each—invisibility, mirror image; 1/day—confusion (DC 17).
Statistics
Str 10, Dex 16, Con 16, Int 12, Wis 14, Cha 16
Base Atk +3; CMB +3; CMD 16
Feats Alertness, Stealthy, Weapon Finesse
Skills Bluff +12, Fly +16, Perception +11, Sense Motive +11, Stealth +14; Racial Modifiers +2 Stealth
Languages Common, Sylvan
Ecology
Environment temperate forests, ruins and misty crossroads
Organization solitary or pair
Treasure incidental
Special Abilities
Fearful Whispers (Su). As a standard action, the bogle chooses one creature within 30 feet that can hear it. DC 16 Will negates; on failure the target is shaken for 1d4 rounds. A creature that saves against a bogle’s whispers is immune to that bogle’s whispers for 24 hours. This is a mind-affecting fear effect.
Mischief Trap (Su). As a standard action, the bogle fashions one illusory object or obstruction in a 10-foot cube within 30 feet for up to 1 minute. A creature interacting with it can attempt a DC 16 Will save to disbelieve. The illusion cannot damage or physically impede a creature, and making another trap ends the first.
Shadow Step (Su). Twice per day as a swift action, the bogle teleports to an unoccupied place it can see within 30 feet that lies in dim light or darkness. This movement does not provoke attacks of opportunity.
Shadowmeld (Su). Once every 1d4 rounds, as a swift action in dim light or darkness, the bogle becomes invisible until the start of its next turn, or until it moves into bright light, attacks or uses a spell-like ability.
Evasive Fade (Su). When an attack hits it, the bogle may take an immediate action to move up to 10 feet without provoking attacks of opportunity; the triggering hit still resolves normally.
Original Pathfinder 1e conversion of the Shadow Bogle. It preserves the same trickster, illusion, fear and escape role as the other Shadow Bogle blocks.
Shadow Bogle
Medium Fey, usually Chaotic Neutral · original D&D 3.5e conversion
Hit Dice 6d6+18 (39 hp)
Initiative +3
Speed 30 ft. (6 squares), climb 20 ft., fly 20 ft. (perfect)
Armor Class 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple +3/+3
Attack claw +6 melee (1d4 plus 1d6 cold)
Full Attack 2 claws +6 melee (1d4 plus 1d6 cold)
Space/Reach 5 ft./5 ft.
Special Attacks fearful whispers, mischief trap, spell-like abilities
Special Qualities darkvision 60 ft., low-light vision, damage reduction 5/cold iron, immunity to charm and fear effects, shadowmeld, evasive fade
Saves Fort +5, Ref +8, Will +7
Abilities Str 10, Dex 16, Con 16, Int 12, Wis 14, Cha 16
Skills Bluff +12, Hide +14, Listen +13, Move Silently +14, Spot +13, Sense Motive +11
Feats Alertness, Stealthy, Weapon Finesse
Environment temperate forests, ruins and crossroads
Organization solitary or pair
Challenge Rating 3
Treasure incidental
Alignment usually chaotic neutral
Spell-Like Abilities
Caster level 6th; at will—disguise self, ghost sound (DC 13), silent image (DC 14); 2/day—invisibility, mirror image; 1/day—confusion (DC 17). Charisma-based save DCs.
Fearful Whispers (Su)
Standard action; one creature that hears the bogle within 30 ft. makes a DC 16 Will save or is shaken for 1d4 rounds. A successful save grants immunity to that individual’s whispers for 24 hours. Mind-affecting fear; Charisma-based DC.
Mischief Trap (Su)
As a standard action, the bogle creates an illusory object or obstruction in a 10-foot cube within 30 ft. It lasts 1 minute. Interacting with it permits a DC 16 Will save to disbelieve. It cannot inflict damage or impede movement physically; only one such trap can exist at a time.
Shadow Step, Shadowmeld and Evasive Fade (Su)
Twice per day as a swift action the bogle can teleport up to 30 ft. to a space it can see in dim light or darkness, without provoking attacks of opportunity. Every 1d4 rounds, a swift action in shadow makes it invisible until the start of its next turn, or until entering bright light, attacking or using a spell-like ability. When hit, it can use an immediate action to move 10 ft. without provoking attacks of opportunity; the triggering hit still applies.
Original D&D 3.5e conversion of the Shadow Bogle. It is not the official D&D creature called a boggle.
Field Bogle — Scythe, Vermin and Ruined Harvests
The muscular enemy of agriculture sabotages grain stores, leads vermin and terrifies intruders with its changing face. Its scythe, terrible visage and vermin empathy remain central in every edition.
Field Bogle
Medium Fey, typically Chaotic Evil · original 2024-compatible conversion
AC 14; Initiative +2 (12)
HP 45 (6d8+18)
Speed 30 ft.
16 (+3)
14 (+2)
16 (+3)
7 (−2)
9 (−1)
14 (+2)
Saving Throws Str +5, Con +5
Skills Animal Handling +3, Intimidation +4, Perception +1, Stealth +4
Resistances Bludgeoning, Piercing and Slashing from nonmagical weapons that are not made of cold iron
Senses Darkvision 60 ft.; Passive Perception 11
Languages Common, Sylvan
CR 3 (700 XP); PB +2
Traits
Martial Training. The bogle is proficient with martial weapons.
Uncanny Power. The bogle adds its Charisma modifier (+2) to its weapon attack rolls and Strength (Athletics) checks made to Shove; this bonus is included in its Scythe and Slam attacks, but never added to damage rolls.
Vermin Empathy. The bogle can convey basic requests and feelings to ordinary insects, spiders and other vermin, and has Advantage on Wisdom (Animal Handling) checks concerning them. Trained vermin can obey its commands, but this trait neither conjures vermin nor gives it magical control of unwilling creatures.
Actions
Multiattack. The bogle makes two Scythe attacks or two Slam attacks.
Scythe. Melee Attack Roll: +7, reach 5 ft. Hit: 8 (2d4+3) Slashing damage.
Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d6+3) Bludgeoning damage.
Terrible Visage (Recharge 5–6). The bogle distorts its features. Each creature of its choice within 30 feet that can see it makes a DC 12 Wisdom saving throw. On failure the target has the Frightened condition for 1 minute; it repeats the save at the end of each turn, ending the effect on success. On success, the creature is immune to that bogle’s Terrible Visage for 24 hours. On failure by 5 or more, it must also use its next movement to retreat by the safest available route while still Frightened.
Bonus Actions
Command Vermin. The bogle signals a vermin creature or swarm it previously trained within 60 feet; it follows one simple instruction on its next turn. This does not grant it an extra turn or action.
An original 2024-compatible conversion of the same scythe-bearing, vermin-leading Field Bogle preserved in Pathfinder 1e below. Cold iron is a setting-specific material, not a universal 2024 core weapon category.
Field Bogle
Medium fey, chaotic evil · original 5e/2014 conversion
Armor Class 14 (natural armor)
Hit Points 45 (6d8+18)
Speed 30 ft.
16 (+3)
14 (+2)
16 (+3)
7 (−2)
9 (−1)
14 (+2)
Saving Throws Str +5, Con +5
Skills Animal Handling +3, Intimidation +4, Perception +1, Stealth +4
Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons not made of cold iron
Senses darkvision 60 ft., passive Perception 11
Languages Common, Sylvan
Challenge 3 (700 XP)
Traits
Martial Training. The bogle is proficient with martial weapons.
Uncanny Power. The bogle adds its Charisma modifier (+2) to its weapon attack rolls and Strength (Athletics) checks made to shove. This modifier is included in its listed attack bonuses, not its damage.
Vermin Empathy. The bogle can communicate simple feelings and commands to insects, spiders and similar vermin. It has advantage on Animal Handling checks involving them. It may train willing vermin, including a swarm treated as one unit, but cannot conjure or automatically control untrained vermin.
Actions
Multiattack. The bogle makes two scythe or two slam attacks.
Scythe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
Terrible Visage (Recharge 5–6). Each creature of the bogle’s choice that can see it within 30 feet must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. The creature repeats the saving throw at the end of each turn, ending the effect on success. A creature that succeeds is immune to this bogle’s terrible visage for 24 hours. A creature that fails by 5 or more must also move away from the bogle by the safest available route on its next turn if able.
Bonus Actions
Command Vermin. One vermin creature or swarm it trained within 60 feet follows a simple command on its next turn; it does not gain a bonus action or second turn as a result.
Original fifth-edition conversion of the Pathfinder Field Bogle, preserving the same agricultural, scythe, fear and vermin identity.
Field Bogle CR 3
CE Medium fey · previously published third-party Pathfinder 1e statistics preserved
XP 800
Init +2; Senses low-light vision; Perception +1
Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 32 (5d6+15)
Fort +4, Ref +6, Will +3
DR 5/cold iron
Offense
Speed 30 ft.
Melee scythe +7 (2d4+4/×4) or slam +7 (1d4+4)
Special Attacks terrible visage
Statistics
Str 16, Dex 15, Con 16, Int 7, Wis 9, Cha 14
Base Atk +2; CMB +7 (+9 bull rush); CMD 17
Feats Improved Bull Rush, Intimidating Prowess, Power Attack
Skills Bluff +8, Handle Animal +10, Intimidate +10, Perception +1, Stealth +10
Languages Common, Sylvan
SQ martial training, uncanny power, vermin empathy +7
Ecology
Environment temperate plains
Organization solitary, pair, gang (3–8) or band (1–3 plus 1–6 giant vermin)
Treasure standard
Special Abilities
Martial Training (Ex). A bogle is proficient with all martial weapons.
Terrible Visage (Su). As a standard action, a bogle can deform itself into a hideous beast. All creatures that can see the bogle within 30 feet must succeed on a DC 14 Will save or be panicked for 1d4+1 rounds. A creature that succeeds is shaken for 1 round and cannot be affected by that bogle’s terrible visage for 24 hours. This is a mind-affecting fear effect; Charisma determines the save DC.
Uncanny Power (Su). The bogle adds its Charisma bonus as an insight bonus to weapon attack rolls and combat manoeuvre checks. This bonus is already included in the statistics above.
Vermin Empathy (Ex). This functions as a druid’s wild empathy, but only with vermin. The bogle uses Handle Animal to train vermin and treats a swarm as a single creature for this ability.
Preserved from the site’s older Creature Codex: Bogle entry. This field bogle is not the shadow bogle or the official boggle of other editions.
Field Bogle
Medium Fey, Chaotic Evil — original D&D 3.5e conversion
Hit Dice 5d6+15 (32 hp)
Initiative +2
Speed 30 ft. (6 squares)
Armor Class 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple +2/+7 (with uncanny power)
Attack scythe +7 melee (2d4+4/×4) or slam +7 melee (1d4+3)
Full Attack scythe +7 melee (2d4+4/×4) or slam +7 melee (1d4+3)
Space/Reach 5 ft./5 ft.
Special Attacks terrible visage
Special Qualities low-light vision, DR 5/cold iron, martial training, uncanny power, vermin empathy
Saves Fort +4, Ref +6, Will +3
Abilities Str 16, Dex 15, Con 16, Int 7, Wis 9, Cha 14
Skills Bluff +8, Handle Animal +10, Intimidate +10, Hide +8, Listen +3, Move Silently +6, Spot +3
Feats Improved Bull Rush, Power Attack
Environment temperate plains and farms
Organization solitary, pair, gang (3–8), or vermin-led band
Challenge Rating 3
Treasure standard
Alignment usually chaotic evil
Terrible Visage (Su)
As a standard action, the bogle reveals a monstrous visage. All creatures within 30 feet that can see it make a DC 14 Will save. Failure causes panic for 1d4+1 rounds; success causes shaken for 1 round and grants immunity to that bogle’s visage for 24 hours. Mind-affecting fear; Charisma-based DC.
Uncanny Power (Su)
The bogle adds its Charisma bonus (+2) as an insight bonus to weapon attacks and grapple checks, included in the numbers above.
Vermin Empathy and Martial Training (Ex)
Proficient with martial weapons. It influences vermin with a wild-empathy-style +7 check, trains them using Handle Animal and can handle a swarm as a single creature.
A new 3.5e adaptation of the farming bogle, not the separate official creature named boggle.
Appearance
A shadow bogle resembles a hunched figure with elongated limbs, pale mist-sheened skin and glinting amber eyes. The teeth in its grin are all too visible in darkness. It is fond of appearing half-hidden around a corner, then greeting a traveller from the opposite direction a moment later.
A field bogle stands around six feet tall, with bruise-coloured flesh, jutting ears, a broad brow and yellow eyes. Rough work clothes and a heavy scythe make it resemble a farm labourer until it twists its face into a terrible apparition. It hates being mistaken for a goblin.
Behaviour and Motivation
The shadow bogle prefers a victim who becomes frightened, angry or embarrassed. It imitates voices, plays with shadows and creates false dangers that split companions apart. It attacks from concealment only after its prey has been shaken, withdrawing by illusion or a sudden turn into darkness if seriously threatened.
The field bogle is more purposeful. It resents the plough and the fence, stealing animals, destroying crops and placing vermin in grain stores. Some field bogles hunt alone; others command a gang, or are recruited as fearsome foot soldiers by fey lords. A bogle may obey an oath or bargain, but its delight in misfortune makes its exact wording vital.
Habitats and Lairs
Ruined chapels, old stones, crossroads, wet woodland trails and broken bridges suit the shadow bogle. Its chosen haunt should contain two or more plausible routes and somewhere a lost traveller might disappear without leaving an obvious track. A field bogle prefers an abandoned barn, grain silo, mill or smallholding thick with common and giant vermin.
A bogle may live near a crossing to the Fey World. Although great fey nobles sometimes employ such creatures, many answer to no court, recognising instead an ancient right of way, a neglected shrine, or the terms of an old agreement.
Signs Before Initiative
- A familiar voice calls from an empty upper storey.
- Footprints turn aside from a road and disappear at an untouched puddle.
- Rats gather silently beside grain they refuse to eat.
- A scythe is sharpened and returned to a locked shed overnight.
- A traveller comes back to the same milestone three times, each by a different path.
- Two neighbouring farms lose their winter seed, but the third is untouched.
If Violence Starts
Shadow bogle. Begin from Dim Light or cover. Fearful Whispers and illusions separate the party; claw attacks punish the isolated. A shadow bogle that is cornered uses Shadowmeld, misty step and its evasive reaction to preserve an escape route. Its tricks alter what enemies perceive; they do not erase evidence or make an intelligent plan impossible.
Field bogle. Use its terrible visage before closing with the scythe. Trained vermin can harass rear ranks, eat rope and spoil rations while the creature presses frightened targets. If the creature’s swarm is defeated or cold iron threatens it, a field bogle may retreat to its hidden nest rather than fight to the death.
Counterplay
Keep companions close enough to check one another’s voices. Test a suspicious door or obstacle with a stick or loose stone. Take bearings from fixed landmarks instead of following lantern lights; sustained illumination limits the shadow bogle’s favourite hiding places.
A field bogle can be tracked by the routes its vermin take to its lair. Guard grain and fodder, contain swarms and use cold iron against its damage reduction where the rules provide that weakness. When bargaining, promise a precise payment and a definite end to the bargain.
Using Bogles in the British Isles
A ruined harvest can destroy a border village as surely as a raiding party. Along the Scottish Borders, a field bogle may be hired or provoked to ruin a rival lord’s crops. A shadow bogle at a crossroads can misdirect messengers, make a patrol arrive hours late or send travellers into disputed land. These are dangers that turn local feuds into something stranger.
The inhabitants of one hamlet may remember the creature only as a story. The oldest farmer knows better: his grandfather left one field unploughed every seventh year, and the trouble began when the new reeve put seed into it.
Adventure Hooks
The Miller’s Third Door. A third door appears in a two-door mill each midnight. Anyone who opens it hears the voice of a missing family member.
Payment for the Road. A boundary stone is moved and travellers start arriving in the wrong parish. The stone was the only visible sign of a very old bargain.
The Silent Granary. Rats have taken possession of a grain store without eating a single kernel. Whatever commands them is collecting provisions for somebody else.
The Harvest Feud. Tenants blame a neighbouring farm for spoiled wheat. The field bogle behind the mischief wants the accusations to end in bloodshed.
Related Creatures and Places
Browse the Fey Bestiary, the Celtic Creatures, or the Faerie Courts for neighbours and patrons of these troublesome spirits.
Bogle is not boggle. The Small, oily, portal-making creature called a boggle in official D&D is distinct from the shadow- and field-bogle variants presented here. The Pathfinder boggle is likewise a different statted creature; these names should not be treated as interchangeable.
Rules Sources and Credits
The Shadow Bogle retains the site’s original fifth-edition illusion-trickster concept and now has original conversions for 2024 D&D, Pathfinder 1e and D&D 3.5e. The Field Bogle retains the existing third-party Pathfinder 1e statistics and distinctive farming, scythe, terrible visage and vermin abilities originally attributed to the Creature Codex bogle entry; its 2024 D&D, 2014 D&D and D&D 3.5e versions are new unofficial conversions. They are game-ready drafts, not official creatures, and encounter balance should be tested at the table.
The three illustrations previously appearing on this page have been retained, with meaningful alternative text and links to their full images.
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