Dugnutt (5e Creature)

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Small humanoid (goblinoid), neutral good

Armor Class 18 (natural armour)
Hit Points 15 (2d6 + 8)
Speed 20 ft.

6 (-2) 4 (-3) 18 (+4) 6 (-2) 4 (-3) 4 (-3)

Saving Throws Dex -1, Con +6, Cha -1
Skills Intimidation -1, Medicine -1, Performance -1, Persuasion -1
Damage Vulnerabilities fire, psychic
Damage Resistances radiant
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks
Senses passive Perception 7
Languages Common, Gnomish, Goblin
Challenge 2 (450 XP)

Lucky. Lets them spend a luck point; they have 1 luck point. Whenever they make an attack roll, an ability check, or a saving throw, after they roll the die, but before the outcome is determined, they can spend one luck point to roll an additional d20. They choose which of the d20s is used for the attack roll, ability check, or saving throw. This is true no matter how many d20s are in the mix.

Socially Inept. As an action they can become so socially inept that for the next 6 rounds all creatures in a 5 ft. (including themselves) radius take 1 psychic damage per turn. When using this feat the Dugnutt must make a charisma save to avoid hurting itself further. If they fail any charisma save (including the one they must make to use the feat on purpose) this feat will be used automatically (with the Dugnutt taking 2 psychic damage per turn instead of 1). This feat can only be used once per short rest.

“Workslave”. If the party requests that the Dugnutt does something for them the Dugnutt will attempt to do that thing to the best of their ability no matter what. If what is asked of the Dugnutt is inconceivable to be done within 6 turns than the Dugnutt will temporarily leave the scene/party for between 1 and 7 in game days and come back somehow having done nearly exactly what was asked of them or as close to it as the DM would allow, no matter how impossible it might seem for them to have been able to do that, but there will be something slightly wrong, though not completely detrimental, about what the Dugnutt was able to do (e.g. the party asked for a flying vehicle and the Dugnutt comes back a couple of days later with some gliders with exploding rocket boosters). Once the Dugnutt returns they will not take any more requests until they have made sure that everyone in the party, including themselves, has taken a long rest.


Improvisation yes and. Range Weapon Attack: +3 to hit, reach 30 ft., one target. Hit: (1d6 + 3) physic damage.

Good old slaparoony. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: (1d4 - 1) bludgeoning damage to the enemy and itself (ignoring its own immunity).

Dugnutts are strange, irritating and fascinating creatures and outwardly appear almost indistinguishable from goblins. Obsessed with helping the party, Dugnutts often get in the way. Dugnutts are companion creatures that can be useful, useless and/or just irritating depending on the situation. All Dugnutts have the same type of name: (Consonant sound)-obson (Consonant sound)-ugnutt (e.g. Bobson Dugnutt, Dobson Bugnutt, Zobson Fugnutt, Thobson Chugnutt, ect…).
Dugnutts can be found in a variety of places, living most comfortably in urban environments (though they are commonly found in coastal, forest, grassland, mountainous, and underdark environments too). No matter where you find a Dugnutt, they will always be confused and astonished about where they are, how they got there, and meeting “you motley crew”. Dugnutts all have the same lisp that exaggerates s’s and puts emphasis on any consonants at the beginning of a word. Dugnutts are known for being unusually good at rallying and organising strangers to do not particularly useful things.
Dugnutts have a fondness for baseball and Japanese 90’s video games, despite the fact that no Dugnutt knows what these things are. They are also known to have a tendency to, whenever the opportunity presents itself, stuff cocktail shrimp into their pockets and pants to quote “save for later”.

(one vote)

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