WARNING: Mature Content
I obviously love Eureeka’s Castle. Let’s be plain about that. I really do—it was a formative thing of my youth, I still remember the theme song, and I think it is a wonderful children’s television program. If you have children, or if you are yourself a child, consider queuing up an episode or two instead of reading what’s below. If you are like me however (a jaded adult with a treasure chest of complexes) then by all means continue onward.
The reason Carstigle first chose the strange music-box as his only spoil from murdering the giant was as a curiosity, but he found it instead provided a perfect place to hide his own greatest treasures from would-be thieves. So long as Eureeka was in his grip her trusted friends would never allow any trespasser to steal from him. When they gained their freedom it became a game for Bogge and Quagmire to steal whatever they could from elsewhere in the miniature realm, stowing it in the bottom of their moat home. So many of these relics reek of evil and the moat twins have been utterly transformed, their hearts and souls as corrupted as their freakish bodies. Now they look only for ways to entertain themselves—usually playing mean-spirited pranks with no regard for the damage they wreak.
Design Notes: Nasty sewer dwelling thieves coming right up! Leaned real hard into the toxic bits and then threw in Pack tactics to encourage GMs to use them to team up on a foe. Checking out the numbers, the DMG comes up with 7.75 while the Blog of Holding tells a different story at 9.2! The average is 8.475 which means a rounding down to 8, which feels about right for the general tier of difficulty I figure will be optimal for playing in Eureeka’s Castle D&D 5E.
Moat Twins (Bogge and Quagmire)
Small monstrosity, chaotic evil
Armor Class 14
Hit Points 84 (13d6+39)
Speed 40 ft., swim 25 ft.; Vilis Points 10
|18 (+4)||19 (+4)||17 (+3)||11 (+0)||8 (–1)||14 (+2)||4 (–3)||17 (+3)|
Saving Throws Dex +7, Con +6, Wis +2
Skills Athletics +10, Deception +5, Perception +5, Sleight of Hand +7, Stealth +7
Damage Immunities necrotic, poison
Condition Immunities diseased, frightened, poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 20
Challenge 8 (3,900 XP)
Amphibious. The moat twin can breathe air and water.
Cunning Action (1/Turn). The moat twin can use a bonus action to take the Dash, Disengage, or Hide action.
Evasion. If the moat twin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the moat twin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Ill-Born. Instead of dealing poison damage to a creature the moat twin hits with its bite attack, the moat twin can afflict the creature with a disease instead (cackle fever, sewer plague, or sight rot).
Keen Senses. The moat twin has advantage on Wisdom (Perception) checks.
Pack Tactics. The moat twin has advantage on attack rolls against a creature if at least one of the moat twin’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Sneak Attack (4d6 1/Turn). The moat twin deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the moat twin that isn’t incapacitated and the moat twin doesn’t have disadvantage on the attack roll.
Multiattack. The moat twin attacks twice with its claws or algae hairballs, or once with its bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage plus 11 (2d10) poison damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage plus 5 (2d4) poison damage.
Algae Hairball. Ranged Weapon Attack: +7 to hit, range 20/40 ft., one target. Hit: 6 (1d4+4) bludgeoning damage plus 5 (2d4) poison damage.
Uncanny Dodge. When an attacker that the moat twin can see hits it with an attack, the moat twin can use its reaction to halve the attack’s damage against it.