b'Nobbler \n'b'  Medium   construct ,  unaligned  \n'b'  Armor Class  13  Hit Points  75 (10d8 + 30)  Speed  40 ft.\n'b' STATS STR: 18 (+4) DEX:  16 (+3)  CON:  17 (+3)  INT:  3 (-4)  WIS:  12 (+1)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +5  Damage Resistances  bludgeoning  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  60 ft., passive  Perception  11  Languages  understands Common but can\xe2\x80\x99t speak  Challenge  4 (1,100 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Constructed Nature . The nobbler doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Expel Air . As a bonus action, the nobbler can expel the air inside it. Creatures inside the nobbler can\xe2\x80\x99t breathe. If the nobbler swallows another creature, the nobbler refills with air. \n'b'  Go Limp . As a bonus action, the nobbler falls  prone  and goes limp. Until it moves, it is indistinguishable from a mundane sack. \n'b'  Hungry Tracker . If fed an item such as a memento or signature piece of equipment, the nobbler can determine the location and approximate distance to the item\xe2\x80\x99s owner, so long as the nobbler and the owner are within 5 miles of each other. The consumed object is destroyed. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The nobbler makes two bite attacks. It can replace one bite with Nobble. \n'b'  Bite .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) bludgeoning damage, and the target is  grappled  (escape DC 14). Until this grapple ends, the nobbler can\xe2\x80\x99t bite another creature. If the damage from this  attack  reduces the target to  0 hit points , the target is stable but  unconscious  until it regains at least 1 hit point. \n'b'  Nobble . The nobbler makes one bite  attack  against a Large or smaller creature it is grappling. On a hit, the creature is swallowed, and the grapple ends. While swallowed, the creature is  blinded  and  restrained , it has total  cover  against attacks and other effects outside the nobbler, and it takes 10 (3d6) bludgeoning damage at the start of each of the nobbler\xe2\x80\x99s turns. If this damage reduces a creature to  0 hit points , the creature is stable but  unconscious  until it regains at least 1 hit point. The nobbler can hold up to four Medium or smaller creatures or one Large creature. If the nobbler takes 12 slashing damage or more from a single  attack  or spell, or if the nobbler dies, the nobbler regurgitates all swallowed creatures, which fall  prone  in a space within 5 feet of it. \n'b'\n'b' REACTIONS \n'b'\n'b'  Gobble . When a creature touches the nobbler while the nobbler is  prone  using Go Limp, the nobbler bites the creature. \n'b'\n'b' Nobblers, sometimes called bag-people, are stealthy constructs designed to track and abduct unsuspecting quarry in the middle of the night. When inert, a nobbler appears to be nothing more than an empty sack made of leather, burlap, or hemp. While mobile, however, the creature takes a roughly humanoid shape, resembling a skulking kidnapper wearing a heavy cloak. A glance at the cloak\xe2\x80\x99s interior reveals nothing but yawning darkness. \n'b' Kidnappers send nobblers to track their targets in large towns, cities, and other densely populated areas where the nobbler can easily pass through unnoticed. \n'b' Nobblers are almost always sent to collect targets and return them alive, making bag-people useful to duplicitous despots as well as run-of-the-mill ransomers. \n'b' Enemies of the crown often find themselves on the wrong side of a nobbler so that one unscrupulous noble or another can exploit them with blackmail, imprisonment, or brainwashing. \n'b' Nobblers possess no intellect and frequently perform their orders to a frustratingly literal degree. When a nobbler is unable to locate its target, it might simply go inert until someone matching the target\xe2\x80\x99s description wanders by. As time goes on, the nobbler becomes frayed and its senses dull, expanding the scope of what it considers its quarry. It is not uncommon for adventurers and other interesting-looking folk to encounter confused nobblers in sewer gutters or alleyways. \n'b' In the dark corners of the Material Plane, elder things sleep. Sometimes when an inquisitive soul uses a  crystal ball  to scry on one of these entities, the entity gazes back. Such an entity can possess the  crystal ball  and absorb the essence of its beholder by caging the scryer in a prison of glass. The entity then animates the orb so that it can loose its own malevolent presence from beyond the stars.'