Professional Documents
Culture Documents
Credits
Game Design Publication Design and Layout
Lead Designer: David Speakman Lead Publication Designer: Chris McKinnon
Game Design and Conversion to 5e: Aaron Cheung, Joshua
Ford, Marcus Ogawa, David Speakman Artwork
Rules Consultant: Wrich Printz Art Director: Colin Adams
Staff Artist: Asya Saliy
Writers Cover Artist: Joe Phillips
Lead Writer: Jeannie Warner Cover Ink: Asya Saliy
World Builders: Jeannie Warner, Aaron Cheung, Interior & Spot Artists: Alexander Adam, Irene Adam, Colin
David Speakman Adams, Prayoga Ardip, Andrew Belogurov, Vlad Generalov,
Modules: Aaron Cheung, Alex Pietrow, David Welsch Amy E. Harris, Milton Pena Negra, Ilham Priyo, Asya Saliy,
Based on the Works of L. Frank Baum: The Wonderful Hanson Suhendra, Galila Weslywayn, Anik Zaman
Wizard of Oz (1900), American Fairy Tales (1901), The Proofreading: Joseph Mattingly, Joe McCarthy, Nate McCoy,
Life and Adventures of Santa Claus (1902), The Wizard of David Welsch
Oz [play] (1902), The Enchanted Land of Yew (1903), The Playtesters: Athena Ogawa, Daniel Templeton, Dave Scott,
Magical Monarch of Mo (1903), The Marvelous Land of Eitan Adles, Joshua Ford, May Sermonia, Ray Wisneski,
Oz (1904), Queen Zixi of Ix (1905), Queer Visitors from Samuel Gordalina, Scott Edmonds
the Marvelous Land of Oz (1905), The Woggle-Bug Book
(1905), John Dough and the Cherub (1906), Ozma of Oz
(1907), Dorothy and the Wizard in Oz (1908), The Road to Acknowledgements: Special thanks to The International
Oz (1909), The Emerald City of Oz (1910), The Sea Fairies Wizard of Oz Club – www.ozclub.org
(1911), Sky Island (1912), The Patchwork Girl of Oz (1913),
Little Wizard Stories of Oz (1913), Tik-Tok of Oz (1914),
The Scarecrow of Oz (1915), Rinkitink of Oz (1916), The
Lost Princess of Oz (1917), The Tin Woodman of Oz (1918),
The Littlest Giant (1918), The Magic of Oz (1919), Glinda
of Oz (1920)
ON THE COVER
A band of wheelers flee as they are being
pursued by The Gump.
Illustrated by Joe Phillips
Inked by Asya Saliy
Copyright
5e Adventures in Oz Beasts & Beings, © 2022, Double Critical LLC, Palo Alto, California – www.DoubleCritical.com
Printed in Latvia, European Union
ISBN-13: 978-0-9999031-1-7
MSRP: $49.99
Product Identity
The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: 5e Adventures in Oz, bloozkin, Booz, bumpyfolk,
bunnyburian, buscobeast, chamelequine, cherubim, cider horse, cleric of Lurline, crabfolk, creeping poppy, deadly desert worm, flamengo, flyder, garden fairy, gigatort, giraphant, kaolin, light elf, lowland
dwarf, mallaithe, mnemoni, moss pseudodragon, oyster creeper, purple spider queen, rainbow dragon, rosefolk, serpentine dragon, tin gnome, totten, vegibon, wood gargoyle, zugano, as well as all other
trademarks, registered trademarks, dialogue, plots, storylines, locations, characters, artwork, and trade dress. Note: elements that previously have been designated as Open Game Content or are in the
public domain are not included in this declaration. The Food Dictator is a trademark of Jonathan Hirshon and used with permission.
Open Content
Except for material designated at Product Identity (see above), the game mechanics of this Double Critical LLC game product are Open Game Content as defined in the Open Gaming License version 1.0a,
Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
ii
Contents
How to Use This Book 3 Garden Fairy 61
Fairy Beaver 62
Bestiary: The Oddities of Oz 5 Sea Nymph 63
Awgwa 6 Light Elf 64
Balloonfish 7 Mist Nymph 65
Bears 8 Rampsie 66
Parabruin 8 Rosian 67
Red Bear 9 Ryl 69
Bloozkin 10 Sleep Fairy 70
Bloozkin, Patched Variant 11 Totten 71
Blue Wolf 12 Water Sprite 72
Bumpyfolk 13 Wood Nymph 73
Bunnyburians 14 Field Mouse 74
Bunnyburian Courtier (Common) 14 Fighting Trees 75
Bunnyburian Musketeer 15 Fighting Tree—Elder 76
Bunnyburian Royal Pike Brigadier 16 Fighting Tree—Sapling 76
Burzian Deer 17 Fighting Tree—Seedling 77
Buscobeast 18 Flamengo 78
Chamelequine 19 Flathead 79
Chiss 20 Frostling 80
Choggenmugger 22 Giants of Oz 81
Constructs 24 Hammer Head 81
Bear Center Teddy Bear 26 Tartary Giant 82
Cider Horse 29 Giant Squirrel 83
Pony Kegs 29 Gigatort 84
Cuttenclip 30 Giraphant 85
Fuddle 31 Goozzle Goblins 86
Utensian 32 Goozzle Goblin, Chieftain 87
Cottabus 33 Growleywog 88
Crabfolk 34 Hippogyraf 89
Deadly Desert Worm 35 Hopper 90
Dragons of Oz 37 Horner 91
Violet Dragons 38 Infernals 92
Rainbow Dragons 40 Impfolk 92
Serpentine Dragon 42 Patalonian Demon 94
Dragonettes 44 Sound Imp 95
Dragonette, Female 45 Wind Demon 96
Dragonette, Male 45 Jackdaw 97
Emerald City Denizens 46 Kalidah 98
Agent of Revolt 46 Knook 99
Army Captain 47 Limoneag 101
Royal Army Soldier 48 Middling 102
Waif / Urchin 49 Mifket 103
Erbs 50 Nomes 104
Gadgols 50 Nome, Common 104
Mallaithe 51 Nome, Captain 105
Mnemoni 53 Nome, Warlock 106
Phanfasm 55 Ork 107
Feyfolk 56 Oyster Creepers of Pingaree 108
Cherubim 57 Pinkie 109
Cloud Fairy 58 Pokes 110
Daughter of the Rainbow 59 Poppies 111
Deadly Poppy 111 The Three Adepts 168
Creeping Poppy 111 Bo, The Master Mariner 172
Pseudodragons 113 Kern, The Master Husbandman 174
Moss Pseudodragon 113 Lurline 176
Rak 114 Neclaus of Burzee 178
Scoodler 116 Ozana 180
Sea Devil 117 Dragons 183
Seapig 118 Aubergine, The Purple Dragon of Mo 183
Singing Barnacle 119 Odie, The Original Dragon 184
Skeezer 120 Quox 186
Snapping Eel 121 The Royal Dragon of Spor 189
Spiders 122 Fey 190
Flyder 122 Aquareine 190
Purple Spider 123 Ozga 192
Purple Spider Queen 124 Polychrome 194
Undead 126 Tititi-HooChoo, the Great Jinjin 196
Death Spirit 126 Mortals 198
Grayman 127 Cap’n Bill 198
Vegibon 128 Dorothy Gale 200
Wheeler 129 Gwig the Sorcerer 202
Whimsie 130 Dr. Nikidik Pipt, The Crooked 204
Whimsie Soldier 131 Ozma of Oz 206
Wildcat 132 “Tip” Tippetarius 208
Winged Monkey 133 Omby Amby 210
Wogglebug 134 Oscar Diggs, The Wizard of Oz 212
Wolffish 135 Pastoria 214
Wood Gargoyle 136 Roquat the Nome King 216
Woozy 138 General Jinjur 218
Yellmaker 139 The Shaggy Man 220
Zoop 140 Witches 221
Zugano 141 Blinkie the Wicked 221
NPCs and Unique Creatures 142 Glinda the Good 222
Locasta “Tattypoo” the Good 224
Animals 143 Miss Cuttenclip 226
Billina 143 Mombi the Wicked 228
The Cowardly Lion 144 Wicked Witch of the East 230
The Frogman 145 Wicked Witch of the West 232
The Hungry Tiger 146 Original NPCs 234
Professor H.M. Wogglebug, T.E. 147 Arioch Morningstar 234
Queen of the Field Mice 148 Ray Reed 236
Toto 149 The Food Dictator 238
Constructs and Clockwork 150 Spare 240
Bungle (The Glass Cat) 150 Mistress Mal Rose 242
The Gump 151 Baron Sucram 245
Langwidere 152 Mr. P. R. Osaic 246
Jack Pumpkinhead 155 Lady Xaralena Graymere “Lady X” 248
Scarecrow 156 Baum Bugler 250
King Scarecrow of the Emerald City 158 Roy 252
Scraps, the Patchwork Girl 160 Marhariju 254
Tik-Tok 162 Tofrandi Stelpa 256
Tin Woodman (Nick Chopper) 164 Valentine Day, the Jester 258
Deities and Immortals 166
License 260
Ak, The Master Woodsman 166
Chapter 1 | Roleplaying In Oz
Chapter 1
How to Use This Book
Y
ou are embarking on a wondrous journey with the
beasts and beings of Oz and greater Nonestica! This
book was written primarily as a reference guide for
game masters (GMs) and players interested in 5th
Edition tabletop roleplaying game (RPG) adventures.
Additionally, fans of Oz who do not play RPGs may find
this a useful resource in their fannish pursuits, whether for sparking
imagination in casual reading or as inspiration in the creation of
their own stories or creative works in Oz.
3
4
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Chapter 2
Bestiary: The Oddities of Oz
L
Frank Baum let loose his imagination when developing
a fairy tale universe for all his stories, populating Oz
and the surrounding lands with fantastic beasts and
peoples. Some of his creatures were inspired by real-
world creatures, while others were bizarre concoctions
and flights of fancy. While jackdaws, field mice, and fairy
beavers resemble their Earth counterparts, the fuddles,
bloozkins, and orks are purely fanciful.
In rounding out the lands of Oz and greater Nonestica, we took a
cue from Baum’s inventiveness and developed entire species out of
single beasts from his books. Our designers created variants of some
creatures, and conjured monster lairs for players to explore. We also
created a few original creatures in the flavor of Baum’s stories, to
add depth to the world as well as to insert dangerous creatures to
challenge even the most experienced tabletop roleplayer.
5
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
as they continue to grow and shed Keen Smell. The awgwa has advantage on Wisdom (Perception)
checks that rely on smell.
outer layers. They live in rocky or
mountainous locations, where their Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21
thick coats keep them well-insulated (5d6 + 4) piercing damage.
from both cold weather and wounds. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8
(1d8 + 4) slashing damage.
6
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
7
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Bears Parabruin
Large beast, any neutral alignment Challenge
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11
(2d6 + 4) piercing damage.
Bounce Crush. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 14 (3d6 + 4) bludgeoning damage as the parabruin
bounces upon and crushes its target. This attack can only be used
after the parabruin has jumped.
8
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Red Bear trees are flowering, before the fruit has formed.
Their diet creates in them a musky-sweet scent,
As the little Wizard turned to follow a combination of the local fruits, honey, and
them he felt a hot breath against his cheek and their own feral, natural odor. When they begin
heard a low, fierce growl. At once he began to attack, they bellow a mighty roar, announcing
stabbing at the air with his sword, and he knew their intention.
that he had struck some substance because when
he drew back the blade it was dripping with blood. Literary Origin. Dorothy and the
The third time that he thrust out the weapon there Wizard in Oz
was a loud roar and a fall, and suddenly at
his feet appeared the form of a great red bear,
which was nearly as big as the horse and much Red Bear
Large beast, unaligned
stronger and fiercer. Challenge
9
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
10
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Common Bloozkin
Medium aberration, any alignment Challenge
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) slashing damage.
Variant
STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 12 (+1) ½(100 XP)
Actions
Multiattack. The patched bloozkin makes a claw attack. Then if it
has extra arms, it can make another claw attack. If it has extra heads,
it can also make a bite attack. If it has extra legs, it can use its Don’t
Hurt Me without consuming its bonus action.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6
(1d8 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) slashing damage.
11
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
12
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Bumpyfolk
Medium humanoid, any good alignment Challenge
Actions
Dragon Tooth Spear. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) magical
piercing damage.
13
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
14
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Bunnyburian, Courtier
Medium humanoid (beast), lawful good Challenge
Bunnyburian, Musketeer
Medium humanoid (beast), lawful good Challenge
Actions
Musket. Ranged Weapon Attack: +6 to hit, range 40/120 ft., one
target. Hit: 9 (1d10 + 4) piercing damage.
Reactions
Volley Fire. When an adjacent ally makes a ranged attack, the
musketeer may spend its reaction to make a musket attack.
15
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
16
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Burzian Deer
Medium beast, any neutral alignment Challenge
Armor Class 10
Hit Points 4 (1d8)
Speed 40 ft.
Burzian Deer
Senses passive Perception 10
Languages Common, Sylvan They were all exceedingly beautiful,
Proficiency Bonus +2 with slender limbs, spreading antlers, velvety
Keen Senses. The deer has advantage on Wisdom (Perception) dark eyes and smooth coats of fawn color
saving throws made checks that rely on sight, hearing, or smell. spotted with white.
Sure-Footed. The deer has advantage on Strength and Dexterity
saving throws made against effects that would knock it prone.
L. Frank Baum, The Life and
Adventures of Santa Claus
Actions
Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: The deer in the forest of Burzee are tall and
3 (1d4 + 1) bludgeoning damage. strong at the shoulder, with pelts of tawny
brown shading to pale cream at the bellies
and tails. They resemble spotted deer of
other realms, save for their large, living
antlers, which adorn the heads of
both the male and female deer alike.
The antlers are covered in a layer of
green moss, and flower with multi-
hued flowers in spring and summer.
Burzian deer smell of warm
musk with hints of wild orchid,
and they are quite vain about their
glossy black hooves. They speak the
common tongue of the land, as well as
a dialect of the wood nymphs peculiar to
the Burzee Forest.
Literary Origin. The Life and
Adventures of Santa Claus
17
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Buscobeast
Buscobeasts are huge amphibious reptlies
with the body of a snapping turtle Buscobeast
Huge beast, unaligned
and the shell of a tortoise. Most are Challenge
the water surface. A buscobeast is Turtle. On each of its turns, the buscobeast can use a bonus action
to withdraw its head, legs, and tail into its shell, increasing its armor
semi intelligent, and can be trained class to 24 and granting it immunity to non-magical piercing and
as a lake or river water mount. slashing damage until the start of its next turn. While turtled, the
buscobeast cannot use its beak snap attack.
Literary Origin. 5e Adventures
Actions
in Oz original. Adapted from the
Beak Snap. Melee Weapon Attack: +10 to hit, reach 15 ft., one
legendary cryptid lake monster target. Hit: 14 (2d6 + 7) piercing damage. If the target is a creature,
“Beast of Busco” that haunted it must succeed on a DC 18 Strength saving throw or be grappled
by the buscobeast. The buscobeast can only grapple one creature
Churubusco, Indiana, at the time at a time.
Baum was writing his books. Chew. The buscobeast chews any creature grappled in its beak,
dealing 14 (2d6 + 7) bludgeoning damage.
18
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Chamelequine
Chamelequines are a breed of zebra Chamelequine
Large beast, any neutral alignment Challenge
native to Oz that evolved with the ability
to change colors, blending into their
surroundings to elude predators. When
STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 12 (+1) 5 (−3) 13 (+1) 14 (+2) 1
(200 XP)
roving and grazing, they can match the Armor Class 16 (natural armor)
Hit Points 32 (5d10 + 5)
colors of the scrub, woods, and moors Speed 60 ft.
in most parts of Oz, favoring colors
Skills Stealth +5
in earth tones. During mating season, Senses passive Perception 11
the males adopt dazzling displays of Languages Common
Proficiency Bonus +2
kaleidoscopic colors, as seen through
Camouflage. The chamelequine has advantage on Dexterity
raindrops on a sunny day. Female (Stealth) checks.
chamelequines generally keep to subtler Pack Tactics. The chamelequine has advantage on attack rolls
colors, but when in season their manes against a creature if at least one of the chamelequine’s allies is within
5 feet of the creature and the ally is not incapacitated.
and tails will shimmer and match the
foliage the region. Actions
Multiattack. The chamelequine makes two hoof attacks.
Chamelequines speak the Common
Hoof. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10
tongue of Oz, and view draft and farm (2d6 + 3) bludgeoning damage.
horses as being unjustly subjugated.
While they may be bribed or convinced
to carry a rider a short distance, they will
not submit to any bindings, saddles or other
riding aids.
Literary Origin. 5e Adventures in Oz
19
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Chiss
Directly in the center of the road lay a
motionless object that bristled all over with sharp
quills, which resembled arrows. The body was as
big as a ten-bushel-basket, but the projecting
quills made it appear to be four times
bigger.
L. Frank Baum, The
Patchwork Girl of Oz
20
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
The chiss resembles a cross between a While underwater, a chiss stalks prey from
porcupine and an otter, roughly the size of a beside or below, where water hides its distinctly
boar. Sharp quills poke out of its sable fur along musky scent. A chiss is as much at home in the
its sides, spine, and stubby tail, resembling an water as on land, swimming across streams and
impending volley of arrows. A chiss’ attack ponds with sinuous grace. A chiss in the water
posture on land is with its head down and shoots quills to confound and incapacitate, then
hindquarters up, its tail curled to point at drags the victim under the surface to drown
its target. it. Wherever a chiss makes a kill, it drags its
Unlike the porcupine, the chiss can launch dispatched prey into the water to let it soften
quills from their bodies during combat, and until it is ready to eat.
their quills detach easily in combat. After an Chiss are highly territorial and vocal about it.
attack concludes, a chiss must track down and The coughing grunt of a chiss warns off others
gather up any quills flung like darts and replace of its kind when they stray too near a protected
them in its hide. A quill that is not retrieved territory, which always includes water of some
must be replaced organically, which takes 6 kind. Chiss are silent during attacks, save for
months to regrow. a faint hissing sound if challenging potential
prey on land.
Literary Origin. The Patchwork Girl of Oz
Chiss
Medium beast, any neutral alignment Challenge
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
(1d10 + 2) piercing damage.
Quills. Ranged Weapon Attack: +4 to hit, range 15/30 ft., one target.
Hit: 9 (2d6 + 2) piercing damage. If the target is a creature, it must
succeed on a DC 12 Constitution saving throw or become poisoned.
Quill Spray (1/Day). The chiss shoots quills in a 15-foot cone. Each
creature in the cone must succeed on a DC 12 Constitution saving
throw or be paralyzed for 1 minute. The target can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a
success. After using this ability, the chiss can no longer use its quills
to attack.
21
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
22
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Choggenmugger
Gargantuan monstrosity, any neutral alignment Challenge Swallow. The choggenmugger makes one bite attack
15
against a large or smaller target it is grappling. If the
STR DEX CON INT WIS CHA attack hits, the target is swallowed, and the grapple
30 (+10) 10 (+0) 28 (+9) 18 (+4) 16 (+3) 22 (+6) ends. The swallowed target is blinded and restrained,
(13,000 XP)
it has total cover against attacks and other effects
Armor Class 18 (natural armor) outside the choggenmugger, and it takes 21 (6d6)
Hit Points 195 (10d20 + 90) acid damage at the start of each of its turns. The
Speed 40 ft., climb 40 ft., swim 60 ft. choggenmugger can have only two targets swallowed
Saving Throws Str +15, Con +14 at a time. If the choggenmugger takes 25 damage or
Skills Perception +8, Stealth +5 more on a single turn from a creature inside it, the
Damage Resistances bludgeoning, piercing, and slashing from choggenmugger must succeed on a DC 23 Constitution
nonmagical attacks saving throw at the end of that turn or regurgitate
Damage Immunities poison all swallowed creatures, who are knocked prone
Senses blindsight 60 ft., passive Perception 18 in a space within 10 feet in front of its maw. If the
Languages Common, Draconic, Terran choggenmugger dies, a swallowed creature is no longer
Proficiency Bonus +5 restrained and can escape from the corpse by using 15
feet of movement, exiting prone.
Hold Breath. The choggenmugger can hold its breath for
30 minutes. Stomp (Recharge 5-6). The choggenmugger slams
the ground, making a wave of water or earth. Each
Legendary Resistance (3/day). If the choggenmugger fails a saving creature within 20 feet of the choggenmugger is
throw, it can choose to succeed instead. knocked prone and must make a DC 23 Dexterity
Terrestrial Concealment. When the choggenmugger remains saving throw, taking 54 (12d8) bludgeoning damage on
motionless and is in a swamp, water, or wooded area, it is a failed save, or half as much damage on a successful
indistinguishable from a natural rock formation covered with moss one. Creatures that failed their save are also pushed up
or algae. to 10 feet away from the choggenmugger. Creatures
larger than medium size are not knocked prone.
Actions
Legendary Actions
Multiattack. The choggenmugger can use its swallow. Then it makes
two claw attacks and one bite or tail attack. The choggenmugger can take 3 legendary actions,
choosing from the options below. Only one legendary
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. action option can be used at a time and only at the
Hit: 19 (2d8 + 10) piercing damage. The target is grappled (escape end of another creature’s turn. The choggenmugger
DC 23). Until this grapple ends, the target is restrained, and the regains legendary actions at the start of their turn.
choggenmugger can’t bite another target.
Claws. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: Lumbering Gait. The choggenmugger may move
23 (2d12 + 10) slashing damage. a distance up to its speed. This movement doesn’t
provoke opportunity attacks.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit:19
(2d8 + 10) bludgeoning damage. Reflexive Strike. The choggenmugger makes a tail or
claw attack.
Snack. The choggenmugger makes a bite or
swallow attack.
23
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Constructs
Constructs are creatures who are made,
not born. In Oz, constructs fall into
three general types: humanoid, Ozian,
and clockwork.
Humanoid Constructs
Humanoid constructs are artificially created,
not born. They are touched by divine or fairy
magic, and sustained by Oz itself. They cannot
reproduce on their own, and so either have
finite numbers or require new construction
from their elemental source and the
Powder of Life. Unlike golems or other
constructs that are programmed by
their creators to follow a basic set of
instructions, humanoid constructs
are imbued with sentience and
independent thought.
Humanoid Construct
Ozian Constructs
Ozian constructs may be created from any
inanimate object by using the Powder of Life.
The Ozian construct then comes to life, fully
sentient and with whatever movement its
current form can afford. These previously
inanimate objects have no memory of their time
before the Powder of Life was applied, and are as
vulnerable (or invulnerable) to damage as their
individual components.
24
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Clockwork Constructs
Clockwork constructs are mechanical
inorganic creatures of springs, gears, and
pistons, designed from start to finish by their
creators to be sentient and mobile beings. They
generally require some form of regular winding
or refueling to retain their ability to sense
their environment and speak or move
about. However, some rare clockwork
constructs have been granted
perpetual movement by the
application of the Powder of Life.
Clockwork Construct
Ozian Construct
25
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Bear Center Teddy Bear patches and stitching. They smell of pleasant,
earthy things like leaves and sweet grasses that
Then from behind a tree there stepped a they use for stuffing in the event of injuries.
brown fuzzy bear, whose head came about The bears all wear red bow ties, immaculately
as high as Cayke’s waist—and Cayke was knotted, and wield a combination of simple
a small woman. The bear was chubby as weapons from spears and swords to cork guns.
well as fuzzy; his body was even puffy, while
his legs and arms seemed jointed at
the knees and elbows and fastened
to his body by pins or rivets. His ears Bear Center Teddy Bear
Small construct, any neutral alignment
were round in shape and stuck out Challenge
Princess of Oz Construction. As a construct, the teddy bear has no need for air,
water, food or sleep.
The teddy bears of Bear Center are Right to Bear Arms. Each teddy bear is equipped with either a
living stuffed bears of various shades cork pop gun, a long spear, or a tin sabre, and is able to use the
corresponding action with a matching name.
of natural brown. Their cartoonish
ursine forms are uniform in size, Actions
as if constructed on a factory line. Cork Pop Gun. Ranged Weapon Attack: +5 to hit, ranged 20/30 ft.,
one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Because of their uniformity, it is
Long Spear. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
impossible to distinguish gender or Hit: 6 (1d8 + 2) piercing damage.
age, beyond a tendency for older Tin Sabre. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
bears to show more numerous Hit: 6 (1d8 + 2) slashing damage.
26
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
27
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Cider Horse
Medium construct, lawful evil Challenge Special Rules
STR DEX CON INT WIS CHA
16 (+3) 6 (−2) 12 (+1) 18 (+4) 9 (−1) 12 (+1) 1
(200 XP)
Potion of Obedience. A single swallow of this
alcoholic cider has the following effects on the imbiber
(drinking more has no further magical effect, though it
Armor Class 15 (natural armor) is certainly possible to get drunk on the cider):
Hit Points 26 (5d8 + 4) • Acts as a suggestion spell [2nd level
Speed 40 ft. enchantment]—the cider horse gives the affected
Skills Insight +1, Intimidation +3 creature a suggested action, and the creature
Damage Resistances bludgeoning, piercing, and slashing from must obey if it fails a Wisdom save.
nonmagical attacks that aren’t adamantine • The effect lasts for 24 hours rather than the
Damage Immunities poison spell’s 8 hours
Senses blindsight 60 ft., passive Perception 9 • At the end of the 24 hours the affected creature
Languages Common wants another drink of the cider. The creature
Proficiency Bonus +2 must make another Wisdom save or automatically
accept if the cider horse offers another drink.
Construction. As a construct, the Cider Horse has no need for air, • The cider is effective on Constructs. If the
water, food or sleep. construct has no mouthlike part, the cider horse
Mend Self. The cider horse may cast mend on itself once each day. just spits the cider onto the Construct.
• The effects of the potion become harder to resist
Special Reserve. At any given time the Cider Horse contains d10
over time. For every 24 hours that the creature
× 20 liters of delicious hard cider that acts as a potion of obedience
is affected, the difficulty of the Wisdom save
(see Special Rules). It can dispense the cider by “spitting” it out of
increases by 1.
its tap-mouth.
Actions
Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) bludgeoning damage. Will strike to subdue.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Pony Kegs
Small construct, lawful evil Challenge
Actions
Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) bludgeon damage. Will strike to subdue.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Cuttenclips
Tiny construct, any neutral alignment Challenge
30
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Fuddle
Dorothy fitted an ear on next, and the ear
had a little patch of red hair above it. So while the
others were searching for the mouth she hunted
for pieces with red hair, and found several of them
which, when matched to the other pieces, formed
the top of a man’s head. She had also found the
other eye and the ear by the time Omby Amby in
a far corner discovered the mouth. When the face
was thus completed all the parts joined together
with a nicety that was astonishing.
L. Frank Baum, The Emerald City of Oz
Fuddles resemble humans but are as small as
halflings or munchkins. They are made of many
small, interlocking puzzle pieces carved of
dragon bone. A fuddle’s features, clothes, and
details are carved into and painted upon the
interlocking pieces.
Their main defense, activated by surprise or
fear, is to fly apart, exploding in all directions
like a small bomb. Once in pieces, they are inert
and have no scent of life, which discourages
predators. Once apart, they require the aid of a
Fuddle
Small construct, any neutral alignment Challenge Actions
STR DEX CON INT
10 (+0) 15 (+2) 14 (+2) 9 (−1)
WIS
5 (−3)
CHA
2 (−5) 2
(450 XP)
Multiattack. Fuddles make two melee attacks.
Slam. Melee Attack: +5 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage
Armor Class 15 (natural armor)
Hit Points 27 (5d6 + 10) Reaction
Speed 25 ft. Puzzling Explosion. If the fuddle senses defeat
Damage Immunities poison, (see variant table below for additional and cannot flee to safety, it will explode after being
immunities) attacked. Each creature within 5 feet of it must make a
Condition Immunities blinded, charmed, deafened, exhaustion, DC 13 Dexterity saving throw, taking 9 (2d8) slashing
frightened, paralyzed, petrified, poisoned, prone damage on a failed save, or half as much damage on a
Senses blindsight 30 ft., passive Perception 7 successful save.
Languages Common
Proficiency Bonus +3
Damage Immunity Variants
Dragon Bone Immunity. Fuddles have immunity to
Alert. Fuddles cannot be surprised except when incapacitated attacks based upon the type of dragon bone used to
or unconscious. construct them. Roll a d10 for each to determine the
Construction. As a construct, the fuddle has no need for air, water, bone type and damage immunity from the table below:
food or sleep. • 1 Red dragon: Immune to fire damage
Dragon Bone. A successful DC 16 Intelligence (Arcana) check • 2 Brass dragon: Immune to fire damage
might recognize the fuddles are made of the bones of a dragon, but • 3 White dragon: Immune to cold damage
the fuddles themselves have no knowledge of how they came to be • 4 Silver dragon: Immune to cold damage
made. Fuddles are nearly indestructible, as the bones are hard and
• 5 Black dragon: Immune to acid damage
would require extremely strong crafting tools to break off tabs or
change slots. • 6 Copper dragon: Immune to acid damage
• 7 Blue dragon: Immune to lightning damage
Self Sense. Fuddles can sense the direction of their missing pieces
• 8 Bronze dragon: Immune to lightning damage
as long as it is on the same plane of existence as other missing pieces.
• 9 Purple dragon: Immune to psychic damage
Reassemble. Fuddles don't die and can be reassembled. It takes • 0 Serpentine dragon: Immune to psychic damage
3d12 hours for a reassembled arm to assemble the rest of its body
and gain full health.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Armor Class 12
searching for other bits of itself Hit Points 11 (2d6 + 4)
for reassembly. Speed 20 ft.
There must have been from six to eight Bash. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
(1d4) bludgeoning damage.
dozen spoons in the Brigade, and they
marched away in the shape of a hollow square, these locations are living pots and pans,
with Dorothy, Billina and Toto in the center of the flatware, carved wooden spoons and ladles,
square. Before they had gone very far Toto knocked
colanders, tenderizers, and many other
over one of the spoons by wagging his tail, and then
varieties of kitchenware. They are each alive
the Captain of the Spoons told the little dog to be
more careful, or he would be punished. So Toto with the powers of speech, though they do not
was careful, and the Spoon Brigade moved remember what agency gave them mobility.
along with astonishing swiftness, while They call themselves utensians, and tend toward
Dorothy really had to walk fast to keep up hospitality. The larger in size, the longer their
with it. memories stretch, although no utensian can
L. Frank Baum, remember their own origin or entire history.
The Emerald City of Oz Literary Origin. The Emerald City of Oz
In a small clearing in a large wood near
central Quadling country is the land
of Utensia. At first glance, it looks like
an army set up and then abandoned an
outdoor kitchen.
There are
cookstoves and
bread ovens
made of clay and
sand, with grills
and raised fire
pits. Beside these
are cabinets and
low cupboards, all
arrayed about a
central large table.
Walking,
hopping, rolling,
and moving about
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Cottabus
Kabumpo was too astonished to move, Cottabus
Large beast, chaotic good
and the next instant the Cottabus had Challenge
33
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Crabfolk
Even as she spoke there was a
stirring and scrambling among the rocks,
and soon scores of light green crabs were
gathered before the visitors. The crabs bore
fiddles of all sorts and shapes in their claws,
and one big fellow carried a leader’s baton.
The latter crab climbed upon a flat rock
and in an excited voice called out…
L. Frank Baum, The Sea Fairies
The crabfolk dwell in the
Quadling marshes. They are a tall
race of arthropods that resemble
crabs of various breeds. Some are
the height of average humans,
usually with softer pinkish shells.
Others tower up to 8 feet in
height, and most often boast
hard, thorny skeletons of
brilliant orange and red.
The smaller crabfolk serve
as workers building up the
mud-based adobe huts. They
tend to walk on four legs,
using their middle legs
as manipulating appendages
for building and crafting. The larger
or warrior crabfolk scuttle along on Crabfolk
four to six legs, rearing high with Medium humanoid (beast), any neutral alignment Challenge
enormous claws that have crushing
strength. Their heads are wide,
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 10 (+0) 11 (+0) 8 (−1) 1
(200 XP)
flat carapaces with bulging black Armor Class 15
eyes swiveling on tiny stalks. Their Hit Points 19 (3d8 + 6)
antennae can sense movement in Speed 30 ft., swim 30 ft.
Actions
Multiattack. The crabfolk make two melee attacks.
Pincer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9
(1d12 + 3) bludgeoning damage.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
35
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
36
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
37
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
38
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
39
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
40
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
41
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Serpentine Dragon curved horns and spikes flaring out from a long
snout. Long, catfish-like whiskers trail back
There were three hundred Asiatic from their gleaming teeth, and their chin sports
Dragons, breathing fire that consumed a slight, spiky beard. Their eyes gleam brighter
everything it touched. These hated mankind white when their attention is aroused, though
and all good spirits. they settle into a darker, mottled blue of deep
L. Frank Baum, The Life and waters when calm.
Adventures of Santa Claus
In the water, serpentine
Serpentine dragons are wingless, semi-aquatic dragons attack
river dragons. They are long and sinuous with
smooth scales of gunmetal blue or murky green,
with a pale underbelly and monochromatic
blue teeth and webbed claws. They have four
short legs spaced along their bodies, and a long,
lashing tail that allows them to coil and strike
snake-like in any direction, and move
quickly in a serpentine style. Their
heads are armored with wickedly-
42
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
with a fanged strike, then wraps their coils ash, and the beasts themselves smell of iron slag
around their prey, crushing it and dragging it and charcoal from the frequent burns in which
underwater. They tend to attack from below and they wallow. While they may speak almost any
hold their prey underwater, as they are able to language of mortal or fey, with their voices
hold their breath for up to ten minutes before a low, growling menace, serpentine dragons
needing to surface for air. generally choose to end conversations quickly
On land, serpentine dragons have a fierce fire- and with fire.
breathing attack, concentrated by magic into Literary Origin. The Life and Adventures
rock-melting strength. Their territory stinks of of Santa Claus
15
choice that is within 120 feet of the dragon and aware
STR DEX CON INT WIS CHA of it must succeed on a DC 14 Wisdom saving throw
25 (+7) 16 (+3) 18 (+4) 10 (+0) 12 (+1) 12 (+1) or become frightened for 1 minute. A creature can
(13,000 XP)
repeat the saving throw at the end of each of its turns,
Armor Class 19 ending the effect on itself on a success. If a creature’s
Hit Points 123 (13d10 + 52) saving throw is successful, or the effect ends for it, the
Speed 40 ft., burrow 50 ft., swim 60 ft. creature is immune to the dragon’s Frightful Presence
Skills Perception +11, Stealth +9 for the next 24 hours.
Senses darkvision 120 ft., passive Perception 21
Languages Common, Draconic, Sylvan
Legendary Actions
Proficiency Bonus +6 The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Legendary Resistance (3/day). If the dragon fails a saving throw, it option can be used at a time and only at the end of
can choose to succeed instead. another creature's turn. The dragon regains spent
Sea Serpent. The dragon can hold its breath for up to thirty legendary actions at the start of its turn.
minutes. Additionally, water can never be difficult terrain for
the dragon. Fire Breath (Recharge 5-6). The dragon exhales in
a 30-foot cone. Each creature in that area must make
Actions a DC 14 Dexterity saving throw, taking 33 (6d10) fire
Multiattack. The dragon can use its Frightful Presence. It then damage on a failed save, or half as much damage on a
makes three attacks: one with bite and two with its claws successful one.
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: Serpentine Embrace. The dragon uses Crushing Coils.
18 (2d10 + 7) piercing damage. Slither Strike. The dragon moves up to its speed then
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: makes a Claw attack.
14 (2d6 + 7) slashing damage.
Crushing Coils. Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 20 (3d12 + 7) bludgeoning damage and the target is
grappled (escape DC 21). The dragon can only have one creature
grappled at a time.
43
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
44
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Dragonette, Female
Dragonette, Female
Female dragonette scales are warm hues, Medium dragon (beast), chaotic good Challenge
4
from pale red to rich aubergine. They
STR DEX CON INT WIS CHA
tend to be friendly and playful with 19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
(1,100 XP)
other species, though still capable of a
Armor Class 18 (natural armor)
ferocious roar to drive off aggressors. Hit Points 60 (8d8 + 24)
Their lashing tails can be used to attack Speed 40 ft., burrow 30 ft.
or defend, and the claws used to climb Skills Perception +4, Stealth +2
rocks or trees serve equally well on Damage Resistances special
Senses darkvision 60 ft., passive Perception 14
offense. Females have a more piercing cry Languages Common, Draconic
than the males of the species, which they Proficiency Bonus +2
use as an attack—especially effective in Dragon Scaled. The dragonette has resistance to all damage as long
underground tunnels. as it has full hit points.
Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7
(1d6 + 4) slashing damage.
Cacophony (Recharge 5-6). The dragonette makes a loud sound
in a 15-foot radius. Each creature in the area must make a DC 12
Constitution saving throw, taking 24 (7d6) thunder damage on a
failed save, or half as much damage on a successful one. A non-
magical object that isn’t being worn or carried also takes the damage
if it’s in the Cacophony area.
Tail. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 9
(1d10 + 4) bludgeoning damage.
Dragonette, Male
Dragonette, Male Dragonette males are more
Medium dragon (beast), chaotic neutral Challenge aggressive, and known to annoy
STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2) 2
(450 XP)
people with pranks. Their green
scales can change color to match the
Armor Class 18 (natural armor) flora and fauna around them, making
Hit Points 60 (8d8 + 24) them almost imperceptible if they are
Speed 40 ft., burrow 30 ft.
unmoving. Their camouflage gives
Skills Perception +4, Stealth +2
Damage Resistances special
them an advantage in their favorite
Senses darkvision 60 ft., passive Perception 14 pouncing game, whether light-hearted
Languages Common, Draconic and playful, or in more aggressive
Proficiency Bonus +2
instances when the beasts are hungry.
Ambusher. The dragonette deals an extra 7 (2d6) damage when
it hits a target with a weapon attack and has advantage on the
attack roll.
Camouflage (Recharge 5-6). The dragonette can take the Hide
action as a bonus action, even when creatures can clearly see it.
Dragon Scaled. The dragonette has resistance to all damage as long
as it has full hit points.
Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7
(1d6 + 4) slashing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 9
(1d10 + 4) bludgeoning damage.
45
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Many are drawn to live in the capital city A youngish munchkin woman, perhaps a bit
of Oz. Some desire to escape conflict over four feet tall. She is well turned out, with
or oversight by one of the Cardinal a white linen shirt and a double-buttoned blue
Witches. Others merely wish to study vest over it. Her trousers are a shade darker
a non-local craft, or engage in exotic blue, with a velvet ribbon stripe up either side.
trade. In the city, one can find a career in the Her eyes are a murky shade of bluish gray with
guard, attach oneself to a caravan, set up shop, flecks of gold, and her hair is a riot of black
or otherwise find their own way to join in the curls tied up with hair sticks fastening a rude
constant movement of the largest city in Oz. knot in place. Short, square hands show signs
Whether wishing to make a fresh start or find of hard work, with calluses across the palms.
an opportunity, the Emerald City expands Her features are regular, but unremarkable, and
magically at night to house all who come to she blends into a bustling crowd with ease. Her
stay and live. leather belt is the same shade of her boots, both
dyed a midnight blue with a well-worn look to
them as well as the various pouches attached.
Agent of Revolt Literary Origin. The Marvelous Land of Oz
Tip thought this strange Army bore no
weapons whatever; but in this he was wrong.
For each girl had stuck through the knot of her
back hair two long, glittering knitting-needles. Agent of Revolt
Medium humanoid, chaotic neutral Challenge
Cunning Action. On each of its turns, the agent can use a bonus
action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/turn). The agent deals an extra 10 (3d6) 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 agent
that isn't incapacitated and the agent doesn't have disadvantage on
the attack roll.
Actions
Multiattack. The agent of revolt makes two hair stick attacks.
Hair Stick. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Reactions
Confident Charmer (1/day). The agent tries to divert an attack
made against it, provided that the attacker is within 60 feet of it and
visible to it. The agent must decide to do so before the attack hits
or misses. This forces the attacker to make a DC 13 Wisdom saving
throw. On a failed save, the attacker is charmed by the Agent and
targets the creature closest to it, other than the Agent or itself. If
multiple creatures are closest, the attacker chooses which one to
target. If there are no valid targets, the attack fails.
46
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Army Captain
Army Captain
For Glinda’s soldiers wore neat Medium humanoid, lawful good Challenge
1
uniforms and bore swords and spears; and
they marched with a skill and precision that STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 16 (+3)
proved them well trained in the arts of war. (200 XP)
This human woman looks to be between Saving Throws Con +4, Wis +2
Skills Athletics +5, Perception +2
40-50 years old, with lines around her eyes Senses passive Perception 12
and a network of similar lines about her Languages Common and any one language
Proficiency Bonus +2
thin-lipped mouth. Her gaze is cool, her
single eye almost lavender under white Battle Orders. As a bonus action, the captain targets one ally she
can see within 30 feet of her. If the target can see or hear the captain,
brows and a short shock of white hair. the target can use its reaction to make one attack.
She wears a patch covering the right eye, Teamwork. The captain gains advantage on attacks when an ally is
and there are many rumors about how adjacent to her or the enemy she is attacking.
she lost it. She wears the tailored jacket Actions
with tails of a captain in the Emerald City Bayonet Rifle. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.
division, made of strong green wool with or 40/120 ft., one target. Hit: 8 (1d10 + 3) piercing damage
47
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Royal Army Soldier All Royal Army soldiers are tall, and some
mutter for the height requirements that keep
The Royal Army of Oz followed, out many common munchkins. The specimen
consisting of twenty-seven officers, from the before you is tall for even a winkie, and more
Captain-General down to the Lieutenants. lithe and strong-looking than many from his
There were no privates in Ozma’s Army country. He is approaching his middle age
because soldiers were not needed to fight
years, with walnut brown skin and eyes so dark
battles, but only to look important, and an officer
brown they appear black. He is mostly clean
always looks more imposing than a private.
shaven, with single snowy hairs just starting to
L. Frank Baum, The Road to Oz insinuate themselves around his eyebrows and
temple. He has the quiet confidence of a career
soldier who has seen many campaigns, and an
easy way of settling into his green, red, and gold
uniform with decorative buttons on the cuffs
and epaulets, with a shiny brass belt buckle.
His pauldrons are simple, quadling-make
of blued steel, and he wears a two-handed
greatsword with wide quillons indicating that
he may frequently be part of the specialist
brigade that goes after red bear or dragonette
sightings outside of their normal territories.
Literary Origin. The Marvelous Land of Oz.
Actions
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
Reactions
Counterstroke. When an enemy makes a an attack against the
soldier, the soldier may spend his reaction to gain +5 bonus to AC
against the triggering attack.
48
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Waif / Urchin
Street urchins in the Emerald City or other
towns are a common sight. These youths barely
top four feet tall, although they’re nimble
despite having short legs. Street urchins wear
tatterdemalion outfits clearly gleaned from
multiple waste bins, with a mishmash collection
of cap, threadbare sweater, ill-fitting jacket,
and much-patched trousers of no particular
provenance. They usually barefoot with
unwashed hair sticking out in tufts from under
their caps, framing a beaming spit-washed face.
Belts are a simple bit of rope, tied firmly to keep
their pants up. Despite this, urchin smiles are
charismatically engaging even when an odd
tooth missing on from their grins.
Literary Origin. The Marvelous Land of Oz
Waif / Urchin
Medium humanoid, neutral Challenge
Actions
Shiv. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
(1d4 + 3) piercing damage and the waif / urchin may immediately
make a Steal attack.
Steal. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
The creature is forced to drop an item of your choice that isn’t an
equipped weapon, shield, armor, or clothing item then the waif /
urchin can use a bonus action to pick up the dropped item.
49
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Erbs
Long before the days
of man, dwarf or even
elf, born second after
the Original Dragon,
the erbs came to be.
Emerging from the same chaos of
magic as fey realms with a hint of
Underworld flavor, clerics of Lurline
have written on the theories that the
erbs represent the dark side of the fey,
part of the balance required in all things.
Because they are beings of chaos, no two
erbs are truly identical, with each taking
upon themselves the qualities of the forces
they most admire for ruthlessness.
During the first age of the fey realm
around the Nonestic Ocean, the erbs reigned
supreme in numbers and power, hunting many
other races to extinction. Influenced by the
Underworld and unencumbered by mortality,
the erbs lacked empathy and were cruel in their In the Age of the Erbs, the gadgols settled and
violence. They were eventually defeated by an hunted near swampy areas, dwelling in fens
alliance of their enemies, and the fey Ozana and marshes to the terror of all creatures there.
minds the gates to their eternal prison. They are the size of a small dog, resembling an
Modern erbs resent both immortals and unholy union between a bat and an amphibian.
mortals alike, seeing them as interlopers Gadgols have winged front legs and a long,
in the land of the living, while clinging barbed tail. It leaps long distances, gliding
to the belief that erbs should still on thin membrane wings before whipping
have primacy. its tail around to sting its prey. They come in
There remain well-known two main many colors from ochre and slimy green to
races of erbs in Nonestica from the many darker shades of gray and dull red, some solid
that ruled the earliest age: phanfasms and some spattered with color. Their eyes are
and mnemoni. A third race, gadgols, are bulbous, their mouths and faces batrachian
thought to have been completely wiped with long tongues that snap out to strangle
out—at least inside the borders of Oz. smaller creatures and swallow them whole.
Literary Origin. The They are omnivores, and smel of still pools
Emerald City of Oz and swamp rot.
Lorekeepers of Oz believe that Lurline drove
them out of the forests of Oz as she was laying
Gadgols out her borders, and they’ve been thought
She frightened away the Gadgols, extinct within the countryside ever since.
who took evil delight in flying against the Outside of Oz proper, the knooks and ryls
tree-trunks and wounding them so that consider gadgols worthy of extermination for
they drooped and died from the poisonous the threat they pose to fragile ecosystems and
contact. new saplings.
L. Frank Baum, The Life and Literary Origin. The Life and Adventures
Adventures of Santa Claus of Santa Claus
50
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Mallaithe
Some consider this distant cousin of the
scoodler race to be a myth, and many of the
stories about them confuse or conflate the two.
But they are very different, and the mallaithe
have spread all over Nonestica via the
many underground tunnels and caverns
beneath the surface of land and water
alike. The mallaithe (pronounced
Mall-ih-heh) are a lost tribe of erbs
who avoided most of the wars on the
surface by delving deep into the earth
in search of power and patronage.
51
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
52
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
53
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Mnemoni
Medium monstrosity (shapechanger), neutral evil Challenge • Aberration, Fiend, or Undead. If the attack hits,
3
the mnemoni regains the use of Shadow Stun.
STR DEX CON INT WIS CHA • Beast, Dragon, or Giant. The attack deals an
15 (+2) 12 (+1) 19 (+4) 10 (+0) 13 (+1) 18 (+4) additional 6 (1d12) piercing damage
(700 XP)
Armor Class 13 (natural armor) • Celestial, Elemental, or Fey. The attack ignores
Hit Points 85 (10d8 + 40) all resistances and counts as magical.
Speed 30 ft. • Construct, Humanoid, or Monstrosity. After the
mnemoni attacks, it can use its reaction to make
Skills Stealth +4, Performance +7 another attack with this body part.
Senses darkvision 120 ft., passive Perception 11 • Ooze or Plant. The mnemoni regains hit points
Languages Common equal to the damage dealt by the attack.
Proficiency Bonus +3
Erb Sight. The mnemoni can see in darkness, both magical and Actions
nonmagical, to a distance of 120 feet. Multiattack. The mnemoni makes three body
part attacks.
False Appearance (Object Form Only). While a mnemoni remains
motionless, it is indistiguishable from the object that it is imitating. Body Part. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 5 (1d6 + 2) slashing damage.
Shapechanger. The mnemoni can use a bonus action to polymorph
into a creature or object of Small or Medium size that it has seen, or Shadow Stun (1/Day). A shadow within 5 feet of
back into its true form. Its statistics remain the same, other than its the mnemoni is attacked. The creature that owns
size. Any equipment it is wearing or carrying isn’t transformed. When the shadow must succeed on a DC 15 Constitution
the mnemoni dies, it reverts to its true form. saving throw or be paralyzed until the mnemoni dies.
The paralyzed creature can repeat the saving throw
Simil Shift (Creature Form Only). As a bonus action, a mnemoni at the beginning of each of its turns, on a success it
can change a body part to resemble the body part of another temporarily ignores the paralyzed effect until the end
creature. Attacks made with that body part gain a bonus depending of its turn.
on the creature type it resembles.
Phanfasm
Medium monstrosity (humanoid), lawful evil Challenge Magic Resistance. The phanfasm has advantage on
5
saving throws against spells and other magical effects.
STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 18 (+4)
(1,800 XP)
Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Armor Class 14 (leather armor)
target. Hit: 8 (2d4 + 3) slashing damage.
Hit Points 78 (12d8 + 24)
Speed 30 ft. Magical Club. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) magical
Skills Arcane +3, Perception +3, Stealth +6 bludgeoning damage.
Senses darkvision 120 ft., passive Perception 13
Languages Common Shape Material. The phanfasm casts the creation
Proficiency Bonus +3 spell, requiring no material components. The spell’s
effect takes place immediately, but its duration
Erb Sight. Phanfasms can see in darkness, both magical and non- is 1 minute regardless of material, and it requires
magical, to a distance of 120 feet. concentration for the duration.
Innate Spellcasting. The phanfasm’s innate spellcasting ability is
Charisma (spell save DC 15). The phanfasm can innately cast the
following spells, requiring no material components:
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Cherubim
Small fey, true neutral Challenge 3rd level (3 slots): counterspell, dispel magic
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Cloud Fairy
Just above them, and almost on a
level with their platform, were banks of
rolling clouds which constantly shifted
position and changed color. The blues and
greys were very beautiful, and Dorothy
noticed that on the cloud banks sat or reclined
fleecy, shadowy forms of beautiful beings who
must have been the Cloud Fairies.
L. Frank Baum,
Dorothy and the Wizard in Oz
Cloud fairies are some of the smallest of their
kind, living among the clouds, impossible to see
from the ground.
Cloud fairies are approximately one foot tall,
winged, and quick of foot and flight. Their eyes
range from sky blue to a dark, cloudy gray, and
all glitter silver when angered. Their hair can
be various shades of white and gray, often kept
short to avoid becoming an annoyance while
flying. Their wings are diaphonous, appearing
frail but deeply bendable and tough enough to
stand up to even the strongest winds. Though
their physical strength matches their size,
cloud fairies are able to affect the
world on a large scale with their
powerful magics.
Cloud Fairy
Tiny fey, chaotic good Challenge
They are the architects of the
cloud world, building many of
the palaces, islands, and castles in
STR DEX CON INT WIS CHA
3 (−4) 18 (+4) 10 (+0) 15 (+2) 13 (+1) 11 (+0) 11
(7,200 XP)
construction or sport. Magic Resistance. The cloud fairy has advantage on saving throws
against spells and magical effects.
Literary Origin. Dorothy and the
Wizard in Oz Actions
Light Refraction. The cloud fairy magically turns invisible until
it attacks or casts a spell, or until its concentration ends (as if
concentrating on a spell). While invisible, it leaves no physical
evidence of its passage, so it can be tracked only by magic. Any
equipment it wears or carries is invisible with it.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
19
granting them an additional spell.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 12 (+1) 11 (+0) 20 (+5) Red, 1/day: firestorm
(22,000 XP)
Orange, 1/day: delayed blast fireball
Armor Class 17 (natural armor)
Yellow, 1/day: sunburst
Hit Points 260 (40d8 + 80)
Speed 25 ft., fly 60 ft Green, 1/day: regenerate
Blue, 1/day: freezing sphere
Skills Perception +6, Stealth +9
Indigo, 1/day: reverse gravity
Damage Immunities radiant
Violet, 1/day: forcecage
Condition Immunities charmed, sleep
Senses passive Perception 16 Magic Resistance. The daughter of the rainbow
Languages Common, Sylvan has advantage on saving throws against spells and
Proficiency Bonus +6 magical effects.
Innate Spellcasting. The daughter of the rainbow’s innate Actions
spellcasting ability is Charisma (spell save DC 19, +11 to hit with
Light Refraction. The daughter of the rainbow
spell attacks). It can innately cast the following spells, requiring no
magically turns invisible until it attacks or casts a spell,
material components:
or until its concentration ends (as if concentrating on
At will: charm person, dimension door, prismatic sight, fly a spell). While invisible, it leaves no physical evidence
3/day each: chromatic orb, color spray of its passage, so it can be tracked only by magic. Any
equipment it wears or carries is invisible with it.
1/day each: control weather, prismatic spray, see invisibility,
word of recall
Polychrome
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Garden Fairy
Tiny fey, neutral good Challenge
Armor Class 14
Hit Points 25 (10d4)
Speed 15 ft., fly 60 ft
Skills Perception +9, Stealth +8
Condition Immunities charmed
Senses passive Perception 19
Languages Common, Sylvan
Proficiency Bonus +4
Actions
Invisibility. The fairy magically turns invisible until it attacks or
casts a spell, or until its concentration ends (as if concentrating on a
spell). Any equipment it wears or carries is invisible with it.
Poisoned Arrow. Ranged Weapon Attack: +8 to hit, range 20/60
ft., one target. Hit: 6 (1d4 + 4) piercing damage and 3 (1d6)
poison damage.
Poisoned Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 6 (1d4 + 4) slashing damage and 3 (1d6) poison damage.
Garden Fairy
The colloquial “garden variety” fairy is most Most garden fairies tend to be mild in
often found in gardens and other areas of temperament and merry in their play,
cultivated vegetation. Garden fairies range in and their laughter sounds like small,
height between one inch for the very smallest chiming bells. They enjoy tricks and
up to eight inches for the tallest. They are pranks, although most are harmless
universally winged, tending to wear clothing enough. When they or their garden
associated with and resembling their preferred homes are threatened, however, their
flora: grape leaves, dandelion leaves and puffs, pranks can quickly turn from jovial to
and even thistledown trousers. Their skin deadly. The tips of their daggers and
tones blend in with all the colors of growing bows are poisoned, and can knock out
things for camouflage, from birch bark and a living creature with a single wound.
wild cherry pale to darkest ironbark. Likewise, Once down, the fairies will often find
their hair shades range from palest lichen ways to feed intruders that threaten
to deepest blooming flower, and can change harm to deadly poppies or other
without notice. carnivorous plants.
Literary Origin. 5e Adventures in Oz
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Fairy Beaver
They were all pretty to look upon,
having silvery fur as soft as satin, and
large dark eyes that regarded the strangers
pleasantly and without fear. From the neck
of each was suspended, by means of silken
cords, a richly embroidered cloak, exquisitely
woven from a material unknown to the Princess,
and blazoned with an emblem denoting the rank
or degree of the wearer.
L. Frank Baum, John Dough and the Cherub
Fairy beavers are similar in size and appearance
to normal mortal beavers, but there the
similarities end. Their soft fur shines with
golden-tipped ends, and their eye color varies
from earthy brown to mossy green or newly-
minted gold. Fairy beavers are known for their
demeanor; their calm and soothing presence
can quell even the most agitated beast. Every cloaks are likewise emblazoned with the rank
fairy beaver wears a circlet of some kind, the and specialty of each fairy, with the royal crown
ornamentation varying from flowers or leaves over the coat of arms of the royal family.
to intricate tooling on wood or metal. The
Fairy beavers are normally invisible to
fairy beaver king’s circlet is more of a crown,
common beavers and mortals alike, only to
inset with jewels and knotwork carvings. Their
be seen when they choose to reveal
themselves. The waterways of Oz are
Fairy Beaver the province of the beavers, who often
Small fey (beast), lawful good Challenge engage in commerce as they sell fish
STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 15 (+2) 10 (+0) 13 (+1) 13 (+1) 3
(700 XP)
and move packages about Oz by way of
the Great Green Lake.
Armor Class 13 The palace of their king lies
Hit Points 55 (10d6 + 20) underground, with at least once
Speed 30 ft., swim 50 ft.
entrance under a great dam on the
Skills Perception +3, Stealth +5
Condition Immunities charmed
Island of the Mifkets, off the coast
Senses passive Perception 13 of Nonestica. The fairy beavers’
Languages Common, Sylvan underground kingdom is believed
Proficiency Bonus +2
to have access to other underground
Innate Spellcasting. The fairy beaver’s innate spellcasting ability
is Dexterity (spell save DC 13, +5 to hit with spell attacks). It can lands, but would-be interlopers
innately cast the following spells, requiring no material components: prefer to avoid angering the beavers.
At will: guiding bolt, water breathing Similarly, fairy beavers do not cross
3/day each: charm person, confusion into Oz without invitation, establishing
1/day each: control water, find the path
a courteous border between their
Magic Resistance. The fairy beaver has advantage on saving throws kingdom and the rest of the world.
against spells and magical effects.
Wayfinder. Once per long rest, the fairy beaver can innately cast
Like their humanoid counterparts,
the passwall spell, requiring no material components. When cast this fairy beavers are powerful spellcasters.
way, passwall can also create passages through magical barriers.
Along with their ability to build a
Actions magnificent palace underground,
Invisibility. The fairy beaver magically turns invisible until it attacks their magic specializes in
or casts a spell, or until its concentration ends (as if concentrating
on a spell). Any equipment it wears or carries is invisible with it. movement and travel.
Literary Origin. John Dough
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and the Cherub
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Sea Nymph
Medium fey, chaotic good Challenge Land Sickness. The sea nymph becomes exhausted
2
every 24 hours if it is not immersed in water. When
STR DEX CON INT WIS CHA exhausted this way, the nymph cannot reduce its
13 (+1) 16 (+3) 15 (+2) 9 (−1) 12 (+1) 17 (+3) exhaustion through a long rest. A long rest while
(450 XP)
immersed in water will reduce exhaustion as normal.
Armor Class 13
Hit Points 52 (8d8 + 16) Magic Resistance. The sea nymph has advantage on
Speed 5 ft., swim 60 ft. saving throws against spells and magical effects.
Sea Shape. When the sea nymph casts the alter self
Skills Perception +3, Stealth +5
spell, it can use the Change Appearance option to
Damage Vulnerabilities fire
completely change itself into any medium-sized, warm-
Damage Resistances bludgeoning
blooded creature.
Condition Immunities charmed
Senses passive Perception 13
Actions
Languages Aquan, Common, Sylvan
Proficiency Bonus +2 Multiattack. If unarmed, the sea nymph makes three
attacks: one with bite and two with its claws.
Amphibious. The sea nymph can breathe air and water.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Innate Spellcasting. The nymph’s innate spellcasting ability is target. Hit: 5 (1d6 + 3) piercing damage.
Chrisma (spell save DC 13). It can innately cast the following spells,
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
requiring no material components:
target. Hit: 5 (1d4 + 3) slashing damage.
At will: animal messenger, alter self, charm person, water breathing Siren Song. The sea nymph forces a creature charmed
3/day each: dispel magic, faerie fire by it to take an action that does not directly threaten
the charmed creature.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Light Elf
Medium fey, any good alignment Challenge
Armor Class 15
Hit Points 78 (12d8 + 24)
Speed 0 ft., fly 60 ft., swim 30 ft.
Skills Perception +6, Stealth +11
Damage Resistances acid, cold, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities radiant
Condition Immunities charmed
Senses passive Perception 16
Languages Common, Sylvan
Proficiency Bonus +3
Innate Spellcasting. The light elf’s innate spellcasting ability is
Charisma (spell save DC 13). It can innately cast the following spells,
requiring no material components:
Actions
Refraction. The light elf magically turns invisible until it attacks or
casts a spell, or until its concentration ends (as if concentrating on a
spell). While invisible, it leaves no physical evidence of its passage, so
it can be tracked only by magic. Any equipment it wears or carries is
invisible with it.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Mist Nymph
Medium fey, chaotic good Challenge
At will: fly, fog cloud, gaseous form, misty step, water breathing
3/day each: control weather, see invisibility
1/day: blink
Actions
Deadly Fog. The mist nymph attacks all creatures within the area of
its fog cloud spell. Creatures within the area must succeed on a DC
Mist Nymph 16 Wisdom saving throw or take 7 (2d6) cold damage and become
charmed by the mist nymph for 1 minute. While charmed in this way,
Presently out from the billows rose the creature is deafened. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself on a success
beautiful forms, clothed in fleecy, trailing and taking 3 (1d6) cold damage on a failure (this damage does not
garments of gray that could scarcely be break the charm).
distinguished from the mist. Their hair was Light Refraction. The mist nymph magically turns invisible until
mist-color, too; only their gleaming arms and it attacks or casts a spell, or until its concentration ends (as if
concentrating on a spell). While invisible, it leaves no physical
sweet, pallid faces proved they were living, evidence of its passage, so it can be tracked only by magic. Any
intelligent creatures answering the call of a equipment it wears or carries is invisible with it.
sister fairy.
L. Frank Baum, Glinda of Oz
through the valleys of their mountain
A legend is told among lorekeepers of the range homes, trailing wispy, cloud-like
dichotomy of kindness and vengeance held by garments that define a basic modesty but
mist nymphs. A general serving a wicked queen leave a lot of gleaming skin bare.
took advantage of the nymphs’ guidance, using
Mist nymphs cannot change shape like
the cover of mist to ambush a neighboring
their oceanic cousins, and cannot shape
kingdom. When the attacking army fell upon
clouds like their cloud fairy cousins. The
their foes, the mist nymphs were horrified, and
mist holds them differently, and they
cried out lamentations to their cousins higher in
can move through the mists that travel
the sky. Minutes later, the cloud fairies arrived,
across the land in the same way that sea
bringing with them a terrible storm that swept
nymphs move through the water. They
away both armies in a flash flood. The general
are benign, and can be beseeched to help
herself was never seen again.
any creature lost or traveling through
Like sea nymphs, the mist nymphs’ native heavy mist or fog.
forms resemble beautiful young androgynes.
Literary Origin. Glinda of Oz
The appearance differs most in intensity of
coloration—the mist nymphs have opalescent
white skin, with eyes and hair in various
shades and intensities of gray. They drift
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Rampsie
Rampsies are some of the smallest fey
in Nonestica. Their features are coarser
than those of most other fey, their
tiny bodies sturdy and resolute. Bards
sometimes claim that rampsies were
once giants, shrunk down to garden
size, but retaining their stoutness
and strength. All rampsies appear
male, sporting slight downy beards
and loincloths made of mouse or
lizard skin.
Rampsies live in hollowed-out
mushrooms, usually those in clumps
or circles outside of forested areas.
They all speak Common, and tend
to buzz away from confrontation
unless provoked.
Literary Origin. Nelebel’s Fairyland
Rampsie
Tiny fey, any neutral alignment Challenge
Armor Class 14
Hit Points 35 (10d4 + 10)
Speed 15 ft., fly 30 ft.
Skills Perception +2, Stealth +8
Damage Vulnerabilities necrotic
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses passive Perception 12
Languages Common, Sylvan, Giant
Proficiency Bonus +2
Actions
Invisibility. The rampsie magically turns invisible at will until it casts
a spell, or until its concentration ends (as if concentrating on a
spell). Any equipment the fairy wears or carries is invisible with it.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Rosian
The greenhouse was filled with
magnificent rosebushes, all growing in big pots. On
the central stem of each bush bloomed a splendid
Rose, gorgeously colored and deliciously fragrant,
and in the center of each Rose was the face of a
lovely girl.
L. Frank Baum, Tik-Tok of Oz
The rarest and perhaps the strangest of the
fairies found on Nonestica come from outside
of Oz beyond the desert, in a small country
bordering Ev known as the Rose Kingdom or
Roseland. Roseland’s construction consists of
a single great greenhouse, with windows that
glitter in the light. Inside are the birthing pots
filled with magic soil, housing the sprouts of the
lushly growing royal family and its retainers, as
well as the human attendant known only as the
Royal Gardener.
The rosians of Roseland are, as their
name suggests, living fairy roses.
Before they mature, the rosians
grow in orderly pots inside
the greenhouse, with leaves
in a pale shade of green
with brownish stalks,
firmly rooted.
Rosian
Medium fey, lawful neutral Challenge
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Ryl
Tiny fey, any good alignment Challenge
Armor Class 14
Hit Points 42 (12d4 + 12)
Speed 15 ft., fly 30 ft. swim 15 ft.
Skills Perception +6, Stealth +7
Damage Vulnerabilities acid
Damage Resistances poison
Condition Immunities charmed
Senses passive Perception 16
Languages Common, Sylvan
Proficiency Bonus +3
Innate Spellcasting. The ryl’s innate spellcasting ability is Wisdom
(spell save DC 14). It can innately cast the following spells, requiring
no material components:
Actions
Invisibility. The ryl magically turns invisible at will until it casts a
spell, or until its concentration ends (as if concentrating on a spell).
Any equipment it wears or carries is invisible with it.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Sleep Fairy
And beside her was the King of
the Sleep Fays, who carried a wand
from the end of which a fine dust fell
all around, so that no mortal could
keep awake long enough to see him, as
mortal eyes were sure to close in sleep as soon
as the dust filled them.
L. Frank Baum, The Life and Adventures
of Santa Claus
The sleep fey are among the most colorful of
the fairies, resembling tiny humanoids dressed
in their favorite flowers as they flit about on
gossamer wings. Whether resembling violet or
lily or (for a few troublemakers) poppies, they
are found in any shades, colors, and genders
that match their preferred blooms. Their
main defense is the ability to send out large
puffs of pollen that can send any trespassing
creature to sleep. Some enterprising farmers
have been known to trade or bribe the
sleep fairies for packets of their dust, as
it is a surprisingly effective deterrent for
Sleep Fairy
Tiny fey, any neutral alignment Challenge
Actions
Invisibility. The sleep fairy magically turns invisible at will until it
casts a spell, or until its concentration ends (as if concentrating on a
spell). Any equipment it wears or carries is invisible with it.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Totten
Small fey, neutral good Challenge
Armor Class 13
Hit Points 66 (12d6 + 24)
Speed 30 ft.
Skills Perception +6, Stealth +5
Condition Immunities charmed
Senses passive Perception 16
Languages Common, Sylvan
Proficiency Bonus +2
Innate Spellcasting. The totten’s innate spellcasting ability is
Wisdom (spell save DC 14). It can innately cast the following spells,
requiring no material components:
Actions
Invisibility. The totten magically turns invisible at will until it casts a
spell, or until its concentration ends (as if concentrating on a spell).
Any equipment the fairy wears or carries is invisible with it.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Water Sprite
There was the Queen of the
Water Sprites, whose beautiful form
was as clear as crystal but continually
Water Sprite
Medium fey, any lawful alignment Challenge
10
dripped water on the bank of moss
where she sat. STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 16 (+3) 18 (+4) 13 (+1) 12 (+1)
(5,900 XP)
L. Frank Baum, The Life and Adventures
of Santa Claus Armor Class 17 (natural armor)
Hit Points 120 (16d8 + 48)
Water sprites are long, slender fey with Speed 25 ft., fly 30 ft., swim 60 ft.
tapering limbs and curling fingers and toes. Skills Perception +5, Stealth +5
Damage Resistances fire, slashing
Their coloration ranges from sea foam to Damage Immunities piercing
deeper blue and green, and their skin can Condition Immunities charmed
shift chameleon-like when moving between Senses passive Perception 15
Languages Aquan, Common, Sylvan
deeper water and rocky shoals or lagoons. Proficiency Bonus +4
Water sprites are generally clad in draped Innate Spellcasting. The water sprite’s innate spellcasting ability
streamers of foam and seaweed, or nothing is Intelligence (spell save DC 16). It can innately cast the following
spells, requiring no material components:
at all if sporting about in the waves.
Though primarily found in water, these At will: cone of cold, create or destroy water, fly, water breathing,
water walk
sprites can emerge to fly through the air, 3/day each: control water, fog cloud, misty step
shedding a mist of droplets in their wake. 1/day each: freezing sphere, geas, shapechange
Unlike merfolk, who are mere residents Magic Resistance. The water sprite has advantage on saving throws
under the waves, water sprites are one with against spells and magical effects.
the water itself, in a manner similar to their Actions
cloud fairy cousins. They are ruled by a Invisibility. The water sprite magically turns invisible at will until it
queen who holds dominion over the casts a spell, or until its concentration ends (as if concentrating on a
spell). Any equipment the fairy wears or carries is invisible with it.
water. It is said that Bo the Mariner
himself speaks respectfully to her,
for though she is tiny, she rules the
currents and waves in a way no
other being can command. They
all speak Common as well as the
fluting dialect of the sea.
Literary Origin. The Life and
Adventures of Santa Claus
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Field Mouse
As it came nearer the Tin Field Mouse
Tiny beast, any good alignment
Woodman saw that running before Challenge
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Fighting Trees
The Scarecrow, who was in the lead,
finally discovered a big tree with such wide
spreading-branches that there was room for
the party to pass underneath. So he walked
forward to the tree, but just as he came
under the first branches they bent down
and twined around him, and the next
minute he was raised from the ground
and flung headlong among his fellow
travellers.
L. Frank Baum, The Wonderful
Wizard of Oz
The largest and most well-known
home of fighting trees is located along
the Great Trade Road leading south into
Quadling country, though smaller stands have
been found in both Munchkin Country and
along the border of Winkie territory. Locals
and seasoned travelers know not to step off the
road anywhere within a full day’s travel of the
forest, for it is far too easy to mistake a fighting
tree for a safe place to rest. When napping at
noon and midnight, the fighting trees may be
mistaken for merely large deciduous
trees with gnarled branches. But when
Fighting Tree—Elder
Huge plant, any neutral alignment Branch Strike. Melee Weapon Attack: +10 to hit,
Challenge
9
reach 25 ft., one creature. Hit: 9 (1d6 + 6) bludgeoning
STR DEX CON INT WIS CHA damage and the target is grappled (escape DC 15).
23 (+6) 8 (−1) 21 (+5) 12 (+1) 16 (+3) 12 (+1) Until the grapple ends, the target is restrained and has
(5,000 XP)
disadvantage on Strength checks and Strength saving
Armor Class 18 (natural armor) throws, and the fighting tree can’t use the same living
Hit Points 230 (20d12 + 100) branch to attack another target.
Speed 0 ft.
Raining Fruits and Nuts. Each type of fighting tree
Damage Vulnerabilities fire has a particular type of weapon that they may throw,
Damage Resistances bludgeoning, piercing either fruits, nuts or cones. Each creature of the
Senses darkvision 60 ft., passive Perception 13 tree’s choice within 20 feet must succeed on a DC 15
Languages Common, Druidic, Elvish, Sylvan Dexterity saving throw or take 9 (1d6 + 6) bludgeoning
Proficiency Bonus +4 damage. A creature that succeeds on its saving throw
takes half damage.
False Appearance. While the fighting tree remains motionless, it is
indistinguishable from a normal tree. Rock. Ranged Weapon Attack: +10 to hit, reach 60/180
ft., one target. Hit: 11 (1d10 + 6) bludgeoning damage.
Living Branches. The fighting tree can have up to four living
branches at a time. Each living branch can be attacked (AC 18, 10 Tree Slam. The fighting tree moves a creature it has
hit points, shares vulnerabilities and resistances with the fighting grappled up to 10 feet and slams it against the ground.
tree). Destroying the branch deals no damage to the fighting tree, The creature must succeed on a DC 15 Strength saving
which can create a replacement living branch on its next turn. A throw or take 20 (4d6 + 6) bludgeoning damage and
living branch can also be broken if the creature takes an action and be stunned until the end of the fighting tree’s next
succeeds on a DC 15 Strength check against it. turn. On a successful save, the creature takes half the
bludgeoning damage and is not stunned.
Actions
Multiattack. Each living branch of the fighting tree can make a
branch strike, raining fruits and nuts, or rock attack. Then the
fighting tree can make a tree slam attack.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Fighting Tree—Elder
The eldest fighting trees
have beards that start where
their necks would be,
with twiggy roots that
thin out into delicate new
leaves at the ends. Their
skin is clad in greenish
or gray-brown bark as up
to four arms come to life,
swinging bunched branches
or snapping off and flinging
sharpened branches at
their targets.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Fighting Tree—Sapling
Large plant, any neutral alignment Branch Strike. Melee Weapon Attack: +7 to hit, reach
Challenge
6
25 ft., one creature. Hit: 7 (1d6 + 4) bludgeoning
STR DEX CON INT WIS CHA damage and the target is grappled (escape DC 14).
18 (+4) 8 (−1) 16 (+3) 12 (+1) 16 (+3) 12 (+1) Until the grapple ends, the target is restrained and has
(2,300 XP)
disadvantage on Strength checks and Strength saving
Armor Class 16 (natural armor) throws, and the fighting tree can’t use the same living
Hit Points 114 (12d10 + 48) branch to attack another target.
Speed 0 ft.
Raining Fruits and Nuts. Each type of fighting tree
Damage Vulnerabilities fire has a particular type of weapon that they may throw,
Damage Resistances bludgeoning, piercing either fruits, nuts or cones. Each creature of the
Senses darkvision 60 ft., passive Perception 13 tree’s choice within 20 feet must succeed on a DC 14
Languages Common, Druidic, Elvish, Sylvan Dexterity saving throw or take 7 (1d6 + 4) bludgeoning
Proficiency Bonus +3 damage. A creature that succeeds on its saving throw
takes half damage.
False Appearance. While the fighting tree remains motionless, it is
indistinguishable from a normal tree. Rock. Ranged Weapon Attack: +7 to hit, reach 60/180
ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.
Living Branches. The sapling can have up to two living branches
at a time. Each living branch can be attacked (AC 16; 10 hit points; Tree Slam. The fighting tree moves a creature it has
resistant to bludgeoning and piercing; vulnerable to fire). Destroying grappled up to 10 feet and slams it against the ground.
the branch deals no damage to the fighting tree, which can create a The creature must succeed on a DC 14 Strength saving
replacement living branch on its next turn. A living branch can also throw or take 11 (2d6 + 4) bludgeoning damage and
be broken if the creature takes an action and succeeds on a DC 14 be stunned until the end of the fighting tree’s next
Strength check against it. turn. On a successful save, the creature takes half the
bludgeoning damage and is not stunned.
Actions
Multiattack. Each living branch of the fighting tree can make a
branch strike, raining fruits and nuts, or rock attack. Then the
fighting tree can make a slam attack.
Fighting Tree—Seedling
Seedlings are the tiny new beginnings
of the fighting trees. These seedlings
are miniature versions of their mighty
kindred, although at rest they resemble
any other deciduous tree in the forest.
Offshoots are more leaf than branch,
but they are more limber and can
Fighting Tree—Seedling last at nearby threats. The youngest
Medium plant, any neutral alignment Challenge
seedlings have not yet embedded their
STR DEX CON INT WIS CHA
14 (+2) 8 (−1) 14 (+2) 12 (+1) 16 (+3) 12 (+1) 3
(700 XP)
roots deep in the earth, and are able to
move slowly across the ground.
Armor Class 14 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 15 ft.
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Senses darkvision 60 ft., passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Proficiency Bonus +2
Actions
Branch Whip. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Rock. Ranged Weapon Attack: +4 to hit, reach 10/20 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage.
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Flamengo
Medium beast, any neutral alignment Challenge
Armor Class 11
Hit Points 33 (6d8 + 6)
Speed 20 ft., fly 60 ft.
Skills Perception +3
Damage Immunities fire
Senses passive Perception 13
Languages Common
Proficiency Bonus +2
Pack Tactics. A flamengo has advantage on attack rolls against a
creature as long as at least one of the flamengo’s allies is within 5 feet
of the creature and the ally is not incapacitated.
Actions
Multiattack. The flamengo makes one claw and one peck attack.
Claw. Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) slashing damage.
Fire Breath (Recharge 5-6). The flamengo belches fire in a 10-foot
cone. Each creature in the area must make a DC 12 Dexterity saving
throw, taking 22 (4d10) fire damage on a failed save, or half as much
damage on a successful one.
Peck. Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) piercing damage.
Regurgitate (Once per day). Ranged Weapon Attack. +3 to hit,
reach 15 ft., one target. Hit: 12 (2d10 + 1) acid damage as the
flamengo vomits up its most recent meal on its target.
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Flathead
Their heads were really flat on top, as Flathead
Medium humanoid, lawful neutral Challenge
if they had been cut off just above the eyes
and ears. Also the heads were bald, with no
hair on top at all, and the ears were big and
STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 10 (+0) 8 (−1) 12 (+1) 7 (−2) ½(100 XP)
stuck straight out, and the noses were small Armor Class 11
and stubby, while the mouths of the Flatheads Hit Points 32 (5d8 + 10)
Speed 30 ft.
were well shaped and not unusual. Their eyes
were perhaps their best feature, being large Senses passive Perception 11
Languages Common
and bright and a deep violet in color. Proficiency Bonus +2
L. Frank Baum, Glinda of Oz Brain Collector. The flathead has advantage on all Intelligence
checks and Intelligence saving throws as long as it has more than one
brain in its possession.
Brain Dead. If the flathead has no brain in its possession, it behaves
erratically as if affected by the confusion spell.
Actions
Bow. Ranged Weapon Attack: +3 to hit, reach 30 ft., one target. Hit:
4 (1d6 + 1) piercing damage.
Flat Axe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
5 (1d8 + 1) slashing damage.
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Frostling
Frostlings are tiny creatures of
Frostling
Tiny humanoid (elemental), any neutral alignment Challenge
3
winter and ice. Most are no bigger
than a bear’s paw, though their STR DEX CON INT WIS CHA
8 (−1) 17 (+3) 15 (+2) 11 (+0) 12 (+1) 11 (+0)
rulers Jack and the Frost King (700 XP)
They fly on snowflake-shaped wings, and Cold Camouflage. The frostling has advantage on Dexterity
(Stealth) checks made to hide in snowy or otherwise frozen terrain.
can use their magical abilities to freeze a
Fear of Fire. If the frostling takes fire damage, it has disadvantage on
house or a small pond, or give a creature attack rolls and ability checks for 1 minute.
frostbite in a matter of seconds. Innate Spellcasting. The frostling’s innate spellcasting ability is
Intelligence. It can innately cast the following spells, requiring no
Literary Origin. The Runaway Shadows material components:
or A Trick of Jack Frost
At will: fly, invisibility
3/day: shillelagh (to forge an ice spear)
1/day: sleet storm
Actions
Ice Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 10
(3d6) cold damage. If a creature is hit by this attack, it must make
a DC 11 Constitution saving throw or become grappled as the spear
shatters and freezes the creature against the ground. The creature
can repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.
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Giants of Oz
Hammer Head
He was quite short and stout and had a big
head, which was flat at the top and supported by
a thick neck full of wrinkles. But he had no arms
at all, and, seeing this, the Scarecrow did not fear
that so helpless a creature could prevent them
from climbing the hill.
L. Frank Baum, The Wonderful
Wizard of Oz
Hammer heads are the shortest race of
all the giants, built stubby and stout with
no hands or arms at all, not even stubs.
Their legs and torso ripple with bulky
muscle, a counterbalance for their long
necks and massive heads. Their skin is
the dark gray of anthracite, and bears an
uncanny resemblance to that rock when
the hammer head is at rest or hiding. Their
oversized heads are flat on top. Some have a
smattering of hair in various shades of lichen
and moss, while others have worn the hair
away through constant friction. Their necks
are incredibly long and thick, often bunched
like elastic, but with the ability to stretch out
like an accordion. They can stretch
their necks quickly in any direction,
like the spring of a Jack-in-the-Box. Hammer Head
This allows hammer heads to defend Large giant, chaotic evil Challenge
3
themselves as they strike out at
STR DEX CON INT WIS CHA
intruders with their heads, knocking 20 (+5) 7 (−2) 17 (+3) 5 (−3) 7 (−2) 10 (+0)
them down hard and intimidating (700 XP)
Wizard of Oz Fall Flat. The hammer head falls down and is knocked prone. All
creatures within 5 feet of the hammer head must succeed on a DC
13 Dexterity saving throw or take 21 (3d10 + 5) bludgeoning damage
and be knocked prone.
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Tartary Giant
And there were the three-eyed
Giants of Tartary, a host in themselves, who
liked nothing better than to fight.
L. Frank Baum, The Life and
Adventures of Santa Claus
The giants of Tartary are hulking brutes with
red eyes, two in their customary place and a
third eye in the center of their foreheads. Their
thick hide-like skin comes in all gray, enabling
them to blend in with the mountain regions
they call home. Their hair tends to be red and
scissored off into odd hairstyles, and it is said
that no two tartary giants have the same cut
of hair. They have three large toes, and three
fingers, including thumbs, on their hands.
Tartary giants wear the skins, bones, shells, and
teeth of creatures they have caught unaware and
strangled both as protection and adornment.
The giants often compete with awgwas for
convenient rocky lairs on mountaintops or
other hilly locations. If the awgwas win, they eat
for weeks. If the giants win, they will harvest a
new pelt for clothing. On rare occasions,
the two adversarial species will unite
against an unwelcome intruder.
Literary Origin. The Life and
Adventures of Santa Claus
Tartary Giant
Huge giant, chaotic evil Challenge
Actions
Multiattack. The giant makes two attacks: one with its great spear
and one with its fist.
Great Spear. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 16 (3d6 + 6) piercing damage.
Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11
(2d6 + 6) bludgeoning damage.
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5
native to Winkie Country as their own
STR DEX CON INT WIS CHA
species, the giant squirrels are prevalent 14 (+2) 17 (+3) 15 (+2) 11 (+0) 12 (+1) 10 (+0)
(1,800 XP)
only in the west. They bear a physical
Armor Class 15 (natural armor)
resemblance to their tiny cousins, with Hit Points 85 (10d12 + 20)
shades of ruddy brown and softer bellies, Speed 30 ft., climb 60 ft.
but range in size up to eight feet tall, Senses passive Perception 11
with tails that can extend even further. Languages Common
Proficiency Bonus +3
Their teeth can gnaw through a wooden
Agile Jumper. The giant squirrel uses its Dexterity instead of its
beam in seconds, and they are superior Strength to determine how far it can jump. Its jump distances are
at climbing and jumping huge heights also doubled.
and distances.
Actions
They are mischievous and acquisitive, Multiattack. The giant squirrel makes three attacks: one bite and
and have been known to terrorize winkie two claw attacks.
settlements and towns when too many Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12
(2d8 + 3) piercing damage.
nuts and fruits have been harvested from
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7
forests they claim as their own. For all (1d8 + 3) slashing damage.
their size, their voices are still somewhat Overhead Salvo (Recharge 5-6). Giant squirrels can throw nuts
high and shrill in comparison to their and stones with great accuracy and speed from above. Each creature
in a 10 foot square within 60 feet of the giant squirrel must make a
size, and they are deeply sensitive to DC 14 Dexterity saving throw, taking 21 (6d6) bludgeoning damage
being mocked about it. They answer to a on a failed save or half as much damage on a successful one.
king whose crest of fur grows longer than
the rest, teased with bits of tree sap into
something he likes to call a crown. He
demands tribute in fruits and nuts from
all the squirrels, as well as bribes from
various settlements in exchange for
keeping his subjects away from their
homes and gardens.
Literary Origin. Jack Pumpkinhead
and the Sawhorse
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
9
and thick yet surprisingly flexible carapace
STR DEX CON INT WIS CHA
with green lumps that serves as armor. 20 (+5) 12 (+1) 16 (+3) 8 (−1) 9 (−1) 10 (+0)
(5,000 XP)
Their bellies have similar armor in a lighter
Armor Class 19 (natural armor)
shade. The neck extends in a sinuous, eel- Hit Points 170 (20d10 + 60)
like way from the shell. Speed 15 ft., swim 30 ft.
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Giraphant
Giraphant
The curious giraphants are native to the Large beast, any neutral alignment Challenge
5
Forests of Gugu in Gillikin country. They
STR DEX CON INT WIS CHA
are large beasts, stretching as tall as ten 17 (+3) 10 (+0) 16 (+3) 4 (−3) 12 (+1) 8 (−1)
feet to nibble on fruits and leaves above (1,800 XP)
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Goozzle Goblin
Goozzle Goblins Small humanoid (goblinoid), neutral evil Challenge
immensely gregarious creatures, Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) slashing damage.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
1
larger and a horn taller than his fellows,
STR DEX CON INT WIS CHA
and equally dark umber in shade. His 8 (−1) 14 (+2) 14 (+2) 10 (+0) 8 (−1) 8 (−1)
hive is the largest of the collective, (200 XP)
with bits of colorful flowers and leaves Armor Class 15 (leather armor, shield)
Hit Points 33 (6d6 + 12)
tucked into the mud and reed enclosure. Speed 30 ft.
He wears necklaces, wristlets, and Skills Stealth +6
occasionally even a coronet strung with Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
the nails and talons of his enemies, with Proficiency Bonus +2
trailing lines that click slightly as they
Close Quarters. The goozzle goblin can move through and share
follow in his wake. a space with creatures of any size. While sharing a space with
another creature, attack rolls made against the goozzle goblin have
His eyes are yellow with red irises, and disadvantage. The goozzle goblin can only share a space with one
he wears a stolen buckle from a nearby other creature at a time.
farming village. He bears a particular Nimble Escape. The goozzle goblin can take the Disengage or Hide
grudge against the knooks and Ak, their action as a bonus action on each of its turns.
chosen immortal patron, and will go out Thistle Blood. When the goozzle goblin dies, rasping weeds and
thistles sprout from the ground in a 5-foot square. For 1 hour,
of his way to thwart any devices of theirs these thistles turn the ground in the area into difficult terrain. A
that he finds. creature that enters the area for the first time on its turn or starts
its turn there must succeed on a DC12 Strength saving throw or be
restrained by the entangling thistles until the effect ends. A creature
restrained by the thistles can use its action to make a DC 12 Strength
saving throw. On a success, it frees itself. On a fail, it takes 3 (1d6)
piercing damage.
Thistle Thorns. When the goozzle goblin is hit by a melee attack,
it may use its reaction to immediately make a talon attack against
its attacker.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9
(2d6 + 2) piercing damage.
Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) slashing damage.
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Growleywog
Medium humanoid, neutral evil Challenge
Actions
Multiattack. The growleywog makes one bite attack and one claw
attack. If the growleywog is wielding a weapon, it can replace either
or both attacks with a weapon attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
(1d4 +3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10
(2d6 +3) slashing damage.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Hippogyraf
“I smell straw!” cried a hoarse, Hippogyraf
Huge monstrosity, neutral good Challenge
harsh voice, with more growls and snarls.
“I smell straw, and I’m a Hip-po-gy-raf
who loves straw and eats all he can find. I
STR DEX CON INT WIS CHA
17 (+3) 7 (−2) 15 (+2) 10 (+0) 11 (+0) 10 (+0) 3
(700 XP)
want to eat this straw! Where is it? Where Armor Class 12 (natural armor)
is it?” Hit Points 76 (9d12 + 18)
Speed 40 ft.
L. Frank Baum, The Tin
Skills Perception +2
Woodman of Oz Senses passive Perception 12
Languages Common, Sylvan
The hippogyraf is a massive creature, Proficiency Bonus +2
with a squat and girthy body supported
Spring Neck. The hippogyraf can extend its neck up to 30 feet to
by thick, powerful legs. Its tail is thin interact with objects with its head.
and furry, with a tuft of dark orange Trampling Charge. If the hippogyraf moves at least 20 feet
fur at the end. Its feet have four toes, straight toward a creature and then hits it with a ram attack on the
each one shrouded in a thick, hoof-like same turn, that target must succeed on a DC 13 Strength saving
throw or be knocked prone. If the target is knocked prone in this
structure. Its body is covered in light tan way, as a bonus action, the hippogyraf can immediately make one
fur, with broad, reddish spots patterned stomp attack.
reaching a length many times its own Stomp. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
13 (2d10 + 3) bludgeoning damage.
body length.
Deadly Spring (Recharge 4-6). The hippogyraf extends its neck in a
A hippogyraf ’s head is broad and 30-foot line that is 5 feet wide. Each creature in that line must make a
DC 13 Dexterity saving throw, taking 16 (3d10) bludgeoning damage
flattish, with round golden eyes and and fall prone on a failed save. A creature that succeeds takes half
long lashes, and framed by long, damage and does not fall prone.
twitching ears. They are herbivores,
preferring a diet of straw, though they
find fresher grass or hay palatable as well. They
tend to follow along previously-harvested fields
in the remote parts of Munchkin Country, to
the west of Mount Munch, doing most of their
grazing in the late afternoons or early evenings.
During the heat of the day, hippogyrafs enjoy
wallowing in watering holes or rivers, where
the heavy bulk of their bodies is not a factor.
They call to one another in a chirruping, almost
bird-like call, although they can also
speak the Common tongue.
Literary Origin.
The Tin Woodman of Oz
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Hopper
There was something about this man
that Toto objected to, and when he slowly
rose to his foot they saw what it was. He
had but one leg, set just below the middle
of his round, fat body; but it was a stout leg
and had a broad, flat foot at the bottom of it, on
which the man seemed to stand very well. He had
never had but this one leg, which looked something
like a pedestal, and when Toto ran up and made
a grab at the man’s ankle he hopped first one way
and then another in a very active manner, looking
so frightened that Scraps laughed aloud.
L. Frank Baum, The Patchwork Girl of Oz
In the mountains of northwest Quadling
Country is a subterranean realm where multiple
beings dwell, including the hoppers. The
hoppers are monopod humanoids, who hop
wherever they move. Their bodies tend to be
stout around the core, having grown strong and
resilient from childhood to keep them upright
and balanced. Beyond the strangeness of having
only a single leg and foot, hoppers have the
physical individual variety of any small human
village, though with largely darker
hair and eyes.
Hopper Country is located inside a
magnificent cave with a high roof that
gleams softly and illumines the entire
cave constantly with a soft, indirect light. The cave walls are delicately-veined polished
marble. Over the centuries artists
have carved artistic designs barely
Hopper visible from the land below. Their
Medium humanoid, lawful good Challenge villages are modest, most with a few
STR DEX CON INT WIS CHA
12 (+1) 7 (−2) 13 (+1) 16 (+3) 13 (+1) 11 (+0) ⅛(25 XP)
dozen houses also constructed of
carved marble.
Armor Class 9 (padded armor) Besides the hoppers, luminescent
Hit Points 13 (3d8)
Speed 30 ft.
lichen are the only living creatures
Skills History +5
inside their cave home. No grass nor
Senses darkvision 120 ft., passive Perception 11 flowers nor trees grow within their
Languages Dwarvish, Undercommon cave, so the yards surrounding the
Proficiency Bonus +2
hopper houses are smooth and bare,
Artificer’s Lore. The hopper adds double its proficiency bonus with low walls around them to mark
on Intelligence (History) checks related to alchemical, magical or
technological items instead of its normal proficiency bonus. their boundaries. A high, forged
Hopper Cunning. The hopper has advantage on all Intelligence and metal fence borders hopper lands,
Wisdom saving throws against magic. separating their territory from other
Actions denizens of the mountain.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 Literary Origin.
(1d4 + 1) bludgeoning damage.
The Patchwork Girl of Oz
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Horner
They were little folks in size and had
bodies round as balls and short legs and arms.
Their heads were round, too, and they had long,
pointed ears and a horn set in the center of the
forehead. The horns did not seem very terrible,
for they were not more than six inches long; but
they were ivory white and sharp pointed, and no
wonder the Hoppers feared them.
L. Frank Baum,
The Patchwork Girl of Oz
In the subterranean realm under the mountains
of northwest Quadling Country, across the
stone fence from the hoppers, dwell the
horners. The horners appear to be a variant
of the munchkin halfling, with generally stout
bodies. The oddity starts with the head, which is
perfectly round, tapering up to 8-inch long horn
of ivory white, with a wickedly sharp point.
Despite dwelling entirely underground, their
skin is deeply tanned, and they go barefoot over
the stones of their home country.
Horners are miners, using their
sharp horns along with picks and Horner
Small humanoid, lawful good Challenge
hammers to pull gems and precious
metals from the earth. They also
collect phosphorescent rocks from
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 15 (+2) 16 (+3) 13 (+1) 8 (−1) 1
(200 XP)
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Infernals
Impfolk
That night, when the witch-queen Imps are of a similar build to dwarves, although
was safely locked in her own room and of even smaller stature. Their skin is a very pale
could not be disturbed, she called about her blue, and their eyes are jet black. Their hair
a great many of those invisible imps that is likewise black, rising between two gently
serve the most skillful witches, commanding spiraling horns on the tops of their heads. Their
them to weave for her a cloak in the exact ears protrude slightly, large and round, giving
likeness of the one given Princess Fluff by them excellent hearing. Their noses are flattish,
the fairies.
their mouths thin-lipped and wide, prone to
L. Frank Baum, Queen Zixi of Ix grinning or leering in a hungry-looking fashion.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
speak the Common tongue of Oz. They Sneak Attack. Once per turn, the imp can deal 7 (2d6) extra
damage to one creature it hits with an attack if it has advantage on
answer to one they call Imperator, or the attack roll. It doesn’t need advantage on the attack roll if another
sometimes Imperatrix. enemy of the target is within 5 feet of the enemy, that enemy isn’t
incapacitated, and it doesn’t have disadvantage on the attack roll.
Note: Imps tend to be expert
crafters, with the occasional study into Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
gadgeteering, and can make Uncommon 5 (1d6 + 2) piercing damage. The imp will never use its dagger as a
or Rare items very quickly. The more thrown/ranged weapon.
talented of them are sought out and Invisibility. The imp magically turns invisible until it attacks or casts
a spell, or until its concentration ends (as if concentrating on a
enjoined to work for adepts, witches, spell). Any equipment it wears or carries is invisible with it.
and other magic users who require
the quick production of sturdy vessels
and objects upon which to work their
enchantments.
Literary Origin. Queen Zixi of Ix
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Patalonian Demon
And next came the Black Demons from
Patalonia, with great spreading wings like those of
a bat, which swept terror and misery through the
world as they beat upon the air.
L. Frank Baum, The Life and
Adventures of Santa Claus
Patalonian Demon
Large fiend (demon), lawful evil Challenge Patalonian demons are rare, solitary
STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 18 (+4) 19 (+4) 16 (+3) 19 (+4) 6
(2,300 XP)
creatures that can be found in
mountainous regions. They were
more plentiful during the time
Armor Class 17 (natural armor)
Hit Points 95 (10d10 + 40) of the erbs, but as the erbs were
Speed 30 ft., fly 40 ft. defeated, the armies of Nonestica
Saving Throws Str +7, Con +7, Wis +6, Cha +7 were better able to address threats
Skills Perception +6, Stealth +8 such as demons. They are large
Damage Vulnerabilities thunder
Damage Immunities poison and somewhat humanoid in shape,
Condition Immunities poisoned horned, covered in black fur, and
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
Languages Abyssal, Common sport enormous, red and black
Proficiency Bonus +3 leathery wings. Their fingers and toes
Flyby. The Patalonian demon doesn’t provoke opportunity attacks are clawed like a bear’s, with thick
when it flies out of an enemy’s reach. black talons that can pierce through
Infernal Ancestry. The Patalonian demon knows the armor. Their opalescent eyes are
thaumaturgy cantrip.
wide and round, seeming to look in
Innate Spellcasting. The Patalonian demon’s innate spellcasting
ability is Charisma (spell save DC 15). It can innately cast the all directions without obvious focus.
following spells, requiring no material components: Their bat-like ears are capable of
1/day each: darkness, hellish rebuke swiveling to catch any noises.
Magic Resistance. The Patalonian demon has advantage on saving Patalonian demons rarely speak
throws against spells and other magical effects.
Common and prefer communicating
Actions with one another in a sibilant hissing
Multiattack. The demon makes three attacks: two with its talons, of a forking tongue between sharp
and one with either its bite or its horns.
white teeth.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11
(2d6 + 4) piercing damage. Literary Origin. The Life and
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: Adventures of Santa Claus
11 (2d6 +4) piercing damage.
Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
12 (2d6 + 5) slashing damage
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Sound Imp
At his right hand stood the King of
Sound Imp
Small fiend, lawful neutral Challenge
½
the Sound Imps, who had wings on his feet,
for his people are swift to carry all sounds STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 11 (+0) 9 (−1) 14 (+2) 15 (+2)
that are made. When they are busy they (100 XP)
Actions
Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d4) bludgeoning damage.
Bells. The sound imp rings its bells. Each other creature within a
20-foot radius must succeed on a DC 12 Constitution saving throw,
taking 9 (2d8) thunder damage on a failed save, or half as much on a
successful one.
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Jackdaw
Indeed, the nest was half filled with a most
curious collection of small articles for which the
birds could have no use, but which the thieving
Jackdaws had stolen during many years from the
homes of men. And as the nest was safely hidden
where no human being could reach it, this lost
property would never be recovered.
L. Frank Baum, The Marvelous Land of Oz
Jackdaws are scavenger birds that nest in large
breeding colonies. They are similar to crows
and ravens, though at maturity they are a bit
larger than either of those birds. Their
feathers are steel blue-gray, almost
metallic in hue. Their eyes are a
pale gray as well, punctuated with
small black pupils that have an
intelligent gleam.
Jackdaws will eat any kind of
carrion or vegetable matter,
and are especially fond of
gourds like pumpkins, and of
round, juicy bugs. Jackdaws
nest on natural ledges jutting
from cliff faces, as well as atop
the many constructed ledges
of cities, castles, and other
mountain dwellings, favoring
those that are abandoned. Their numbers
trend in the hundreds within their colonies, flock in great numbers to defend their
and although they venture out in small groups breeding grounds.
to hunt and forage for food, at home they
Like their distant corvid cousins,
jackdaws collect and steal shiny
Jackdaw objects such as jewels and coins or
Small bird, unaligned Challenge other shiny metal, and take them
STR DEX CON
2 (−4) 14 (+2) 2 (−4)
INT
2 (−4)
WIS CHA
2 (−4) 10 (+0) 0
(10 XP)
back to their nests along with bits
of carrion to eat later. Their well-
defended treasure nests have a
Armor Class 12
Hit Points 1 (1d6 − 4) distinct odor of rotting, dried meat.
Speed 10 ft., 60 ft. flying They are not known to speak, but
Skills Sleight of Hand +4 can clearly understand speech
Senses passive Perception 10
Languages —
around them.
Proficiency Bonus +2 Literary Origin. The
Shiny Collector. The jackdaw has advantage on Dexterity (Sleight of Marvelous Land of Oz
Hand) checks to steal small baubles, coins, or jewels.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 60 ft., one target. Hit: 4
(1d4 + 2) piercing damage.
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Kalidah
“They are monstrous beasts with Kalidah
Large beast, any neutral alignment Challenge
bodies like bears and heads like tigers,”
replied the Lion; “and with claws so
long and sharp that they could tear me
STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 16 (+3) 3 (−4) 13 (+1) 7 (−2) 5
(1,800 XP)
in two as easily as I could kill Toto. I’m Armor Class 15 (natural armor)
terribly afraid of the Kalidahs.” Hit Points 102 (12d10 + 36)
Speed 40 ft., Climb 30 ft.
L. Frank Baum, The Wonderful
Skills Perception +4, Stealth +4
Wizard of Oz Senses darkvision 60 ft., passive Perception 14
Languages Common
Kalidahs are the most feared mammalian Proficiency Bonus +3
predators roaming the landscape of Oz.
Keen Smell. The kalidah has advantage on Wisdom (Perception)
They have the body of a large grizzly bear, checks that rely on smell.
complete with sharp curving front claws. Pounce. If the kalidah moves at least 20 feet straight toward a
The back end haunches are more feline, creature and then hits it with its claws attack on the same turn, that
target must succeed on a DC 15 Strength saving throw or be knocked
with the powerful pouncing capability of prone. If the target is prone, the kalidah can make one bite attack
a lion or tiger but with a short, lynx-like against it as a bonus action.
tail. Their heads resemble the saber-tooth Actions
tiger, with large incisors. Their eyes are Multiattack. The kalidah makes two attacks: one with its bite and
matte gold with black slitted pupils, with one with its claws. If the kalidah is grappling a creature, it can replace
the claws attack with a rend attack.
the distinctive green-gold flash in darkness
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15
(2d10 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 13
(2d8 + 4) slashing. If the target is medium or smaller, it is grappled
(escape DC 15).
Rend. Melee Weapon Attack: +7 to hit, reach 5 ft., one target the
kalidah is grappling. Hit 20 (3d10 + 4) slashing.
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L. Frank Baum, The Life and Skills Athletics +6, Perception +3, Stealth +6
Senses passive Perception 13
Adventures of Santa Claus Languages Common
Proficiency Bonus +3
Inside the Forest of Burzee and
touching the shores of the Nonestic Innate Spellcasting. The knook’s innate spellcasting ability is
Intelligence (spell save DC 14). It can innately cast the following
Ocean lies the home of the immortal spells, requiring no material components:
knooks, centered around their At will: animal friendship, speak with animals
prince’s stronghold. However, a 3/day each: animal messenger, locate animals or plants
knook can be found in every forest 1/day: conjure animals
that grows wild, for they are the Actions
caretakers of the beasts of the world, Change Shape. The knook magically transforms into a kalidah or
both kindly and ferocious. They back into its knook form. While transformed, the knook’s game
statistics are replaced by the statistics of the kalidah, except it retains
resemble very old humanoids, with this ability, its alignment, personality, hit points, and Constitution,
hints of elf in their pointed ears, but Intelligence, and Wisdom scores. When the knook dies, it reverts to
its true form.
with very human eyes, skin, and a
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Limoneag
Large monstrosity, lawful neutral Challenge
Actions
Multiattack. The limoneag makes three attacks: one with its bite
and two with its claws. It can replace any number of these with
tail attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7
(1d10 + 2) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6
(1d8 + 2) piercing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit:
6 (1d8 + 2) bludgeoning damage. If the target is a creature, it must
succeed on a DC 14 Strength saving throw or be knocked prone.
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Middling
Now that he had a better view, he
saw that the two were entirely men of mud,
and very roughly put together. Dried grass
hair stood erect upon each head, and their
faces were large and lumpy and had a
disconcerting way of changing shape.
L. Frank Baum & Ruth Plumly Thompson,
The Royal Book of Oz
Middlings are large elemental creatures, mostly
making their homes beneath the surface of the
eastern reaches of Oz, particularly Munchkin
Country. They are made entirely of brown mud
and roots, and resemble plant-like elemental
creatures with hair of sprouting twigs. Their
hands and feet are more akin to twisted, vibrant
roots. They can sink deep into the ground and
resurface elsewhere, accompanied by a distinct
grinding sound. Their faces can shift in aspect,
with the various knobs and ruts of noses and
mouths changing shape as they talk.
Mifket
Small plant (humanoid), any neutral alignment Challenge
Actions
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage or
6 (1d8 + 2) piercing damage if used with two hands to make a
melee attack.
Wrestle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage, and the target is grappled
(escape DC 12). Until this grapple ends, the target is restrained. If
the target declares defeat or surrender to the mifket, the grapple
ends immediately and the mifket will no longer attack, but will claim
social superiority to the target. On a successful escape, the mifket
will become charmed by the target and view it as superior.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Nomes
Nome, Common
Medium humanoid (nome), any alignment
Nome, Common Challenge
that the kingdom of the Nomes is wonderfully Egg Problem. Then the nome comes into contact with an egg, it
must succeed on a DC 15 Constitution saving throw or die. A nome
rich, and all we have of precious stones and that speaks the “secret word” aloud automatically succeeds on this
silver and gold is what we take from the earth saving throw.
and rocks… False Appearance. While the nome remains motionless, it is
indistinguishable from an ordinary rock.
L. Frank Baum, Ozma of Oz
Rock Climb. The nome can climb difficult surfaces (if they are made
The nomes living under the earth outside of rock), including upside down on ceilings, without needing to make
the Deadly Desert average just over a meter an ability check.
in height, and are unanimously rather Rock Walker. The nome ignores movement restrictions
caused by rocks.
round at the midriff. Their gnarled faces
range in hue from honey brown to the Actions
Bladed Gauntlet. Melee Weapon Attack: +3 to hit, reach 5 ft.,
water-washed gray brown of weathered one creature. Hit: 4 (1d6 + 1) bludgeoning damage plus 3 (1d6)
wood, and as adults their hair goes slashing damage.
from iron gray to white over the
centuries. Older nomes tend to Nomes are largely immune to many poisons
leave their locks growing long, letting and heal quickly from wounds. However, they
them hide their broad, flat ears. Some have a peculiar and quite fatal vulnerability
nomes are born with larger ears or to eggs, the result of an ancient curse by a fey
eyes, and find their way into specialties sorcerer. Most nomes will wither and die on the
among their people for hearing and spot if an egg is cracked upon them. The Nome
seeing from afar. King and his closest advisors know a counter
The fingers and toes of the nome are charm to this magical affliction, but it is not
long and dexterous, and they can cling spread about widely and they must be conscious
to the surface of any rock and shimmy and able to speak it.
upward like a spider. Nomes also have a Nomes speak both their own language and the
passion for jewels and precious metals. Common tongue of Oz.
Many are craftsmen as well as miners,
Literary Origin. Ozma of Oz
creating an entire world of both buildings
and “foliage” from the metal and stone
they excavate. It is very difficult to tell
the female nomes from the males, for
they both grow facial hair and wear dark,
practical clothing suitable for heavy
manual labor.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Nome, Captain
Nome warriors are fierce, grim-faced and
resolute, wearing cunningly-fashioned
armor of mottled gray metal. Their captains
wear distinctive helmets with even more
intricate carvings, featuring horns, spikes,
and sometimes even crafted visages of
mythical creatures. Their faces are gnarled
and weathered, sporting long beards and thick
mustaches. Their boots are made of woozy hide,
often painted black and gray to match animal
stripes. They favor spears in combat, but are
just as handy with knives.
Nome, Captain
Medium humanoid (nome), any alignment Challenge
Actions
Multiattack. The nome makes two weapon attacks.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 3 (1d4 + 1) piercing damage.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Actions
Punch. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 4 (1d6 + 1) slashing damage plus 3 (1d4 + 1)
bludgeoning damage.
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 4 (1d6 + 1) bludgeoning.
Rock Storm (Recharge 5-6). The nome magically throws a 15-foot
cone of rocks and dust. Each creature in that area must succeed on
a DC 13 Dexterity saving throw, taking 7 (2d6) bludgeoning damage
on a failed save, or half as much damage on a successful one. Any
creatures damaged by this ability become blinded until the start of
the nome’s next turn.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Ork
It had wings, though, and queer Ork
Large beast, neutral good
wings they were: shaped like an inverted Challenge
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Oyster Creepers
Oyster Creepers of Pingaree
of Pingaree Large monstrosity (beast), neutral Challenge
their mouths. They are amphibious, Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16
(2d10 + 5) piercing damage.
each with two legs of seaweed-green
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
rubbery material, and a pair of vicious, 14 (2d8 + 5) bludgeoning damage and 8 (1d6 + 5) slashing damage,
lobster-like claws at the ends of and the target is grappled (escape DC 17). The oyster has two claws,
each of which can grapple only one target.
thick arms. Their shells can come
in various shades of gray, black,
and green. They have multiple
pearlescent eyes that have
no visible focus, but
seem to hone in and
target on movement
and vibration. The
teeth at the edge
of their shells
are wickedly
sharp, smelling
pungently of the
ocean and rotting
fish. Their bites
are immensely
powerful, strong
enough to tear
the rudder off of a
small vessel.
Literary
Origin. 5e
Adventures in Oz.
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Pinkie Pinkie
For the Pinkies were round and Small humanoid, neutral good Challenge
⅛
chubby—almost like “apple-dumplings,” as
the parrot had called them—and they were STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 13 (+1)
not very tall, the highest of the men being (25 XP)
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
6
yookoohoo witch Reera to craft a spell
STR DEX CON INT WIS CHA
to affect them all. And so the Kingdom 14 (+2) 8 (−2) 16 (+3) 11 (+0) 8 (−1) 6 (−2)
(2,300 XP)
of Pokes was cursed, every man, woman,
Armor Class 14 (natural armor)
and child condemned to life in the body Hit Points 90 (12d8 + 36)
of a snail. The pokes are colorful, with Speed 15 ft.
near adamantine shells of purple and blue Skills Perception +2
shades in rock-like spiral patterning. The Condition Immunities prone
Damage Resistances bludgeoning, piercing, slashing from attacks
humanoid top halves of their bodies are that are not adamantine
mostly bronze, with red umber highlights Senses passive Perception 12
Languages Common
where moist. The body morphs Proficiency Bonus +3
just above the tail into a snail’s
Hard Shell (Recharge 5-6). The poke can use a bonus action to
muscular ventral foot. They have withdraw its arms, body, head, and tail into its shell, increasing its
sensing stalks above orange eyes, as Armor Class to 24 and granting it immunity to bludgeoning, piercing,
and slashing damage from attacks that are not adamantine until the
well as where their ears might have start of its next turn.
been, and along the jaw below their
mouths. The touch of a poke can be Actions
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target.
deadly poison to organic beings, and Hit: 5 (1d6 + 2) piercing damage and 13 (3d8) poison damage. If the
they harness this poison on small creature takes poison damage from this attack, it must succeed on a
DC 15 Constitution saving throw or fall unconscious for 1 hour. The
darts. Pokes carry these darts either creature wakes up if it takes damage, or someone uses an action to
on strings around their necks or, for rouse the creature from its sleep.
some warriors, into pockets created Sleep Pheromone. The poke releases an odor that lulls creatures
by the shell itself. to sleep. Creatures within 20 feet of the poke must succeed on a
DC 15 Constitution saving throw or fall unconscious for 1 hour. The
creature wakes up if it takes damage, or if someone uses an action to
rouse the creature from its sleep.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
112
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
pseudodragon will bite at the threat and Slippery. The pseudodragon can disengage as a bonus action.
113
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Rak
Huge monstrosity, chaotic evil Challenge throw. The creature takes 22 (5d8) poison damage on
14
a failed save, or half as much damage on a successful
STR DEX CON INT WIS CHA one. Creatures are affected even if they hold their
18 (+4) 18 (+4) 18 (+4) 10 (+0) 11 (+0) 10 (+0) breath or don’t need to breathe. The rak is immune to
(11,500 XP)
the effects of this ability.
Armor Class 18 (natural armor)
Hit Points 210 (20d12 + 80) Smoke Transform. The rak can use its action to
Speed 30 ft., fly 50 ft., swim 30 ft. transform into a Huge cloud of smoke whose area is
heavily obscured, or back into its true form. While in
Saving Throws Dex +9, Con +9 smoke form, the rak can’t speak, manipulate objects,
Skills Perception +10, Stealth +9 attack, or cast spells. It has advantage on Strength,
Damage Resistances poison; bludgeoning, piercing, and slashing Dexterity, and Constitution saving throws, and it is
from nonmagical attacks immune to all nonmagical damage. It is weightless,
Damage Immunities fire has a flying speed of 80 feet, can hover, and can enter
Senses blindsight 10 ft., darkvision 120 ft., passive Perception 20 a hostile creature’s space and stop there. In addition,
Languages all spoken languages if air can pass through a space, the smoke can do
Proficiency Bonus +5 so without squeezing. When a creature enters the
cloud of smoke area for the first time on a turn or
starts its turn there, that creature must make a DC
Fire Propulsion. Whenever the rak is subjected to fire damage, it 17 Constitution saving throw. The creature takes 22
takes no damage and regains a number of hit points equal to the fire (5d8) poison damage on a failed save, or half as much
damage dealt. Additionally, until the end of its next turn, the rak’s damage on a successful one. Creatures are affected
speed doubles, and when it uses its multiattack, it can make one even if they hold their breath or don’t need to breathe.
additional claw attack. The rak is immune to the damage of this ability.
Furnace Heat. The rak reverts to its true form when it drops to 0 Whirlwind Fire. A 20-foot-radius, 20-foot-tall
hit points and explodes. Each creature and object within a 20-foot cylinder of swirling hot air and smoke magically
radius of the rak must make a DC 17 Dexterity saving throw, taking forms on a point the rak can see within 20 feet of it.
39 (6d12) fire damage on a failure or half damage on a success. The Whirlwind Fire lasts as long as the rak maintains
Legendary Resistance (3/day). If the rak fails a saving throw, it can concentration (as if concentrating on a spell) and the
choose to succeed instead. rak is immune to its effects. When a creature enters
the Whirlwind Fire’s area for the first time on a turn
Radiant Heat. A creature that starts its turn within 5 feet of the rak or starts its turn there, that creature must make a DC
takes 7 (2d6) fire damage. 17 Strength saving throw. The creature takes 21 (6d6)
Regeneration. The rak regains 20 hit points at the start of its turn fire damage and is restrained on a failed save, or half
if it has at least 1 hit point. If the rak takes cold damage or damage as much damage on a successful one. The Whirlwind
from water, this trait doesn’t function at the start of the rak´s Fire ends if the rak loses sight of it. A creature can use
next turn. its action to free a creature restrained by the whirlwind
fire, including itself, by succeeding on a DC 17 Strength
Actions check. If the check succeeds, the creature is no longer
Multiattack. The rak makes two claw attacks. It can replace one claw restrained and moves to the nearest space outside
attack with a bite. the whirlwind.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., Hit: 30 (4d12 + 4) Legendary Actions
piercing damage plus 10 (3d6) fire damage. The rak can take 3 legendary actions, choosing from
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. the options below. Only one legendary action option
Hit: 25 (6d6 + 4) slashing damage and the target is grappled (escape can be used at a time and only at the end of another
DC 17). The rak can only grapple two targets at a time, one for each creature’s turn. The rak regains spent legendary
claw. While the rak is smoke form, the target automatically succeeds actions at the start of their turn.
on escape checks.
Claw Strike. The rak makes one claw attack.
Smoke Screen (Recharge 6). The rak releases toxic ash from its
mouth creating a 20-foot-radius sphere of poisonous smoke centered Bite (Costs 2 Actions). The rak makes one
around itself. The sphere spreads around corners, and its area is bite attack.
heavily obscured. It lasts for a minute or until a wind of moderate Brimstone Glide (Rak Form Only, Costs 3 Actions).
or greater speed (at least 10 miles per hour) disperses it. When a The rak uses Smoke Transform to turn into its smoke
creature enters the smoke’s area for the first time on a turn or starts form then moves up to its speed.
its turn there, that creature must make a DC 17 Constitution saving
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Scoodler
The thing gave a jump and Scoodler
Medium humanoid, neutral evil
turned half around, sitting in the Challenge
either way, and its white toes now curled the Skills Stealth +7
same way the black ones on the other side had Senses passive Perception 9
Languages Common, Undercommon
done. Proficiency Bonus +2
L. Frank Baum, The Road to Oz Detachable Head. The scoodler can remove its head from its body
without suffering ill effects.
The scoodlers are generally found in
Flee. On each of its turns, the scoodler can use it as a bonus action
their own barren and inhospitable land, a to take the Dash or Disengage action.
bowl-shaped caldera outside the Deadly Keen Sight. The scoodler has advantage on Wisdom (Perception)
Desert Scoodlers are universally slender checks that rely upon sight.
humanoids of average human height, and Actions
hold the strange feature of being double- Head. Ranged Weapon Attack: +7 to hit, range 10/20 ft., one target.
joined throughout their bodies. Like an Hit: 8 (1d6 + 5) bludgeoning damage. Can only be used if the
scoodler has its head.
obscure God of Doorways, scoodlers
Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one
have two faces, both active, offering them target. Hit: 3 (1d4 + 1) bludgeoning damage.
literal eyes in the backs of their heads.
One side of their body is entirely black as
opposite side has chalk white skin and brilliant,
ink, with yellow hair and sparkling eyes. The
purple hair.
Being double- and reverse-jointed, scoodlers
are incredibly nimble. Whether fighting or
dancing, the scoodlers’ sinuous grace and ease
of flipping from white to black and back again
is dizzying to watch. Furthering the strangeness
of these creatures is their ability to remove
their heads at will, with no ill effects. Scoodlers
use their heads in sport and battle alike with
unsettling accuracy—considering that no eyes
remain to aim the throws.
Royalty among the scoodlers is a matter of
genetic chance. Their queen is known from
birth by virtue of being red and yellow in skin
tones rather than black and white. She has been
known to trade with the growleywogs, loaning
her own people as spies when needed by the
mercenaries. A scoodler swathed all in black
with the white markings hidden away can melt
into the very shadows and bend to fit into any
opening of sufficient size.
Literary Origin. The Road to Oz
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Sea Devil
“Something like the octopus you Sea Devil
Large beast, lawful evil
just saw, only much larger and of a Challenge
scarlet stripes, and can stretch Water Breathing. The sea devil can breathe only underwater.
Seapig
Seapigs are aquatic creatures that Seapig
Medium beast, any neutral alignment Challenge
incorporate features of both a
swine and a fish. The front of their
body has a more bluish cast than
STR DEX CON INT
13 (+1) 13 (+1) 12 (+1) 6 (−2)
WIS CHA
9 (−1) 10 (+0) ¼(50 XP)
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
0
an Indian song, fell upon their ears. It was
a chorus of many small voices, and grew STR DEX CON INT WIS CHA
1 (−5) 1 (−5) 8 (− 1) 1 (−5) 1 (−5) 12 (+1)
louder as they swam on. Presently a big (10 XP)
rock rose suddenly before them from the Armor Class 18 (natural armor)
Hit Points 1 (1d4 - 1)
bottom of the sea, rearing its steep side far Speed 0 ft.
up into the water overhead, and this rock
Senses passive Perception 5
was thickly covered with tiny shells that Languages —
clung fast to its surface. The chorus they Proficiency Bonus +2
heard appeared to come from these shells…
Unmoving. The singing barnacle is cemented in place on rocks,
L. Frank Baum, The Sea Fairies piers, or the hull of a ship, and cannot move.
Water Dependent. The singing barnacle cannot survive out of water
Singing barnacles are tiny shells that for more than 12 hours.
cling to the rocks in the Mermaid
Kingdom. They sing in chorus, though Actions
Barnacle Song. The singing barnacle sings a magical melody. Every
their songs are generally unintelligible creature within 300 feet of the barnacle that can hear the song must
with only pieces of words strung succeed on a DC 11 Wisdom saving throw or become charmed by
the barnacle until the song ends. The song ends at the start of the
together with nonsense syllables. singing barnacle’s turn unless it takes this action again. The songs
Folktales say certain wicked characters ends immediately if the singing barnacle is incapacitated. While
charmed by the singing barnacle, the target has an uncontrollable
can understand the singing barnacles, urge to move toward the music to hear better and try to make sense
and even study the creatures in the out of the gibberish. The song can be heard in both air and water. If
hopes of learning the world’s secrets the singing barnacle is under water, the song sounds distorted above
water, but is no less tantalizing to a charmed creature.
from their apparent gibberish. They are
edible only to the seapig (who can bite
through most anything) and certain very
stubborn species of bird.
Literary Origin. The Sea Fairies
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Skeezer
Medium humanoid, any alignment Challenge
Skeezer
On the streets and in the
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 12 (+1) ¼(50 XP)
doorways or open windows of the Armor Class 14 (studded leather)
houses were men, women and children, Hit Points 13 (3d8)
all richly dressed. These were much Speed 30 ft., swim 30 ft.
L. Frank Baum, Glinda of Oz Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Snapping Eel
And now, they were in the midst of a Snapping eels come in two varieties—
cluster of wriggling, darting eels which sported all freshwater and saltwater.
around them in the water with marvelous activity.
Freshwater snapping eels tend to
L. Frank Baum, The Sea Fairies mimic the color of the river mud
around them, with mottled skin
and a long, translucent fin running
Snapping Eel the length of the body. Their bodies
Large beast, lawful evil Challenge
3
are long and thick, terminating in a
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 3 (−1) 12 (+2) 8 (−1)
squarish turtle-like maw. They have
(700 XP)
glistening, serpentine yellow eyes with
Armor Class 15 (natural armor)
Hit Points 45 (6d10 + 12)
black pupils. They eat smaller fish,
Speed 0 ft., swim 60 ft. eggs, and insects as well as fingers or
Saving Throws Dex +3 toes carelessly trailing across the river
Damage Vulnerabilities lightning or lakes they call home.
Senses darkvision 120 ft., passive Perception 12
Languages Aquan Sea snappers wriggle and dart, a
Proficiency Bonus +2 colorful cousin to their freshwater kin.
Pack Tactics. The snapping eel has advantage on an attack roll Their bodies a coral reef-like rainbow
against a creature if at least one of the snapping eel’s allies is within 5
feet of the creature and the ally isn’t incapacitated.
of blues, greens, yellows, pinks and
Water Breathing. The snapping eel can breathe only underwater.
white. Their faces are slightly more
elongated, with a sharper, hooked jaw.
Actions Neither species is known to talk to
Multiattack. The snapping eel makes two bite attacks against a
creature it is grappling. air breathers.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 Literary Origin. The Sea Fairies
(1d6 +3) piercing damage.
Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 12 (2d8 + 3) bludgeoning damage, and the target is grappled
(escape DC 13). Until this grapple ends, the creature is restrained,
and the snapping eel can’t constrict another target.
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Spiders
Flyder
In all four quadrants where there are
swamps, standing water, or at the
site of battlegrounds, flyders of various
kinds arrive and feast. Under normal
conditions, a solitary flyder’s territory
measures perhaps a couple of acres.
When the pickings are large and
juicy enough, however—a
gathering of small
rodents, lizards, or other
defenseless creatures for
example—flyders will
gather in great numbers.
Their bodies come in different shades across
earth tones, from pale brown with hints of
fuzz, to midnight black with tiny red dots on its
shiny, chitinous carapace. Their wings are either
diaphanous clear and white or shaded a pale, they pounce on a prey from above or scuttle up
parchment yellow, depending on breed. from below, they use their poisonous bites to
attack. The red-speckled blacks tend to cause a
Flyders are difficult to hit in the air, for their quicker death, while the brownish family that
flight paths can make up tiny spirals resemble wolf spiders enjoy dragging their prey
which are challenging to target. Whether off to underground webbed lairs and
draining their prey over a long time.
Flyder They do not speak, to the great relief
Small beast, unaligned Challenge
of all of Oz.
STR DEX CON
2 (−4) 17 (+3) 6 (−2)
INT WIS CHA
1 (−5) 10 (+0) 1 (−5) ½(100 XP)
Flyders and the great purple spiders
do not mix gracefully. The great
Armor Class 13 purples have nothing but contempt
Hit Points 1 (1d6 − 2) for the flyders, who they feel are dim-
Speed 20 ft., fly 50 ft.
witted scavengers.
Skills Stealth +5
Damage Immunities poison Literary Origin. 5e
Condition Immunities charmed, frightened Adventures in Oz
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 10
Languages —
Proficiency Bonus +2
Echolocation. The flyder cannot use its blindsight while deafened.
Keen Hearing. The flyder has advantage of Wisdom (Perception)
checks that rely upon hearing.
Spider Climb. The flyder can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check.
Web Walker. The flyder ignores movement restrictions caused
by webbing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
(1d4 + 3) piercing damage, and the target must succeed on a DC 11
Constitution saving throw or take 10 (3d6) poison damage.
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Purple Spider purple fur with whorls of black. Their claws are
sharp like scissors, their tempers are short, and
Dorothy did not like the looks of these they make quick work of creatures that disturb
spiders at all. They had big heads, sharp claws, their webs. Spiders make a faint gurgling as
small eyes and fuzzy hair all over their purple they stalk their prey, which culminates in a
bodies. venomous hiss when the spiders attack.
L. Frank Baum, Glinda of Oz
Purple spiders live in small communities, with
Deep in the darkest portions of the Purple spun houses like silkworm cocoons resting in
Woods, one will find webs and traps spun by the tops of trees. They have a very structured
enormous purple spiders. The webs are most society, complete with a monarch and a court.
striking, as they are effectively semi-unique When not hunting for food, the spiders usually
parts of a single interconnected web, sprawling capture intruders to use as puppet-like prison
across acres of forest. Movement at any webbed labor to do basic chores such as cooking and
location will send vibrations back to the cleaning. Very few adventurers have explored
central hive. the land of the purple spiders and returned to
Purple spiders look as wicked as they act, with tell the tale; far more of them have been made
monstrous heads covered with tiny black eyes into puppets—or dinner.
that glitter maliciously in the light. Their bodies Literary Origin. Glinda of Oz
are elongated and round, covered with dark
Purple Spider
Large beast, lawful evil Challenge Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one
5
creature. Hit: 7 (1d8+3) piercing damage. The target
STR DEX CON INT WIS CHA must succeed on a DC 14 Constitution saving throw or
14 (+2) 16 (+3) 16 (+3) 14 (+2) 12 (+1) 11 (+0) become paralyzed for 1 minute. If the target suffers
(1,800 XP)
any harm or receives damage, it can repeat the saving
Armor Class 15 (natural armor) throw, ending the effect on a success.
Hit Points 102 (12d10 + 36)
Speed 30 ft., climb 30 ft. Web (Recharge 5-6). Ranged Weapon Attack: +6
to hit, range 60/120 ft., one creature. The target is
Skills Stealth +6 restrained by webbing. As an action, the restrained
Senses blindsight 10 ft., darkvision 120 ft., passive Perception 11 target can make a DC 14 Strength check, bursting
Languages Common, Sylvan the webbing on a success. The webbing can also
Proficiency Bonus 3 be attacked and destroyed (AC 10; 5 hit points;
vulnerability to fire damage; immunity to bludgeoning,
Spider Climb. The purple spider can climb difficult surfaces, poison, and psychic damage).
including upside down on ceilings, without needing to make any
ability check. Puppeteer. Ranged Weapon Attack: +6 to hit, range
60/120ft., one creature. The purple spider shoots an
Web Sense. While in contact with a web, the purple spider invisible cord into the back of the target. On a hit,
knows the exact location of any other creature in contact with the target must succeed on a DC 14 Strength saving
the same web. throw or be magically charmed for 1 day. The charmed
Web Walker. The purple spider ignores movement restriction target obeys the purple spider’s commands (no action
caused by webbing. required), losing control of their body but not their
mind. The target gains the Web Walker trait as long as
Actions they are charmed. The charmed effect can only end if
Multiattack. The purple spider makes three attacks in any order: a the target moves 500 feet or farther from the purple
bite, a sting, and a web attack. spider or if the invisible spider cord in their back is
destroyed (AC 10; 15 hit points; invisible, vulnerability
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. to fire damage; immunity to bludgeoning, poison, and
Hit: 7 (1d8 + 3) piercing damage. The target must make a DC 14 psychic damage). The purple spider can only control
Constitution saving throw, taking 9 (2d8) poison damage on a failed one target this way at a time and while doing so its
save, or half as much damage on a successful one. If the poison speed is reduced to zero and it is incapacitated.
damage reduces the target to 0 hit points, the target is stable but
poisoned for 1 hour, even after regaining hit points, and is paralyzed
while poisoned in this way.
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15
target gains the Web Walker trait as long as they are
STR DEX CON INT WIS CHA charmed. If the target suffers any harm it doesn’t end
14 (+2) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 19 (+4) the effect. The target gains the Web Walker trait as
(13,000 XP)
long as they are charmed. The charmed effect can only
Armor Class 19 (natural armor) end if the target moves 500 feet or farther from the
Hit Points 170 (20d10 + 60) purple spider queen or if the invisible spider cord in
Speed 30 ft., climb 30 ft. their back is destroyed (AC 10; 15 hit points; invisible,
Skills History +6, Religion +8, Stealth +12 vulnerability to fire damage; immunity to bludgeoning,
Damage Immunities poison poison, and psychic damage). The purple spider
Condition Immunities poisoned queen can only control one target this way at a time
Senses blindsight 10 ft., darkvision 120 ft., passive Perception 10 and while doing so its speed is reduced to zero and it
Languages Common, Sylvan is incapacitated.
Proficiency Bonus +5
Legendary Actions
Magic Resistance. The purple spider queen has advantage on saving The spider queen can take 3 legendary actions,
throws against spells and other magical effects. choosing from the options below. Only one legendary
Royal Succession. A destroyed purple spider queen is replaced by action option can be used at a time and only at the end
a new queen after 24 hours. If the queen’s pheromone sac is intact of another creature’s turn. The spider queen regains
the new queen will eat it, transferring all of the previous queen’s spent legendary actions at the start of its turn.
knowledge and memories to the new queen.
Attack. The spider queen makes one bite, sting, or
Spider Climb. The purple spider queen can climb difficult surfaces, web attack.
including upside down on ceilings, without needing to make any
ability check. Cocoon Bomb. Melee Weapon Attack: +9 to hit, reach
25 ft., one creature. Hit: 40 (8d8 +4) bludgeoning
Web Sense. While in contact with a web, the purple spider queen damage. On a hit, the target must succeed on a DC 17
knows the exact location of any other creature in contact with the Constitution saving throw or become incapacitated and
same web. restrained inside a cocoon of webbing. A creature that
Web Walker. The purple spider queen ignores movement restriction fails the saving throw can repeat it at the end of each
caused by webbing. of its turns, ending the effect on itself on a success.
Move. The purple spider queen moves up to half of its
Actions speed, or up to its full speed if all of its movement is
Multiattack. The purple spider queen makes three attacks in any upon webs.
order: a bite, a sting, and a web attack.
Pheromone Domination. One creature of the purple
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. spider queen’s choice within 60 feet of it must succeed
Hit: 8 (1d8 + 4) piercing damage. The target must make a DC 17 on a DC 17 Wisdom saving throw at disadvantage or
Constitution saving throw, taking 9 (2d8) poison damage on a failed become charmed by her. Any creature that can’t be
save, or half as much damage on a successful one. If the poison charmed succeeds on this saving throw automatically.
damage reduces the target to 0 hit points, the target is stable but On a failed save, the target creature has a telepathic
poisoned for 1 hour, even after regaining hit points, and is paralyzed link with the queen as long as the two are on the same
while poisoned in this way. plane of existence for up to 8 hours or until the purple
Sting. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: spider queen loses concentration (as if concentrating
8 (1d8 + 4) piercing damage. The target must succeed on a DC 17 on a spell). The purple spider queen can use this
Constitution saving throw or become paralyzed for 1 minute. If the telepathic link to issue commands to the creature
target suffers any harm or receives damage, it can repeat the saving while they are conscious (no action required), which
throw, ending the effect on a success. it does its best to obey. The purple spider queen can
specify a simple and general course of action, such as
Web (Recharge 5-6). Ranged Weapon Attack: +9 to hit, range “Attack that creature,” “Run over there,” or “Fetch
60/120 ft., one creature. The target is restrained by webbing. As that object.” If the creature completes the order
an action, the restrained target can make a DC 17 Strength check, and doesn’t receive further direction, it defends and
bursting the webbing on a success. The webbing can also be attacked preserves itself to the best of its ability. The purple
and destroyed (AC 10; 5 hit points; vulnerability to fire damage; spider queen can use this action to take total and
immunity to bludgeoning, poison, and psychic damage). precise control of the target. Until the end of its next
Puppeteer. Ranged Weapon Attack: +6 to hit, range 60/120ft., one turn, the creature can only take the actions the purple
creature. The purple spider queen shoots an invisible cord to the spider queen chooses. Each time the target takes
back of the target. If hit the target must succeed on a DC 17 Strength damage, it makes a new Wisdom saving throw against
saving throw or be magically charmed for 1 day. The charmed the spell. If the saving throw succeeds, the effect ends.
target obeys the purple spider’s command (no action required),
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Death Spirit
Medium undead, lawful neutral Challenge
Actions
Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one undead
target. Hit: 9 (2d6 + 2) radiant damage and immediately destroys
undead of CR 2 or lower.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Grayman
These men were very peculiar in
appearance, their skins being as gray as the rocks
themselves, while their only clothing consisted of
gray cloth tunics belted around the waists with
bands of gray fox-hide. They bore no weapons
except that each was armed with a fork, having
three sharp tines six inches in length, which the
Gray Men carried stuck through their fox-hide
belts.
L. Frank Baum, The
Enchanted Island of Yew
Graymen are mysterious creatures
that appear at dawn or dusk, or on rare
occasions in thick fog banks in the days
surrounding waxing and waning gibbous
moons. They are roughly humanoid in shape,
Grayman
Medium undead, neutral to good Challenge
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Vegibon
Vegibons are creatures not made of Vegibon
Medium humanoid (plant), any neutral alignment Challenge
flesh and bone, but of vegetation,
grown on mangaboo trees and
dropped to the ground when ripe.
STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 17 (+3) 8 (−1) 14 (+2) 11 (+0) 4
(1,100 XP)
½
tanned, their hair trending in shades from
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 13 (+1) 7 (−2) 12 (+1) 7 (−2) sandy brown to black.
(100 XP)
Armor Class 14 (hide armor)
Wheelers travel in groups and speak
Hit Points 22 (4d8 + 4) the Common tongue of Oz. They dress
Speed 40 ft.
flamboyantly in many bright colors, and
Skills Perception +3, Intimidation +5 trade with other kingdoms for elaborate laces
Senses passive Perception 13
Languages Common and embroideries. The members of hunting
Proficiency Bonus +2 or defensive packs wear dramatically painted
Can’t Climb or Swim. The wheeler cannot climb or swim unless
leather armor, featuring fearsome red and
granted the ability by magic. black sigils. When hunting, they bellow
Pop a Wheelie. If the wheeler moves at least 20 feet straight toward mighty screams and howls, swooping down
a creature and then hits it with a wheel attack on the same turn, that
target must succeed on a DC 12 Strength saving throw or be knocked
mountain and desert paths at high speed to
prone. If the target is prone, the wheeler can make one wheel surprise and terrify their prey. Warnings are
attack against it as a bonus action, dealing an additional 4 (1d8) left in the sand outside their territory for
bludgeoning damage if it hits.
strangers to keep their distance.
Roll Through. The wheeler doesn’t provoke opportunity attacks
when it moves out of an enemy’s reach. Literary Origin. Ozma of Oz
Actions
Multiattack. The wheeler makes two melee attacks, one with a head
attack and one wheel attack.
Head. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3
(1d6) bludgeoning damage.
Wheel. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) bludgeoning damage.
Wheeler
It had the form of a man, except that it
walked, or rather rolled, upon all fours, and its
legs were the same length as its arms, giving them
the appearance of the four legs of a beast. Yet it
was no beast that Dorothy had discovered, for the
person was clothed most gorgeously in embroidered
garments of many colors, and wore a straw hat
perched jauntily upon the side of its head. But it
differed from human beings in this respect, that
instead of hands and feet there grew at the end of
its arms and legs round wheels, and by means
of these wheels it rolled very swiftly over the
level ground.
L. Frank Baum, Ozma of Oz
Wheelers have humanoid forms,
but instead of hands and feet,
their limbs end in wheels
which are grown of stout nail-
like material.
Because they roll
everywhere, their shoulders
are more pronounced and as
strong as their hips. Their arms
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Whimsie
Medium humanoid, chaotic neutral Challenge
Skills Survival +2
Senses Passive Perception 10
Languages Common, Whimsie
Proficiency Bonus +2
Actions
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage or
6 (1d8 + 2) piercing damage if used with two hands to make a
melee attack.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Whimsie Soldier
Whimsie soldiers of either gender wear a
bare minimum of patchwork hide armor,
making sure to leave as much of their well-
formed physiques visible as possible. They
fight with heavy-headed weapons such as
maces or studded clubs, handling them
with ease. Despite being of limited
intelligence, they have low cunning as
fighters and can become masters of
any weapon, including the boleadora,
their ranged weapon of choice. The
boleadora, or “bowler,” is made from a
tanned leather rope, connecting three
light stones. When thrown, it whirls
through the air and entangles the legs
of its target, knocking them down and
immobilizing them.
Whimsie, Soldier
Medium humanoid, chaotic neutral Challenge
Skills Survival +2
Senses passive Perception 10
Languages Common, Whimsie
Proficiency Bonus +2
Actions
Multiattack. The whimsie fighter makes two attacks with any
combination including the handaxe or boleadora.
Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Boleadora. Ranged Weapon Attack: +4 to hit, range 60/90 ft., one Their combat parties tend to
target. Hit: 4 (1d4 + 2) bludgeoning damage and the target must be of four or five people, with
succeed on a DC 12 Strength saving throw or be knocked prone. If
the saving throw fails by 5 or more, the target is also restrained until complimentary fighting styles. When
the end of its next turn. engaged in battle, whimsies share
Battle Cry. Each creature of the whimsie fighter’s choice within a common ululation—a piercing
20 feet of the whimsie fighter and can hear it must succeed on a
DC 12 Wisdom saving throw or become frightened for 1 minute. A
cry that they let fly along with their
creature can repeat the saving throw at the end of each of its turns, ranged weapons. The very sound of
ending the effect on itself on a success. If a creature’s saving throw it can startle or disorient their prey,
is successful or the effect ends for it, the creature is immune to the
whimsie fighter’s Battle Cry for the next 24 hours. and they are quick to follow up on
the advantage.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Wildcat
It was, indeed, a great, yellow wildcat, and
the Woodman thought it must be chasing
something, for its ears were lying close to
its head and its mouth was wide open,
showing two rows of ugly teeth, while its red
eyes glowed like balls of fire.
L. Frank Baum, The Wonderful
Wizard of Oz
Wildcat
Medium beast, any neutral alignment Challenge
Wildcats are feral, boar-sized felines
with brown-gold fur and hints of
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 10 (+0) 8 (−1) 14 (+2) 9 (−1) ½(100 XP)
darker spots and stripes along the
Armor Class 13
legs and tail. Their faces are framed Hit Points 13 (3d8)
by a ruff of fur, trailing from jowls Speed 40 ft., climb 30 ft.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Winged Monkey
There was a rushing of many wings; a great
chattering and laughing; and the sun came out of
the dark sky to show the Wicked Witch surrounded
by a crowd of monkeys, each with a pair of
immense and powerful wings on his shoulders.
L. Frank Baum, The Wonderful
Wizard of Oz
The winged monkeys of Oz are like no other
simian found on any plane. Their bodies bear a
passing resemblance to an oversized macaque,
but their wiry frames are married to a wide,
strong pair of black or brown feathered wings,
similar to those of a hawk. Their fur varies from
gray-brown to auburn, and their faces feature
bright, intelligent eyes as well as wicked grins.
They are fond of hats, and some of them have
embraced the habit of wearing coats while
others spurn the practice, preferring their
traditional ethic costume, the pteruges kilt.
Winged monkeys travel through the
forests and jungles of Oz in packs, Winged Monkey
largely doing as they please. They do, Medium beast, any chaotic Challenge
5
however, answer to a king, and to
STR DEX CON INT WIS CHA
the bearer of the Golden Cap. They 16 (+3) 14 (+2) 12 (+1) 11 (+0) 12 (+1) 10 (+0)
delight in practical jokes, although (1,800 XP)
Armor Class 12
it was a practical joke centuries Hit Points 55 (10d8 + 102)
before that enthralled them to the Speed 30 ft., fly 50 ft.
service of the Cap, lending to the Skills Athletics +6, Perception +4
newly common saying that translates Senses passive Perception 14
Languages Common
roughly to, “Smell the Prank for Proficiency Bonus +3
Magic First.”
Cursed. Winged monkeys are cursed to obey the holder of the
Winged monkeys have keen eyes Golden Cap, when called upon. This curse cannot be removed, even
with wish.
and ears. While they do not bear
Flyby Grab. If the winged monkey flies at least 20 feet straight
conventional weapons, they have been toward a target and hits it with both claw attacks on the same
known to drop rocks onto people, or turn, the target becomes grappled (escape DC 14). Until this
grapple ends, the target is restrained. If the target is Medium or
scoop them up and carry them aloft, smaller and the flying monkey has fly speed remaining, it may fly
only to drop them. Their pranks are straight up the remainder of its fly speed. This movement doesn’t
usually not mortally dangerous in provoke opportunity attacks. Then the flying monkey can end its
grapple, causing the target to fall to the ground prone (taking 1d6
nature, and their king has decreed a bludgeoning damage for every 10 feet it falls).
strict “live and let live” policy. Pack Tactics. The winged monkey has advantage on attack rolls
against a creature if at least one of its allies is within 5 feet of the
Literary Origin. The Wonderful creature and the ally is not incapacitated.
Wizard of Oz
Actions
Multiattack. The winged monkey makes three attacks: one bite and
two claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) piercing damage..
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) slashing damage.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Wogglebug
Tiny beast, any good Challenge Limited Telepathy. The wogglebug can magically
134
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Wolffish
Trot was a little frightened at the Wolffish
Medium beast, neutral evil Challenge
evil looks of the sea wolves, whose heads were
enormous, and whose jaws contained rows of
curved and pointed teeth.
STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 11 (+0) 6 (−2) 12 (+1) 6 (−2) 1
(200 XP)
135
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
wood with wood pins, and they fly surprisingly involves hand gestures in a kind of cant, and the
quickly and quietly on the short, stubby bat-like only scent the wind carries of them is faintly of
appendages. Their masked faces are varied in sawdust and pine sap. They are known to leave
shape and detail, but universally of unpleasant wooden totems and masks hanging in trees as
expression with a leering or frowning visage. territorial markings when they claim an area.
Their eyes, also wood, pivot behind wooden When a gargoyle appears and claims its mask,
sockets. They are universally hairless and sensible creatures clear out quickly. The only
featherless, with everything from horns and fire creatures on good terms with them are the
to swirls and clouds carved into their wooden wood nymphs, with whom there is some neutral
surfaces like tattoos. interaction and mutual protection.
Wood gargoyles do not speak, and it is Literary Origin. Dorothy and the
unknown if they understand the Common Wizard in Oz
tongue of Oz. Their own communication
Wood Gargoyle
Medium elemental, chaotic neutral Challenge The birds share the same initiative and take their
137
Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Woozy
Medium beast, neutral Challenge Dense Density. The woozy cannot climb even if
12
granted a climb speed from a spell or ability.
STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 19 (+4) 5 (−3) 13 (+1) 7 (−2)
(8,400 XP)
Actions
Multiattack. The woozy makes two hoof attacks. It
Armor Class 20 (natural armor)
can also use its Flash Fire ability if available.
Hit Points 136 (16d8 + 64)
Speed 30 ft. Hoof. Melee Weapon Attack: +9 to hit, one target. Hit:
12 (2d6 + 5) bludgeoning damage.
Damage Immunities bludgeoning, piercing, and slashing from
nonmagical and magical attacks that aren't adamantine Flash Fire (Recharge 5-6). The woozy shoots
Senses darkvision 60 ft., passive Perception 11 lightning from his eyes in a 60-foot line that is 5 feet
Languages Common, Sylvan wide. Each creature in that line must make a DC 17
Proficiency Bonus +4 Dexterity saving throw, taking 55 (10d10) lightning
damage on a failed save, or half as much damage on a
Angry Growl. The woozy can attempt to recharge its abilities successful one.
whenever it suffers damage.
Adamantine Skin. Any critical hit against the woozy becomes a
Reactions
normal hit. Whenever the woozy suffers at least 10 points of damage Harden Skin (Recharge 5-6). When the woozy is
from one source, its AC is reduced by 1, to a minimum of AC 10. The attacked, a barrier of magical force hardens its skin
woozy restores its reduced AC after a long rest. and protects it. Until the start of its next turn, it has a
+5 bonus to AC, including against the triggering attack,
and it takes no damage from magic missile.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Zoop
The zoop is a large creature similar
Zoop
Large beast, neutral to good Challenge
3
in size and strength to a large bear,
though leaner. It has thick, shaggy STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 11 (+0) 12 (+1) 9 (−1)
white fur and large, dark eyes, with (700 XP)
high-set ears that can pivot slightly Armor Class 15 (natural armor)
Hit Points 60 (8d10 + 16)
to catch every sound. Zoops have long, Speed 45 ft.
thick tails that help them balance when Skills Athletics +6, Perception +4
they walk on their hind legs, though they Damage Resistances cold
generally walk on all four when traveling. Senses passive Perception 14
Languages Common
The zoop’s teeth are sharp, with Proficiency Bonus +3
the pronounced incisors of
Keen Hearing. The zoop has advantage on Wisdom (Perception)
a carnivore. checks that rely on hearing.
Actions
Multiattack. The zoop can make two claw attacks or one bite and
tail attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8
(1d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) slashing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit:
7 (1d8 + 3) bludgeoning damage and if the target is smaller than
the zoop it must succeed on a DC 14 Strength saving throw or be
knocked prone.
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ
Zugano
Medium humanoid, any neutral alignment Challenge
Actions
Multiattack. The zugano makes two hoof attacks.
Hoof. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10
(2d6 + 1) bludgeoning damage.
141
Chapter 3 | NPCs and Unique Creatures
Chapter 3
NPCs and Unique Creatures
T
he books of Oz, along with other children’s fairy
tales Baum created, are full of famous characters
and stories. Who hasn’t heard of Dorothy, the Tin
Woodman, or Wicked Witch of the West? Baum’s
creations have become cultural references in many
lands and stories, easily recognizable wherever they
are reproduced. Of the multitude, we have gathered a
collection of all-star Oz characters and translated them
into playable non-player characters (NPCs) to allow game masters to
enhance their adventures.
We also included several original characters developed within
the framework of Oz. These characters were inspired by our own
playtests, our home games, backers, and our friends and loved ones.
We hope that these original NPCs demonstrate how players and
GMs alike can create their own non-player characters for the world
of Oz, whether natives of the Nonestic lands, of other lands, or the
product of wild imaginations.
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Chapter 3 | NPCs and Unique Creatures
Animals
Billina
Billina
“Why, as for that,” answered the Small beast, lawful good Challenge
yellow hen thoughtfully, “I’ve clucked and
cackled all my life, and never spoken a word
before this morning, that I can remember.
STR DEX CON INT WIS CHA
6 (−2) 14 (+2) 13 (+1) 11 (+0) 10 (+0) 12 (+1) 1
(200 XP)
Armor Class 14 (natural armor)
But when you asked a question, a minute Hit Points 22 (4d8 + 4)
ago, it seemed the most natural thing in the Speed 30 ft.
world to answer you. So I spoke, and I seem Skills Animal Handling +2
to keep on speaking, just as you and other Senses passive Perception 12
human beings do. Languages Common
Proficiency Bonus +2
Strange, isn’t it?”
Mother Hen. Billina lays one egg at the end of a long rest. The egg
L. Frank Baum, Ozma of Oz may be used an improvised weapon in combat with the thrown
(range 10/20) weapon property.
Billina is a plump chicken with soft
Actions
citron feathers on her breast, shading
Peck. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4
toward deeper gold that spangle into gray (1d4 + 2) piercing damage.
and black along her back tail feathers.
Roleplaying Information
Her comb and slight wattle are brick Billina is full of country wisdom, which can vary depending on what
red, her eyes are bright and filled with qualifies as ‘country’ in your adventure world. She is fond of sayings
intelligence. and proverbs, and manages a fairly stoic view of the world in a tart
tone. “Don’t put all your eggs in one basket. I can see you’re the sort
to trip and fall into them.” Being a chicken, she is short tempered and
easily provoked.
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Chapter 3 | NPCs and Unique Creatures
3
target. Hit: 7 (1d8 + 3) piercing damage.
STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 17 (+3) 11 (+0) 13 (+1) 13 (+1) Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
(700 XP) target. Hit: 6 (1d6 + 3) slashing damage.
Armor Class 14 (natural armor)
Hit Points 68 (8d10 + 24) Roleplaying Information
Speed 30 ft. Pre Dorothy: He may say he’s a king—but he’s
unsure of himself. He will roar and threaten and try to
Skills Intimidation +3 scare off intruders or those that startle him, but his
Condition Immunities frightened insecurity is easy enough to detect.
Senses passive Perception 11 Post Dorothy: The King of the Forest is a great
Languages Common bluffer—he talks a good game, but anything remotely
Proficiency Bonus +2 eerie or startling can make him recoil. He will be brave
Pack Tactics. The Cowardly Lion has advantage on an attack roll if his friends are threatened, or after drinking from his
against a creature if at least one of his allies is within 5 feet of the green elixir, a gift from the departed wizard.
creature and the ally isn’t incapacitated. The lion is very aware that there are bigger and scarier
creatures than him out in the world, and so will need
Yellow Bellied. As a bonus action, the Cowardly Lion can preen and
players to coax or bribe or flatter him if they attempt
expose his golden yellow mane and luxuriously soft belly fur.Each
to get him involved in anything life threatening. He
creature of the Cowardly Lion’s choice that can see him and is within
frequently visits his friends the Scarecrow in the
10 feet of him must make a DC 13 Wisdom save or be charmed by
Emerald City, or calls upon Nick Chopper, who is
him for 1 minute. The charm ends if the Cowardly Lion does anything
currently overseeing Winkie Country. The Cowardly
harmful to the charmed creature.
Lion’s reputation is fierce, and those who know him
would never contradict it in public. He reminds his
Actions
friends, “I learned that if I roared very loudly, every
Multiattack. The Cowardly Lion makes three attacks: one with its living thing was frightened and got out of my way.” His
bite and two with its claws. best friends are the Hungry Tiger, the Scarecrow, and
Nick Chopper.
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Chapter 3 | NPCs and Unique Creatures
The Frogman
Small fey, lawful good Challenge
Actions
Multiattack. The Frogman makes two melee attacks: one with its
bite and one with its walking cane.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
(1d4 + 2) piercing damage.
Walking Cane. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) bludgeoning damage.
Reactions
Genteel Croak. The Frogman can recover 1 hit point after he rolls a
death saving throw, uttering a short monologue about being struck
down in his prime. Once he uses this ability, he can’t use it again until
he completes a short or long rest.
Roleplaying Information
The Frogman is a liar, but a well-meaning one. He enjoys enormous
self-importance and an inflated sense of ego due to being enlarged
and elegantly dressed. He frequently quotes, “To be elegant is to be
loved. As such, one ought to wear threads as tidy as one can afford.”
He actually does appreciate the people in his town, for they feed
his vanity.
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Chapter 3 | NPCs and Unique Creatures
146
Chapter 3 | NPCs and Unique Creatures
Professor H.M. Wogglebug, T.E. human. His insectoid body is rounded in the
back and wrapped in a brown, double-buttoned
“‘Behold!’ cried the Professor, in a loud tailcoat with an ascot. His arms and legs are
voice, ‘this highly-magnified Woggle-Bug; one of the quite thin, with delicate hands and feet and toes
most curious insects in existence!’ that curl upward. His belly, visible only in gaps
“Being Thoroughly Educated, and knowing what is of his specially-tailored trousers, is striped with
required of a cultured gentleman, at this juncture bands of lighter brown.
I stood upright and, placing my hand upon my
He has a long neck, and his head is much like
bosom, made a very polite bow. My action, being
unexpected, must have startled them, for one of a human’s save that he is completely hairless
the little girls perched upon the window-sill gave a with a wrinkled skull and ears of curling
scream and fell backward out the window, drawing antennae. His eyes are black with a slight bulge,
her companion with her as she disappeared.” with a hint of being multifaceted. His speech
L. Frank Baum, the Marvelous Land of Oz
is affected, lofty and high-brow, with a deep,
resonant tone.
Professor Wogglebug was once a tiny
wogglebug, no bigger than a bean, who was
magically magnified and is working as a
professor. He is several thousand times larger
than his brethren, standing as tall as an average
Actions
Walking Cane. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 4 (1d8 ) bludgeoning damage.
Roleplaying Information
Timeline: Age of Chaos or later.
H.M. Wogglebug T.E. is pompous, pedantic, and a trifle rude. It’s even
more annoying that he really is quite clever, adept at solving difficult
problems in both civilized and wilderness environments. He is also
one of the preeminent cartographers and historians in all of Oz.
He is loyal to his students and to the rulers of the four quadrants.
Like many brilliant and prickly thinkers, he can sometimes be
manipulated by flattering his intellect. He also retains much of his
wogglebug nature, able to sense magic and finding it irresistible
to investigate.
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Chapter 3 | NPCs and Unique Creatures
1
piping call, and in an instant a dozen
pretty field mice had emerged from STR DEX CON INT WIS CHA
1 (−5) 16 (+3) 7 (−2) 16 (+3) 18 (+4) 17 (+3)
their holes and stood before their ruler, (200 XP)
Reactions
Dodge and Disengage. Until the end of the triggering creature’s
turn, the Queen of the Field Mice has a +7 bonus to AC, including
against the triggering attack. While she has this AC bonus, whenever
an attack misses her, the Queen of the Field Mice may immediately
move up to 10 feet without provoking opportunity attacks.
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Chapter 3 | NPCs and Unique Creatures
Toto
It was Toto that made Dorothy laugh, and Toto is a small silky terrier, entirely black from
saved her from growing as grey as her other tail to nose. His eyes are so dark brown as to
surroundings. Toto was not gray; he was a little appear black, and they twinkle with intelligence
black dog, with long, silky hair and small black and good humor. He is well-behaved when his
eyes that twinkled merrily on either side of his mistress Dorothy is around, but prone to chase
funny, wee nose. Toto played all day long, and nearly anything smaller than himself when
Dorothy played with him, and loved him dearly. she is not. While Toto can speak the common
L. Frank Baum, The Wonderful tongue of Oz, he does so very rarely and only
Wizard of Oz under very thoughtful circumstances.
Toto
Small beast, neutral good Challenge
Actions
Multiattack. Toto makes two melee attacks: one with his bite and
one with his claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
(1d4 + 3) slashing damage.
Reactions
Loyal Guardian. If Dorothy would be attacked, Toto may spend
his reaction to move up to his speed to be adjacent to Dorothy and
become the target of the attack instead.
Roleplaying Information
Toto should only be used in connection with Dorothy Gale’s
character, the human who visited Oz and overthrew the Wicked
Witches of East and West, starting the Age of Chaos in Oz. Toto
is very perceptive, and notices what goes on under chairs, behind
curtains, and hidden in the forest. He is a companion-type character,
and not suitable for solitary encounters. Standard Toto thoughts run
something like, “It’s comfortable in this basket. I wonder where we’re
going?” Or “There’s nothing so fun to chase as a chicken.”
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Chapter 3 | NPCs and Unique Creatures
L. Frank Baum, The Magic of Oz Construction. As a construct, the glass cat has no need for air,
water, food or sleep.
Bungle the Glass Cat is a house cat made Immutable Form. The glass cat is immune to any spell or effect that
of mostly clear glass. She was once an would alter its form.
ornament on a mantle, brought to life by Partial Invisibility. The glass cat is invisible. When it attacks or casts
a spell, it becomes visible until the start of its next turn.
the Powder of Life. Inside her head are a
mass of little pink balls that can be seen Actions
rotating as she thinks. Her eyes are emerald Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
(1d4 + 3) piercing damage.
glass, and her heart is a sparkling carmine
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
ruby. Her tail is her pride and joy, (1d6 + 3) slashing damage.
long and elegant-looking. Superpositioning. The glass cat can magically teleport itself
instantaneously up to 120 feet away to a location within line of sight.
Bungle’s voice is sweet, though
she has a largely disagreeable Reactions
Dead or Alive Paradox. The glass cat becomes invisible immediately
after the triggering attack is resolved. The glass cat becomes invisible
this way even if the triggering attack would cause it to die.
Roleplaying Information
Bungle is conceited and vain, and can only be coaxed into assistance
through flattering its vanity. When fully committed to a course of
action, the glass cat can move very quickly—but will make an effort
not to let anyone see her actually making the effort. She considers
her owners, Dr. Pipt and his wife Margolotte, her family—o,r as cats
do, her attendants.
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Chapter 3 | NPCs and Unique Creatures
The Gump
“This,” said the Gump, in a squeaky
voice not at all proportioned to the size
of its great body, “is the most
novel experience I ever heard
of. The last thing I remember
distinctly is walking through
the forest and hearing a loud
noise. Something probably
killed me then, and it certainly
ought to have been the end of
me. Yet here I am, alive again,
with four monstrous wings and a
body which I venture to say would
make any respectable animal or
fowl weep with shame to own.
What does it all mean? Am I a
Gump, or am I a juggernaut?” The
creature, as it spoke, wiggled its chin whiskers in a
very comical manner.
L. Frank Baum, The Marvelous Land of Oz
The Gump is a construct made up of many cotton lines. A broom is tied onto the backside
diverse objects, lashed together and sprinkled of the couches with another bit of rope.
with the Powder of Life. It is called The Gump Grazing and herd-loving, The Gump is often
for having the stuffed head of an Ozian gump, found in the woods of Oz. The Gump
which is an antlered cervid akin to an elk or has regained the same loud, bellied cry
moose. The head and its wooden mounting are it had in life, now that it has been given
lashed to the front of two rather fancy-looking consciousness again. The Gump has a
high-backed couches with carved claw feet faint odor of dust, as well as of the herbs,
holding orbs. The wings are made up of palm sweet grasses and horsehair that make
tree fronds, lashed to the sofa sides by thick up the stuffing on the two couches.
The Gump
Huge beast construct, lawful good Challenge Taxi Taxidermy. The Gump can carry one large-sized
2
creature or up to six medium-sized creatures on
STR DEX CON INT WIS CHA its back without penalty, whether on the ground or
14 (+2) 12 (+1) 12 (+1) 8 (−1) 8 (−1) 10 (+0) in flight.
(675 XP)
Armor Class 15 (natural armor) Actions
Hit Points 60 (8d12 + 8)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Speed 20 ft., fly 30 ft.
target. Hit: 7 (2d4 + 2) piercing damage.
Skills Athletics +4, Perception +2
Damage Resistances poison; bludgeoning, piercing, and slashing Roleplaying Information
from nonmagical attacks that aren’t adamantine The original Gump was mountedin the Royal Palace
Condition Immunities exhaustion, poisoned of Oz. As a result, The Gum considers himself to be a
Senses passive Perception 12 servant to royalty, even in his very different current
Languages Common form. Though called into being by Tin Woodman and
Proficiency Bonus +2 Professor Wogglebug, the once-proud wall decoration
head muses, “I’m not certain about this flying
Construction. As a construct, The Gum has no need for air, water, nonsense, and being a sofa is a bit beneath my dignity.
food or sleep, and cannot be repaired by nonmagical means. But needs must when duty calls.”
Immutable Form. As a construct, The Gum is immune to any spell
or effect that would alter its form.
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Chapter 3 | NPCs and Unique Creatures
Langwidere
When the Princess got out of her
crystal bed in the morning she went to
her cabinet, opened one of the velvet-
lined cupboards, and took the head
it contained from its golden shelf.
Then, by the aid of the mirror inside the
open door, she put on the head—as
neat and straight as could be—and
afterward called her maids to robe
her for the day. She always wore a
simple white costume, that suited all
the heads. For, being able to change her
face whenever she liked, the Princess had
no interest in wearing a variety of gowns,
as have other ladies who are compelled to
wear the same face constantly.
L. Frank Baum, Ozma of Oz
Princess Langwidere resembles a shapely
human woman in many aspects. Her skin is
porcelain fine, and she favors simple gowns with
elegant style and expensive fabrics, favoring
mostly white. She prefers the versatility of white
garments because she owns multiple heads,
and likes to know that her clothing will
suit whichever chosen visage she has
for the day.
Langwidere’s heads come in multiple
skin tones, hair colors, and eye color
combinations. For her own reasons,
she does not have a head with red hair
or grey irises, but she has most other
common combinations, and keeps the
heads locked in individual cabinets in
her chambers. When she switches heads,
which she only does in the privacy of her
room, she also switches personalities
and talents.
She is always found in the Royal
Palace of Ev, a coastal kingdom outside
of Oz’s Deadly Desert. While wearing
different heads, Princess Langwidere
has different mannerisms,
different voices, and different
patterns of speech.
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Chapter 3 | NPCs and Unique Creatures
Langwidere
Medium humanoid construct, lawful evil Challenge 5. Wrath. The targeted creature must succeed on
15
a DC 16 Dexterity saving throw or take 20 (4d8 +
STR DEX CON INT WIS CHA 2) force damage.
12 (+1) 14 (+2) 18 (+4) 16 (+3) 15 (+2) 19 (+4) 6. Envy. The targeted creature must succeed on
(13,000 XP)
a DC 16 Wisdom saving throw or move up to its
Armor Class 18 (natural armor)
speed toward its nearest ally and make a melee
Hit Points 161 (19d8 + 76)
attack against it. This movement does not provoke
Speed 30 ft.
opportunity attacks.
Saving Throws Int +8, Wis +7, Cha +9 7. Pride. The targeted creature must succeed
Skills Deception +9, Intimidation +9, Perception +7, Performance +9, on a DC 16 Charisma saving throw or become
Persuasion +9 incapacitated until the end of its next turn.
Senses darkvision 120 ft. passive Perception 17 8. Chastity. The head casts sanctuary (spell save
Languages Common DC 16) on the targeted creature.
Proficiency Bonus +5 9. Temperance. The head casts hold monster
Construction. As a construct, Langwidere has no need for air, water, (spell save DC 16) on the targeted creature.
food or sleep. 10. Charity. For the next 8 hours, the targeted
creature’s hit point maximum and current hit
Head Collection. Langwidere’s heads have AC 18, 25 hit points,
points increase by 20.
fly speed 15 (hover), and share her ability scores, proficiencies,
and senses. Each head can maintain its own concentration for 11. Diligence. Until the start of its next turn, the
spellcasting purposes. targeted creature’s AC increases by 7, and they
take no damage from magic missile.
Immutable Form. As a construct, Langwidere is immune to any spell 12. Patience. The head casts slow (spell save DC
or effect that would alter her form. 16) centered on the target creature.
Mannequin Immortality. Langwidere’s body cannot be destroyed 13. Kindness. The targeted creature regains 18
and she automatically succeeds on all death saving throws. (4d8) hit points. This ability has no effect on
constructs or undead.
Royal Vanity. The head attached to Langwidere redirects all damage
it takes to Langwidere. Langwidere can only have one head attached 14. Humility. The head casts polymorph (spell
to her body at any given time. save DC 16) on the targeted creature. If the
creature fails, it is transformed into a sheep. This
Actions spell does not require concentration, but the
effect ends at the end of the targeted creature’s
Off With My Head. Langwidere enchants one of her heads, giving
next turn.
it one of the features below for the next hour. Once a head has been
enchanted with a feature, that feature cannot be used on another
head until the next dawn. Langwidere activates her heads’ abilities Legendary Actions
with her legendary actions. When activated, a head can move up to Langwidere can take 3 legendary actions, using the
its speed and use its ability on a creature it can see within 60 feet. Interchangeable Head option below. She can take only
one legendary action at a time and only at the end of
1. Lust. The targeted creature must succeed on a DC 16 Wisdom another creature’s turn. Langwidere regains spent
saving throw or be charmed by Langwidere for 1 hour, or until legendary actions at the start of her turn.
Langwidere harms the creature.
2. Gluttony. The targeted creature must succeed on a DC 16 Interchangeable Head. Langwidere activates one of
Constitution saving throw or gain one level of exhaustion. her heads. She cannot activate the same head twice in
3. Greed. The targeted creature must succeed on a DC 16 the same round. If she cannot activate a head in this
Intelligence saving throw or become blinded. In addition, on its way, she uses her Off With My Head action instead.
next turn, the creature must spend its action counting the coins
in their possession. The creature can repeat the saving throw Roleplaying Information
at the end of each of its turns, ending the effect on itself on From the Age of the Cardinal Witches through the
a success. Age of Ozma, Princess Langwidere rules the land of
4. Sloth. The targeted creature must succeed on a DC 16 Ev. The remainder of the royal family are missing,
Dexterity saving throw. On a failed save, the target’s speed and have been for some time. Langwidere is widely
is halved for 1 minute. In addition, the creature can’t take recognized as the niece of the King, although given
reactions, and it can take either an action or a bonus action on her construct nature in comparison to the very human
its turn, not both. The creature can repeat the saving throw royal family, the assumption is that she is an adopted
at the end of each of its turns, ending the effect on itself on family member. Her courtiers recognize the princess
a success. by a ruby key on a chain she wears about her neck. And
some of them recognize some of the more frequently
used heads. Langwidere is deeply vain, and not a well-
loved monarch.
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Chapter 3 | NPCs and Unique Creatures
Langwidere’s Lair
Langwidere’s sitting room is paneled with mirrors that must succeed on a DC 16 Wisdom saving throw or
reach from floor to ceiling. The floor is polished and become frightened of the mirrors until the end of
reflective silver, and the ceiling also boasts several their next turn.
mirrored surfaces. Encountering Princess Langwidere
in her lair has a challenge rating of 17. Regional Effects
Wherever Langwidere goes, the people fear. She is known
Lair Actions to collect heads to add to her collection, and favors those
On initiative count 20 (losing initiative ties), Princess of people who are regarded as particularly charming
Langwidere takes a lair action to cause one of the Wherever she chooses to make her home results in the
following effects. The princess can’t use the same following effects:
effect two rounds in a row. • Creatures within 5 miles of the lair that are aware
of Langwidere’s reputation and have a Charisma
• The mirrors in the sitting room reflect duplicates
score of 10 or higher are frightened of any creature
of Princess Langwidere. This ability functions as
claiming to be on official business for the Princess.
if Princess Langwidere had cast the mirror image
• Creatures within 5 miles of the lair that have a
spell, but is not considered a magical effect. As a
Charisma score of 16 or higher will discover that
result, it cannot be dispelled except by attacking
the local population will show pity toward them,
the duplicates.
treating them as if they have an incurable disease.
• One of Princess Langwidere’s heads appears in
• Creatures within 5 miles of the lair that have a
every mirror’s reflection, allowing the head to
Charisma score of 18 or higher will be routinely
target any creature it can see inside the lair. Only
stopped by local authorities. These authorities
one head may be positioned this way at a time.
will ask about the creature’s background and
• Headless spectral apparitions of the original head
intentions. They will also file a report which is
owners appear in the mirrors along the wall and
delivered to the Princess.
ceiling. Each creature that can see the spirits
Jack Pumpkinhead
Medium humanoid construct, lawful neutral Challenge Actions
STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 18 (+4) 11 (+0) 12 (+1) 16 (+3) 5
(1,800 XP)
Rake. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) slashing damage.
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Chapter 3 | NPCs and Unique Creatures
155
Chapter 3 | NPCs and Unique Creatures
Scarecrow
Its head was a small sack stuffed
with straw, with eyes, nose and mouth
painted on it to represent a face. An old,
pointed blue hat, that had belonged to some
Munchkin, was perched on this head, and
the rest of the figure was a blue suit of clothes, worn
and faded, which had also been stuffed with straw.
On the feet were some old boots with blue tops,
such as every man wore in this country, and the
figure was raised above the stalks of corn by means
of the pole stuck up its back.
L. Frank Baum, The Wonderful Wizard
of Oz
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Chapter 3 | NPCs and Unique Creatures
3
and prices for grain. The Wicked
STR DEX CON INT WIS CHA
Witch of the East was offended, but 10 (+0) 14 (+2) 12 (+1) 11 (+0) 18 (+4) 13 (+1)
(700 XP)
kept her temper just long enough
Armor Class 16 (natural armor)
to trick the farmers into drinking Hit Points 55 (10d8 + 10)
sips of the Water of Life, pilfered Speed 30 ft.
from a trip to the Emerald City. Skills Perception +6, Insight +6
She then turned the followers into Damage Resistances poison; bludgeoning, piercing, and slashing
from nonmagical attacks that aren’t adamantine
crows, and their leader into an Condition Immunities exhaustion, poisoned
animated scarecrow. Senses passive Perception 16
Languages Common
Carried back to his fields, the Proficiency Bonus +2
Scarecrow continued to spend Construction. As a construct, Scarecrow has no need for air, water,
time with the talking crows, who food or sleep.
convinced him that a brain would Immutable Form. As a construct, Scarecrow is immune to any spell,
or effect that would alter his form.
improve his lot in life. Upon the
death of the witch who cast the Actions
spell he might have returned to Punch. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
(1d4) bludgeoning damage.
human, had he not surrendered his
Silver Shot. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one
name prior to the enchantment. His target. Hit: 6 (1d8 + 2) magical silvered piercing damage.
subsequent quest for brains from
Reactions
the wizard is well documented in Words of Wisdom. When a creature within 60 feet of the
Ozian history. Scarecrow and can hear him makes a saving throw, the Scarecrow
can use his reaction to grant the creature advantage on all saving
Scarecrow barely tops four feet throws until the start of its next turn, including against the triggering
tall, and weighs about the same saving throw.
as a large house cat. He claims to Roleplaying Information
remember each sense coming to life Timeline: The Scarecrow was created during the time of Four
as his features were painted onto Cardinal Witches, under the wizard. He ruled Emerald City after
Dorothy’s first visit.
his head, which is a small flour sack. The Scarecrow is held with very high affection by the people of
His eyes are blue, one slightly larger Emerald City. He is fair and reasonable, and kind to servants as well
as courtiers. The Wizard of Oz left him in charge, and as Glinda treats
than the other. His nose and mouth him as the ruler, the people follow suit.
are pleats and seams on the stuffed If you are setting a post-Ozma timeline, the Scarecrow is still a friend
flour sack. Apparently earless, he and trusted advisor. The Scarecrow’s best friends are the Cowardly
Lion, the Tin Woodman, and a little human girl not currently in Oz.
can still hear. He is desperately afraid of fire, his greatest weakness. Depending on
His movements appear awkward, the time and setting, he has feelings for Scraps, the Patchwork Girl.
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Chapter 3 | NPCs and Unique Creatures
King Scarecrow of
the Emerald City
His Majesty the Scarecrow was
dressed in a suit of faded blue clothes, and
his head was merely a small sack stuffed
with straw, upon which eyes, ears, a nose
and a mouth had been rudely painted to represent
a face. The clothes were also stuffed with straw, and
that so unevenly or carelessly that his Majesty’s legs
and arms seemed more bumpy than was necessary.
Upon his hands were gloves with long fingers,
and these were padded with cotton. Wisps of
straw stuck out from the monarch’s coat and King Scarecrow
Medium humanoid construct, neutral good
also from his neck and boot-tops. Upon his Challenge
Actions
Scepter. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
4 (1d8) bludgeoning damage.
Reactions
Words of Wisdom. When a creature within 60 feet of the
Scarecrow and can hear him makes a saving throw, the Scarecrow
can use his reaction to grant the creature advantage on all saving
throws until the start of its next turn, including against the triggering
saving throw.
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Chapter 3 | NPCs and Unique Creatures
159
Chapter 3 | NPCs and Unique Creatures
160
Chapter 3 | NPCs and Unique Creatures
Scraps is a medium-tall humanoid, made into place. Her teeth are pearls sewn into place,
entirely of fabric—mostly cotton, in a crazy- with a bit of red velvet for a tongue. A pair of
quilt pattern. She is stuffed with cotton batting, red leather turned-up toe boots are stitched on,
with a patchwork dress, and an apron over top serving as her feet.
of it. Scraps’ hair is brown yarn, always neatly Scraps was created by Margolotte, the wife of
braided over her shoulders. Her eyes are silver Dr. Pipt, and brought to life using his wondrous
suspender buttons sewn on with black thread, Powder of Life. She smells of warm cotton, linen,
with a hint of eyebrow embroidered above. Her and lavender.
ears are thin plates of gold, pierced and sewn
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Chapter 3 | NPCs and Unique Creatures
Tik-Tok
He was only about as tall as Dorothy
herself, and his body was round as a ball
and made out of burnished copper. Also his
head and limbs were copper, and these were
jointed or hinged to his body in a peculiar
way, with metal caps over the joints, like the
armor worn by knights in days of old. He stood
perfectly still, and where the light struck
upon his form it glittered as if made of
pure gold.
L. Frank Baum, Ozma of Oz
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Chapter 3 | NPCs and Unique Creatures
Tik-Tok
Medium humanoid construct, lawful neutral Challenge Another creature can use its action to hastily wind Tik-
3
Tok’s gears when he is unconscious. He will gain regain
STR DEX CON INT WIS CHA 1 hit point and can function for 1 minute before his
16 (+3) 10 (+0) 18 (+4) 12 (+1) 14 (+2) 15 (+2) gears wind down again. At the end of a short or long
(700 XP)
rest, another creature can fully rewind Tik-Tok’s gears.
Armor Class 18 (natural armor)
Hit Points 51 (6d8 + 24) Actions
Speed 20 ft.
Multiattack. Tik-Tok makes three attacks: two with his
Skills Perception +4, Survival +4 fists and one with his belly.
Damage Resistances poison; bludgeoning, piercing, and slashing Belly. Melee Weapon Attack: +6 to hit, reach 5 ft., one
from nonmagical attacks that aren’t adamantine target. Hit: 7 (1d8 + 3) bludgeoning damage.
Damage Immunities psychic
Condition Immunities exhaustion, poisoned Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Senses passive Perception 14 target. Hit: 6 (1d6 + 3) bludgeoning damage.
Proficiency Bonus +2
Roleplaying Information
Construction. As a construct, Tik-Tok has no need for air, water, Tik-Tok was created to be a servant in Ev and sold to
food or sleep. the Nome King, and is loyal to whomever owns him. His
Immutable Form. As a construct, Tik-Tok is immune to any spell or view of ownership has a great deal to do with action;
effect that would alter its form. the one who winds him regularly and takes care of him
tends to have his loyalty.
No Emotion. Tik-Tok cannot be affected by spells or abilities that
He is a fearless fighter with armor reinforced by
affect the mind; he ignores any effect causing him to be charmed
subtle enchantments, and his warranty guarantees
or frightened.
performance for a thousand years. If brought inside
Noisy. Tik-Tok has disadvantage on all Stealth checks. the borders of Oz, the enchantment of Lurline’s spell
Wind Up Sentience. Tik-Tok automatically succeeds on all death will slowly leak into his brain and provide emotions
saving throws. Tik-Tok must be wound up at least once every 24 over time. When Tik-Tok is not wound up, he has no
hours to maintain consciousness. If Tik-Tok has not been fully wound sense of the passage of time, or anything that occurs
up after 24 hours, Tik-Tok falls unconscious. When Tik-Tok falls around him.
unconscious for any reason, his gears wind down and he must be If the game is set in the Time of Ozma, Tik-Tok’s
wound up in order to regain consciousness. home in one of the Nome King’s caves is completely
abandoned, and Tik-Tok is wound down.
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Chapter 3 | NPCs and Unique Creatures
Tin Woodman (Nick a funnel-shaped top of head and a jaunty red tin
bow tie. Even his eyes are carved tin, swiveling
Chopper) about. He smells, not unpleasantly, of mineral
The boy’s intent gaze caused the Tin oil with a metallic tinge.
Woodman to remember that he was not After being named Emperor of the Winkies,
in the most presentable condition, so he he occasionally wears a tin crown they created
begged his friends to excuse him while he for him—but only when sitting on the throne of
retired to his private apartment and allowed his the Tin Castle.
servants to polish him. This was accomplished in
a short time, and when the emperor returned his
nickel-plated body shone so magnificently that
the Scarecrow heartily congratulated him on his
improved appearance.
“That nickel-plate was, I confess, a
happy thought,” said Nick; “and it was
Tin Woodman, Nick Chopper
Medium humanoid construct, lawful good Challenge
3
the more necessary because I had become
somewhat scratched during my adventurous STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 14 (+2) 12 (+1) 13 (+1) 14 (+2)
experiences. You will observe this engraved (700 XP)
star upon my left breast. It not only indicates Armor Class 16 (natural armor)
where my excellent heart lies, but covers very Hit Points 52 (8d8 + 16)
Speed 30 ft.
neatly the patch made by the Wonderful
Wizard when he placed that valued organ in Skills Athletics +6, Survival +3
Damage Resistances poison; bludgeoning, piercing, and slashing
my breast with his own skillful hands.” from nonmagical attacks that aren’t adamantine
Condition Immunities exhaustion, poisoned
L. Frank Baum, The Senses passive Perception 11
Marvelous Land of Oz Languages Common
Proficiency Bonus +2
Nick Chopper was once a humble
Construction. As a construct, the Tin Woodman has no need for air,
woodsman who had the misfortune water, food or sleep.
to fall in love with the ward of the Immutable Form. As a construct, the Tin Woodman is immune to
Wicked Witch of the East. The any spell or effect that would alter his form.
witch enchanted his ax, such that Heartless. Tin Woodman has advantage on attack rolls against
one by one all his limbs were cut enemies that have less than full hit points.
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Chapter 3 | NPCs and Unique Creatures
165
Chapter 3 | NPCs and Unique Creatures
166
Chapter 3 | NPCs and Unique Creatures
Ak often appears like an elderly male of gather moss, kindly dark eyes, and a long, silky
indeterminate race—neither fey nor mortal, beard that he favors stroking while deep in
nor quite anything else. He will always thought. When working divine magic, his eyes
choose to appear in a form that the beholder turn a starry white. He wears the simple hand-
will find familiar, and always boasts large, loomed clothing and leathers of a woodsman or
branching antlers. ranger of the wild hills. He carries an axe with
To most, Ak appears with greenish brown him always, and understands all speech.
skin, graying hair with branching antlers that
26
that is within 60 feet of him and aware of him must
STR DEX CON INT WIS CHA succeed on a DC 21 Wisdom saving throw or become
22 (+6) 10 (+0) 18 (+4) 14 (+2) 20 (+5) 19 (+4) frightened of him for 1 minute. A creature can repeat
(90,000 XP)
the saving throw at the end of each of its turns, ending
Armor Class 18 (Natural Armor) the effect on itself on a success. If a creature’s saving
Hit Points 285 (30d10 + 120) throw is successful or the effect ends for it, the
Speed 30 ft. creature is immune to Ak’s Intimidating Aura for the
Saving Throws Str +14, Con +12, Wis +13 next 24 hours.
Skills Athletics +14, Nature +10, Perception +13, Survival +13
Damage Resistances any from magical weapons
Reactions
Damage Immunities any from nonmagical sources Council of the Immortals Retaliation. Upon taking
Condition Immunities charmed, exhaustion, frightened damage from a creature, Ak can choose to make
Senses truesight 120 ft., passive Perception 21 a melee or ranged spell or weapon attack against
Languages all, telepathy 120 ft. that creature.
Proficiency Bonus +8 Verdant Escape (Recharge 5-6). When Ak takes
Aware. Ak cannot be surprised. damage from an attack, he can use his reaction to
cast transport via plants on a Large or larger sized
Divine Awareness. Ak knows when a creature is lying. plant within 10 feet of him. He can then move up to
Immortal. Ak is immortal and cannot die from old age or age-related his speed.
illnesses. He is also immune to any effect of aging and his maximum
hit points cannot be reduced. Legendary Actions
Ak can take 3 legendary actions. Each legendary action
Immortal Spellcasting. Ak is a 30th-level spellcaster. Ak’s
can be used to cast a spell. Only one legendary action
spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell
can be used at a time and only at the end of another
attacks). He can innately cast all druid spells, requiring no material
creature’s turn. Ak regains spent legendary actions at
components. He has all druid spells prepared and has 4 spell slots for
the start of his turn.
each spell level from 1st to 6th, 3 spell slots for 7th, 2 spell slots for
8th, and 1 spell slot for 9th.
Roleplaying Information
Legendary Resistance (3/day). If Ak fails a saving throw, he can Ak, like his brothers Bo and Kern, is a greater deity. He
choose to succeed instead. prefers to appear only to one creature or supplicant
Magic Resistance. Ak has advantage on saving throws against spells at a time, but if seen by a group of adventurers at
and other magical effects. the same time, each will swear that Ak was of their
own race, though they will agree that he had antlers.
Magic Weapons. Ak’s weapon attacks are magical. Although he understands that suffering is the natural
lot of those with a finite lifespan, he occasionally
Actions helps infants and children who are in distress. He is
Multiattack. Ak can use his Intimidating Aura. Then he makes two sacred to the knooks, who are akin to clerics of his
weapon attacks. order. He is also patron of many druids, and takes an
Axe of the Master Woodsman. Melee Weapon Attack: +14 to hit, interest in rangers. Ak should never appear outside
reach 15 ft., one target. Hit: 28 (4d10 + 6) slashing damage and the forest, although he may act through those who are
the creature must succeed on a DC 21 Strength saving throw or be attuned to him.
knocked prone.
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Chapter 3 | NPCs and Unique Creatures
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Chapter 3 | NPCs and Unique Creatures
23
form and hurls it at a creature she can see within 200
STR DEX CON INT WIS CHA feet of her. The ball is considered a magic weapon
11 (+0) 18 (+4) 14 (+2) 11 (+0) 15 (+2) 18 (+4) and deals 18 (4d6 + 4) bludgeoning damage to the
(50,000 XP)
target, striking unerringly. All creatures within 10 feet
Armor Class 17 (natural armor) of the target must succeed on a DC 19 Constitution
Hit Points 195 (30d8 + 60) saving throw or take 9 (2d8) cold damage. The ball
Speed 30 ft., swim 60 ft. disappears after it hits.
Saving Throws Int +7, Wis +9, Cha +11 Weird Aura (Recharge 5-6). Audah releases a chilling
Skills Perception +9 burst of energy in a 30-foot-radius sphere centered on
Damage Resistances any from magical weapons Audah. All creatures of Audah’s choice must make a DC
Damage Immunities any from nonmagical sources, cold, fire 19 Wisdom saving throw at disadvantage. A creature
Condition Immunities charmed, exhaustion, frightened takes 22 (4d10) psychic damage and becomes
Senses truesight 120 ft., passive Perception 19 frightened of Audah for 1 minute on a failed save. On a
Languages Aquan, Celestial, Common, telepathy 120 ft. success, a creature takes 11 (2d10) cold damage.
Proficiency Bonus +7
Reactions
Aware. Audah cannot be surprised.
Council of the Immortals Retaliation. After being hit
Immortal. Audah is immortal and cannot die from old age or age- by an attack, Audah can use her reaction to cast a spell
related illnesses. She is also immune to any effect of aging and her or use her Water Ball ability against the creature who
maximum hit points cannot be reduced. made the attack.
Immortal Spellcasting. Audah is a 20th-level spellcaster. Audah’s
spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell Legendary Actions
attacks). She can innately cast all wizard spells, requiring no material Audah can take 3 legendary actions. Each legendary
components. She has all wizard spells prepared and has 1 slot of each action can be used to cast a spell. Only one legendary
spell level from 1st to 9th. action can be used at a time and only at the end of
another creature’s turn. Audah regains spent legendary
Spell Adept. Audah’s favored spells are: cone of cold, freezing
actions at the start of her turn.
sphere, and ice storm. She can cast each of these spells once per day
at any level spell slot without expending that spell slot.
Roleplaying Information
Actions The Adepts came to power over the flatheads during
the Time of the Cardinal Witches. If your campaign
Intimidating Aura. Each creature of Audah’s choice that is within 60
takes place before that age, the flatheads have no
feet of her and aware of her must succeed on a DC 19 Wisdom saving
official leader and are persecuted by the skeezers. If
throw or become frightened of her for 1 minute. A creature can
your campaign is during the time of Ozma, you can
repeat the saving throw at the end of each of its turns, ending the
choose to bypass the discovery of the Adepts and
effect on itself on a success. If a creature’s saving throw is successful
implement Audah as the spokesperson for her people
or the effect ends for it, the creature is immune to Audah’s
and the three Adepts alike.
Intimidating Aura for the next 24 hours.
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Chapter 3 | NPCs and Unique Creatures
23
that is within 60 feet of her and aware of her must
STR DEX CON INT WIS CHA succeed on a DC 19 Wisdom saving throw or become
14 (+2) 18 (+4) 16 (+3) 14 (+2) 14 (+2) 18 (+4) frightened of her for 1 minute. A creature can repeat
(50,000 XP)
the saving throw at the end of each of its turns, ending
Armor Class 17 (natural armor) the effect on itself on a success. If a creature’s saving
Hit Points 225 (30d8 + 90) throw is successful or the effect ends for it, the
Speed 30 ft., fly 60 ft. (hover) creature is immune to Aujah’s Intimidating Aura for the
Saving Throws Int +9, Wis +9, Cha +11 next 24 hours.
Skills Perception +9 Eye of the Storm (Recharge 5-6). Aujah casts storm
Damage Resistances any from magical weapons of vengeance centered on herself without requiring
Damage Immunities any from nonmagical sources, lightning, material components. She may choose any number
thunder of creatures including herself to be unaffected by the
Condition Immunities charmed, exhaustion, frightened spell’s effects.
Senses truesight 120 ft., passive Perception 18
Languages Aquan, Celestial, Common, telepathy 120 ft. Reactions
Proficiency Bonus +7 Council of the Immortals Retaliation. After being hit
Aware. Aujah cannot be surprised. by an attack, Aujah can use her reaction to cast a spell
or use her Air Spear ability against the creature who
Immortal. Aujah is immortal and cannot die from old age or age- made the attack.
related illnesses. She is also immune to any effect of aging and her
maximum hit points cannot be reduced. Legendary Actions
Immortal Spellcasting. Aujah is a 20th-level spellcaster. Aujah’s Aujah can take 3 legendary actions. Each legendary
spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell action can be used to cast a spell. Only one legendary
attacks). She can innately cast all wizard spells, requiring no material action can be used at a time and only at the end of
components. She has all wizard spells prepared and has 1 slot of each another creature’s turn. Aujah regains spent legendary
spell level from 1st to 9th. actions at the start of her turn.
Spell Adept. Aujah’s favored spells are: chain lightning, lightning
Roleplaying Information
bolt, and reverse gravity. She can cast each of these spells once per
day at any level spell slot without expending that spell slot. The Adepts came to power over the flatheads during
the Time of the Cardinal Witches. If your campaign
Actions takes place before that age, the flatheads have no
official leader and are persecuted by the skeezers. If
Air Spear. Aujah condenses air into a spear-like form and hurls it at a
your campaign is during the time of Ozma, you can
creature she can see within 200 feet of her. The spear is considered
choose to bypass the discovery of the Adepts and
a magic weapon and deals 18 (4d6 + 4) piercing damage to the
consider Aujah to be a scholar of legend, familiar with
target, striking unerringly. All creatures within 10 feet of the target
the lands inside and beyond Oz, as well as with the
must succeed on a DC 19 Constitution saving throw or take 9 (2d8)
Council of Immortals.
thunder damage. The spear disappears after it hits.
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Chapter 3 | NPCs and Unique Creatures
23
centered on herself, without requiring material
STR DEX CON INT WIS CHA components. She may choose any number of creatures
10 (+0) 18 (+4) 18 (+4) 12 (+1) 14 (+2) 18 (+4) including herself to be unaffected by the spell’s effects.
(50,000 XP)
Armor Class 17 Intimidating Aura. Each creature of Aurah’s choice
Hit Points 255 (30d8 + 120) that is within 60 feet of her and aware of her must
Speed 30 ft., burrow 60 ft. succeed on a DC 19 Wisdom saving throw or become
frightened of her for 1 minute. A creature can repeat
Saving Throws Int +8, Wis +9, Cha +11 the saving throw at the end of each of its turns, ending
Skills Perception +9 the effect on itself on a success. If a creature’s saving
Damage Resistances any from magical weapons throw is successful or the effect ends for it, the
Damage Immunities any from nonmagical sources, acid, poison creature is immune to Aurah’s Intimidating Aura for the
Condition Immunities charmed, exhaustion, frightened next 24 hours.
Senses truesight 120 ft., passive Perception 19
Languages Aquan, Celestial, Common, telepathy 120 ft. Reactions
Proficiency Bonus +7 Council of the Immortals Retaliation. After being hit
Aware. Aurah cannot be surprised. by an attack, Aurah can use her reaction to cast a spell
or use her Acid Wave ability on an area including the
Immortal. Aurah is immortal and cannot die from old age or age- creature who made the attack.
related illnesses. She is also immune to any effect of aging and her
maximum hit points cannot be reduced. Legendary Actions
Immortal Spellcasting. Aurah is a 20th-level spellcaster. Aurah’s Aurah can take 3 legendary actions. Each legendary
spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell action can be used to cast a spell. Only one legendary
attacks). She can innately cast all wizard spells, requiring no material action can be used at a time and only at the end of
components. She has all wizard spells prepared and has 1 slot of each another creature’s turn. Aurah regains spent legendary
spell level from 1st to 9th. She can cast speak with animals at will as if actions at the start of her turn.
it were a cantrip.
Roleplaying Information
Spell Adept. Aurah’s favored spells are: acid arrow, move earth, and
stinking cloud. She can cast each of these spells once per day at any The Adepts came to power over the flatheads during
level spell slot without expending that spell slot. the Time of the Cardinal Witches. If your campaign
takes place before that age, the flatheads have no
Actions official leader and are persecuted by the skeezers. If
your campaign is during the time of Ozma, you can
Acid Wave. Aurah conjures a wave of acid that crashes down on an
choose to bypass the discovery of the Adepts. Aurah
area within 200 feet. The area can be up to 30 feet long, up to 10 feet
is supremely attuned to the magics of the earth, and
wide, and up to 10 feet tall. Each creature in that area must make a
is known affectionately as the Hearth Witch. She can
DC 19 Dexterity saving throw. On a failed save, a creature takes 18
speak freely with any living bird or beast.
(4d6 + 4) acid damage and is knocked prone. On a successful save, a
creature takes half as much damage and isn’t knocked prone.
171
Chapter 3 | NPCs and Unique Creatures
Bo, The Master Mariner himself. He tends to dwell most often within the
waters of the Nonestic Ocean, for it’s said the
Bo is called the Master Mariner of the mermaids are his favorites, as the firstborn of all
fey realm. All oceans, rivers, and lakes sea creatures.
are his dwelling place, along with the
Bo often appears with an upper body of a
boats that traverse them. He can travel
mature male of indeterminate race. Though
from any body of water to another at will,
many of the details seem to change with each
remaining invisible until he chooses to reveal
encounter, any who have beheld the true Bo
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Chapter 3 | NPCs and Unique Creatures
agree that his hair is dark, crowned with a He carries a large mace-like trident, tipped
spiked coronet bearing a large pearl in the in dark iron with a shaft of pale driftwood and
center. His skin is pale gray with tiny glistening whale rib. It is said that Bo carved the whole
scales, and his eyes carry all the depths of the realm with his trident, making rivers and
darkest reaches of the sea floors. When angry, cutting islands away from shores to make a
they flash with the brightness of lightning over home for all the creatures that dwell in or near
sea foam, and they say his mood is mercurial the sea. He is the patron of all who sail, and
to match the weather of the open sea. From largely stays out of the affairs of fey and land-
the waist down, Bo most often stretches out dwelling mortals.
into the tentacled arms of a giant octopus, with
26
ft., one target. Hit: 25 (2d20 + 4) piercing damage.
STR DEX CON INT WIS CHA If the target is grappled by Bo, it takes an additional
18 (+4) 12 (+1) 18 (+4) 16 (+3) 14 (+2) 18 (+4) 37 (6d10 + 4) bludgeoning damage as Bo constricts
(90,000 XP)
his tentacles.
Armor Class 17
Hit Points 285 (30d10 + 120) Trident Blast. Bo emits magical lightning from his
Speed 30 ft., swim 60 ft. trident, targeting a creature he can see within 120 feet
of him. All creatures within a 5-foot radius of the target
Saving Throws Str +12, Con +12, Int +11 (including the target) must make a DC 20 Dexterity
Skills Athletics +12, Intimidation +12, Perception +10, Stealth +9 saving throw, taking 44 (8d10) lightning damage on a
Damage Resistances any from magical weapons failed save, or half as much on a success.
Damage Immunities any from nonmagical sources
Water Gate (Recharge 5-6). Bo creates a magical
Condition Immunities charmed, exhaustion, frightened
whirlpool that only he can enter within 60 feet of
Senses truesight 120 ft., passive Perception 20
him, as if casting the gate spell. This gate connects to
Languages Celestial, Common, Sylvan, telepathy 120 ft.
another body of water of his choice on the same plane
Proficiency Bonus +8
of existence. He immediately becomes invisible. The
Aware. Bo cannot be surprised. gate and invisibility last for 1 minute or until he attacks
or casts a spell, or until his concentration ends (as if
Immortal. Bo is immortal and cannot die from old age or age-related
concentrating on a spell). While invisible, he leaves no
illnesses. He is also immune to any effect of aging and his maximum
physical evidence of his passage, so he can be tracked
hit points cannot be reduced.
only by magic. Any equipment he wears or carries is
Immortal Spellcasting. Bo is a 30th-level spellcaster. Bo’s invisible with him.
spellcasting ability is Charisma (spell save DC 20, +12 to hit with
spell attacks). He can innately cast all warlock spells, requiring no Reactions
material components. He has 4 spell slots of 9th-level. He regains his Council of the Immortals Retaliation. Upon taking
expended spell slots when he finishes a short or long rest. damage from a creature, Bo can choose to make
Legendary Resistance (3/day). If Bo fails a saving throw, he can a melee or ranged spell or weapon attack against
choose to succeed instead. that creature.
Magic Resistance. Bo has advantage on saving throws against spells Legendary Actions
and other magical effects.
Bo can take 3 legendary actions. Each legendary action
Magic Weapons. Bo’s weapon attacks are magical. can be used to cast a spell, make a tentacle attack, or
use Water Gate. Only one legendary action can be used
Actions at a time and only at the end of another creature’s
Multiattack. Bo can use his Intimidating Aura. He then makes turn. Bo regains spent legendary actions at the start
two tentacle attacks and can either use his Trident Blast or make a of his turn.
trident attack.
Roleplaying Information
Intimidating Aura. Each creature of Bo’s choice that is within 60
feet of him and aware of him must succeed on a DC 20 Wisdom Although a major deity, Bo usually defers to the will of
saving throw or become frightened of him for 1 minute. A creature the Queen of the Water Sprites in matters regarding
can repeat the saving throw at the end of each of its turns, ending the ocean and ocean dwellers. Bo does actively act as
the effect on itself on a success. If a creature’s saving throw is the ultimate authority and the arbiter of grand disputes
successful or the effect ends for it, the creature is immune to Bo’s in other bodies of water and upon water vessels. He
Intimidating Aura for the next 24 hours. is kind but temperamental, and will lose interest just
as quickly as he gains it. His rage is a thing of legend
Tentacle. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. among all seafarers, and none put keel to water with
Hit: 37 (6d10 + 4) bludgeoning damage, and the target is grappled dark clouds on the horizon lest they offend.
(escape DC 20). Until the grapple ends, the target is restrained.
Bo cannot have more than eight creatures grappled with tentacles
at a time.
Kern, The Master a horse, trimmed neatly at the end. His eyes
are hooded, with golden red glints. The hair
Husbandman on his head is reddish brown, parted behind
Kern the Master Husbandsman is the ears that come to a distinct point. Horns of
youngest of the three greater deity pale ivory curl back from either side of his
brothers of the fey realm. His is the most head, spiraling down along the side of his face
distinctly fey form among the three, resembling like a bighorn sheep. He wears leathers with
a powerful faun, and he indeed gleaming bits of metal decoration,
may be the origin of the legends for it’s considered good luck for
of the great god Pan. Kern is a new tinker or farrier to craft an
solidly built, with tawny offering to Kern once they have
skin kissed by the sun on a finished their apprenticeship.
torso that slowly becomes If such an offering is left in a
covered in fur from his belt ploughed field or on a fence and
down. His legs are cloven it disappears, it is considered a
like a goat, with shaggy sign of Kern’s divine blessing.
brown fur and tail like
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Chapter 3 | NPCs and Unique Creatures
Kern is the ruler of fields, of cultivated from meadow to clearing, and he knows the
meadows, and of gardens. He is frequently cultivated lands of every part of the realm.
surrounded by small garden-variety fairies as he Kern carries a great sickle, with a sturdy
walks through the world, for they gather about wooden handle and a blade of silver that can
him like eager fireflies. Like his brothers, he has gently cut through rocks, trees, or even iron like
an inherent invisibility that he can cast without soft butter.
effort. He can likewise travel from field to field,
26
is immune to Kern’s Intimidating Aura for the
STR DEX CON INT WIS CHA next 24 hours.
16 (+3) 18 (+4) 17 (+3) 18 (+4) 14 (+2) 18 (+4)
(90,000 XP) Sickle. Melee Weapon Attack: +12 to hit, reach 5 ft.,
Armor Class 17 (natural armor) one target. Hit: 14 (4d4 + 4) silvered slashing damage
Hit Points 225 (30d8 + 90) and the creature must make a DC 20 Constitution
Speed 30 ft., burrow 60 ft. saving throw. On a failure the target takes an extra
28 (8d6) silvered slashing damage and damage
Saving Throws Dex +12, Int +12, Cha +12 taken from this attack can’t be reduced or prevented
Skills History +12, Nature +12, Perception +10, Performance +12 in any way.
Damage Resistances any from magical weapons
Hoof. Melee Weapon Attack: +12 to hit, reach 5 ft.,
Damage Immunities any from nonmagical sources
one target. Hit: 15 (2d10 + 4) bludgeoning damage.
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 20 Meadow Walk (Recharge 5-6). Kern casts the
Languages Common, Celestial, Sylvan, telepathy 120 ft. teleport spell. He treats all fields, meadows, and
Proficiency Bonus +8 clearings as if they were a permanent circle.
Aware. Kern cannot be surprised.
Reactions
Immortal. Kern is immortal and cannot die from old age or age- Council of the Immortals Retaliation. After being
related illnesses. He is also immune to any effect of aging and his hit by the attack of a creature, Kern can choose to
maximum hit points cannot be reduced. make a melee or ranged spell or weapon attack against
Immortal Spellcasting. Kern is a 30th-level spellcaster. Kern’s that creature.
spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell
attacks). He can innately cast all bard spells, requiring no material Legendary Actions
components. He has 4 spell slots for each spell level from 1st to 6th, Kern can take 3 legendary actions. Each legendary
3 spell slots for 7th, 2 spell slots for 8th, and 1 spell slot for 9th. action can be used to cast a spell or use Meadow Walk.
Only one legendary action can be used at a time and
Legendary Resistance (3/day). If Kern fails a saving throw, he can
only at the end of another creature’s turn. Kern regains
choose to succeed instead.
spent legendary actions at the start of his turn.
Magic Resistance. Kern has advantage on saving throws against
spells and other magical effects. Roleplaying Information
Magic Weapons. Kern’s weapon attacks are magical. Kern is the most easily moved to laughter and kindness
of the three brothers, and he has the greatest interest
Actions in the affairs of mortal beings who cultivate, build,
Multiattack. Kern can use his Intimidating Aura. Then he makes two and craft. It is said that Kern can whisper to a grain of
melee weapon attacks. wheat and convince it to grow a tree that produces
lanterns, for all that is cultivated or bred within the
Intimidating Aura. Each creature of Kern’s choice that is within realm carries his interest. Though Ak is the supreme
60 feet of him and aware of him must succeed on a DC 20 Wisdom advocate of the wilds and Kern tends fields and
saving throw or become frightened of him for 1 minute. A creature cultivations, there is peace between the two. They
can repeat the saving throw at the end of each of its turns, ending each view their own domain and the other as part of a
the effect on itself on a success. If a creature’s saving throw is necessary balance, with an eye for the constant change
that living beings create.
175
Chapter 3 | NPCs and Unique Creatures
Lurline
Oz was not always a fairyland, I am
told. Once it was much like other lands,
except it was shut in by a dreadful desert
of sandy wastes that lay all around it,
thus preventing its people from all contact
with the rest of the world. Seeing this isolation,
the fairy band of Queen Lurline, passing over Oz
while on a journey, enchanted
the country and so made
it a Fairyland. And
Queen Lurline left one
of her fairies to rule this
enchanted Land of Oz,
and then passed on and
forgot all about it.
L. Frank Baum, The
Tin Woodman of Oz
176
Chapter 3 | NPCs and Unique Creatures
Lurline is a fey demi-goddess, and the legendary Lurline is subtle and cunning, with an ability
fairy queen who magically enchanted the land to reach out using the magic of all fairyland to
of Oz to create a sanctuary for the oddities. touch other planes as need be. It is said that
When she appears via a dream or vision, she no one finds their way to Oz without Lurline’s
resembles a tall fey-like woman with pointed permission, and that all strangers who enter
ears, blue eyes, fair hair, and polychromatic have some role to play in Lurline’s long-game
wings whose colors defy any simple description. strategy to keep her protectorate safe.
Lurline
Medium fey, lawful good Challenge Actions
STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 24 (+7) 30 (+10) 20 (+5) 30
(155,000 XP)
Multiattack. Lurline can use Charming Presence. Then
she makes three Blown Kiss attacks.
Blown Kiss. Ranged Spell Attack: +19 to hit,
Armor Class 25 (natural armor) range 60/120 ft., one target. Hit: 29 (3d12 + 10)
Hit Points 165 (30d8 + 30) radiant damage.
Speed 45 ft., fly 90 ft. (hover)
Charming Presence. Each creature of Lurline’s choice
Saving Throws Int +16, Wis +19, Cha +14 within 240 feet of Lurline and aware of her must
Skills Arcana +16, History +16, Nature +16, Perception +28 succeed on a DC 27 Wisdom saving throw or become
Damage Resistances any from magical weapons charmed by Lurline for 1 minute. A creature can
Damage Immunities any from nonmagical sources repeat the saving throw at the end of each of its turns,
Condition Immunities blinded, charmed, deafened, exhaustion, ending the effect on itself on a success. If a creature’s
frightened, paralyzed, poisoned, stunned saving throw is successful or the effect ends for it, the
Senses truesight 120 ft., passive Perception 38 creature is immune to Lurline’s Charming Presence for
Languages all, telepathy 120 ft. the next 24 hours.
Proficiency Bonus +9
Legendary Actions
Aware. Lurline cannot be surprised.
Lurline can take 3 legendary actions, choosing from
Creation Magic. Lurline’s summoned creatures cannot be dispelled the options below. Only one legendary action option
and do not disappear when their hit points drop to 0 or the can be used at a time and only at the end of another
spell ends. creature’s turn. Lurline regains spent legendary actions
at the start of her turn.
Ethereal. If Lurline is subjected to an effect that allows her to make
a saving throw to take only half damage, Lurline instead takes no Charming Kiss. Lurline makes one Blown Kiss
damage if she succeeds on the saving throw, and only half damage if attack. If it hits, instead of doing damage, the target
she fails. must succeed on a Wisdom saving throw or become
Immortal. Lurline is immortal and cannot die from old age or age- charmed by Lurline. The spell save DC of the Wisdom
related illnesses. She is also immune to any effect of aging and her saving throw is equal to the damage that would have
maximum hit points cannot be reduced. been dealt. This charm ignores immunity to charm and
lasts until Lurline does anything harmful to it. Harmful
Innate Spellcasting. Lurline’s spellcasting ability is Wisdom (spell actions by Lurline’s allies do not end the charm.
save DC 27, +19 to hit with spell attacks). She can innately cast the
following spells, requiring no material components: Goddess of Creation. Lurline casts one spell. If she
casts conjure woodland beings, it does not count as a
At will: charm person (9th level), detect magic spell used for the day.
3/day each: conjure woodland beings (8th level), dispel magic, Wind Spirit. Lurline teleports up to 30 feet to an
gust of wind unoccupied space that she can see and casts gust of
1/day: time stop wind. When gust of wind is cast this way, it does not
consume a spell slot, does not require concentration,
Legendary Resistance (5/day). If Lurline fails a saving throw, she
and has a duration that lasts for 1 minute or until gust
can choose to succeed instead.
of wind is cast this way again.
Limited Magic Immunity. Unless she wishes to be affected, Lurline
is immune to spells of 6th-level or lower. She has advantage on saving Roleplaying Information
throws against all other spells and magical effects. Lurline should seldom, if ever, manifest, and is best
Magic Weapons. Lurline’s weapon attacks are magical. left as a dream or a projection. She has a sister who
does occasionally appear: Zurline, Queen of the Wood
Winds of Rebirth. When Lurline drops to 0 hit points or dies, her Nymphs (she uses an identical stat block to Lurline’s).
body dissipates into the wind, and she is unable to take physical form Lurline considers Ak, the Master Woodsman, to
for a time. be a dear friend, and she is cordial with Kern, the
Master Husbandsman.
177
Chapter 3 | NPCs and Unique Creatures
Neclaus of Burzee
Wherever he showed his merry face,
in hamlet or in farmhouse, he received a
cordial welcome, for his fame had spread
into far lands. At each village the children
swarmed about him, following his footsteps
wherever he went; and the women thanked
him gratefully for the joy he brought their
little ones; and the men looked upon him
curiously that he should devote his time
to such a queer occupation as toy-making.
But every one smiled on him and gave him
kindly words, and Claus felt amply repaid
for his long journey.
L. Frank Baum, The Life and
Adventures of Santa Claus
178
Chapter 3 | NPCs and Unique Creatures
In a Laughing Valley next to the Forest of precise work, he has a pair of spectacles for
Burzee is nestled a small farm with many seeing tiny gears and lines to paint.
outbuildings, which serves as the home for an Neclaus speaks Elvish and Common, as well
ancient-looking elf named Neclaus. Despite as any language of Burzee where he lived most
the advanced age indicated by his snow-white of his youth. He can frequently be found in the
whiskers and balding head, his eyes are steady company of ryls, garden variety fairies, and even
and bright blue with kindness. He is of average the occasional knook. He is a constant tinker,
height for an elf, and his slender form is often and smells of the odd combination of fresh-
clothed in work clothes of practical gray and baked bread and paint.
brown wool with creamy white linen shirts,
girdled by a leather tool belt. When doing
Neclaus of Burzee
Medium humanoid (elf), lawful good Challenge (Perception) check to examine a creature, he
17
automatically knows whether the creature is evil, good,
STR DEX CON INT WIS CHA or neutral.
11 (+0) 19 (+4) 11 (+0) 17 (+3) 17 (+3) 20 (+5)
(18,000 XP)
Actions
Armor Class 24 (Mantle of Immortality)
Retreat. Neclaus will never strike another creature,
Hit Points 135 (30d8)
even in self defense. Until the end of his turn, Neclaus’
Speed 30 ft.
speed is doubled. His movement ignores difficult
Skills Acrobatics +10, Insight +15, Investigation +15, Perception +15, terrain and doesn’t provoke opportunity attacks, and
Performance +11, Persuasion +11 he is allowed to move through spaces occupied by
Damage Resistances any from magical weapons creatures of any size, even if they are hostile.
Damage Immunities any from nonmagical sources
Condition Immunities charmed, exhaustion, frightened Legendary Actions
Senses truesight 120 ft., passive Perception 25 Neclaus can take 3 legendary actions, choosing from
Languages Celestial, Common, Sylvan, telepathy 120 ft. the options below. Only one legendary action option
Proficiency Bonus +6 can be used at a time and only at the end of another
creature’s turn. Neclaus regains spent legendary
Artful Dodge. Neclaus has a natural ability to dodge melee attacks. actions at the start of his turn.
All melee attacks against him are at disadvantage.
Detect Intention. Neclaus attempts to glean
Aware. Neclaus cannot be surprised.
information from a target within 120 feet that he
Immortal. Neclaus is immortal and cannot die from old age or age- can see. Neclaus makes a Wisdom (Insight) check
related illnesses. He is also immune to any effect of aging and his contested by the creature’s Charisma (Deception)
maximum hit points cannot be reduced. check. If Neclaus wins the contest, Neclaus gains
insight into its motivations, its emotional state, and
Immortal Spellcasting. Neclaus is a 30th-level spellcaster. Neclaus’
something that looms large in its mind, such as a
spellcasting ability is Charisma (spell save DC 19, +11 to hit with
worry, a love, or a rival.
spell attacks). He can innately cast all tinker spells, requiring no
material components. He has 4 spell slots of 5th-level. He regains his Teleport. Neclaus magically teleports, along with any
expended spell slots when he finishes a short or long rest. equipment he is wearing or carrying, up to 120 feet to
an unoccupied space he can see.
Mantle of Immortality. When Neclaus drops to 0 hit points or dies,
his body disappears and his soul wanders away. He reappears at a
location of his choice within the same plane of existence as if by the
Roleplaying Information
true resurrection spell. Neclaus briefly ran afoul of some erbs while they
roamed and ravaged the lands, but was such a popular
Patron Saint of Children. Neclaus can innately cast the following figure in the valley and forest that many of the native
spells, requiring no material components: fey rallied to his aid. He cannot be made angry or
3/day each: find the path, magnificent mansion, mass suggestion, moved to negative emotions, even with enchantment.
regenerate, sequester, word of recall The knooks generally leave one of their number lurking
around the valley as a ward against more destruction.
1/day each: mind blank, wish
179
Chapter 3 | NPCs and Unique Creatures
Ozana
“That question is easily answered,” replied
Ozana. “Immediately after Queen Lurline
enchanted the Mimics so that they could not
attack the Oz inhabitants, she flew with me, her
fairy companion, to the top of Mount Illuso. Here
she left me, giving me certain fairy powers over the
Mimics and instructing me that I was to remain
here at all times as the Guardian of Oz to prevent
the Mimics from doing any harm to the Oz people
should the evil creatures ever succeed in lifting
Queen Lurline’s spell. I was not even permitted to
leave the mountain to attend Queen Lurline’s fairy
councils in the Forest of Burzee.”
Jack Snow, The Magical Mimics in Oz
When the battles against the erbs raged for an
age, Ozana was among the fiercest resistors, and
she was the first to discover how to dispel their
illusions. After the battles were won and the
erbs were imprisoned, she swore that the
constant evil destruction would never
rise again.
180
Chapter 3 | NPCs and Unique Creatures
Once of Lurline’s court, she volunteered to use them as sympathetic magical channels to
watch over the erbs’ prison in the dreaded communicate with rulers in each should trouble
mountain of Phantastico, to either quell any arise. Ozana carries a wand whose touch dispels
escape attempts or raise the alarm to the all illusions. Upon her command, it extends and
Council of Immortals if the force was too great. turns into a spear that always hits its mark when
Her home is at Story Blossom Mountain, which she throws it.
is one peak over from Mount Phantastico. In her more peaceful moments, Ozana tends
Ozana is beautiful and fiercest among her kin. a garden and crafts flowers that blanket her
Her skin is dark and warm like newly-turned mountain with colorful beauty. She also takes
volcanic earth, with hair as black as night and an interest in many of the young women of the
steady, golden eyes. Her wings are monarch various tribes and kingdoms along the border,
shades of gold and orange, and she wears and it’s said that when a young girl develops a
trinkets she forged from the gold of the earth sudden interest and skill with a spear, she’s been
from all four quadrants in Oz, so that she may “touched by Ozana.”
Ozana
Medium fey, lawful good Challenge Magic Weapons. Ozana’s weapon attacks are magical.
Farseeing Eye. Ozana can see any object at any distance in her line Spear Attack. Ozana makes a spear attack.
of sight with clarity. While holding her wand (or spear), Ozana gains Verdant Step. Ozana teleports up to 30 feet to an
truesight up to the range of her vision. unoccupied space that she can see and casts spike
Immortal. Ozana is immortal and cannot die from old age or age- growth centered on her location, requiring no material,
related illnesses. She is also immune to any effect of aging and her somatic, or verbal components. When spike growth is
maximum hit points cannot be reduced. cast this way it does not consume a spell slot, does not
require concentration, and has a permanent duration.
Innate Spellcasting. Ozana’s spellcasting ability is Intelligence (spell
save DC 24, +16 to hit with spell attacks). She can innately cast the Roleplaying Information
following spells, requiring no material components:
Ozana will seldom appear far from the mountains at
At will: charm person (9th level spell slot), detect magic the border where her gardens lie, always keeping a
3/day each: entangle, plant growth, speak with plants, spike growth watchful eye on the erbs’ prison entrance on Mount
Phantastico. She is somewhat laconic, but prone to
1/day: time stop
help any who have been bullied or terrorized by the
Legendary Resistance (5/day). If Ozana fails a saving throw, she wicked. On the rare occasion that she appears, she will
can choose to succeed instead. receive deference by both good and wicked rulers, out
of respect for her role in protecting Oz.
Magic Resistance. Ozana has advantage on saving throws against
spells and other magical effects.
181
182
Chapter 3 | NPCs and Unique Creatures
Dragons
Just outside the deadly desert in the Land of
Aubergine, The Purple Mo dwells Aubergine, the Purple Dragon. She is
Dragon of Mo lithe and serpentine, living deep in the caverns
of the earth. Though winged, her dark-hued
This remarkable beast, which for so long
had kept the Valley of Mo in constant terror, was
leathery limbs are swept back and fold nearly
standing on the front porch of its castle when the flush with the body, allowing her to traverse
army arrived. It looked at the crowd of people in subterranean tunnels. The dragon’s scales are
surprise, and said: so dark purple as to appear nearly black in dim
light. Her eyes resemble black opals, filled with
“Are you not weary with your attempts to destroy
me? What selfish people you must be! Whenever odd glints of chromatic fire.
I eat anything that belongs to you, there is a great Aubergine has a talent for stretching as well,
row, and immediately you come here to fight me. having found some strange enchantment that
These battles are unpleasant to all of us. The best allows her to elongate herself in an elastic
thing for you to do is to return home and behave fashion and worm through openings through
yourselves; for I am not in the least afraid of you.” which she ought never be able to pass. The
L. Frank Baum, The Magical Monarch of Mo dragon exudes a faint odor similar to the
musk of a snake, mixed with an odd tinge of
berry sweetness.
7
save, a creature is pushed 15 feet.
STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 16 (+3) 12 (+1) 14 (+2) Power Breath. Aubergine exhales a burst of energy
(2,900 XP) targeting a point up to 60 feet away. Each creature
Armor Class 17 (natural armor) within 10 feet of that point must succeed on a DC
Hit Points 119 (14d10 + 42) 14 Dexterity saving throw, taking 40 (9d8) force
Speed 40 ft., climb 40 ft., fly 80 ft. damage on a failed save, or half as much damage on
a successful one.
Saving Throws Dex +4, Con +6, Wis +4, Cha +5
Sharp Breath. Aubergine exhales a sharp burst of
Skills Deception +5, Perception +7
energy that slices in a 40-foot line that is 5 feet
Damage Resistances force
wide. Each creature in that line must make a DC
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
14 Dexterity saving throw, taking 40 (9d8) magical
Languages Common, Draconic
slashing damage on a failed save, or half as much
Proficiency Bonus +3
damage on a successful one.
Aware. Aubergine cannot be surprised.
Frightful Presence. Each creature of Aubergine’s
Keen Vision. Aubergine has advantage on Wisdom (Perception) choice that is within 120 feet of her and aware of
checks that rely on sight. her must succeed on a DC 14 Wisdom saving throw
or become frightened for 1 minute. A creature can
Actions repeat the saving throw at the end of each of its turns,
Multiattack. Aubergine can use her Frightful Presence. Then she ending the effect on itself on a success. If a creature’s
makes three attacks: one with her bite and two with her claws. saving throw is successful, or the effect ends for it, the
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 creature is immune to Aubergine’s Frightful Presence
(2d10 + 4) piercing damage. for the next 24 hours.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 Roleplaying Information
(2d6 + 4) slashing damage. Some dragons love gold, while others collect artifacts
Breath Weapons (Recharge 5–6). Aubergine uses one of the or even people. Aubergine collects maps and heads.
following breath weapons. She is clever and mischievous, and it is rumored
that she has more than one cavernous roost, full of
Energy Breath. Aubergine exhales energy in a 30-foot cone. Each collected treasure and mementos.
creature in that line must make a DC 14 Dexterity saving throw,
taking 40 (9d8) force damage on a failed save, or half as much
183
Chapter 3 | NPCs and Unique Creatures
Odie, The Original Dragon gleams with light, a golden radiance that reflects
all the light in the world, and shimmering with a
“The Dragon, as you must know, was fire still burning within the mighty creature.
the first living creature ever made; therefore
the Dragon is the oldest and wisest of
He has several large horns tipped with dark
living things. By good fortune the Original bronze that splay sideways from his cheeks, and
Dragon, who still lives, is a resident of this two prominent horns which curve backward
land and supplies us with wisdom whenever we are over his skull. Small whiskers which writhe
in need of it.” like tentacles surround his jaws, giving him a
L. Frank Baum, Tik-Tok of Oz bearded look.
Odie remembers everything that he has
Most stories in most lands agree that the dragon
experienced since Oz was created. He is the
was the first creature ever made, immortal
oldest and wisest of all living things, with
and beautiful. The Original Dragon, who has
countless children that have wandered into
adopted his own initials as a short name in the
other lands and other planes over the many
common tongue, may be the largest living thing
centuries of his life. Whether he is walking as
that flies in the sky. Odie’s outstretched wings
a human or bathing in the sun as a dragon, he
form a triangular shape, attaching along his
retains his distinctive smell of molten gold.
body all the way to the base of his tail. His body
29
one target. Hit: 28 (4d8 + 10) bludgeoning damage.
STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 30 (+10) 30 (+10) 30 (+10) 20 (+5) Terrifying Presence. Each creature of Odie’s choice
(135,000 XP) that is within 120 feet of him and aware of him must
Armor Class 25 (natural armor) succeed on a DC 27 Wisdom saving throw or fall prone
Hit Points 615 (30d20 + 300) and become frightened for 1 minute. A creature can
Speed 60 ft., fly 120 ft. repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature’s
Saving Throws Str +19, Dex +9, Wis +19 saving throw is successful, or the effect ends for it, the
Skills Arcana +19, History +19, Insight +19, Perception +28 creature is immune to Odie’s Terrifying Presence until
Damage Resistances any from magical weapons the end of its next turn.
Damage Immunities any from nonmagical sources
Condition Immunities blinded, charmed, deafened, exhaustion, Legendary Actions
frightened, poisoned, stunned Odie can take 3 legendary actions, choosing from
Senses darkvision 240 ft., truesight 120 ft., passive Perception 38 the options below. Only one legendary action option
Languages all can be used at a time and only at the end of another
Proficiency Bonus +9 creature’s turn. Odie regains spent legendary actions
Ancient Spellcasting. Odie’s spellcasting ability is Wisdom (spell at the start of his turn.
save DC 27, +19 to hit with spell attacks). He can innately cast any Ancient Sage. Odie casts a spell.
spell, requiring no material, somatic, or verbal components. He can
only cast each unique spell once per day, but casts them at a 9th-level Tail Attack. Odie makes a tail attack.
spell slot as a 30th level caster. Wing Attack (Costs 2 Actions). Odie beats his wings.
Aware. Odie cannot be surprised. Each creature within 15 feet of him must succeed on
a DC 27 Dexterity saving throw or take 17 (2d6 + 10)
Immortal. Odie is immortal and cannot die from old age or age- bludgeoning damage and be knocked prone. Odie can
related illnesses. He is also immune to any effect of aging and his then fly up to half his flying speed.
maximum hit points cannot be reduced.
Legendary Resistance (5/day). If Odie fails a saving throw, he can Roleplaying Information
choose to succeed instead. As a member of the Council of Immortals, Odie is a
Limited Magic Immunity. Unless he wishes to be affected, Odie is strong believer in the rule of order. He holds that his
immune to spells of 5th-level or lower. He has advantage on saving long view of events amounts to an ideal of a greater
throws against all other spells and magical effects. good. He will not often intercede with the affairs of
the short-lived races. He will harm no sentient being
Magic Weapons. Odie’s weapon attacks are magical. that conducts itself in a good and honorable manner.
A creature that is engaged in great evil, however, is a
Actions delicious morsel to the great dragon. He lives in peace
Multiattack. Odie can use his Terrifying Presence. Then he makes with another longtime immortal, Tititi-Hoochoo. Odie
three attacks: two with his claws and one with his tail. has the firm, nigh unshakable belief that he knows what
is best for everyone.
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit:
24 (4d6 + 10) slashing damage.
184
Chapter 3 | NPCs and Unique Creatures
185
Chapter 3 | NPCs and Unique Creatures
Quox
Gargantuan dragon, true neutral Challenge Tail. Melee Weapon Attack: +10 to hit, reach 20 ft., one
20
target. Hit: 13 (2d8 + 4) bludgeoning damage and the
STR DEX CON INT WIS CHA target must succeed on a DC 19 Strength saving throw
19 (+4) 10 (+0) 22 (+6) 18 (+4) 16 (+3) 20 (+5) or be knocked prone.
(25,000 XP)
Armor Class 20 (natural armor) Breath Weapon (Recharge 6). Quox exhales fiery
Hit Points 280 (17d20 + 102) brimstone smoke in a 90-foot cone. Each creature in
Speed 70 ft. that area makes a DC 19 Dexterity saving throw, taking
25 (10d4) acid damage and 25 (10d4) fire damage on
Saving Throws Str +10, Dex +6, Cha +11 a failed save, or half as much on a successful one.
Skills Intimidate +11, Perception +15
Frightful Presence. Each creature of Quox’s choice
Damage Resistances acid, fire
that is within 120 feet of him and aware of him must
Damage Immunities any from nonmagical sources
succeed on a DC 19 Wisdom saving throw or become
Senses darkvision 240 ft., passive Perception 25
frightened for 1 minute. A creature can repeat the
Languages Common, Draconic
saving throw at the end of each of its turns, ending
Proficiency Bonus +6
the effect on itself on a success. If a creature’s saving
Keen Senses. Quox has advantage on any Wisdom (Perception) throw is successful, or the effect ends for it, the
checks that rely on sight, sound, or smell. creature is immune to Quox’s Frightful Presence for
Legendary Resistance (3/day). If Quox fails a saving throw, he can the next 24 hours
choose to succeed instead.
Roleplaying Information
Actions It is part of Quox’s curse to be of service to others, a
Multiattack. Quox can use his Frightful Presence. Then he makes geas laid on him by the Original Dragon until he “learns
two melee attacks in any combination of his choice. his lesson”—which in dragon years can take quite
a while. The curse is in the process of changing his
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 alignment from evil to neutral good. Quox may at times
(4d6 + 4) piercing damage. flash his temper or cause unintentional destruction,
Claws. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: but he cannot deliberately cause harm to another
13 (2d8 + 4) slashing damage. being unless it is in defense of himself or others.
186
Chapter 3 | NPCs and Unique Creatures
187
Chapter 3 | NPCs and Unique Creatures
188
Chapter 3 | NPCs and Unique Creatures
The Royal Dragon of Spor his teeth have grown darker with age, his maw
is still vast enough to swallow whole even the
This creature was at once the pride and stoutest human. The dragon’s ears flare wide
terror of the Kingdom of Spor. It was more than with gold and red, sometimes perked straight
thirty feet in length and covered everywhere with out to listen, but more often drooping like an
large green scales set with diamonds, making the elephant’s on the side of its head. The top of the
dragon, when it moved, a very glittering spectacle.
Royal Dragon’s head has two great horns of rare
Its eyes were as big as pie-plates, and its mouth—
green ivory, and another at the tip of its snout,
when wide opened—fully as large as a bath-tub. Its
tail was very long and ended in a golden ball, such all sharp and pointed.
as you see on the top of flagstaffs. Its legs, which His eyes gleam with banked fire, coals of
were as thick as those of an elephant, had scales red and smoldering gray that gleam behind
which were set with rubies and emeralds. It had drooping lids. The creature’s long tail ends
two monstrous, big ears and two horns of carved with a bulbous mace-like knot that gleams
ivory, and its teeth were also carved into various in sunlight and moonlight alike. There is a
fantastic shapes—such as castles, horses’ heads, smell of ash about him, of forest fires put out
chinamen and griffins—so that if any of them broke by heavy rain.
it would make an excellent umbrella handle.
His personality is oddly gentle for his
L. Frank Baum, The Enchanted
ferocious appearance, but while he affects
Island of Yew
decrepitude, he cannot hide the hints of
In Spor, a country outside the Deadly Desert, wickedness in his mind. The Royal Dragon is
lives a royal elderly green dragon, just over quick to converse, with a decidedly un-dragon-
thirty feet long. His forest-green scales glitter like and self-effacing nature that can lull a
like diamonds along each scalloped edge, listener into mistakenly believing him harmless.
catching light with every movement. Though
20
one target. Hit: 15 (2d10 + 4) piercing damage.
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 20 (+5) 20 (+5) 16 (+3) 21 (+5) Claws. Melee Weapon Attack: +10 to hit, reach 5 ft.,
(25,000 XP) one target. Hit: 11 (2d6 + 4) slashing damage.
Armor Class 22 (natural armor) Tail Slap. Melee Weapon Attack: +10 to hit, reach 15
Hit Points 195 (17d12 + 85) ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Speed 45 ft., fly 70 ft.
Frightful Presence. Each creature of the dragon’s
Saving Throws Str +10, Dex +6, Int +11 choice that is within 120 feet of the dragon and aware
Skills Arcana +11, Perception +15 of it must succeed on a DC 19 Wisdom saving throw
Damage Resistances acid, fire, poison or become frightened for 1 minute. A creature can
Damage Immunities any from nonmagical sources repeat the saving throw at the end of each of its turns,
Senses darkvision 240ft., passive Perception 25 ending the effect on itself on a success. If a creature’s
Languages Common, Draconic saving throw is successful, or the effect ends for it, the
Proficiency Bonus +6 creature is immune to the dragon’s Frightful Presence
for the next 24 hours.
Keen Senses. The Royal Dragon has advantage on any Wisdom
(Perception) checks that rely on sight, sound, or smell. Roleplaying Information
Legendary Resistance (3/day). If the Royal Dragon fails a saving What does lawful evil look like in retirement and old
throw, he can choose to succeed instead. age? The Royal Dragon of Spor can show you. While
Spellcasting. The Royal Dragon is an 8th-level spellcaster. His he may not desire to risk his hide in combat, he still
spellcasting ability is Intelligence (spell save DC 19, +11 to hit with has deep malice in his heart, and a sprawling and often
spell attacks). He has the following wizard spells prepared: overlooked influence on the world, making him all the
more dangerous. He retains the ear of the king of Spor,
Cantrips (at will): acid splash, message, minor illusion, poison spray and over time it has become difficult to tell where the
1st level (4 slots): charm person, fog cloud, sleep king’s tyranny ends and the dragon’s tyranny begins.
2nd level (3 slots): acid arrow, suggestion He can still fly, and occasionally takes trips away from
Spor through the air, presumably to hunt.
3rd level (3 slots): gaseous form, stinking cloud
The Royal Dragon of Spor is old enough to be available
4th level (2 slots): blight, confusion, secret chest
in any age—he was a young green dragon in the Age of
Actions the Erbs. Only Odie knows his true name.
Multiattack. The Royal Dragon can use his Frightful Presence. Then
he makes two weapon attacks.
189
Chapter 3 | NPCs and Unique Creatures
Fey
Aquareine
Near the center of the room was a
raised platform of mother-of-pearl upon
which stood a couch thickly studded with
diamonds, rubies, emeralds and pearls.
Here reclined Queen Aquareine, a
being so lovely that Trot gazed upon her
spellbound and Cap’n Bill took off his
sailor cap and held it in his hands.
All about the room were grouped
other mother-of-pearl couches, not
raised like that of the queen, and
upon each of these reclined a pretty
mermaid. They could not sit down
as we do, Trot readily understood,
because of their tails; but they
rested very gracefully upon the
couches, with their trailing
gauzy robes arranged in
fleecy folds.
L. Frank Baum,
The Sea Fairies
190
Chapter 3 | NPCs and Unique Creatures
The legend of the sea holds that the merfolk spine. Her fins are the same opalescent pale
race is older than humans and fish alike. Queen color swirl as her hair. When in two-legged
Aquareine, an immortal sea nymph and ruler form, her green skin tone remains the same
of the Nonestic merfolk with powers of the fey, down her legs as above, and she goes dressed in
rules from Mer City, which is just off the eastern a swath of veils that flow around her as though
coast and beneath the waves near Nonestica. she were always floating in water.
All sea nymphs are beautiful, their skin One layer of the magic of sea nymphs is how
ranging from pale blue shades to green and even they move through water without ever touching
orange. Aquareine is a luminous pale green with it in their humanoid form. Magic surrounds and
mother-of-pearl hair. Her eyes are nearly black, protects them from the water and weight of the
with hints of the heat at the ocean’s heart. When sea. When Aquareine steps out of the sea onto
half fish, her scales are shimmering silver-green the land in humanoid form, she is dry as a bone.
with tiny gray dots along her back below the
Aquareine
Medium humanoid, lawful neutral Challenge Magic Weapons. Aquareine’s weapon attacks
28
are magical.
STR DEX CON INT WIS CHA
24 (+7) 21 (+5) 13 (+1) 16 (+3) 17 (+3) 30 (+10)
(120,000 XP)
Actions
Multiattack. Aquareine makes two spear attacks.
Armor Class 25 (natural armor)
Hit Points 165 (30d8 + 30) Spear. Melee or Ranged Weapon Attack: reach 5 ft., or
Speed 30 ft., swim 60 ft. range 20/60 ft., one target. The targeted creature takes
25 (4d8 + 7) piercing damage, striking unerringly. This
Saving Throws Str +15, Dex +13, Cha +18 damage cannot be prevented or resisted and ignores all
Skills Arcana +11, History +11, Insight +11, Perception +19 immunity. The spear magically returns to Aquareine’s
Damage Resistances any from magical weapons hands after it hits.
Damage Immunities any from nonmagical sources
Condition Immunities blinded, charmed, deafened, exhaustion, Reactions
frightened, poisoned, stunned
Council of the Immortals Retaliation. After being hit
Senses darkvision 240 ft., truesight 120 ft., passive Perception 29
by the attack of a creature, Aquareine can choose to
Languages all
make a melee or ranged spell or weapon attack against
Proficiency Bonus +8
that creature.
Amphibious. Aquareine can breathe air and water.
Legendary Actions
Aquatic Telepathy. Aquareine can communicate with aquatic beasts
within 500 feet using telepathy. She can comprehend and verbally Aquareine can take 3 legendary actions, choosing from
communicate with aquatic beasts. The knowledge and awareness of the options below. Only one legendary action option
many beasts is limited by their intelligence, but at minimum, beasts can be used at a time and only at the end of another
can give information about nearby locations and monsters, including creature’s turn. Aquareine regains spent legendary
whatever they can perceive or have perceived within the past day. actions at the start of her turn.
191
Chapter 3 | NPCs and Unique Creatures
Ozga
So Betsy and Shaggy each took an
arm of the beautiful Rose Princess and
a little twist of her feet set her free of
the branch upon which she grew. Very
gracefully she stepped down from the bush
to the ground, where she bowed low to Betsy and
Shaggy and said in a delightfully sweet voice: “I
thank you.”
But at the sound of these words the Gardener and
the Roses turned and discovered that the Princess
had been picked, and was now alive. Over every
face flashed an expression of resentment and anger,
and one of the Roses cried aloud:
“Audacious mortals! What have you done?”
“Picked a Princess for you, that’s all,” replied
Betsy, cheerfully.
L. Frank Baum, Tik-Tok of Oz
Princess Ozga of Roseland is a beautiful rosian
maiden. Rather than hair, she has a golden
coronet of stamens and pistil, belying her royal
heritage, and has a ruff of velvet purple petals
that surround her face, which is creamy green
with a faintly golden blush shimmer. Her
eyes and brows are a darker root-brown.
Her garments are woven of glossy-green
leaves and gilt-edged red petals, well-
fitted and curling a bit at the ends of the
leaves. Wherever she walks, a wafting
flood of rich rose scent follows.
Ozga wears no shoes, and her bare
feet make little sound on any surface.
Her sharp thorn nails are her only
obvious weapon.
192
Chapter 3 | NPCs and Unique Creatures
Ozga
Medium fey (rosian), neutral good Challenge Actions
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 18 (+4) 13 (+1) 19 (+4) 5
(1,800 XP)
Multiattack. Ozga makes up to two Thorn Scratc
attacks. Then she can use Charming Scent.
Thorn Scratch. Melee Weapon Attack: +5 to hit, reach
Armor Class 16 (natural armor) 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage
Hit Points 44 (8d8 + 8) and the target must succeed on a DC 15 Constitution
Speed 30 ft. saving throw or become poisoned for 1 hour.
Skills Persuasion +7, Stealth +5 Charming Scent. Ozga naturally gives off a rose scent
Damage Vulnerabilities cold with hints of clove and marigold. Any living creature
Damage Immunities poison within 30 feet of Ozga must succeed on a DC 15
Condition Immunities charmed, poisoned Wisdom saving throw or become charmed for 1 hour
Senses passive Perception 17 or until Ozga and her companions do anything harmful
Languages Common, Sylvan to it. Creatures charmed this way regard Ozga as a
Proficiency Bonus +3 beloved leader and when the charm ends, creatures
remember Ozga fondly but have no recollection of
Bloom Telepathy. Ozga can communicate telepathically with any being charmed.
flower, and gain basic information such as recent animals passing,
times of day, changes in weather or other dramatic events. Roleplaying Information
Fey Resistance. Ozga is immune to charm effects and magic Princess Ozga is first plucked of the current generation
cannot put her to sleep. She has advantage on saving throws against of Roseland royalty, though not in line for the throne.
magical attacks. She chose to leave Roseland and wander Oz as a
(mostly) mortal woman.
Plant Camouflage. Ozga has advantage on Dexterity (Stealth)
checks made in terrain with ample obscuring plant life.
193
Chapter 3 | NPCs and Unique Creatures
Polychrome
A little girl, radiant and beautiful,
shapely as a fairy and exquisitely dressed, was
dancing gracefully in the middle of the lonely road,
whirling slowly this way and that, her dainty feet
twinkling in sprightly fashion. She was clad in
flowing, fluffy robes of soft material that reminded
Dorothy of woven cobwebs, only it was colored
in soft tintings of violet, rose, topaz, olive,
azure, and white, mingled together most
harmoniously in stripes which melted
one into the other with soft blendings.
Her hair was like spun gold and floated
around her in a cloud, no strand being
fastened or confined by either pin or
ornament or ribbon.
L. Frank Baum, The Road to Oz
194
Chapter 3 | NPCs and Unique Creatures
Polychrome is a rarely seen sky fairy from the it as she moves about. Her hair and indeed her
clouds beyond Oz, high in the atmosphere whole regalia and presence seem to float about
above the Nonestic Ocean. She is one of a very her as if completely weightless. Her ears come
few who style themselves the Daughters of the to a sharp point, and she’s prone to adorning
Rainbow, traveling back and forth between them with any brightly-colored feathers she
the cloud kingdoms and Oz via a chromatic finds on her travels. She wears a light, high-
bridge—Polychrome can manifest herself in waisted silky gown that is not so much woven
Oz through the use of rainbows that follow as coalesced in colors, drifting from indigo
daytime storms. Time passes differently for through rose and gold to olive and pale blue.
her type of sky fairy—she may be thousands Her skin is pale, save for the color-swirling,
of years old, but she presents as an eternally ever-changing marks of the rainbow that twine
young fey woman. up her legs. She is sensitive to cold while on
Her hair falls in silk-spun midnight waves, land, and dances about to keep warm. She eats
surges of color flashing intermittently through very little human food.
Polychrome
Medium fey, chaotic good Challenge Pacifist. Polychrome will not physically attack any
20
creature. Instead, she will use her magical abilities to
STR DEX CON INT WIS CHA defend herself or others.
8 (−1) 18 (+4) 12 (+1) 16 (+3) 15 (+2) 25 (+7)
(25,000 XP)
Reactions
Armor Class 18 (natural armor)
Fleeting Rainbow. When Polychrome is hit by an
Hit Points 192 (35d8 + 35)
attack, she is surrounded by a prismatic glow, turns
Speed 30 ft., fly 100 ft.
invisible and teleports up to 120 feet to an unoccupied
Saving Throws Dex +10, Cha +13 space she can see. She remains invisible until the
Skills Perception +8, Performance +13, Stealth +10 start of her next turn. While invisible, she leaves no
Damage Vulnerabilities cold (while not flying) physical evidence of her passage, so she can be tracked
Damage Immunities radiant only by magic. Any equipment she wears or carries is
Condition Immunities charmed, exhausted, frightened invisible with her.
Senses passive Perception 18
Languages Celestial, Common, Sylvan Roleplaying Information
Proficiency Bonus +6 Polychrome has a kind and sweet temperament, and
is curious and helpful. She cannot survive on land for
Innate Spellcasting. Polychrome’s innate spellcasting ability is long due to starvation issues with mortal food, and so
Charisma (spell save DC 21, +13 to hit with spell attacks). She can becomes something of a storm chaser if left on land
innately cast the following spells, requiring no material components: for more than a few days. She describes her return to
At will: charm person, color spray, dimension door, fly, Fairyland as getting “back home to my bow.”
prismatic sight Time management is her worst feature, and primarily
3/day each: hallucinatory terrain, hypnotic pattern, mirror image responsible for the many times she has been stranded
on Oz. Polychrome is prone to daydreaming and can
1/day each: control weather, see invisibility, word of recall
become easily distracted.
Magic Resistance. Polychrome has advantage on saving throws
against spells and magical effects.
195
Chapter 3 | NPCs and Unique Creatures
Tititi-HooChoo, the
Great Jinjin
The Private Citizen was not unlike
the others, except that his eyes were
black instead of blue and in the centers
of the black irises glowed red sparks that
seemed like coals of fire. But his features were
very beautiful and dignified and his manner
composed and stately. Instead of the
prevalent scarlet robe, he wore one of
white, and the same dragon’s head that
decorated the others was embroidered
upon its bosom.
L. Frank Baum, Tik-Tok of Oz
196
Chapter 3 | NPCs and Unique Creatures
On a distant island in the Nonestic Ocean dirty or ragged, for the Private Citizen is prone
lies the land of the Great Jinjin, called Tititi- to jumping in to assist with even menial tasks
HooChoo. He rules a corner of Nonestica so about his estate. Contrasting the simplicity
thick with fairy kings and queens that as a of his clothes, his limbs are decorated with
mark of reverse authority he goes by the title of a tangle of markings, with colors of all the
Private Citizen. No one is quite certain where primary elements; gold, green, blue, purple, and
this immortal came from, but he is the final red. He eschews any kind of footwear, saying
arbiter in the Council of Immortals when they that he prefers to constantly feel what passes in
are divided by an issue. the earth beneath him.
Tititi-HooChoo has a ruggedly handsome It was a Prince-Magician of his realm that
humanoid face with black hair and brows, created the Hollow Tube that leads to the island
and black eyes which glow with red sparks of Nonestica, emerging near the mountains of
when he becomes impassioned. He wears a the Nome King.
sleeveless, knee length white robe that is often
26
that becomes paralyzed in this way.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 22 (+6) 13 (+1) 12 (+1)
(90,000 XP)
Reactions
Council of the Immortals Retaliation. After being hit
Armor Class 22 (natural armor)
by the attack of a creature, Tititi-HooChoo can choose
Hit Points 180 (40d8)
to make a melee or ranged spell or weapon attack
Speed 30 ft.
against that creature.
Saving Throws Int+14, Wis +9
Skills Arcana +14, History +14, Insight +9, Nature +14, Perception +9 Legendary Actions
Damage Resistances any from magical weapons Tititi-HooChoo can take 3 legendary actions. Each
Damage Immunities any from nonmagical attacks legendary action can be used to cast a spell. Only one
Condition Immunities charmed, exhaustion, frightened legendary action can be used at a time and only at the
Senses truesight 120 ft., passive perception 19 end of another creature’s turn. Tititi-HooChoo regains
Languages all spent legendary actions at the start of his turn.
Proficiency Bonus +8
Roleplaying Information
Aware. Tititi-HooChoo cannot be surprised.
While many of the fey of Tititi-HooChoo’s realm have
Immortal. Tititi-HooChoo is immortal and cannot die from old age responsibilities in other realms, he has none but to rule
or age-related illnesses. He is also immune to any effect of aging and over them all. He has no heart or compassion to be
his maximum hit points cannot be reduced. swayed by emotional appeals, but he does have a deep
Immortal Spellcasting. Tititi-HooChoo is a 20th-level spellcaster. sense of justice and a thoughtful, reasoning mind. He is
His spellcasting ability is Intelligence (spell save DC 24, +14 to hit without mercy, but he punishes only for good reason.
with spell). He knows all spells and has all spells prepared with 4 spell Beside his castle gate stands a golden railing
slots for each spell level from 1st to 6th, 2 spell slots for 7th, and 1 surrounding a silver-rimmed hole in the ground. The
spell slot for 8th and 9th. He can innately cast these spells, requiring hole is pristine and perfectly round, disappearing at a
no material components. downward slope into the darkness. A sign is posted:
Invisibility Adept. When Tititi-HooChoo casts invisibility or greater IF YOU ARE OUT, STAY THERE.
invisibility, he does not expend a spell slot and does not require IF YOU ARE IN, DON’T COME OUT.
material, somatic, or verbal components.
This tunnel leads directly into the Nome King’s lands.
Actions Most of his court proceedings begin with the calm
Multiattack. Tititi-HooChoo can use his Heart of Justice. Then he admonition, “State your case. Reason and common
can cast a spell. sense are of utmost importance.” Tititi-HooChoo is
loyal to the Immortal Council, faithful to his title of
Heart of Justice. Each creature that is within 120 feet of Tititi-
Private Citizen, and dedicated to the law.
HooChoo must succeed on a DC 24 Wisdom saving throw or become
paralyzed until the end of Tititi-HooChoo’s turn. Tititi-HooChoo
197
Chapter 3 | NPCs and Unique Creatures
Mortals
Cap’n Bill
Cap’n Bill and Trot came often to this tree,
to sit and watch the ocean below them. The sailor
man had one “meat leg” and one “hickory leg,”
and he often said the wooden one was the best of
the two. Once Cap’n Bill had commanded and
owned the “Anemone,” a trading schooner that
plied along the coast; and in those days
Charlie Griffiths, who was Trot’s
father, had been the Captain’s
mate. But ever since Cap’n
Bill’s accident, when he lost
his leg, Charlie Griffiths
had been the captain of the
little schooner while his
old master lived peacefully
ashore with the Griffiths
family.
L. Frank Baum,
The Sea Fairies
198
Chapter 3 | NPCs and Unique Creatures
Cap’n Bill is a solidly-built human of average He wears a dark blue oilcloth coat with
height that one might estimate to be in his enormous pockets over wide-legged pants and a
fifties. His face is wizened with kind wrinkles red sweater. His right leg ends in a turned stick
about his mouth and in the corners of his of hickory just below the knee. Cap’n Bill favors
twinkling blue eyes. He is bald on his pate, smoking a pipe, and smells not unpleasantly of
and maintains a well-trimmed white beard fine tobacco and very faint hints of fish oil.
and moustache.
Cap’n Bill
Medium humanoid (human), lawful good Challenge
Actions
Multiattack. Cap’n Bill can use Disarm or Trip. Then he makes two
weapon attacks.
Punch. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 5
(1d4 + 3) bludgeoning damage.
Disarm. Target creature within Cap’n Bill’s weapon range must
succeed on a DC 14 Strength saving throw or drop one weapon it is
holding onto the ground.
Trip. Target creature within Cap’n Bill’s weapon range must succeed
on a DC 14 Dexterity saving throw or be knocked prone.
199
Chapter 3 | NPCs and Unique Creatures
Dorothy Gale
Aunt Em once said she thought the fairies
must have marked Dorothy at her birth, because
she had wandered into strange places and had
always been protected by some unseen power. As
for Uncle Henry, he thought his little niece merely
a dreamer, as her dead mother had been, for he
could not quite believe all the curious stories
Dorothy told them of the Land of Oz, which she
had several times visited. He did not think that
she tried to deceive her uncle and aunt, but he
imagined that she had dreamed all of those
astonishing adventures, and that the dreams had
been so real to her that she had come to believe
them true.
L. Frank Baum, The Emerald City of Oz
200
Chapter 3 | NPCs and Unique Creatures
Dorothy is a young human girl, not quite 13 the Wicked Witch of the East for her abuses
years old. Her face is round and pleasant, with of power. With no innate magical powers, and
hair and eyes the color of rich, newly-turned only her charm, kindness, and a protection spell
earth. She smiles and laughs easily, and often placed upon her by Locasta of the north, she
has a sunburn across her nose and cheeks. formed a war band through serendipity that
If her nose is a trifle snub and her lips a little destroyed the cardinal witch of the west as well.
too thin, she makes up for it with a merry tone The end of her journey saw her companions
and a little skip in her step that can charm many sitting upon the thrones of the west, the forest,
of those she encounters. Dorothy is no native of and the Emerald City itself.
Oz, but on her first trip, crashed into the realm She took the silver shoes of travel in conquest,
like a wrecking ball and turned a number of and wore them for most of her journeys in Oz.
lives upside down. Some in Munchkin Country Today, however, the shoes are nowhere to be
say that her house was nudged into the air by found, believed to have been lost in the crossing
Lurline herself, who created a vortex to draw in of the Deadly Desert when Dorothy left Oz
a heroine from another realm who could crush shortly after the Wizard did the same.
Dorothy Gale
Medium humanoid (human), chaotic good Challenge Actions
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 12 (+1) 14 (+2) 14 (+2) 3
(700 XP)
Multiattack. Dorothy can use Inspiring Presence.
Then she can make two weapon attacks.
Kick. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Armor Class 11 target. Hit: 3 (1d6) bludgeoning damage.
Hit Points 27 (5d8 + 5)
Speed 30 ft. Inspiring Presence. Dorothy casts calm emotions,
affecting any creatures of Dorothy’s choice within
Skills Medicine +3, Nature +3, Perception +4, Persuasion +4 120 feet of her that are aware of her. Casting the
Senses passive Perception 14 spell in this way bypasses the spell’s normal range
Languages Common, English and targeting.
Proficiency Bonus +2
Roleplaying Information
Innate Improvised Weapon Proficiency. When Dorothy attempts
At the original time of this setting, Dorothy is not
to use any non-weapon as an improvised weapon, she does so as if
present in Oz. Should the GM wish to incorporate
she is proficient with that item.
Dorothy into the story, it will require the intervention
Locasta’s Protective Kiss. An invisible sigil on her forehead gives of a powerful fey to create a portal or vortex or some
Dorothy permanent advantage on all saving throws and all attacks, other realm-traversing effect.
spells, and abilities targeting her are at disadvantage. Because of the Witch’s Kiss on her forehead, Dorothy
Innate Spellcasting. Dorothy’s spellcasting ability is Charisma (spell enjoys a certain protected neutrality in Oz. She may
save DC 13, +5 to hit with spell). She can innately cast the following be imprisoned or stolen away, but the Kiss can only be
spells requiring no material components: removed by a very powerful witch or creature, likely
preventing real harm to come to the human girl.
3/day each: animal friendship (5th-level slot), charm person (5th- Her closest friends in Oz are the Scarecrow, the Tin
level slot), speak with animals Woodman (Nick Chopper), and the Cowardly Lion.
1/day each: animal messenger, find traps, knock Toto, her animal companion, will always find a way to
return to her.
Dorothy is tender-hearted, and will always try to help
any animal or friend in need.
201
Chapter 3 | NPCs and Unique Creatures
202
Chapter 3 | NPCs and Unique Creatures
Gwig is a vegibon sorcerer with a well-formed Gwig has no facial expressions, which can
humanoid shape, boasting largely normal make conversations with him somewhat
features, with green eyes and pale pink skin. unsettling. Emotionally, he is cool and distant
His most conspicuous vegibon features are the to match the lack of animation in his face. Gwig
wicked-looking thorns that grow where hair is slow to trust strangers or undertake risks. He
ought to be around his head and face, and the has a whiff of nasturtiums about him.
leaves and vines that spiral around his arms Gwig’s home in the underground Kingdom of
and legs. His clothing appears to be grown Vegibon is a glass palace with a central dome
upon him, but features pristine details such as and four spires.
hemlines and buttons.
2
a creature to make a saving throw to resist the
STR DEX CON INT WIS CHA spell’s effects, Gwig can spend 3 sorcery points to
9 (−1) 12 (+1) 14 (+2) 12 (+1) 11 (+0) 14 (+2) give one target of the spell disadvantage on its first
(450 XP)
saving throw against the spell.
Armor Class 14 (natural armor)
Hit Points 32 (5d8 + 10) Subtle Spell. When Gwig casts a spell, he can spend 1
Speed 30 ft. sorcery point to cast the spell without any somatic
or verbal components.
Skills Arcana +3
Damage Vulnerabilities cold Actions
Senses passive Perception 10 Thorny Embrace. Melee Weapon Attack: +3 to hit,
Languages Common reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing
Proficiency Bonus +2 damage and the target is grappled (escape DC 10).
Until this grapple ends, the creature is restrained, and
Salt Sensitivity. Attacks targeting Gwig have advantage if the Gwig can’t constrict another target.
weapon is made of or coated with salt crystals. Additionally, any
damage dealt to Gwig with a salt or salt-coated weapon is doubled. Roleplaying Information
Spellcasting. Gwig is a 3rd-level spellcaster. His spellcasting ability is Like most sorcerers of his race, Gwig is seeking a way
Charisma (spell save DC 12, +4 to hit with spell attacks). He has the to prolong life, perhaps even indefinitely. “If I can find
following sorcerer spells prepared: a way to prolong life, I can save my race from their
early deaths.”
Cantrips (at will): fire bolt, mage hand, mending, poison spray
He is fair for all disputes, and dispassionate in
1st level (4 slots): charm person, expeditious retreat, magic missile judgment. His knowledge of herb lore rivals even a
2nd level (2 slots): scorching ray druid’s. He will avoid physical fights at all costs, for he
is keenly aware of his people’s already shortened life
Sorcery Points. Gwig has 3 sorcery points. He can spend 1 or more
spans. Gwig is loyal to his people, even unto his own
sorcery points as a bonus action to gain one of the following benefits:
death. He can be ruthless, and would sacrifice anything
to achieve the greater good of his life’s work.
203
Chapter 3 | NPCs and Unique Creatures
204
Chapter 3 | NPCs and Unique Creatures
Nikidik is a gillikin wizard who lives in a lonely He is a tall man, and thin to the point of
cave in the mountains of the north. Over emaciation. He wears his hair swept up and
the course of his long life, Nikidik has had back in a salt-and-pepper wave that peaks
clashes with the Monks of the Golden Path, behind him. Whiter long sideburns, bushy
Glindo, and others due to his creation and eyebrows, and a full beard frame his face, which
distribution of powerful magics, not to mention appears amiable under most situations. His eyes
his involvement with Mombi. Because of this, are so blue as to appear a shade of lavender in
he has developed a number of aliases to hide some lights. He often wears long sleeved coats
himself from the Great Book of Oz. Thus, Dr. and pants when he is out and about, completely
Nikidik is also known as the Crooked Wizard. covering his long limbs (and their purple
He left Gillikin for Munchkin Country where stain of magic).
he settled, married a local woman, and took
his new wife’s last name. He is known locally
around the farmlands and rolling hillsides
as Dr. Pipt.
20
a Staff of Wizardry attack.
STR DEX CON INT WIS CHA
7 (−2) 12 (+1) 14 (+2) 20 (+5) 14 (+2) 16 (+3)
(25,000 XP)
Reactions
Negate Spell (Recharges when Nikidik uses
Armor Class 11 (14 with mage armor)
Channel Arcane). Nikidik tries to magically counter
Hit Points 227 (35d8 + 70)
a spell provided that the spellcaster is within 60 feet
Speed 30 ft.
of him and visible to him. Nikidik must decide to do so
Saving Throws Int +11, Cha +9 before the spell’s effect resolves.
Skills Arcana +11, History +11, Investigation +11, Persuasion +9
The spellcaster must make a DC 19 Intelligence saving
Senses passive Perception 12
throw. On a failed save, the spellcaster’s spell fails and
Languages Common, Undercommon
has no effect.
Proficiency Bonus +6
Nikidik’s Spellbook. Nikidik has all wizard spells prepared. Roleplaying Information
Nikidik (Dr. Pipt) invented three great pieces of magic:
Spellcasting. Nikidik is a 20th-level spellcaster. His spellcasting
the Powder of Life, the Liquid of Petrification, and
ability is Intelligence (spell save DC 19, +11 to hit with spell attacks).
Wishing Pills. The Powder of Life was traded to Mombi
He knows all wizard spells and has 4 spell slots for 1st-level, 3 spell
during her power grab in Gillikin Country, and to
slots for each spell level from 2nd to 5th, 2 spell slots each for 6th
avoid Locasta’s notice and wrath he fled to Munchkin
and 7th, and 1 spell slot each for 8th and 9th.
Country with his sister. There, he met his current wife,
Merlotta.
Actions
Creating the Powder of Life required four separate
Multiattack. Nikidik can use his Channel Arcane. Then he makes a
pots to be stirred constantly for six years. A bare
Staff of Wizardry attack or casts a spell.
handful of the stuff exists, and was carefully divided
Staff of Wizardry. Melee Weapon Attack: +4 to hit, reach 5 ft., into two batches. Mombi received one, and Nikidik
one target. Hit: 1 (1d6 − 2) bludgeoning damage and Nikidik can took the other with him to the east, where the Wicked
immediately cast any prepared spell without expending a spell slot on Witch was known to look more benignly upon random
the target. The chosen spell must have a cast time of 1 action. The spellcasters. He has been in Munchkin Country
spell automatically hits the target and the target automatically fails ever since.
any resulting saving throw from the cast spell. Other creatures in the He is genuinely devoted to his wife, and her spoiled
spell’s area of effect are targeted normally. Nikidik is immune to any glass cat. His favorite saying is, “If it can be done, it
harmful effects of a spell cast this way. should be done! If not by me, perhaps by another less
Channel Arcane. Nikidik can expend a spell slot to gain the spell deserving.”
slot’s level as a bonus to hit on his next Staff of Wizardry attack. This
205
Chapter 3 | NPCs and Unique Creatures
Ozma of Oz
Glinda walked to the canopy and
parted the silken hangings. Then she bent
over the cushions, reached out her hand,
and from the couch arose the form of a
young girl, fresh and beautiful as a May
morning. Her eyes sparkled as two diamonds,
and her lips were tinted like a tourmaline. All
adown her back floated tresses of ruddy gold, with
a slender jeweled circlet confining them at the
brow. Her robes of silken gauze floated around
her like a cloud, and dainty satin slippers shod
her feet.
At this exquisite vision Tip’s old comrades
stared in wonder for the space of a full
minute, and then every head bent low in
honest admiration of the lovely Princess
Ozma. The girl herself cast one look into
Glinda’s bright face, which glowed with
pleasure and satisfaction, and then turned
upon the others.
L. Frank Baum, The Marvelous
Land of Oz
206
Chapter 3 | NPCs and Unique Creatures
In one timeline, Ozma is missing. She went lips, and a thick mane of almost blue-black hair
missing as a flaxen-haired baby shortly after her that curls sinuously down her back when not
father, King Pastoria, was found dead. tamed into a thick braid. She favors colors of
The restored Queen Ozma appears white and gold, with a green cape of state. Her
somewhere in her early teens, a pure-blooded Diadem of Oz often gathers dust in a palace
fey with sparkling tourmaline-green eyes, pink cupboard in the Emerald City, worn mostly
when expected for state occasions.
Ozma of Oz
Medium humanoid (fey), lawful good Challenge Legendary Resistance (3/day). If Ozma fails a saving
20
throw, she can choose to succeed instead.
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 16 (+3) 30 (+10) 16 (+3) Limited Magic Immunity. Unless she wishes to be
(25,000 XP) affected, Ozma is immune to spells of 5th-level or
Armor Class 10 (13 With Mage Armor) lower. She has advantage on saving throws against all
Hit Points 192 (35d8 + 35) other spells and magical effects.
Speed 30 ft. Royal Family. Ozma is the beloved true monarch of
Oz. She is usually surrounded by guards and servants
Saving Throws Wis +16
of trust. Any crime against her will certainly draw the
Skills Arcana +9, History +9, Insight +16, Perception +22
attention of the government and make the attacker an
Condition Immunities blinded, charmed, deafened, exhaustion,
infamous outlaw in the realm.
frightened, poisoned, stunned
Senses truesight 60 ft., passive Perception 32
Actions
Languages all
Proficiency Bonus +6 Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 3 (1d6) bludgeoning damage.
Ancient Spellcasting. Ozma’s spellcasting ability is Wisdom (spell
save DC 24, +16 to hit with spell attacks). She can innately cast any Legendary Actions
spell, requiring no material, somatic, or verbal components. She can Ozma can take 3 legendary actions. Each legendary
only cast each unique spell once per day, but casts them at a 9th-level action can be used to cast a spell. Only one legendary
spell slot as a 20th level caster. action can be used at a time and only at the end of
Lurline’s Immortality. The final incarnation of Ozma is immortal, another creature’s turn. Ozma regains spent legendary
perhaps due to the enchantment she endured for so long. She cannot actions at the start of her turn.
die from old age or age-related illnesses. She is also immune to any
effect of aging and her maximum hit points cannot be reduced.
During the Age of Ozma, she has the power to bestow immortality
upon others who she finds worthy.
207
Chapter 3 | NPCs and Unique Creatures
“Tip” Tippetarius
Tip was made to carry wood from the
forest, that the old woman might boil her pot. He
also worked in the corn-fields, hoeing and husking;
and he fed the pigs and milked the four-horned
cow that was Mombi’s especial pride.
But you must not suppose he worked all the time,
for he felt that would be bad for him. When sent
to the forest Tip often climbed trees for birds’ eggs
or amused himself chasing the fleet white rabbits
or fishing in the brooks with bent pins. Then he
would hastily gather his armful of wood and
carry it home. And when he was supposed to be
working in the corn-fields, and the tall stalks hid
him from Mombi’s view, Tip would often dig in
the gopher holes, or if the mood seized him—lie
upon his back between the rows of corn and
take a nap. So, by taking care not to exhaust
his strength, he grew as strong and rugged as
a boy may be.
L. Frank Baum, The Marvelous
Land of Oz
208
Chapter 3 | NPCs and Unique Creatures
Tippetarius or “Tip” appears to be a Gillikin boy Tip is a bit of a trickster, enjoying fooling
in his early teens, with tousled black hair and and frightening people alike. He enjoys a good
dark eyes under arching brows. He is reasonably joke, and is clever with his whittling knife—the
strong with the muscles that come from hard carved gourd that rests upon the neck of Jack
work in a garden and chopping wood, and Pumpkinhead is courtesy of Tip, along with
the calluses to go along with them. He wears the Powder of Life. Growing up he did not
hand-me-down clothes in patched and mottled enjoy playmates his own age, and may be a bit
green and brown with a too-small gold vest, shy at first, but he will be the first to laugh at
presenting a “ragamuffin” appearance. He is a a merry jest.
servant of the Witch Mombi—although unpaid
serf is a better description.
“Tip” Tippetarius
Medium humanoid (human), lawful good Challenge
Actions
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2
(1d4 + 1) bludgeoning damage.
209
Chapter 3 | NPCs and Unique Creatures
Omby Amby
“Where is the private?”
“Oh, he is sweeping out the barracks,”
replied one of the generals, who was busy
eating a leg of a turkey. “But I have ordered
him a dish of bread and molasses to eat
when his work is done.”
“Let him be sent for,” said the girl ruler.
While they waited for this command to be obeyed,
she enquired:
“Have we any other privates in the armies?”
“Oh, yes,” replied the Tin Woodman, “I believe
there are three, altogether.”
The private now entered, saluting his officers and
the royal Ozma very respectfully.
“What is your name, my man?” asked the girl.
“Omby Amby,” answered the private.
“Then, Omby Amby,” said she, “I promote you to be
Captain General of all the armies of my kingdom,
and especially to be Commander of my Body
Guard at the royal palace.”
L. Frank Baum, Ozma of Oz
210
Chapter 3 | NPCs and Unique Creatures
Omby Amby is a former private and Imperial If the timeline is post-Ozma returning to
Warden of Oz, promoted quite abruptly (after the throne, he is the commander of Ozma’s
decades of service) to Captain General of all Body Guard at the Royal Palace in the Emerald
the armies of Oz. He is a tall, lean man whose City, with a red sash to indicate his rank. Pre-
whiskers are only starting to silver, with a hawk- Ozma, he was a private who worked his way
like nose and piercing brown eyes. He is nearly up through the ranks of the imperial guard.
always dressed in his formal dress uniform, Though he does not speak of it aloud, he’s
a tailored green jacket with gold piping. A privately very proud of his green whiskers and
decorated soldier, he keeps his boots well well-waxed moustache.
shined, his shako firmly on his head, and his
musket in perfect firing order.
Omby Amby
Medium humanoid (human), lawful good Challenge Longsword. Melee Weapon Attack: +7 to hit, reach 5
9
ft., one target. Hit: 7 (1d8 + 3) slashing damage.
STR DEX CON INT WIS CHA
17 (+3) 9 (−1) 17 (+3) 10 (+0) 15 (+2) 10 (+0) Imperial Warden’s Musket of Peace. Ranged
(5,000 XP) Weapon Attack: +7 to hit, range 30/120 ft., one target.
Armor Class 20 (magical army uniform) Hit: 9 (1d12 + 3) piercing damage and target must
Hit Points 127 (17d8 + 51) succeed on a DC 15 Constitution saving throw or be
Speed 30 ft. incapacitated until the end of their next turn. If the
saving throw fails by 5 or more, the target is instead
Skills Athletics +7, History +4, Perception +6 stunned until the end of its next turn.
Senses passive Perception 16
Languages Common, Undercommon Roleplaying Information
Proficiency Bonus +4 Omby obeys orders perfectly, but with wit and
Charge. Once per turn, if Omby Amby moves at least 15 feet in a intelligence. He is neither foolhardy nor boastful,
straight line while riding a mount, he deals an extra 18 (4d8) force having served for decades to achieve his rank. His
damage to one creature he hits with a weapon attack. warhorse is out to pasture in the rolling hills outside
of the capital city, and Omby visits her daily to
Horse Bond. Omby Amby has advantage on any Wisdom (Animal bring treats.
Handling) checks with horses. When mounted on a horse, he can He is lawful to a fault, but loyal to that same fault, and
force an attack targeting his mount to target him instead. kindly toward new fighters. Omby has a great deal
One Man Army. Omby Amby is proficient with all melee and ranged of nostalgia for his mounted days in the service, but
weapons. He can never have disadvantage on a weapon attack roll. could not imagine riding any steed beyond his friend
and trusted comrade, Baluta. As such, he walks most
Actions places now. He makes a kindly mentor, a stern but not
Multiattack. Omby Amby may make three melee or ranged weapon humorless commander, and is generally trusted by
attacks, of which only one can be the Imperial Warden’s Musket of whomever is in charge to give an unbiased and truthful
Peace attack. accounting of any event he witnesses.
211
Chapter 3 | NPCs and Unique Creatures
212
Chapter 3 | NPCs and Unique Creatures
It is a secret known only to the wizard, Glinda, hands that speak of indolence rather than
and one or two others that the great Wizard of action. He favors a waistcoat, as well as a longer
Oz is merely a mid-level roguish tinker. His full overcoat and good boots.
name is Oscar Zoroaster Phadrig Isaac Norman In his homeland, Oscar was a stage magician,
Henkel Emmannuel Ambroise Diggs, and he is using his crafting and gadgeteering to produce
the son of an earthly politician named Oscar amazing magic shows. To Ozites, who had
Diggs, who had a flair for the dramatic and well- never seen this brand of fake magic, he was the
practiced sleight of hand. He is an older human, Great and Powerful, and he maintained this
with crinkles beginning in the corners of his illusion for a number of years to rule Oz in the
eyes and smile, browN hair shot through with absence of Ozma.
gray. He is heavyset, with a belly and smooth
213
Chapter 3 | NPCs and Unique Creatures
Pastoria
“Pajuka!” cried the tired tailor. Rushing
joyously down the steps of the throne, he threw
both arms ‘round a fat, jolly old gentleman. The
tired tailor, did I say? But no! He was the tired
tailor no longer! The rounded shoulders had
straightened up under the velvet robe, the tired
eyes sparkled with pleasure and kindliness. Tora,
the tailor, no longer, but Pastoria, the King, stood
embracing his prime minister, for the same green
formula that had restored his majesty had also
released Pajuka from his weary enchantment.
Ruth Plumly Thompson,
The Lost King of Oz
214
Chapter 3 | NPCs and Unique Creatures
Despite the challenges of dealing with the wicked witches of east and west. A few hours
occasional wicked witch and feuding squabbles later, rescue forces sent by Glinda discovered
within each quadrant, Pastoria, Crown Prince the dead body of Pastoria and his guard, with
of Oz, enjoyed a reasonably happy youth. no trace of the young princess. But that is not
As princes do, he traveled the lands of Oz in the end of his story, for there were powerful
frequent state visits to the various smaller transformative magics cast and the body lying
kingdoms, fiefdoms, and territories throughout in the road with Pastoria’s visage was not his.
Oz. He was affectionately well-known to the From the north, Mombi had joined in the
larger towns, oddity encampments, guilds, and conspiracy and attack and made the dead body
other organizations within Oz’ borders. of a man named Tora, Pastoria’s royal tailor,
The King and Queen died under mysterious resemble Pastoria. In a switch that fooled even
circumstances during the voyage of a state the Great Book of Records, the unconscious
visit outside the borders of Oz, leaving the Pastoria was transformed into the visage and
youthful Pastoria to be crowned king, unwed somewhat confused memories of his tailor.
and without heirs. Lurline took pity on the new When Pastoria awoke, he believed himself
king, reading something of his future to be, utterly to be Tora with many of the memories
and sent word through her clerics that a half- from the commoner’s life.
fey orphan child would be presented to him Tora proceeded sadly back to the Emerald
by Glinda the Good. The royal adoption was City, and lived a life there catering to the
completed under watchful eyes at Glinda’s Ruby fashions of the rich and affluent, genuinely
Palace, and Pastoria and the new Princess Ozma mourning the loss of his “King” and “Princess
started their journey back north to the Emerald Ozma” without understanding the irony.
Capital Territory.
The royal entourage was ambushed on the way
north by a combined attack marshaled by the
Pastoria
Medium humanoid (human), lawful good Challenge until he does anything harmful to it. This ability ignores
5
immunity to charm.
STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 14 (+2) 16 (+3) 20 (+5) Rapier. Melee Weapon Attack +5 to hit, reach 5 ft, one
(1,800 XP) target. Hit: 6 (1d8 + 2) piercing damage.
Armor Class 12
Hit Points 123 (19d8 + 38) Reactions
Speed 30 ft. Killing Kindness. When Pastoria reduces a creature to
0 hit points, he can take one additional action.
Saving Throws Cha +8, Wis +5
Skills History +6, Insight +5, Persuasion +8 Reactions
Condition Immunities charmed, frightened
In the time of the Cardinal Witches, Pastoria is a kind
Senses passive Perception 13
young man - a little full of bravado, but charming
Languages Common, Sylvan, Undercommon
and gentle with anyone he meets. He is aware of the
Proficiency Bonus +3
responsibility of being the Heir (if still Prince in the
Charmed, I’m Sure. Pastoria has advantage on attack rolls made scenario) and of being King (if recently stepped up.)
against charmed creatures. While he is careful not to criticize any of the Cardinal
Witches for political reasons, it is clear that he prefers
Actions Glinda to the South and has a passing good relationship
Multiattack. Pastoria can use his Charismatic Presence. He then with Locasta in the North. He has never personally
makes three melee weapon attacks. traveled outside of Oz, but is aware of the political
status of the different kingdoms of Nonestica. He likes
Charismatic Presence. Each creature of Pastoria’s choice that is
poetry and music, is a frequent judge of the College of
within 60 feet of him and aware of him must succeed on a DC 16
Merriment’s contest, and actually attends the flamengo
Wisdom saving throw or become charmed by him for 1 minute or
annual interactive poetry competition on purpose.
215
Chapter 3 | NPCs and Unique Creatures
216
Chapter 3 | NPCs and Unique Creatures
Roquat wears the colors of the deep earth, belt around his fat little body, whose gems
gray-brown garments that match his stone- occasionally gleam with hints of stored power.
carved throne. He smokes a pipe on occasion, It’s unknown whether he is truly immortal
and often doesn’t bother to wear a crown or not, but he has a seat on the Council,
for all his subjects know him on sight. His nevertheless.
one constant adornment is a jewel-studded
26
radiant damage. The creature must also succeed
STR DEX CON INT WIS CHA on a DC 20 Constitution saving throw or be blinded
20 (+5) 8 (−1) 16 (+3) 11 (+0) 10 (+0) 18 (+4) until the end of its next turn.
(90,000 XP)
Armor Class 18 (plate armor) Green Blade. The attack deals an additional 4 (1d8)
Hit Points 260 (40d6 + 120) poison damage. The creature must also succeed
Speed 25 ft. on a DC 20 Constitution saving throw or be
poisoned for 1 hour.
Saving Throws Str +13, Cha +12
Skills Athletics +13, Religion +8 Blue Blade. The attack deals an additional 4 (1d8)
Condition Immunities charmed, exhaustion cold damage. The creature must also succeed on a
Senses darkvision 120 ft., passive Perception 10 DC 20 Intelligence saving throw or be incapacitated
Languages Common, Undercommon until the end of their next turn.
Proficiency Bonus +8 Indigo Blade. The attack deals an additional 4 (1d8)
lightning damage. The creature must also succeed
Egg Phobia. If Roquat sees an egg, he must succeed on a DC
on a DC 20 Wisdom saving throw or be paralyzed
15 Constitution saving throw, rolling at disadvantage or become
until the end of their next turn.
frightened of the egg for 1 minute. Upon a successful saving throw,
he is immune to Egg Phobia until the end of his next turn. Violet Blade. The attack deals an additional 4 (1d8)
necrotic damage. The creature must also succeed
Egg Problem. When Roquat touches an egg he must make a DC
on a DC 20 Constitution saving throw or gain 1 level
15 Constitution saving throw, or die on a failed save. Roquat knows
of exhaustion.
the “secret word,” so he cannot fail the saving throw as long as he is
capable of speaking it aloud. Legendary Actions
Greataxe of the Rainbow (requires attunement). Roquat can use Roquat can take 3 legendary actions, choosing from
a bonus action to change the color of his greataxe. The greataxe is a the options below. Only one legendary action option
magic weapon with a +2 to attack and damage rolls. can be used at a time and only at the end of another
creature’s turn. Roquat regains one spent legendary
Innate Spellcasting. Roquat is a 20th-level spellcaster. His
action at the start of his turn.
spellcasting ability is Charisma (spell save DC 20, +12 to hit with
spell attacks). He can innately cast the following spells requiring no Stone Manipulation (Recharge 5-6). Roquat casts
material components: stoneskin or stone shape, requiring no material,
somatic, or verbal components.
At will: chill touch, eldritch blast, mending, spare the dying,
vicious mockery Greataxe Strike. Roquat can change the color
3/day each: feather fall, hellish rebuke, identify, unseen servant of his greataxe. Then he makes a Greataxe of the
2/day each: branding smite, enthrall, knock, spike growth Rainbow attack.
1/day each: counterspell, meld into stone
Roleplaying Information
Nome Cunning. Roquat has advantage on all Intelligence, Wisdom, Timeline: Any
and Charisma saving throws. Roquat can present with a kindly or good-humored
appearance, but it will quickly be contradicted with
Actions flares of temper or almost petulance. Roquat bears
Multiattack. Roquat makes two weapon attacks. a deep grudge against Lurline and Oz, and resents
Quarterstaff. Melee Weapon Attack: +13 to hit, reach 5 ft., one that he lost part of his population to that land when
target. Hit: 8 (1d6 + 5) bludgeoning damage. the magical border took shape. He views the mines
beneath Winkie Country as rightfully belonging to
Greataxe of the Rainbow (requires attunement). Melee Weapon them, and the winkies as lost nomes. He sees the rest
Attack: +15 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 7) magical of Oz’s inhabitants as fine servants, for himself, or for
slashing damage, plus one of the following types of damage, the highest bidder.
depending on the color of the greataxe blade: Roquat is a collector of shiny and expensive things.
Red Blade. The attack deals an additional 4 (1d8) fire damage. The He trades extensively with the other kingdoms on
creature must also succeed on a DC 20 Dexterity saving throw or Nonestica, outside the Deadly Desert. He is not long
have the ground beneath it set ablaze. A creature that starts its on empathy, and may not recognize the ambition of his
turn in fire takes 5 (2d4) fire damage. courtiers. He has a love/hate relationship with his chief
councilor Kaliko. He has no “people skills” to speak of,
Orange Blade. The attack deals an addition 4 (1d8) force damage. and is prone to temper tantrums.
The creature must also succeed on a DC 20 Strength saving throw
or be knocked prone.
217
Chapter 3 | NPCs and Unique Creatures
General Jinjur
...he came upon a girl sitting by the
roadside. She wore a costume that struck the boy
as being remarkably brilliant: her silken waist
being of emerald green and her skirt of four distinct
colors—blue in front, yellow at the left side, red at
the back and purple at the right side. Fastening the
waist in front were four buttons—the top one blue,
the next yellow, a third red and the last purple.
The splendor of this dress was almost barbaric; so
Tip was fully justified in staring at the gown for
some moments before his eyes were attracted by
the pretty face above it. Yes, the face was pretty
enough, he decided; but it wore an expression
of discontent coupled to a shade of defiance
or audacity.
L. Frank Baum, The Marvelous Land of Oz
218
Chapter 3 | NPCs and Unique Creatures
Jinjur is tall for a munchkin native, a slim figure It is said that after an afternoon taking tea
with the flaming red hair of her quadling father. with Miss Cuttenclip in Quadling Country,
Her eyes are so dark blue as to look nearly Jinjur was never quite the same. She became
black, save when the light catches them. She had an agent of change across the land of Oz,
no appetite for life as a farmer’s daughter, and questioning “the way things are” in every corner
so she ran away to join the Imperial Wardens in of the realm. She traveled all four quadrants,
the Emerald City. She lived in the capital under and knows her way on and off the yellow brook
the time of the wizard, and grew dissatisfied road and great trade highways. She is highly
with his autocratic and patriarchal style of intelligent, and hard to catch off guard. No one
rule. Leaving the Wardens, she wandered is sure where she is right now, but they say she
south and served a brief stint in Glinda’s honor has a small army of Ozite women from many
guard, where she met many of the women she towns and kingdoms that call her General and
later recruited. answer her commands.
General Jinjur
Medium humanoid, chaotic good Challenge Summoned agents of revolt are hidden within 60 feet
8
of General Jinjur and act as her allies.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 13 (+1) 12 (+1) 18 (+4)
(3,900 XP)
Reactions
Parry. General Jinjur adds 6 to her AC against
Armor Class 14 (leather armor)
one melee attack that would hit her. To do so, she
Hit Points 99 (18d8 + 18)
must be able to see the attacker and be wielding a
Speed 30 ft.
melee weapon.
Saving Throws Dex +6, Cha +7
Skills History +4, Perception +4, Performance +7, Persuasion +7 Roleplaying Information
Senses passive Perception 13 General Jinjur can be a wrecking ball through the
Languages Common, Thieves’ cant middle of any campaign that starts after the Wizard
Proficiency Bonus +3 has taken the throne. She opposes the Wizard, and
opposes the Scarecrow’s rule as well, viewing him as
Battle Orders. As a bonus action, General Jinjur targets one ally being incapable of ruling effectively. She is looking for
she can see within 30 feet of her. If the target can see or hear the change, and is allied with Mombi. She briefly sat on the
general, the target can use its reaction to make one attack. throne of Oz after the Scarecrow, but was overthrown
Charming Innocence. Weapon attacks made against General Jinjur by Glinda, who defeated the other witch.
have disadvantage as long as the attacker can see her. She is a firebrand, with an commanding presence that
inspires people to follow her and believe in her. Her
Actions followers make up a reasonably sized war band, and
Multiattack. General Jinjur makes three melee attacks. if she requests aid, there are locals across Oz who
will answer the call. She frequently declares, “Merit
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 alone should rule in Oz. We bow to the wrong things.”
(1d8 + 3) piercing damage. She is dedicated to the women she commands. Her
Revolt Rally Cry (Recharge 6). General Jinjur issues a command greatest flaw is how impetuous she is—her plans can
and summons three agents of revolt (page 46). be grandiose.
219
Chapter 3 | NPCs and Unique Creatures
Actions
Multiattack. The Shaggy Man uses his Distraction. Then he makes
two melee attacks.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3
(1d4 + 1) bludgeoning damage.
Distraction. Each creature of the Shaggy Man’s choice that is within
120 feet of him and can see him must succeed on a DC 13 Wisdom
saving throw or become stunned until the start of their turn.
220
Chapter 3 | NPCs and Unique Creatures
Witches
with soft leather slippers.
Blinkie the Wicked She is forever clutching a
This evil creature was old and ugly. She black leather bag against
had lost one eye and wore a black patch over it, so herself, as if worried that
the people of Jinxland had named her “Blinkie.” Of vagrants might try to steal
course witches are forbidden to exist in the Land it from her. Up close, she
of Oz, but Jinxland was so far removed from the has a scent of cobwebs
center of Ozma’s dominions, and so absolutely and old blood.
cut off from it by the steep mountains and the
bottomless gulf, that the laws of Oz were not
obeyed very well in that country. So there were
several witches in Jinxland who were the terror
of the people, but King Krewl favored them and
permitted them to exercise their evil sorcery.
L. Frank Baum, The Scarecrow of Oz
There are many who give up their name to
follow the path of the wicked for witchcraft, and
this one is no different. After trading an eye and
her name for spellcraft and a connection to an
Underworld patron, she re-christened herself
“Blinkie” and wears a simple black eye patch.
Blinkie appears as an elderly human woman
with pale skin and white hair, with a flush of red
freckles that are turning into age spots on her
face. She has a helpless, grandmotherly look
about her, with a homespun shawl clutched
about her shoulders and a plain black gown
16
requiring no material components:
STR DEX CON INT WIS CHA
8 (−1) 11 (+0) 13 (+1) 20 (+5) 13 (+1) 11 (+0) At will: chill touch, eldritch blast, guidance, mage hand,
(15,000 XP)
minor illusion, prestidigitation, shocking grasp
Armor Class 10 (13 with mage armor) 3/day each: goodberry, dispel magic (5th level), hellish
Hit Points 143 (26d8 + 26) rebuke (5th level), hypnotic pattern, mage armor,
Speed 25 ft. vampiric touch (5th level)
Skills Arcana +10, History +10, Medicine +6, Nature +10 1/day each: feeblemind, finger of death, foresight
Senses darkvision 60 ft., passive Perception 11
Languages Common, Undercommon
Actions
Proficiency Bonus +5 Unarmed Strike. Melee Weapon Attack: +4
to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1)
Deck of Many Things. Among the things she keeps in her black bag bludgeoning damage.
is the 54-cards of an Oz Deck of Many Things. She will give it to any
adventurer that she feels is too greedy. Roleplaying Information
Quadling Cunning. Blinkie has advantage on all Intelligence, Blinkie’s stone house has eight sides, each artistically
Wisdom, and Charisma saving throws against magic. carved with a symbol for a different wind, and each
featuring a single window and door. She brews potions
Whispering Aura. At the start of each of Blinkie’s turns, each and crafts charms, and sells both for a tidy profit.
creature of her choice within 30 feet of her must succeed on a DC 18
She may, if a GM wishes, wish to contend for the
Wisdom saving throw or take 10 (3d6) psychic damage.
Cardinal Witch positions currently vacant—east or
Innate Spellcasting. Blinkie is a 14th-level spellcaster. Her west. She is not native to Oz, though, and may need
spellcasting ability is Intelligence (spell save DC 18, +10 to hit with the time to attune herself. Player characters may be of
aid to her, or may hinder her efforts.
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Chapter 3 | NPCs and Unique Creatures
Glinda the Good For all her youthful appearance, Glinda the
Good is one of the older creatures in Oz.
When they were all quite Though clearly there is some fey blood in
presentable they followed the soldier girl her, she retains much of a mortal human’s
into a big room where the Witch Glinda sat appearance to go along with her immortality.
upon a throne of rubies. She is tall, with a grace and dignity far beyond
She was both beautiful and young to their her relatively youthful appearance. Her eyes are
eyes. Her hair was a rich red in color and fell in sky blue, and her hair is a silvered reddish-gold
flowing ringlets over her shoulders. Her dress was flow that drifts around her, finer than silk.
pure white; but her eyes were blue, and they looked
kindly upon the little girl. Her eyes are a giveaway for the observant;
to look into Glinda’s steady gaze is to feel the
L. Frank Baum, The Wonderful
weight of the world slowly pressing down on
Wizard of Oz
you. She dresses richly in shades of red, pink,
or white. When she casts a spell, her magic
leaves a faintly red trace in the air that is a
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Chapter 3 | NPCs and Unique Creatures
Glinda’s Lair
Glinda takes residence in an opulent palace that as the red light shines upon them. This effect lasts
is nestled on a Quadling hill in the south country. until the end of the round.
Surrounded by meadows, waterfalls, and rivers, the • The walls and columns in the palace come alive as
palace lies near the edge of the Deadly Desert. It can be magical scripts crawl along their surfaces. Creatures
easily seen from a distance, shimmering with its inlaid within 10 feet of a wall or column are affected by the
rubies and golden architecture. Encountering Glinda in 4th-level spell aura of entropy (DC 17). Glinda and
her lair has a challenge rating of 27. her allies are unaffected by this ability. The effect
lasts until the end of the round.
Lair Actions
On initiative count 20 (losing initiative ties), Glinda takes Regional Effects
a lair action to cause one of the following effects; Glinda Glinda’s ruby palace provides stability for the diverse
can’t use the same effect two rounds in a row: inhabitants of the south country. The surrounding
region is protected by Glinda’s magic, creating one or
• 1d4 palace guards join the battle appearing in more of the following effects:
unoccupied spaces within 120 feet of Glinda. These
soldiers are youthful-looking women wielding silver- • Creatures with an evil alignment feel great
tipped spears and dressed in bright red uniforms. discomfort while traveling in the south country.
Use the stat block for the royal army soldier (page • Creatures with a chaotic alignment have their senses
48) except that the bayonet rifle loses its ranged dulled and feel their desires and emotions to be
attack and instead gains reach, reflecting the spears stifled the closer they are to Glinda’s palace.
that these guards wield. • Creatures with a good alignment have their spirits
• Magical runes appear on the tiles of the palace floor, lifted and can reduce their exhaustion by one
illuminating the entire lair in a ruby red glow. Glinda level for each hour they spend traveling in the
and her allies are affected by the bless spell as long south country.
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Chapter 3 | NPCs and Unique Creatures
Locasta “Tattypoo”
the Good
The little woman’s hat was pure
white. It rose about a foot above her head
and was pointed at the tip with little
jingle bells which ran all across the brim
and made a faint tinkling sound as she moved.
She wore a puffy white gown that hung in pleats
from her shoulders. Over it were sprinkled little
stars and half moons that glistened in the sun
like diamonds. The little woman’s face was
covered with wrinkles, her eyes were the colour
of violets, her short curly hair was nearly all
white, and she walked rather stiffly, but had a
friendly, welcoming smile.
L. Frank Baum, The Wonderful
Wizard of Oz
224
Chapter 3 | NPCs and Unique Creatures
Locasta is a cipher in appearance. She has the Locasta (called Tattypoo by followers of
white hair and presence of an older witch, but Mombi the Witch) overthrew Mombi to take
her face and body retain an energetic youth. Her the title Good Witch of the North, although
eyes and skin markings are both a bold purple, the struggle left its marks upon her through the
proudly declaring her as a gillikin witch. Her peripheral aging of her hair, voice, and stamina.
eyes, like the purple marks on her skin, declare Locasta’s success was due to a more complete
her a gillikin witch for anyone who knows the immersion in the land of Gillikin than her
region. Her voice is kind and deep, again more predecessor, and the wild country claimed her
mature than she appears at first glance. as the Cardinal Witch of the North.
20
saving throw against being magically petrified using
STR DEX CON INT WIS CHA the spellcaster’s spell save DC. On a failed save, the
8 (−1) 12 (+1) 14 (+2) 16 (+3) 18 (+4) 21 (+5) creature begins to turn to stone and is restrained. It
(25,000 XP)
must repeat the saving throw at the end of its next
Armor Class 14 (natural armor) turn. On a success, the effect ends. On a failure, the
Hit Points 123 (19d8 + 38) creature is petrified for 24 hours.
Speed 30 ft.
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Chapter 3 | NPCs and Unique Creatures
Miss Cuttenclip
Just as they reached the porch the
front door opened and a little girl stood
before them. She appeared to be about the
same age as Dorothy, and smiling upon her
visitors she said, sweetly:
“You are welcome.”
All the party seemed relieved to find that here was
a real girl, of flesh and blood. She was very dainty
and pretty as she stood there welcoming them. Her
hair was a golden blonde and her eyes turquoise
blue. She had rosy cheeks and lovely white teeth.
Over her simple white lawn dress she wore an
apron with pink and white checks, and in one hand
she held a pair of scissors.
“May we see Miss Cuttenclip, please?”
asked Dorothy.
“I am Miss Cuttenclip,” was the reply. “Won’t
you come in?”
L. Frank Baum, The Emerald City of Oz
226
Chapter 3 | NPCs and Unique Creatures
Big trouble can come in small packages. Miss amuses herself by painting little figures on
Cuttenclip resembles a young human girl paper and then cutting them out. With a
between the ages of eight and ten. She has large whisper of magic, they become the living dolls
turquoise eyes, blond hair, and a peaches and that become her friends for their brief lives.
cream complexion. She wears a simple pink Cuttenclip has a child-like voice, and an
and white cotton pinafore, with a dark gray even more childish spirit. She has lived in the
apron over it. house as long as she can remember, and will
She lives in a small wooden house in the not understand questions about her family. If
Cuttenclip enclosure near Glinda’s palace, pressed on such mundane matters, she may cry.
where no rain falls nor wind blows too strongly. When Cuttenclip cries, her paper doll soldiers
She will not leave her home and garden, and start attacking, offering paper cuts.
Miss Cuttenclip
Medium humanoid (demon), neutral evil Challenge Innate Spellcasting. Miss Cuttenclip’s spellcasting
6
ability is Charisma (spell save DC 15). She can
STR DEX CON INT WIS CHA innately cast the following spells, requiring no
12 (+1) 10 (+0) 12 (+1) 11 (+0) 13 (+1) 18 (+4) material components:
(2,300 XP)
Armor Class 10 At will: charm person, mending, repair (1st level)
Hit Points 44 (8d8 + 8) 1/day: rapid reconstruction (2nd level)
Speed 25 ft.
Queen’s Song (1/day). Miss Cuttenclip begins singing
Skills Sleight of Hand +3, Insight +4 “The Flag of Our Native Land.” All cuttenclips that can
Senses passive Perception 11 hear her may use their reaction to immediately move
Languages Common up to their speed and make an attack. Miss Cuttenclip
Proficiency Bonus +3 can continue singing as if concentrating on a spell.
Innocent Look. Harmful actions from Miss Cuttenclip’s allies do not While the song is being sung, all cuttenclips that can
end any charm effects she has inflicted upon creatures. hear the song have advantage on their attack rolls.
Magic Scissors. Miss Cuttenclip possesses magical scissors that Roleplaying Information
can be used to cut and animate paper dolls, bringing them to life Miss Cuttenclip is a demon, bound in the relatively
as constructs (see “Cuttenclips,” page 30). The scissors are a harmless shape of a weak witch and forced to drink
magical weapon that grants a +3 bonus to attack and damage rolls from the Forbidden Fountain in the Emerald City.
made with it. While she has no memory or current knowledge of her
true self, she still contains an extensive capacity for
Actions mischief.
Multiattack. Miss Cuttinclip can use her Charming Presence. Then Players who engage in extended conversation with Miss
she can make two weapon attacks or cast a spell. Cuttenclip will find their flaws accented, their worries
Scissors. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: turned to ambition. (JinJur talked to her once.) She is
6 (1d4 + 4) piercing damage. a corrupter, and desires to ruin fates and lives for the
fun of it. Once in a blue moon, for reasons she herself
Charming Presence. Each creature of Miss Cuttenclip’s choice that can’t even fathom, she will use her unique abilities to
is within 120 feet of her and aware of her must succeed on a DC make someone’s fortune. She is bound to obey Glinda
15 Wisdom saving throw or become charmed by Miss Cuttenclip and no other, but has no real power beyond her ability
for 1 minute. A creature can repeat the saving throw at the end to implant suggestions and breathe life into paper
of each of its turns, ending the effect on itself on a success. If a dolls, although the latter is certainly no minor thing.
creature’s saving throw is successful or the effect ends for it, the
creature is immune to Miss Cuttenclip’s Charming Presence for the
next 24 hours.
227
Chapter 3 | NPCs and Unique Creatures
228
Chapter 3 | NPCs and Unique Creatures
Mombi is an older humanoid woman of Mombi has a strong-boned face, with a smile
indeterminate lineage. For a time, she styled that can either crease in friendly wrinkles or
herself the Wicked Witch of the North, and held frown to mighty effect. She dresses in somber
the position through intimidation and dirty colors, the dark earth tones of her clothing
tricks more than pure magical abilities. Her one showing off the blaze of white that is her hair.
true gift is in transformation, though she has Her voice has a faint quaver, hinting of frailty
also amassed a collection of other magical tools and advanced age.
and objects to work her will.
13
vampiric touch
STR DEX CON INT WIS CHA 4th level (3 slots): confusion, polymorph, stoneskin,
7 (−2) 13 (+1) 15 (+2) 11 (+0) 9 (−1) 17 (+3) wall of fire
(10,000 XP)
Armor Class 11 (14 with mage armor) 5th level (2 slots): creation, insect plague
Hit Points 78 (12d8 + 24) 6th level (1 slot): circle of death, true seeing
Speed 30 ft.
Actions
Skills Arcana +5, Intimidation +8, Perception +4, Persuasion +8 Multiattack. Mombi can cast a spell and make two
Senses passive Perception 14 weapon attacks.
Languages Common, Sylvan
Proficiency Bonus +5 Quarterstaff. Melee weapon attack: +3 to hit, reach 5
ft., one target. Hit: 1 (1d6 − 2) bludgeoning damage.
Potion Maker. Mombi can create a magical potion by expending a
prepared spell and infusing it into a bottled liquid. These potions Roleplaying Information
release their infused magic resulting in the drinker being immediately Those deeply into the lore of magic practices will
affected by the infused spell. It takes one hour to create a potion and note that Mombi’s eyes never glow purple when she is
its bottled magical effect expires after a week. casting, nor does she have any of the telltale marks a
Spellcasting. Mombi is a 12th-level spellcaster. Her spellcasting native gillikin caster acquires on their skin.
ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She What Mombi does most successfully is mislead people.
has the following spells prepared: She is a skilled dissembler, and can lure people into
thinking she is either more powerful than she is or
Cantrips (at will): acid splash, mage hand, poison spray, utterly harmless as the situation warrants. She is clever
prestidigitation, shocking grasp and manipulative, and often unkind to her servants
1st level (4 slots): comprehend languages, disguise self, false life, on her little farm. Rumor has it that she was offered
mage armor, thunderwave additional power by a dweller of the Underworld in
2nd level (3 slots): alter self, detect thoughts, enhance ability, exchange for her name, and she balked and dismissed
enlarge/reduce, hold person, levitate the offer out of hand.
229
Chapter 3 | NPCs and Unique Creatures
230
Chapter 3 | NPCs and Unique Creatures
The Wicked Witch of the East, like her sister Bonded to Munchkin Country, the Wicked
witch in the west, traded her name to her Witch of the East has an affinity for winds
demonic patron for power. She is of average and weather, and controls the breezes and
height for her race, with curving horns and storms that occur over her lands. Her garb
skin of the perfect hue of the dusky sky. Her tends to be faded deep gray into black and
eyes sparkle blue when calm, and shine with a carmine, although her silver shoes gleam
golden glow when she is casting, her pointed brightly and shiny. Her shoes act as a staff
ears pierced with multiple jeweled rings. Her or wand, storing her prepared spells and
hair is a jet black river, running down the center concentrating her power.
of her back.
231
Chapter 3 | NPCs and Unique Creatures
232
Chapter 3 | NPCs and Unique Creatures
Presumed dead, although no evidence exists of winged monkeys, and wore either robes or
to prove this condition, the Wicked Witch of armor of black, crusted with golden tracings.
the West was the former ruler of the Winkie Like others who choose to walk the wicked
Country. She was a master of illusion, usually path, the witch gave up her name and her
taking on the appearance of a beautiful human memories from before she came to Oz, though
woman in the bloom of youth, with green skin some of her old winkie servants still remember
and wearing a flowing black gown. The illusion her life before the pact. She used her newfound
faded, however, when her concentration broke. power to overthrow the previous Witch of the
Her true appearance was that of an older half- West. But such unnatural strength must be
orc woman with pallid green skin and thicker balanced in the lands of fey, and they left her
features. Regardless of her visage, she wore a vulnerable to the most basic elemental damage.
golden cap that she used to control her army
233
Chapter 3 | NPCs and Unique Creatures
Original NPCs
Arioch Morningstar
Arioch Morningstar was a human child
wandering the forests of Burzee, where
he was discovered by knooks. Because
of Claus’ affection for humans, they
were inclined to sympathy—but given
Ak’s pronouncement of the Law of
Fosterage, the knooks delivered the
toddler to a sympathetic Gillikin
adept living in the forest
to raise him.
234
Chapter 3 | NPCs and Unique Creatures
As he grew, Arioch met Ak, for the knooks When Arioch struck out on his own, he
checked frequently on their foundling, and they dedicated himself to live the teachings of Ak
allowed him to tag along when they spoke with as a druid, protecting the balance between
the Master Woodsman. Ak was fond of Arioch nature and civilization in the forests, groves,
and would visit him as he grew, providing life and orchards. Pleased by this dedication, Ak
lessons and guidance. Arioch grew up loving the gifted Arioch a great axe attuned solely to him,
forest, as well as the fey and wild creatures that a symbol of Ak’s blessing.
dwelled there, and swore to protect them in the Origin. Created by crowdfunding backer
way of his foster family. Arioch Morningstar.
Arioch Morningstar
Medium humanoid (human), neutral Challenge 4th level (3 slots): blight, conjure woodland beings,
13
dominate beast, hallucinatory terrain, weather ward
STR DEX CON INT WIS CHA 5th level (2 slots): commune with nature, conjure
14 (+2) 16 (+3) 15 (+2) 11 (+0) 18 (+4) 14 (+2) elemental, greater restoration, tree stride,
(10,000 XP)
wall of stone
Armor Class 14 (leather armor)
Hit Points 104 (16d8 + 32) 6th level (1 slot): transport via plants, wall of thorns
Speed 30 ft. 7th level (1 slot): fire storm
8th level (1 slot): animal shapes
Saving Throws Int +5, Wis +9
Skills Animal Handling +9, Medicine +9, Nature +5, Perception +9 Verdurous Renewal. At the start of his turn, Arioch
Senses passive Perception 19 Morningstar regains 1 hit point or gains 8 temporary
Languages Common, Druidic, Sylvan hit points.
Proficiency Bonus +5
Actions
Special Equipment. Arioch Morningstar carries an Axe of Ak. It is a Axe of Ak. Melee Weapon Attack: +10 to hit, reach
magical weapon that grants a +3 bonus to attack, damage, and spell 5 ft., one target. Hit: 8 (1d6 + 5) magical slashing
attack rolls made with it. It also increases his druid spell save DC by damage, 9 (1d8 + 5) magical slashing damage if
3. The axe was gifted to Arioch Morningstar by Ak, himself, and is wielded with two hands.
attuned solely to him. In the hands of others, it becomes a pile of
desiccated sticks and twigs, only to spring back into the shape of the Coniferous Conversion (2/day). Arioch Morningstar
Axe of Ak when picked up by Arioch Morningstar again. casts a spell, requiring no somatic or verbal
components. The spell cast this way does not expend
Spellcasting. Arioch Morningstar is a 16th-level spellcaster. His a spell slot.
spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell
attacks). He has the following druid spells prepared: Greensight (5/day). Until the end of his next turn,
Arioch Morningstar sees in normal and magical
Cantrips (at will): druidcraft, guidance, mending, resistance, darkness, sees invisible creatures and objects,
verdant strike automatically detects visual illusions and succeeds on
1st level (4 slots): cure wounds, detect magic, saving throws against them. He also knows the location
entangle, thunderwave of all creatures within 3 miles of him. He knows the
2nd level (3 slots): barkskin, bramble armor, gust of wind type of any creature whose presence he senses, but
3rd level (3 slots): call lightning, plant growth, protection not its identity.
from energy
235
Chapter 3 | NPCs and Unique Creatures
Ray Reed
Ray Reed was an old human who was
fly casting in the Mississippi River. He
hooked a colorful fish that dragged him
under the water. When he resurfaced,
splashing and gasping, he found himself
in Oz on the banks of Lake Quad outside the
Emerald City. To his wonder, he also found
that both his appearance and vigor reflected
himself at a third of his age. He climbed out
and entered the Emerald City, and after
some small adventures on the streets, he
found himself enrolled in the College of
Merriment, from which he graduated
in record time.
236
Chapter 3 | NPCs and Unique Creatures
Ray is tall and sparse of frame with lightly turning it into a clarinet (to Ray’s delight), and
tanned skin and brown hair and eyes. He smiles promised him that if he ever truly wished to
easily and often, especially at ladies, with a thin return home, he should wade into a river beside
mustache and a soul patch beneath his full lips. a tilled field where the balloon fish school, and
He wears the colors of the College, and makes one will pull him back to Earth.
his way as a traveling bard. In Oz, his gifts for As a crafter, Kern also smiled on Ray’s artwork
music and passion translated into cantrips and which allows his little animal sketches to
inspiration. become phantasms as long as his concentration
His fishing pole came with him to Oz, is unbroken.
and he travels with it. As an artist of fishing Origin. Created by crowdfunding backer
lures, sketching, and whittling, he happened David vun Kannon.
upon Kern by the edge of a field. The Master
Husbandman blessed the reed pipe he made,
Ray Reed
Medium humanoid (human), neutral good Challenge 2nd level (3 slots): blindness/deafness,
5
enthrall, invisibility
STR DEX CON INT WIS CHA 3rd level (3 slots): nondetection, sending
10 (+0) 16 (+3) 14 (+2) 16 (+3) 9 (−1) 17 (+3)
(1,800 XP) 4th level (2 slots): confusion, greater invisibility
Armor Class 13
Hit Points 52 (8d8 + 16)
Actions
Speed 30 ft. Pacifist. Ray will not attack other creatures except
in the defense of others or himself. He will always
Saving Throws Dex +6, Cha +5 attempt to flee or help others flee before harming
Skills History +6, Insight +5, Investigation +6, Performance +9, any creature.
Persuasion +6
Clarinet Solo (1/day). Ray Reed plays a stunning solo.
Senses passive Perception 9
He can continue playing his clarinet as if concentrating
Languages Common, Undercommon
on a spell. Willing creatures of his choice within 60
Proficiency Bonus +3
feet of him and can hear him regain 3 (1d6) hit points
Invigorating Inspiration (3/day). As a bonus action, Ray Reed at the start of their turn and are affected by the calm
chooses one creature other than himself within 60 feet of him emotions spell as long as Ray Reed continues to play
who can hear him. That creature gains 4 temporary hit points and his clarinet. Unwilling creatures of his choice within
suppresses any effects causing it to be frightened. For the next 10 60 feet of him and can hear him must make a DC 15
minutes, that creature can choose to end this effect to get a bonus Wisdom saving throw or immediately suffer one level
1d8 on any ability check, attack roll, or saving throw, before or after of exhaustion and be incapacitated as if by the hypnotic
the roll is made but before the success or failure is known. pattern spell until the song ends.
Jack of All Trades. Ray Reed gets a +1 bonus to any ability check
Reactions
with which he is not proficient.
Emerald Escape Bubble. After being attacked or
Clarinet. Ray Reed has a magical clarinet that can cast charm person being the target of a spell or other ability, Ray Reed can
as a 9th-level spell once per day. use his reaction to teleport himself to safety. Ray will
Spellcasting. Ray Reed is an 8th-level spellcaster. His spellcasting instantly be transported to the healers at the College
ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He of Merriment in the Emerald City. This teleportation
has the following bard spells prepared: will happen automatically if Ray accumulates a failed
death saving throw.
Cantrips (at will): chill touch, dancing lights, minor illusion
1st level (4 slots): bane, disguise self, silent image, sleep
237
Chapter 3 | NPCs and Unique Creatures
238
Chapter 3 | NPCs and Unique Creatures
16
5 ft., one target. Hit: 7 (1d6 + 4) slashing damage
STR DEX CON INT WIS CHA to subdue.
19 (+4) 14 (+2) 18 (+4) 16 (+3) 11 (+1) 13 (+2)
(15,000 XP) Rolling Pin. Melee Weapon Attack: +9 to hit, reach 5
Armor Class 12 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage
Hit Points 209 (22d10 + 88) to subdue.
Speed 30 ft. Ogreform Multiattack. When in Ogre form, The Food
Dictator makes three melee attacks.
Skills Intimidation +9, Performance +9
Senses darkvision 60 ft., passive Perception 11 Ogreform Chef’s Knife. Melee Weapon Attack: +15
Languages Common, Giant to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing
Proficiency Bonus +5 damage to subdue.
Best Recipe. The Food Dictator always makes minor (occasionally Ogreform Rolling Pin. Melee Weapon Attack:
major) tweaks to his recipes, which he loudly and boastfully +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8)
proclaims are the “Best in the Multiverse.” Anyone who dares to bludgeoning damage to subdue.
challenge his opinion in this area will be challenged to describe
their version of the recipe, including ingredients and preparation Reactions
techniques—if they don’t know it, he scoffs at them as posers and Pepper Mill. As a reaction if damaged and his hit
thereafter ignores them completely. If the opponent does know the points fall below 50, The Food Dictator, will crank his
recipe, he will plane shift the entire party to a pocket universe called peppermill, which when turned causes a black cloud
Chateau d’Hirshon to spend the night and participate in a cookoff— of pepper dust to emerge. Any creature within 15 feet
the challenger’s recipe versus his—in a Food Challenge, as described of him must succeed on a DC 17 Constitution saving
in the Roleplaying Scenario. throw against poison or be incapacited for 1 minute.
Encyclopædia Gastronomica. The Food Dictator has an Creatures immune to poison must succeed on a DC 17
encyclopædic knowledge of all cuisines—not just in Oz, but Constitution check or fall victim to a magical sneezing
throughout the many planes of existence, from realms and worlds effect for 1 minute.
unimagined by those encountering him. He has a small book he
always carries with him, and he will never willingly surrender it. In it
ROLEPLAYING SCENARIO
are recipes for every known dish in the multiverse; all he has to do is The Food Dictator Challenge. After being
say the name of the recipe and the book displays it. transported to Chateau d’Hirshon, the party will be
seated at a magnificently-set banquet table as The
Master Alchemist. The Food Dictator is an extremely accomplished Food Dictator cooks his version of the recipe—a
alchemist and can brew any potion or oil. He does not normally separate kitchen will be made available for the party
sell these concoctions, but will volunteer to create such items for a member doing the cooking.
winner of his Food Challenge. He may not have unusual ingredients
on hand, however, and may send a requester on a mission to acquire Both dishes will be served side-by-side—and the party
the missing ingredients. will be under the effects of a 9th-level zone of truth
spell (no save to avoid its effect) to speak the truth as
Master Cook. The Food Dictator has advantage on all ability checks
to whose version is better. The Food Dictator and the
that relate to food preparation. He has proficiency in and can make
opposing chef will roll a d20—The Food Dictator rolls
Intelligence (Cooking) checks.
at a +10 if he rolls below a 10, +5 if he rolls over a 10.
Ogreform Polymorph. If the Food Dictator is reduced to 100 hit If the opponent beats The Food Dictator, he will laugh
points or fewer, he polymorphs automatically into his ogre form until and congratulate the opponent profusely on their
his hit points are restored to full. culinary skill. He will then cook a feast for all the party
Relentless Endurance (1/day). When The Food Dictator is members which will heal them to full hit points, as
reduced to 0 hit points but not killed outright, he can drop to 1 hit well as providing the effects of the lesser restoration
point instead. and greater restoration spells, ending any number
of conditions.
Innate Spellcasting. The Food Dictator’s spellcasting ability is
The Food Dictator will then ask for the opponent’s
Constitution (spell save DC 17). He can innately cast the following
recipe and respectfully write it into his book, with the
spells, requiring no material components:
character’s name and how they are worthy members of
1/day each: create food and water, dimension door, geas, plane shift, something called The Food Dictator Nation.
purify food and drink If The Food Dictator wins, he will be gracious and insist
the party remain overnight, though he will not heal
Actions them unless they agree to perform a service for him.
Peacemonger. The Food Dictator will fight to knock creatures This is most often a quest to find a new recipe for his
unconscious only. Once his opponents are reduced to 0 hit book. If the party agrees, they will be subject to the
points and fall unconscious, he will disappear after restoring all geas spell, and The Food Dictator will provide healing
the creatures to full hit points. Upon waking, the creatures may as stated above.
be confused.
239
Chapter 3 | NPCs and Unique Creatures
Spare
At first glance, Spare may appear frightful.
He was assembled by tinkers building a group
of soldiers forged for war for a client. His
clockwork nature is hidden behind a gleaming
carapace of weathered tin and copper with
a dark green patina over every inch of metal.
His eyes alone are gleaming, polished, and
well-oiled. The rest of him is more weathered,
and his jovial voice is at odds with the
fierce exterior.
Spare’s shield of steel has become
oxidized, weathered, and rusted over
the years, and Spare uses it as a drum
that sings with metallic notes. As
his bardic skills increased, it
became the source of a new
power—the ability to cast the
thunderwave spell.
When not carrying his
first aid kit, Spare has a
simple longsword for
close combat and a hand
crossbow for fighting at
range. His best weapon
is a collection of darts
that can be loaded into
his left hand and shot
through dart fingers.
This hand, is not Spare’s
original, but rather a
bulkier version he gained
from a tinker shop in Ev
to replace a hand lost in
battle with nomes.
Origin. Created by crowdfunding
backer Joshua Hunt.
240
Chapter 3 | NPCs and Unique Creatures
Spare
Medium humanoid (construct), neutral good Challenge 1st level (4 slots): cure wounds, sleep, thunderwave
241
Chapter 3 | NPCs and Unique Creatures
242
Chapter 3 | NPCs and Unique Creatures
Mal Rose is fair of face and form, with orange Her charming facade of flowery words hides
floribunda coloring shading from delicate coral her maliciously selfish desire to lord over
to a rich orangy-pink at the edge of the double people. Naturally in tune with the magic of the
petals. Her eyes are the same golden pink earth, she harnesses a multitude of energies
shading under dark green brows with a narrow allowing her to cast a wide variety of powerful
chin. She is slender as a reed with pale green and dangerous spells.
skin and clothing grown of her native plant Origin. Created by playtester Athena Ogawa
essence, and a winning smile she wears like a
mask to hide her thoughts.
9
Her spellcasting ability is Charisma (spell save DC 17,
STR DEX CON INT WIS CHA +9 to hit with spell attacks). She has the following
9 (−1) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 20 (+5) spells prepared:
(5,000 XP)
Armor Class 14 (natural armor) 1st level (4 slots): entangle, hideous laughter, shield
Hit Points 65 (10d8 + 20) 2nd level (3 slots): acid arrow, ray of enfeeblement,
Speed 30 ft. spiritual weapon
Saving Throws Con +6, Cha +9 3rd level (3 slots): fear, tongues
Skills Arcana +4, Insight +6, Perception +6, Persuasion +9 4th level (3 slots): polymorph
Damage Vulnerabilities cold 5th level (2 slots): antilife shell, cloudkill
Damage Resistances poison
Senses passive Perception 16 Actions
Languages Common, Sylvan Eldritch Blast. Ranged Spell Attack: +9 to hit, reach
Proficiency Bonus +4 120 ft., one target. Hit: 5 (1d10) force damage. This
spell attack creates two beams targeting either the
Queen of Thorns. Creatures that receive damage from Mal Rose same creature or two different creatures. Make a
must succeed on a DC 17 Constitution saving throw or gain a point separate attack roll for each beam.
of exhaustion.
Spear of Malediction. Melee Weapon Attack: +5 to
Magical Intuition. Mal Rose is able to cast all cantrips from any hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing
spell list. damage plus 5 necrotic damage.
Plant Camouflage. Mal Rose has advantage on Dexterity (Stealth)
checks made in any terrain with ample obscuring plant life.
243
Chapter 3 | NPCs and Unique Creatures
244
Chapter 3 | NPCs and Unique Creatures
Baron Sucram
Tiny construct (kaolin), chaotic good Challenge Cantrips (at will): mage hand, minor
9
illusion, prestidigitation
STR DEX CON INT WIS CHA 1st-5th level (2 5th-level slots): banishment,
10 (+0) 15 (+2) 16 (+3) 12 (+1) 8 (−1) 18 (+4) charm person, counterspell, dimension door,
(5,000 XP)
dispel magic, fly, hold monster, hypnotic pattern,
Armor Class 17 (natural armor)
invisibility, shatter
Hit Points 55 (10d4 + 30)
Speed 15 ft., fly 60 ft. Trickster. As a bonus action, Sucram can cause noises
or mimic voices originating from a location up to 60
Saving Throws Wis +3, Cha +8
feet away from him.
Skills Deception +8, Intimidation +8, Perception +3
Damage Vulnerabilities bludgeoning Warlock Adept. Once per day, Sucram can cast a spell
Damage Resistances piercing and slashing from nonmagical attacks at one spell slot higher. A spell cast this way does not
that aren’t adamantine expend one of his spell slots.
Damage Immunities fire, poison
Condition Immunities poisoned Actions
Senses passive Perception 13 Eldritch Blast. Ranged Spell Attack: +9 to hit, reach
Languages Common, Kaolin cant 120 ft., one target. Hit: 9 (1d10 + 4) force damage.
Proficiency Bonus +4 This spell attack creates two beams targeting either
the same creature or two different creatures. Make a
Magical Construct. Sucram is immune to disease and magic cannot separate attack roll for each beam. Creatures hit by
put him to sleep. this spell attack have their speed reduced by 10 until
Spellcasting. Sucram is a 10th-level spellcaster. His spellcasting the end of Sucram’s next turn.
ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He Sucram’s Gleaming Rod. Melee Weapon Attack: +5
regains his expended spell slots when he finishes a short or long rest. to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning
He knows the following warlock spells: damage and if the target is a humanoid creature, it
must succeed on a DC 17 Wisdom saving throw or be
charmed by Sucram.
245
Chapter 3 | NPCs and Unique Creatures
246
Chapter 3 | NPCs and Unique Creatures
Unwilling to accept this fate, P.R. went Over the years, P.R. stopped traveling to find
traveling all over Oz looking for a cure. He a cure, and instead traveled to see and learn
went to The Emerald City, but the gatekeeper as much as he could. Young Mr. Osaic became
forgot he was in the waiting room, and then the old Mr. Osaic, and he wrote the story of his
messengers sent to speak to the wizard kept journeys from the Emerald City down into the
forgetting why they had been sent. He wandered caves of Nome Country, swimming out of the
the wild places in the four corners of the land magnificent Skeezer City, out to the edges of
and encountered many dangerous creatures The Deadly Desert. Unfortunately, his writing is
and people, but was able to sneak away when likewise cursed such that no one can read more
they either forgot he was there or fell asleep than a page at a time before nodding off.
as he talked. Origin. Created by crowdfunding backer
Matthew Foweraker.
8
spellcasting ability is Intelligence (spell save DC 13,
STR DEX CON INT WIS CHA +5 to hit with spell attacks). He has the following
7 (−2) 17 (+3) 13 (+1) 14 (+2) 13 (+1) 6 (−2) spells prepared:
(3,900 XP)
Armor Class 14 (hide armor) Cantrips (at will): mage hand, prestidigitation,
Hit Points 55 (10d8 + 10) shocking grasp
Speed 30 ft. 1st level (4 slots): charm person, disguise self, silent
image, sleep
Saving Throws Dex +6, Int +5
Skills Deception +4, History +6, Investigation +5, Perception +7, 2nd level (3 slots): invisibility, rope trick, suggestion
Stealth +6
Senses passive Perception 17
Actions
Languages Common, Undercommon Multiattack. P.R. makes two melee attacks.
Proficiency Bonus +3 Knife. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Cunning Action. Due to his high agility and cunning, on each of his target. Hit: 5 (1d4 + 3) piercing damage.
turns, P.R. can use a bonus action to take the Dash, Disengage, or Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5
Hide action. ft., one target. Hit: 2 (1d8 − 2) bludgeoning damage.
Evasion. If P.R. is subjected to an effect that allows him to make a Boring Oration. P.R. is cursed to be the most boring
Dexterity saving throw to take only half damage, he instead takes man in existence. When he starts speaking at length,
no damage if it succeeds on the saving throw, and only half damage any creature who can hear him and understand his
if it fails. words must succeed on a DC 14 Constitution saving
Invisible Hand. P.R. gains additional benefits when he casts mage throw at disadvantage or fall asleep for 10 minutes.
hand. For a creature to notice the hand or the tasks the hand is A creature falling asleep this way does not fall prone,
performing, it must succeed on a DC 14 Wisdom (Perception) check. but is unconscious while standing upright until it takes
damage or someone uses an action to shake or slap it
• The hand created by the spell is invisible. awake. Creatures who succeed against the sleep or are
• P.R. can use the hand to stow or retrieve one object into or from immune to sleep must succeed on a DC 14 Wisdom
a container worn or carried by another creature, or to use his saving throw at disadvantage or be incapacitated with
thieves’ tools. severe boredom for 1 minute. Suffering damage will
• P.R. can use his bonus action to control the hand, or to distract end this incapacitated condition.
a creature within range of the spell. If it distracts a creature, he
gains advantage on attack rolls against the target until the end Reactions
of his turn. Uncanny Dodge. As long as P.R. can see the attacker
that hits him, he can use his reaction to reduce the
Sneak Attack (1/turn). P.R. deals an extra 17 (5d6) damage when damage from a source by half.
he 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 his that isn’t
incapacitated and he doesn’t have disadvantage on the attack roll.
247
Chapter 3 | NPCs and Unique Creatures
8
spellcasting ability is Intelligence (spell save DC 14, +6
STR DEX CON INT WIS CHA to hit with spell attacks). She has the following wizard
7 (−2) 16 (+3) 14 (+2) 17 (+3) 9 (−1) 7 (−2) spells prepared:
(3,900 XP)
Armor Class 13 (16 with mage armor) Cantrips (at will): fire bolt, light, prestidigitation,
Hit Points 58 (9d8 + 18) ray of frost
Speed 30 ft. 1st level (4 slots): chromatic orb, comprehend
languages, detect magic, floating disk, identify, mage
Saving Throws Int +6, Wis +2
armor, magic missile, sleep
Skills Animal Handling +2, Arcana +6, Perception +2, Performance +1
Senses passive Perception 12 2nd level (3 slots): continual flame, darkness, enlarge/
Languages Common reduce, levitate, web
Proficiency Bonus +3 3rd level (3 slots): blink, dispel magic, fireball,
invisibility, phantom steed
Lady X’s Magic Estate. Lady X can use one of her 4th or 5th level 4th level (3 slots): polymorph, stoneskin
spell slots to create a modified dwelling house. This is similar to the
5th level (1 slot): dominate person
magnificent mansion spell with the following changes: the mansion
can only hold 10 people, it is 20 feet by 20 feet in size, and it only has Actions
one near-transparent servant.
Wand of Lightning (Recharge 5-6). Ranged Spell
Ring of Teleportation. Lady X has a ring attuned to her that allows Attack: +6 to hit, reach 60 ft., one target. Hit: 21 (6d6)
her to cast the teleport spell once per day. lightning damage.
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage.
248
Chapter 3 | NPCs and Unique Creatures
249
Chapter 3 | NPCs and Unique Creatures
Baum Bugler
After the death of King Pastoria when
the Princess Ozma was stolen away,
the newly-arrived wizard insisted that
the Emerald City couldn’t possibly be
a proper capital city without having a
newspaper. The very idea of a newspaper was
new and strange to the denizens, but after much
waving of the wizard’s hands and a long-winded
explanation, all agreed that the Emerald City
needed reporting and journalism, and The
Baum Bugle was born.
250
Chapter 3 | NPCs and Unique Creatures
No one knows quite how it happened— and a newsie hat. The sides of their head are
whether it was the munchkin journalist with decorated with torn-paper curls of hair, and
a few grains of The Powder of Life, or a street a face that manages to convey an astonishing
urchin delivering the paper who got lazy and array of emotions for lacking feature definition.
dumped the remainder of his papers into a They carry a bugle which they blow on street
refuse bin, and an adept took umbrage. But the corners announcing the current edition, and
building housing the Bugle staff remembers hand out copies of The Baum Bugle to any
the morning when Baum Bugler first showed citizens who want one.
up to work. Origin. Created by crowdfunding backer
Bugler is a paper construct made entirely of Sarah K. Crotzer, editor of the International Oz
newspaper, with glossy magazine-quality coat Club’s newsletter, The Baum Bugle.
Baum Bugler
Medium humanoid (construct), lawful neutral Challenge that can hear the horn must make a DC 15 Wisdom
7
saving throw at disadvantage. On a failed save, a
STR DEX CON INT WIS CHA creature is under the charm person spell effect for 10
9 (−1) 14 (+2) 12 (+1) 16 (+3) 14 (+2) 18 (+4) minutes. If the creature is immune to charm effects, it
(2,900 XP)
is affected by a command spell, instead.
Armor Class 15 (natural armor)
Hit Points 99 (18d8 + 18) Bugle Blast. Baum Bugler blows their horn in a
Speed 30 ft. restrained attack, emitting a sound that is audible out
to 120 feet. A wave of thunderous force sweeps from
Saving Throws Dex +5, Wis +5, Cha +7 them. Each creature they target and can hear the
Skills Investigation +6 sound within a 15-foot cube originating from them
Damage Vulnerabilities fire must succeed on a DC 15 Constitution saving throw or
Damage Resistances bludgeoning, force take 9 (2d8) thunder damage and be pushed 10 feet
Condition Immunities charmed, poisoned, stunned away from Baum Bugler by the horn’s magical effect.
Senses darkvision 60 ft., truesight 10 ft., passive Perception 12
Devastating Bugle Blast (1/day). Baum Bugler blows
Languages all
their horn in an unrestrained attack, emitting a sound
Proficiency Bonus +3
that is audible out to 300 feet. A wave of thunderous
Magical Construct. The Bugler is immune to disease and magic force sweeps from them. Each creature within a 15-
cannot put them to sleep. foot cube originating from them must succeed on a
DC 15 Constitution saving throw or take 45 (10d8)
Innate Spellcasting. Baum Bugler’s spellcasting ability is Charisma
thunder damage and be pushed 10 feet away from
(spell save DC 15, +7 to hit with spell attacks). They can innately cast
Baum Bugler by the horn’s magical effect.
the following spells:
Actions
Bugle. Baum Bugler blows their horn, emitting a sound that is
audible out to 60 feet. A wave of magic sweeps from them. Each
creature of their choice within a 15-foot cube originating from them
251
Chapter 3 | NPCs and Unique Creatures
Roy
The addiction to speed is potent, and
sooner or later if a Skeezer wants to
build for speed instead of water and
depth, they have to leave the lake. Roy
is a tinker from Skeezer City whose
ambitions drove him from water to land, all the
way to the edge of the impassable Deadly
Desert. There he built a workshop, which
has proved a pilgrimage destination for
younger munchkins and winkies who
long to tinker on vehicles and feel
the wind in their faces.
252
Chapter 3 | NPCs and Unique Creatures
Ol’ Roy is a gillikin skeezer of average height variations of what he calls The Special: a bright
with kindly eyes, a soft smile, and a bald pate. yellow elongated contraption built with springs
He has medium-tanned skin, creased from and a touch of magic. The Special was designed
squinting into the sun for years. He usually and built to go faster and further than any other
wears nondescript overalls of dark stained land conveyance in all of Oz. His apprentices
navy with an embroidered patch. He’s usually time each race, writing speeds and times on the
equipped with the tools of his tinkering passion walls of his shop. Visitors are welcome, but the
slung in a leg holster of dark leather, along with work never stops.
stiff knee guards. Origin. Created by crowdfunding backer
Roy teaches his self-selected crew about the Scott Lewis.
mechanics of tinkering, endlessly working on
Roy
Medium humanoid (skeezer), lawful neutral Challenge Guild Member. Roy is a member of the Tinkerer’s
1
Guild and can easily send messages to other members
STR DEX CON INT WIS CHA of his guild within a normal horse-traveling day without
10 (+0) 11 (+0) 11 (+0) 16 (+3) 18 (+4) 13 (+1) spending money.
(200 XP)
Armor Class 11 (padded armor) I Know My Job. If Roy doesn’t have an item that can
Hit Points 36 (8d8) be made with a tool that he is proficient with, he
Speed 30 ft. knows how to find it or how to make it. In order to
know, he must succeed on a Wisdom check whose
Skills Insight +6, Persuasion +3 DC is determined by the item rarity. [Very Easy: 5,
Senses passive Perception 13 Easy: 10, Medium: 15, Hard: 20, Very Hard: 25, Nearly
Languages Common Impossible: 30] He is considered proficient with
Proficiency Bonus +2 that check.
Evasive Maneuvers. When a creature ends its turn within 5 feet Mechanical Proficiency. Roy is proficient with
of Roy, Roy can use his reaction to immediately move up to 20 feet any tool used to build or repair mechanical items
without provoking opportunity attacks. or constructs.
Fast Contraption. Roy has created a mechanical vehicle with a speed
Actions
of up to 300 feet. Only he can use it and it only seats one person -
himself. He is rarely more than 15 feet away from it at any given time, Light Hammer. Melee Weapon Attack: +2 to hit, reach
having pitched a bunk right beside the berth where it’s parked. 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Wrench. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 2 (1d4) bludgeoning damage.
253
Chapter 3 | NPCs and Unique Creatures
Marhariju
Tiny fey, chaotic good Challenge 1st-5th level (3 slots, cast at 5th-level): blink,
5
charm person, dimension door, dominate beast,
STR DEX CON INT WIS CHA entangle, fear, goodberry, hold monster, misty step,
4 (−3) 18 (+4) 10 (+0) 12 (+1) 14 (+2) 17 (+3) phantasmal force, seeming, sleep
(1,800 XP)
Armor Class 14 Retreat of the Fey. When Marhariju moves away from
Hit Points 27 (11d4) a hostile creature or dangerous area, she can use a
Speed 5 ft., fly 60 ft. bonus action to use the Dash or Hide actions.
Innate Spellcasting. Marhariju is an 11th-level spellcaster. Her Uncanny Dodge. When an attacker that Marhariju can
spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell see hits her with an attack, she can use her reaction to
attacks). She has the following spells prepared: halve the attack’s damage against her.
At will: dancing lights, faerie fire, friends, fly, greater invisibility, mage
hand, minor illusion, prestidigitation, vicious mockery
254
Chapter 3 | NPCs and Unique Creatures
255
Chapter 3 | NPCs and Unique Creatures
Tofrandi Stelpa
Tofrandi is a half-orc druid with a greenish
tint to his long-pointed ears. His lips are full
with only a hint of lower fang showing when he
grins. His face is strong-boned and handsome
with a hint of a well-kept beard and dark,
luxurious locks worn free-flowing over his
shoulders. Dark, intelligent eyes and an easy
charisma grant him with his own animal
magnetism, and if his accustomed
swagger can be judged, he is aware of
his aesthetic gifts.
256
Chapter 3 | NPCs and Unique Creatures
Born in Winkie country and raised in Gillikin, tends to charm those that surround him. And
Tofrandi favors purple with a silky shirt he when native charm falters, the druid has been
wears open along with tight pants and lace-up known to sprout a rose seed into a flower to
boots. He is friendly to strangers and enjoys present to a grumpy merchant or official.
sharing his love of the land, stars, and nature Tofrandi is a natural negotiator. He’s happy
with anyone he meets. An amateur musician, to wade into disputes, attempting to de-
he enjoys playing music in a tavern and escalate hostilities and conflict. But if nature
dancing with any man, woman, or talking beast is threatened or fighting is inevitable, he will
that wishes it. rise to the occasion and bring his powers of
He travels often, even once sailing the nature to bear.
Nonestic Ocean in search of a rare plant on a Origin. Created by crowdfunding backer
distant island. In all his wanderings, Tofrandi Michael Loubier.
Tofrandi Stelpa
Medium humanoid (half-orc), chaotic good Challenge 3rd level (3 slots): dispel magic, summon fey,
12
protection from energy, water breathing, water walk
STR DEX CON INT WIS CHA 4th level (3 slots): confusion, control water, freedom
12 (+1) 13 (+1) 14 (+2) 8 (−1) 18 (+4) 16 (+3)
(8,400 XP) of movement, polymorph
Armor Class 15 (starry robe) 5th level (2 slots): geas, conjure elemental, geas,
Hit Points 78 (12d8 + 24) planar binding, scrying
Speed 30 ft. 6th level (1 slot): find the path, wind walk
Skills Nature +3, Perception +8, Survival +8 Tofrandi’s Staff of Charming. Tofrandi carries a
Senses darkvision 60 ft., passive Perception 18 magical quarterstaff that is a personalized staff of
Condition Immunities charmed, disease, frightened, poisoned charming with 10 charges, each charge allowing him
Languages Common, Druidic, Orc to cast one of these spells using his spellcasting ability:
Proficiency Bonus +4 charm person, command, or comprehend languages.
Additionally, once per day, the staff allows Tofrandi
Land’s Stride. Tofrandi passes through nonmagical difficult terrain to choose to make any failed saving throw against
without being slowed. He may pass through nonmagical plants a charmed effect into a success. The staff recovers
without taking damage from thorns, spines, or a similar hazard. He 4 (1d8) charges at the dawn of each day. If all the
has advantage on saving throws against plants magically created to charges are used up on the staff, a roll of 1 on a d20
impede movement, such as those created by the entangle spell. will revert the staff to a nonmagical quarterstaff.
Relentless Endurance. Once per long rest, when Tofrandi is
reduced to 0 hit points, he drops to 1 hit point instead. Actions
Quarterstaff (Tofrandi’s Staff of Charming used in
Stardom. Tofrandi wears a violet, loose fitting open shirt adorned
melee). Melee Weapon Attack: +5 to hit, reach 5 ft.,
with glitter. It grants him advantage on all saving throws. He also
one target. Hit: 4 (1d6 + 1) bludgeoning damage.
wears a magical ring in the shape of a star. Both these magical items
are attuned to him and cannot be attuned by other creatures. Astral Jaunt. Tofrandi tugs on his shirt collar and
enters the astral plane along with everything he is
Wild Shape. Tofrandi can assume the shape of a beast (CR 1 or
wearing and carrying. He remains there until he uses
lower) that he has seen before twice per short rest. He can stay in
an action to return to the plane he was in, appearing in
beast shape for 6 hours before reverting back to his normal form. He
the same space or the nearest unoccupied space.
may use a bonus action to revert to his normal form earlier. He will
also revert to his normal form if he falls unconscious, Glittering Shirt (6/day). Tofrandi pulls a piece of
glitter off his shirt and throws it in the air, allowing him
drops to 0 hit points, or dies.
to cast a 5th-level magic missile spell.
Spellcasting. Tofrandi is a 12th-level spellcaster. His spellcasting
Shooting Star. Tofrandi points his star ring and a
ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He
globe of electrical energy streaks from it to a point
uses a druidic focus as his spellcasting focus. He has the following
of his choice within 300 feet, where it explodes in a
druid spells prepared:
60-foot-radius sphere. Each creature within the area
Cantrips (at will): dancing lights, druidcraft, light, produce flame must make a DC 16 Constitution saving throw. On
1st level (4 slots): animal friendship, charm person, detect a failed save, a creature takes 26 (4d12) lightning
magic, entangle damage. On a successful save, it takes half as
much damage.
2nd level (3 slots): pass without trace, protection from poison
257
Chapter 3 | NPCs and Unique Creatures
Valentine Day, the Jester While Valentine has all the graceful agility of
his fey blood, his animated, erratic mannerisms
Valentine the Jester is a conundrum to lend his movements an amusing quality.
everyone. To the casual observer, the Extremely unusual for an elf, Valentine has a
colorful trickster is simple-minded, speech impediment with an overemphasis on
comical, and carefree. his “s” and extraneously adds the letter to the
He is very short for an elf at just under ends of words making them plural even when
five feet tall, with pale skin and long, shiny, not grammatically correct.
raven-black hair framing two wide, curious If asked why he covers his face,
eyes. What can be seen of his features are or the reason for his constant
delicate. The lower half of his face is constantly nonchalance, Valentine will laugh
obscured by a mask depicting an almost dismissively and give a different
sinister grinning mouth—and Valentine explanation each time.
is never seen without his mask tied
Origin. Created by
on. He stands with unconscious
crowdfunding backer
grace wearing brightly-colored,
Robert Brown.
loose-fitting silks, with a vest
adorned in jingling bells and
buttons. His knee-high boots are
turned up at the toes, and he’s never
without his cap and bells or the
long purple scarves he wraps
about his neck and waist.
258
Chapter 3 | NPCs and Unique Creatures
Actions
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d4 + 3) bludgeoning damage.
259
License
License
The terms of the Open Gaming License (f) “Trademark” means the logos, names, mark,
Version 1.0a are as follows: sign, motto, designs that are used by a
Contributor to identify itself or its products
OPEN GAME LICENSE Version 1.0a
or the associated products contributed to the
The following text is the property of Wizards Open Game License by the Contributor
of the Coast, Inc. and is Copyright 2000 Wizards of (g) “Use”, “Used” or “Using” means to use,
the Coast, Inc (“Wizards”). All Rights Reserved. Distribute, copy, edit, format, modify, translate
1. Definitions: and otherwise create Derivative Material of
Open Game Content.
(a) ”Contributors” means the copyright and/or
(h) “You” or “Your” means the licensee in terms of
trademark owners who have contributed Open
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means any work covered by this License, are contributing original material as Open Game
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stories, storylines, plots, thematic of any Open Game Content You are copying,
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teams, personas, likenesses and in another, independent Agreement with the
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environments, creatures, equipment, You agree not to indicate compatibility or co-
magical or supernatural abilities or adaptability with any Trademark or Registered
effects, logos, symbols, or graphic Trademark in conjunction with a work containing
designs; and any other trademark or Open Game Content except as expressly
registered trademark clearly identified licensed in another, independent Agreement
as Product identity by the owner of the with the owner of such Trademark or Registered
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excludes the Open Game Content; in Open Game Content does not constitute
a challenge to the ownership of that Product
Identity. The owner of any Product Identity used
260
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in Open Game Content shall retain all rights, title END OF LICENSE
and interest in and to that Product Identity.
PRODUCT IDENTITY
8. Identification: If you distribute Open Game
Content You must clearly indicate which portions The following items are designated Product Identity,
of the work that you are distributing are Open as defined in Section 1(e) of the Open Gaming License
Game Content. Version 1.0a and are subject to the conditions set
9. Updating the License: Wizards or its designated forth in Section 7 of the Open Gaming Licence, and
Agents may publish updated versions of this are not Open Content:
License. You may use any authorized version of 1. All original artwork and illustrations induced in this
this License to copy, modify and distribute any document as work for hire and are the intellectual
Open Game Content originally distributed under property of Double Critical LLC.
any version of this License. 2. Double Critical LLC branding, including but not
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Content You Distribute. 3. 5e Adventures in Oz branding, including but not
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regulation then You may not Use any Open Game 5.1 found on the Internet at: http://media.wizards.
Material so affected. com/2016/downloads/DND/SRD-OGL_V5.1.pdf
13. Termination: This License will terminate
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herein and fail to cure such breach within 30 days OPEN GAMING CONTENT
of becoming aware of the breach. All sublicenses All content from the System Reference Document
shall survive the termination of this License. 5.1 is Open Game Content as described in Section
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held to be unenforceable, such provision shall be other than the material designated as Open
reformed only to the extent necessary to make it Game Content may be reproduced in any form
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15. COPYRIGHT NOTICE Open Game License v 1.0
Copyright 2000, Wizards of the Coast, Inc.
COPYRIGHT NOTICE
5e Adventures in Oz Beasts & Beings
System Reference Document 5.1 Copyright 2016, All content not identified as Open Content
Wizards of the Coast, Inc.; Authors Mike Mearls, above is Copyright 2022, Double Critical,
Jeremy Crawford, Chris Perkins, Rodney Thompson, LLC, all rights reserved. Double Critical is a
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. registered trademark (USPTO Reg. #5842972)
Cordell, Chris Sims, and Steve Townshend, based on of Double Critical LLC.
original material by E. Gary Gygax and Dave Arneson. www.DoubleCritical.com.
261
A Bestiary of Oz
Inspired by the works of legendary
author L. Frank Baum, we’ve spent
years combing through his menagerie of
oddities and strange people to include
in this Beasts & Beings tome. Use this
book to populate any playable setting
in the world’s greatest roleplaying
game, whether Oz or not. We’re sure
that Baum would be delighted that
more than a century after his death, his
creatures still spark the imagination.