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BEASTS & BEINGS

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.

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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.

Using Beasts and Beings in RPGs


We envision GMs using this book primarily as an encyclopedic
collection of beasts and non-player characters (NPCs) to populate
their original homebrew 5e adventures, whether set in Oz or not.
5e Adventures in Oz is meant to be used in conjunction with the
core 5th Edition sourcebooks to allow you to bring your adventure
to the wonderful world of Oz or to incorporate elements of Oz or its
unique creatures and characters into your current campaign setting.
Although we have included new playable races and player classes
and dozens of new creatures and NPCs, we have not altered the core
5e rules. Our goal was to make this an easy plug-and-play experience
to maximize the fun and adventure and minimize learning new rules.

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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.

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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Awgwa Whether it was the


tinkering of the erbs or
The Awgwas were invisible to ordinary magic absorbed from the
people, but not to immortals. They could pass
fey lands, awgwas have
swiftly through the air from one part of the world
developed two magical talents stalking their
to another, and had the power of influencing the
minds of human beings to do their wicked will. prey. They can walk completely unseen by many
races with unexceptional sight, and they can
They were of gigantic stature and had coarse,
teleport short distances. Though they are hard
scowling countenances which showed plainly
to spot for most creatures, their thick, musky
their hatred of all mankind. They possessed
smell can betray their presence.
no consciences whatever and delighted only
in evil deeds. While awgwas are generally territorial and
L. Frank Baum, The Life and fight amongst themselves, common folk tell
Adventures of Santa Claus stories of an awgwa king who is chosen by the
other awgwas for their ability to think of the
The awgwas were once relatives of the
most horrible deeds.
enormous but relatively harmless zoop,
before the erbs began meddling with Literary Origin. The Life and Adventures
them. With a combination of magic of Santa Claus
and twisted breeding, they created
the awgwa race. Awgwas are larger Awgwa
than their cousins, ranging from 10- Large monstrosity, neutral evil Challenge
15 feet tall, and made of solid, angry
muscle. They have dark-gray shaggy
coats and large, almost iris-less dark
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 20 (+5) 11 (+0) 14 (+2) 8 (−1) 5
(1,800 XP)

Armor Class 16 (natural armor)


eyes, with high ears that pivot and Hit Points 94 (9d10 + 45)
quiver to catch every sound. Awgwas Speed 30 ft.
are as comfortable on four legs as Skills Athletics +7, Stealth +4
two, and they have a broad, long tail Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 12
they use for balance. Languages Common
Proficiency Bonus +3
Awgwas have sharp teeth with
Invisible Jaunt. On each of its turns as a bonus action, the awgwa
protruding incisors that tend to becomes invisible and can teleport up to 30 feet to an unoccupied
yellow with age. Their claws are thick space it can see. The awgwa becomes visible if it attacks or
and strong, and they stay razor sharp casts a spell.

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.

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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

mouths barely visible


among the spiky natural
armor. While surfaced,
balloonfish make tiny
peeping sounds to
communicate with each
other, but the language is
unintelligible gibberish
to other species.
An important food
source, balloonfish live
throughout Oz. They
begin as hatchlings in
their spawning grounds
in the Great Green Lake
near the Emerald City,
then migrate outward
Balloonfish through various tributaries and side streams as
“Balloonfish,” answered Merla. “They are they mature into adult fish.
helpless creatures, but have little spikes all over Literary Origin. The Sea Fairies
them, so their enemies dare not bite
them for fear of getting pricked.”
Trot found the balloonfish quite Balloonfish
Small beast, unaligned
interesting. They had little dots of eyes Challenge

and dots for mouths; but she could see


no noses, and their fins and tails were
STR DEX CON INT WIS CHA
4 (−3) 10 (+0) 12 (+1) 2 (−4) 12 (+1) 5 (−3) 0
(10 XP)
very small. Armor Class 10
L. Frank Baum, The Sea Fairies Hit Points 4 (1d6 + 1)
Speed 0 ft., Swim 20 ft.
Balloonfish have rainbow-hued Skills Survival +3
coloration that striates across their Senses darkvision 30 ft., passive Perception 11
Languages —
bumpy, uneven skin. They easily Proficiency Bonus +2
catch the eye as they dart through
Balloon. The balloonfish can inflate with air from the surface as an
the water, especially in daylight action. It swells and floats on the surface while the current carries it.
where their bright blue contrasting The balloonfish doubles its size when it is inflated.
stripes are easily seen against the Food Source. The meat from one balloonfish can feed a medium
creature for one day.
mottled yellows, greens, and pinks
Water Breathing. The balloonfish can breathe only underwater.
of their skin. When threatened by
underwater creatures, a balloonfish Actions
puffs up and rises to the surface, Float. The balloonfish rises to the surface and inflates with air
to float on the surface of the water. While on the surface, the
their bumps turning into spikes balloonfish can feed on floating algae and mosquito larvae while still
as the fish inflates at the surface, breathing through gills lingering just under water.
earning its name. Poke. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
(1d4) piercing damage.
When fully inflated, balloonfish
resemble round balls floating on Reactions
Deflate (One time). When the balloonfish is harmed, it releases its
the water’s surface, their spikes air and attempts to escape. When it takes damage while inflated, the
poking out to threaten predators balloonfish can move 60 feet in a straight line, moving through other
creatures’ space during this movement. Each creature within 5 feet
in every direction. This makes of the balloonfish when it took the damage or through whose space
their otherwise vulnerable fins and the balloonfish moved must succeed on a DC 12 Dexterity saving
throw or take 3 (1d6) slashing damage from the creature’s spiky
skin. The balloonfish can only deflate when it is inflated with air.

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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Bears Parabruin
Large beast, any neutral alignment Challenge

Parabruin STR DEX CON INT WIS CHA


19 (+4) 16 (+3) 14 (+2) 7 (−2) 14 (+2) 11 (+0) 2
(450 XP)
The bear was fat and of
Armor Class 13 (natural armor)
monstrous size, and its color was a Hit Points 30 (4d10 + 8)
rich brown. It had no hair at all upon its Speed 30 ft.
body, as most bears have, but was smooth Skills Perception +4
and shiny. He gave a yawn as he looked at the Senses passive Perception 14
Languages Common, Sylvan
new-comers, and John shuddered at the rows Proficiency Bonus +2
of long, white teeth that showed so plainly. Bounce. When making a long jump, the parabruin can cover up to
L . Frank Baum, John Dough a number of feet equal to its speed even when making a standing
long jump. When making a high jump, the parabruin can leap into the
and the Cherubim air a distance equal to half its speed even when making a standing
high jump.
Parabruins are spherical, nearly smooth
Flotation. While in water, the parabruin counts as one size larger
creatures of uniform density. Their hides when determining its carrying capacity and the weight it can push,
are a peculiar light-tan substance that drag, or lift.

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.

closely resembles the rubber growing


on trees. Even their teeth and claws are
composed of that same stiff rubber,
rendering them surprisingly less
dangerous than one might expect
from a creature of their size.
Parabruins roll or bounce from
place to place, using their limbs
more as rudders than legs. They
can bounce quite high when they
jump off from a tall rock or ledge, and
seem proud of their acrobatics in this
fashion. They live on honey and fruits,
generally collected from hives and low-
hanging boughs in the forest.
Literary Origin. John Dough
and the Cherub

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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

L. Frank Baum, Dorothy and


the Wizard in Oz
STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 17 (+3) 7 (−2) 13 (+1) 12 (+1) 2
(450 XP)

Underneath Boboland in the Valley of Voe Armor Class 12


Hit Points 42 (5d10 + 15)
dwell the red bears. They are as big as a Speed 50 ft., climb 40 ft.
horse, but much stronger and fiercer. Their Skills Athletics +7, Perception +3
fur is a thick, protective pelt of tawny red- Senses passive Perception 13
Languages —
brown, with charcoal-gray rings on their Proficiency Bonus +2
long fluffy tails. However, the omnivorous Invisibility. The red bear is invisible if it has eaten a dama fruit within
red bears consume the local dama fruit that the past two weeks.
renders them invisible much of the time, Keen Smell. The red bear has advantage on Wisdom (Perception)
making the creatures doubly dangerous. checks that rely on smell.

A red bear’s invisibility starts to fade two Actions


weeks after eating its last dama fruit, and Multiattack. The red bear makes two attacks: either one with its bite
and one with its claws, or two claw attacks.
thus are only reliably visible when the dama
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9
(1d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
12 (2d6 + 5) slashing damage.

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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Bloozkin have hair, eyes, and skin tones of various shades


of blue and indigo. The common fashion is to
They were a nervous, restless people, wear the hair swept up in a top knot with a
and their egg-shaped heads, set on the ends
slight curl.
of long, thin necks, seemed so grotesque
to the strangers that they could scarcely A peculiarity of their race is that every
forbear laughing at them. The bodies of bloozkin dies at precisely six hundred years old,
these people were short and round and their legs not before, and not after. Upon reaching their
exceptionally long, so when a Blueskin walked, six-hundredth birthday, they are compelled by
he covered twice as much ground at one step instinct to migrate to Sky Island and are
as Cap’n Bill or Button-Bright did. never seen again. A bloozkin cannot
L. Frank Baum, Sky Island be killed. Even if dismembered, a
bloozkin’s parts may be pressed back
The bloozkin are humanoid in basic
together and reassembled. This
shape, though distinctly inhuman in
makes them fearful of outsiders,
appearance. Their genderless bodies are
because a disfiguring injury may
curvy and awkward, with a long thin
last for a very long time.
neck stretching up to a
conspicuously small Literary Origin. Sky Island
head. Their legs
are long and
slender, with
their strides
being twice as
long as a human’s.
All bloozkin

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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Common Bloozkin
Medium aberration, any alignment Challenge

STR DEX CON INT WIS CHA


8 (−1) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 12 (+1) ¼(50 XP)

Armor Class 15 (natural armor)


Hit Points 9 (2d8)
Speed 40 ft.
Skills Survival +3
Damage Vulnerabilities special
Damage Resistances special
Senses passive Perception 11
Languages Common
Proficiency Bonus +2
Don’t Hurt Me. The bloozkin can take the Disengage or Dash action
as a bonus action on each of its turns.
Reassemble. The bloozkin doesn’t die from taking damage. A
bloozkin that drops to 0 hit points will reassemble itself after 24
consecutive hours of having all of its body parts touching, regaining 1
hit point. Afterward, they heal at normal human rates.

Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) slashing damage.

Bloozkin, Patched Variant


Medium aberration, any alignment
Bloozkin, Patched Challenge

Variant
STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 12 (+1) ½(100 XP)

It is possible for two or more Armor Class 15 (natural armor)


Hit Points 9 (2d8)
different bloozkin to be reassembled Speed 40 ft.
into one new being that shares Skills Survival +3
attributes of both former bloozkin. Damage Vulnerabilities special
Damage Resistances special
Those who have been reassembled Senses passive Perception 11
this way are called “patched,” often Languages Common
Proficiency Bonus +2
have mismatched body coloration,
Don’t Hurt Me. The bloozkin can take the Disengage or Dash action
and refer to themselves as We rather as a bonus action on each of its turns.
than I. Patched bloozkin have a Patched. This bloozkin has extra body parts which allow additional
lifespan expiration date of the oldest attack actions. It can have any combination of extra arms, extra legs,
bloozkin component in the patched or extra heads.

combination. Reassemble. The bloozkin doesn’t die from taking damage. A


bloozkin that drops to 0 hit points will reassemble itself after 24
consecutive hours of having all of its body parts touching, regaining 1
hit point. Afterward, they heal at normal human rates.

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.

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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

and neck, and lighter ones on their bellies and


Blue Wolf legs. The dark blue markings on their back fade
into a blue-black tail.
The Blue Wolf’s head was fully as big as
that of a lion, and its wide jaws were armed with Literary Origin. Sky Island
rows of long, pointed teeth. His shoulders
and front legs were huge and powerful, but
the rest of the wolf ’s body dwindled
away until at the tail it was no bigger
than a dog. Blue Wolf
Large beast, unaligned
L. Frank Baum, Sky Island Challenge

Blue wolves are exotic creatures,


found mostly on Sky Island, but
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 12 (+1) 6 (−2) 12 (+1) 10 (+0) 1
(200 XP)

are occasionally exported down to Armor Class 13 (natural armor)


Hit Points 26 (4d10 + 4)
various kingdoms in the Nonestic Speed 50 ft.
sea when a guard is called for. A Skills Perception +3, Stealth +4, Survival +3,
full-grown blue wolf is between 6 Senses darkvision 60 ft., passive Perception 13
Languages ­—
and 10 feet from nose to tail. Its Proficiency Bonus +2
head is slightly out of proportion Keen Sight and Smell. The blue wolf has advantage on Wisdom
with the rest of the body, set on (Perception) checks that rely on sight or smell.
muscular shoulders with a slight Pack Tactics. The blue wolf has advantage on attack rolls against a
ridge that runs up to their ruff. creature if at least one of the blue wolf’s allies is within 5 feet of the
creature and the ally is not incapacitated.
Similarly, their front legs are slightly
longer with wide paws and thick, Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
black claws. The rest of their body 10 (2d6 + 3) piercing damage. The target must succeed on a DC 13
dwindles somewhat, down to Strength saving throw or be knocked prone.
haunches approximately the size of a Grapple and Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one
large mastiff. target. Hit: 10 (2d6 + 3) bludgeoning damage. Any target smaller
than medium size must succeed on a DC 13 Strength saving throw
Their fur shines in various shades or become grappled by the blue wolf. Creatures that start their turn
grappled by the blue wolf take 10 (2d6 + 3) slashing damage.
of blue, with darker hues on the back

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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Bumpyfolk Their weapon of choice is a dragon tooth spear.


Bumpyfolk give off a faintly swampy odor, with
They reached the house after a brisk walk a hint of leather.
and Cap’n Bill knocked upon the door. It was at
once opened by a rugged looking man who had Literary Origin. The Scarecrow of Oz
“bumps all over him,” as Trot afterward declared.
There were bumps on his head, bumps on his body
and bumps on his arms and legs and hands. Even
his fingers had bumps on the ends of them. For
dress he wore an old gray suit of fantastic design,
which fitted him very badly because of the bumps
it covered but could not conceal.
L. Frank Baum, The Scarecrow of Oz
As the erbs were attacking all the mortal
creatures in Nonestica, many retreated under
the earth for protection. Among them, the
bravest were those who formed a rear guard to
protect the innocents from erb assaults. The
fairy courts transformed these brave warriors
into bumpyfolk. Unlike many other races, the
bumpyfolk do not congregate in cities or towns.
Instead they settle in smaller family units of
various compositions within their chosen
mountain territory.
Bumpyfolk are hairless humanoids, covered
with splotchy light and dark green skin with
thick, rugged bumps. The bumps are made
of tin gravel, which give their skin a toad-like
appearance. They wear rudimentary clothing
of animal hides, and prefer to go barefoot.

Bumpyfolk
Medium humanoid, any good alignment Challenge

STR DEX CON INT WIS CHA


15 (+2) 16 (+3) 14 (+2) 12 (+1) 11 (+0) 6 (−2) 1
(200 XP)

Armor Class 15 (studded leather)


Hit Points 39 (6d8 + 12)
Speed 30 ft., swim 30 ft.
Skills Insight +2
Senses passive Perception 10
Languages Common
Proficiency Bonus +2
Amphibious. Bumpyfolk can breathe air and water.
Protector. Bumpyfolk have advantage on attacks against creatures
with an evil alignment.
Sense Evil. Due to their magical origins, bumpyfolk instinctively
know if a creature has wicked intentions or is aligned to evil.

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

Bunnyburians fond of slash and puff waistcoats and breaches,


with a hint of military cut. They wear long,
plainer coats in the mornings, but change to
Bunnyburian Courtier shorter and louder coats at night. They too
(Common) enjoy accessorizing with monocles, jewelry, and
the occasional swagger stick or rapier.
He was a good sized white rabbit
Bunnyburians are ruled by a king who lives
with pink eyes, much like all other white rabbits.
in a white marble palace in the middle of town.
But the astonishing thing about him was the
manner in which he was dressed. He wore a white Rather than grass, all the lawns and parks in
satin jacket embroidered with gold, and having the city are made of clover and sorrel, dotted
diamond buttons. His vest was rose-colored satin, here and there with bright yellow flowers.
with tourmaline buttons. His trousers were white, Bunnyburian sculptors have created a statue
to correspond with the jacket, and they were baggy of Glinda in the center square in front of the
at the knees—like those of a zouave—being tied palace, beside a stone plinth. Her magnanimous
with knots of rose ribbons. His shoes were of white figure holds her famous book in one hand, and
plush with diamond buckles, and his stockings raises the other as if to bless the street beyond.
were rose silk. The rest of the city reflects the artistic tastes of
L. Frank Baum, The Emerald City of Oz the denizens, with well-kept gardens and lofty
towers in white and red marble. Underfoot,
Deep in Quadling country is a twenty-hectare
the road is cobbled with red and white
walled city, situated in a valley between two
marble squares.
taller hills of red rocks and scrubs. The wall
surrounding the city straddles the road, Literary Origin. The Emerald City of Oz
towering up thirty feet of white marble. There is
a clear path off to one side where many wagons
and other traders turn to bypass the city.
A sign hangs by the thick wooden gate,
reading, “No Admittance Except on
Official Business.”
Inside the walls is a city populated
entirely by bunnyburians, who have the
appearance of simple, humanoid rabbits.
They average slightly shorter than
humans, though their ears can stretch
upward to make up the difference.
Bunnyburians all have white fur, usually
pink eyes, and are unanimously soft
spoken in the Common tongue of Oz.
Bunnyburian society loves silks and
satins and brocades in every color, with
plenty of jewelry and adornment.
The females wear elaborate
dresses and bonnets,
with jeweled rings
and necklaces,
and even the
occasional ear
adornment.
The males are

14
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Bunnyburian, Courtier
Medium humanoid (beast), lawful good Challenge

STR DEX CON INT WIS CHA


15 (+2) 18 (+4) 13 (+1) 11 (+0) 13 (+1) 16 (+3) 2
(450 XP)
Bunnyburian Musketeer Armor Class 14 (natural armor)
Hit Points 44 (8d8 + 8)
Both female and male Bunnyburians Speed 30 ft.
serve in the Musketeers. Musketeers Skills History +2, Persuasion +5
wear loose trousers that give them Senses passive Perception 11
Languages Common
plenty of room to “hop to it!” as their Proficiency Bonus +2
officers often command. The uniforms Standing Leap. The courtier’s long jump is up to 20 feet and its high
are green with gold braid, with a touch jump is up to 10 feet, with or without a running start.
of contrast at the sleeve cuffs and lapels. Well-Bred. The courtier has advantage on all skill checks that use
Intelligence or Charisma.
They wear specially designed brown
leather boots that spread with their toes Actions
as they need to leap. Their heads sport Disarming Flourish. One creature the courtier can see within
30 feet of it must succeed on a DC 14 Wisdom saving throw or be
a black felted shakos with a prominent charmed by all bunnyburians within 60 feet for 1 hour, or until a
gold letter ‘B’ pinned to the front. They bunnyburian harms the creature.
spend a great deal of time parading Dueling Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) piercing damage. On a hit, instead of dealing
about the town walls so as to be fully damage, the courtier can attempt to make its target drop its weapon.
seen and admired by the populace. The target must succeed on a DC 15 Dexterity saving throw or
Musketeers wear belt pouches with be disarmed.

spare ammunition and powder, and the


occasional bit of lunch. Here and there
glints a touch of jewelry, for even on duty a
bunnyburian cannot entirely give up their bling.

Bunnyburian, Musketeer
Medium humanoid (beast), lawful good Challenge

STR DEX CON INT WIS CHA


15 (+2) 18 (+4) 15 (+2) 11 (+0) 13 (+1) 16 (+3) 2
(450 XP)

Armor Class 15 (leather armor)


Hit Points 52 (8d8 + 16)
Speed 30 ft.
Skills Perception +3, Survival +3
Senses passive Perception 13
Languages Common
Proficiency Bonus +2
Hop To It. The musketeer can use a bonus action to take the Dash or
Disengage action on each of its turns.
Standing Leap. The musketeer’s long jump is up to 20 feet and its
high jump is up to 10 feet, with or without a running start.
Well-Bred. The musketeer has advantage on all skill checks that use
Intelligence or Charisma.

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

Bunnyburian, Royal Pike Brigadier


Medium humanoid (beast), lawful good Challenge

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 15 (+2) 11 (+0) 13 (+1) 16 (+3) 2
(450 XP)

Armor Class 16 (breastplate)


Bunnyburian Royal Hit Points 52 (8d8 + 16)
Speed 30 ft.
Pike Brigadier Skills Athletics +6, Survival +3
Senses passive Perception 11
A line of rabbit soldiers was Languages Common
drawn up before the palace entrance, Proficiency Bonus +2
and they wore green and gold Hold The Line. The pike brigadier can use a bonus action to take the
uniforms with high shakos upon their Dodge action on each of its turns.
heads and held tiny spears in their Standing Leap. The pike brigadier’s long jump is up to 20 feet and
hands. The Captain had a sword and its high jump is up to 10 feet, with or without a running start.
a white plume in his shako. Well-Bred. The pike brigadier has advantage on all skill checks that
use Intelligence or Charisma.
L. Frank Baum,
The Emerald City of Oz Actions
Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9
As with the musketeers, the (1d10 + 4) piercing damage.
Bunnyburian Royal Pike Brigade
are a mixed lot with females and
males serving together. The Royal
Pike Brigade wear the same shade of
green as their Musketeer comrades,
with solid breastplates in gold
or silver to indicate rank. Their
pants are blousy, accounting for the
shape of their legs, and allowing
them to easily leap ten feet in a
single bound.”
The members of the Royal Pike
Brigade are taller than the average
bunnyburian, in large part due to
the height restrictions levied by
a previous monarch. Indeed, the
tallest bunnyburians are encouraged
to consider military service, and the
prestige of the Pike Brigade is tempting
to many. Their personal adornments are
more subtle, keeping mostly to rings and
the occasional lorgnette or monocle.

16
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Burzian Deer
Medium beast, any neutral alignment Challenge

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 11 (+0) 8 (−1) 10 (+0) 14 (+2) ⅛(25 XP)

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

as large as a small hut, but even the


smallest are the size of a harvest
STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 18 (+4) 2 (−4) 10 (+0) 5 (−3) 5
(1,800 XP)
table. They range in color depending Armor Class 19 (natural armor, 24 when turtled)
on the properties of the water they Hit Points 105 (10d12 + 40)
Speed 30 ft., swim 60 ft.
live in. Sea buscobeasts are brighter
shades of green, gold, and cream, Skills Survival +3
Damage Resistances piercing and slashing from nonmagical attacks
where the lake or river buscobeast Damage Immunities none (see below)
are more matte olive green, ochre, Senses passive Perception 10
Languages —
and pale sage. They have large air Proficiency Bonus +3
bladder chambers in their shells Deep Dive. Once per day, the buscobeast can use a bonus action to
that allow them to keep a rider and consume the air in its air bladder and submerge itself. It can survive
supplies in dry comfort, well above off of this oxygen for up to 6 hours.

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

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 13 (+1) 3 (−4) 13 (+1) 14 (+2) 1
(200 XP)

Armor Class 15 (natural armor)


Hit Points 33 (6d8 + 6)
Speed 30 ft., swim 30 ft.
Skills Perception +3, Stealth +4
Senses darkvision 60 ft., passive Perception 13
Languages Common
Proficiency Bonus +2
Keen Hearing and Smell. Chiss have advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Squeeze. Chiss can move through a space as narrow as a small
creature without squeezing.

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

Choggenmugger Choggenmuggers are massive, vicious reptiles


that inhabit lowland marshes and swamps.
In former ages there had been many Originally from the island of Regos off the coast
dragons in Regos, but Choggenmugger
of Nonestica, they are omnivorous, but prefer a
was so fond of dragons that he had eaten
diet of young dragons, dragonettes, snakes, and
all of them long ago. There had also been
great serpents and crocodiles in the forest other reptiles.
marshes, but all had gone to feed the hunger of A choggenmugger has two sets of razor-
Choggenmugger. The people of Regos knew well sharp teeth in an enormous mouth. Its four
there was no use opposing the Great Beast, so when webbed feet have sharp talons that are as
one unfortunately met with it he gave himself up hard as adamantine. Its body ends at a thick,
for lost. prehensile tail covered with murky-green
L. Frank Baum, Rinkitink in Oz scales, which provide natural armor and help
it blend into swamp habitat. While lurking, the
choggenmugger’s body can resemble a rocky
outcropping or partially submerged log.
After a meal, choggenmuggers nest in dens
to sleep while their meals digest. They lie
surrounded by grim trophy collections which
include everything from gems and riches of
their victims to bits of uneaten body parts,
a grisly hoard that creates a distinctive odor.
It may be months before a choggenmugger
awakens, hungry for another meal.
Literary Origin. Rinkitink in 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

in a comical way, while his round


black eyes were bright and sparkling
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 16 (+3) 12 (+1) 11 (+0) 18 (+4) 2
(450 XP)
as beads. Over his shoulder the little Armor Class 16
brown bear bore a gun with a tin Hit Points 52 (8d6 + 24)
barrel. The barrel had a cork in the Speed 30 ft.

end of it and a string was attached to Damage Resistances bludgeoning


Senses passive Perception 10
the cork and to the handle of the gun. Languages Common
L. Frank Baum, The Lost Proficiency Bonus +3

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

The bears all defer to a single lavender bear, who


is nearly four times their size with pink eyes.
It wears a crown set with jewels, and carries a
scepter and a little pink clockwork bear.
Literary Origin. The Lost Princess of Oz

Bear Center Lair


Deep within the central forest of Winkie country • A Bear Center teddy bear emerges from a
where the underbrush thins and fades into mossy hollowed-out tree house and appears in an
groundcovers, the Bear Center is carved out of adjacent unoccupied space. Roll initiative for the
enormous living bay laurel and myrtle trees. Some of creature, which has its own turns.
the trees are left in their natural state, while hollow • The bear army coordinates a volley of cork gun
stumps have had their exposed centers covered by fire. A Bear Center teddy bear equipped with a cork
rough-hewn roofs. From outside any of the small pop gun attacks a creature within range, then each
clearings and glade clusters that make up Bear Center, other Bear Center teddy bear equipped with a cork
the trees blend into the old growth forest. From the pop gun within range of the attacked creature can
inside of the glade and upon closer inspection, a visitor use its reaction to attack the creature as well.
will see doors and windows set inward-facing toward • The Bear Center teddy bears move into a defensive
one another in spiraling groups. In the grandest tree at formation. All Bear Center teddy bears immediately
the rough center with the largest clearing is the home move their speed in an attempt to become adjacent
of the Lavender Bear, and the clearing represents to an ally. Movement done this way doesn’t
where the troops gather to share ideas and prepare provoke opportunity attacks.
for combat.
On the ground and upon broad, low-hanging Regional Effects
branches, the teddy bears guard their homes with The region containing the Bear Center is heavily
solemn purpose, armed with their spears, short controlled by the bear army, which creates one or
swords, and cork guns. Encountering a group of four more of the following effects:
Bear Center teddy bears at a Bear Center tree house • The land within ten miles of the lair is densely
has a challenge rating of 10. Each additional tree house populated with Bear Center teddy bears that
adds 1 to the challenge rating. constantly patrol the area.
• The land within one mile of the lair has no
Lair Actions creatures besides Bear Center teddy bears as the
On initiative count 20 (losing initiative ties), the Bear Teddy Bears ensure a strict guard and capture any
Center takes a lair action to cause one of the following creatures that come close to their home.
effects. The Bear Center can’t use the same effect two • A Bear Center tree house can be differentiated
rounds in a row. from a regular tree with a successful DC 13
Intelligence (Investigation) check. Bear Center tree
houses have 50 HP and AC 15.

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.

28
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Cider Horse Pony Kegs


The pony kegs are Ozite constructs animated
The cider horse is an Ozite Construct in the
with the Powder of Life. They are small oak
form of an oak barrel on a sturdy wooden
barrels on wooden frames. Their “mouth” is the
frame. The tapped end of the barrel is its “head.”
barrel’s tap. They understand orders given to
Its movements are stiff and clumsy, but its
them by the cider horse and the words of those
hard wooden construction makes it difficult
around them, but they do not speak. Despite
to damage with melee or missile weapons. It
being mute, they are clever, and if engaged
smells of oak and cider, with a voice that echoes
in melee they work together with surprising
through the huge barrel for resonance.
tactical cunning.
Like most Ozite constructs, the cider horse
The pony kegs were created to help the cider
was animated with the Powder of Life—in this
horse run the Cider Horse Tavern. They contain
case by a munchkin warlock named Booz.
2d10 liters of delicious alcoholic cider, which
The cider horse is the proprietor of the Cider can be smelled some short distance away.
Horse Tavern. The tavern is a roadhouse located
Literary Origin. 5e Adventures in Oz
on a winding path through an orchard a short
way off the Yellow Brick Road. If the cider horse
and the pony kegs are encountered away from
the Cider Horse Tavern, it is because something
has happened to put the tavern out of business.
In this case, the cider horse is probably in a foul
mood and looking for trouble. The cider horse
speaks Common.
Literary Origin. 5e Adventures in Oz

Pony Kegs
Small construct, lawful evil Challenge

STR DEX CON INT WIS CHA


16 (+3) 6 (−2) 12 (+1) 18 (+4) 9 (−1) 12 (+1) 1
(200 XP)

Armor Class 12 (natural armor)


Hit Points 14 (3d6 + 4)
Speed 30 ft.
Skills Intimidation +3
Damage Resistances piercing from nonmagical attacks
Damage Immunities poison
Senses passive Perception 9
Languages Common
Proficiency Bonus +2
Construction. As a construct, pony kegs have no need for air, water,
food or sleep.
Easy Fix. The pony kegs are restored to full hit points and have all
conditions, curses, and diseases removed when they are the affected
by the cantrip spell mend.

Actions
Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) bludgeon damage. Will strike to subdue.

29
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

The dolls are all nearly the same height. Male


cuttenclips are all in the shape of soldiers, while
the females wear beautiful costumes made of
tissue paper, with faces and hair that magically
gain artistic detail. A newly-drawn and
snipped cuttenclip is almost cartoonish to
look at, and child-simple in execution. It is
an enchantment of paper and scissors that
slowly turns them into two-dimensional
creatures of detailed perfection over
the hour that follows the completion
of the cutting.
Cuttenclips live in houses made
of thick cardboard and painted with
colorful patterns. Their yards are
decorated with beds of paper flowers,
and some have paper vines or garlands
twined over the porches. Because they are
made of paper, cuttenclips have no nutritional
value and are largely ignored by predators.
Literary Origin. The Emerald City of Oz

Cuttenclips
Tiny construct, any neutral alignment Challenge

STR DEX CON INT


6 (−2) 14 (+2) 10 (+0) 8 (−1)
WIS
4 (−3)
CHA
3 (−4) ¼(50 XP)
Cuttenclip Armor Class 16 (natural armor)
Hit Points 7 (3d4)
Just before the entrance was Speed 30 ft.
drawn up a line of tiny soldiers, with Damage Vulnerabilities fire
uniforms brightly painted and paper Damage Immunities poison, psychic
guns upon their shoulders. They were Condition Immunities poisoned
Senses blindsight 60 ft. , passive Perception 7
exactly alike, from one end of the Languages Common
line to the other, and all were cut out Proficiency Bonus +2
of paper and joined together in the Animated. When the cuttenclip drops to 0 hit points, it reverts to
centers of their bodies. its original object form, and any remaining damage carries over to its
original object form.
L. Frank Baum,
Antimagic Susceptibility. A cuttenclip is incapacitated if moved
The Emerald City of Oz into an area with an antimagic field. If targeted by dispel magic, the
cuttenclip must succeed on a Constitution saving throw against the
Cuttenclips are living paper dolls of caster’s spell save DC or fall unconscious for 1 minute.
various individual sizes and shapes. Construction. As a construct, the cuttenclip has no need for air,
Although they are essentially two- water, food or sleep.
dimensional, they are lively and Tight Squeeze. Cuttenclips can move through a space as narrow as
cheerful for the most part. They ¼-inch wide.

are normally sheltered from the Actions


elements by a circular enclosure Paper Cut. Melee Weapon Attack: +4 to hit, reach 5 feet, one target.
Hit: 4 (1d4 + 2) slashing damage.
near Glinda the Good’s palace,
where the rain never falls.

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.

31
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

friend or neighbor to put a hand and


arm pieces together. An assembled Utensian
arm is then able to reassemble Small construct, lawful neutral Challenge
the rest of the fuddle. It can be
unnerving to see the unattached
hand crawling around on its fingers,
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 14 (+2) 8 (−1) 12 (+1) 7 (−2) 0
(10 XP)

Armor Class 12
searching for other bits of itself Hit Points 11 (2d6 + 4)
for reassembly. Speed 20 ft.

Fuddles speak the Common tongue of Damage Immunities poison


Condition Immunities poisoned
Oz. They can eat almost anything, although Senses passive Perception 11
they prefer plants and flowers. They are Languages Common
Proficiency Bonus +2
generally peaceful, but enjoy competitive
Construction. As a construct, the utensian has no need for air,
wrestling and other feats of strength. water, food or sleep.
Literary Origin. The Emerald City of Oz Actions
Slash. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
Utensian (1d4) slashing damage. The utensian can only use a slash attack if it
has a sharp edge.

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

32
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

flounced out of the bushes and settled itself


directly in front of the two travelers. It was
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 10 (+0) 13 (+1) 11 (+0) 9 (−1) ½
(100 XP)
large as a pony, but shaped like a great Armor Class 12
overfed cat. Its eyes bulged unpleasantly and Hit Points 27 (5d10)
the end of its tail ended in a large fan. Speed 30 ft.
Skills Persuasion +1
Ruth Plumly Thompson, Kabumpo in Oz Condition Immunities charmed
The cottabus is a slow-moving, languorous Senses passive Perception 10
Languages Common
beast with a body as large as a small horse Proficiency Bonus +2
but more leonine in shape, with a definite Flee. When attacked, a cottabus will always attempt to flee. After
cat-like tail that tufts at the end. They using a Disengage action, a cottabus may spend its bonus action to
have ears like a rabbit, which can swivel Dash. A Dash action taken this way grants a cottabus extra movement
equal to three times its speed. As a last resort, the cottabus will bite
multiple directions to hear everything. in an effort to save itself if it cannot flee.
Their eyes are almost human, liquid and Scaredy Cat. The cottabus has advantage on ability checks to
bulbous. There is a certain round flatness to escape grapples.

the face as well, as if a Persian kitten were Actions


superimposed over a pug. Their fur ranges Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
from shades of lavender and aubergine (1d4 + 2) piercing damage.

through a tawny variation with longer hair


in orange and white, with variants in stripes
between the contrasting
shades that mingle along
their generous flanks.
Despite their somewhat
comical appearance, the
cottabus is a great puzzler
and enjoys collecting riddles and
stories. They are carnivorous,
and prone to play with their food
in the way of a cat. This cat in
particular delights in torturing
its “mice” with riddle games. Their
paw tips are curiously elongated,
offering them great dexterity with
their claws. They speak the Common
language of Oz.
Literary Origin. Kabumpo in Oz

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.

the water and catch many scents on Skills Perception +2


Damage Vulnerabilities bludgeoning
air currents. They are omnivores Damage Resistances piercing and slashing from nonmagical attacks
who favor carrion over freshly Senses passive Perception 12
Languages Aquan, Common
killed meat. Proficiency Bonus +2
Literary Origin. The Sea Fairies Amphibious. Crabfolk can breathe in both air and water.
Rock Camouflage. The crabfolk have advantage in stealth checks
when near rocks.
Melee Weapon and Shield Use. The crabfolk have the ability to
use non-ranged one-handed weapons and shields, if available. Each
weapon or shield equipped occupies one of the beast’s two pincers.

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.

34
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Deady Desert Worm


Deadly Desert Worm
Small monstrosity, any neutral alignment Challenge Deadly Desert worms are about two feet
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 17 (+3) 2 (−4) 14 (+2) 3 (−4) 1
(200 XP)
long, resembling large, fat earthworms
made of sandy limestone in shades of pink
and ivory. They have heads with teeth and
Armor Class 13 (natural armor)
Hit Points 19 (3d6 + 9) mandibles, but no eyes or ears. They secrete
Speed 30 ft., burrow 30 ft. a mucus so poisonous that to touch it
Skills Perception +6, Stealth +5 unprotected risks near instant death.
Senses blindsight 60 ft., tremorsense 2 mi., passive Perception 16
Languages — They live in the most desolate parts of
Proficiency Bonus +2 the Deadly Desert, clustered in small nests
Deadly Touch. Any creature that touches the worm with its bare of several worms, hibernating during the
skin becomes poisoned for 1 minute. A creature poisoned by the daytime unless disturbed by vibrations.
worm must succeed on a DC 13 Constitution saving throw or become
paralyzed for 1 minute. A target paralyzed this way can repeat the
Deadly Desert worms are keenly sensitive to
saving throw at the end of each of its turns, ending the effect on vibrations, and will approach the source of
itself on a success. vibrations up to two miles away, burrowing
Keen Smell. The worm has advantage on Wisdom (Perception) through the earth as quickly as a running
checks that rely on smell.
dwarf. Their entire chemistry is caustic and
Pack Tactics. The worm has advantage on attack rolls against a
creature if at least one of desert the worm’s allies is within 5 feet of they can reduce an armored creature to
the creature and the ally is not incapacitated. bones and empty mail overnight, dissolving
Actions and feeding on anything organic.
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: Literary Origin. 5e Adventures in Oz
10 (2d6 + 3) piercing damage. The target must succeed on a DC 13
Constitution saving throw or become poisoned 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.
Spit. Ranged Weapon Attack: +5 to hit, ranged 15/30 ft., one target.
Hit: 5 (1d4 + 3) acid damage. The target must succeed on a DC 13
Constitution saving throw or become poisoned 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.

35
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

36
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Dragons of Oz skills, and cunning as they mature over the


centuries. A player approaching an ancient
Dragons are rare in Oz, though there are a dragon, however benign, requires a strong will
few places where the protective magic of the and a steady heart to overcome the presence of
land allows them to dwell and breed. Whether the great beast.
two- or four-legged, winged reptilians or lithe
According to lore, all Nonestic dragons are
legged serpents, the dragons of Oz evolved to fit
descendants of the Original Dragon, a legendary
their preferred surroundings, lairs, and hunting
creature who still dwells in the lands of the
grounds. Like all dragons, Oz species vary in
Great Jinjin. Noble or malevolent, any dragon is
temperament as well as defenses.
a force to be reckoned with.
Dragons are seemingly immortal, growing to
monstrous size as they age, gaining in wisdom,

37
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Violet Dragons shades of blue, indigo, violet, and even pink.


For all the beauty of their coats, their hide is
It is always difficult to kill Dragons. still very tough, and their black claws can pierce
They are by nature thick-skinned and even the staunchest armor.
tough, as doubtless every one has heard.
Besides, you must not forget that this was a Violet dragons are arguably the most beautiful
Purple Dragon, and all scientists who have of their kind, and this beauty has made them
studied deeply the character of Dragons say those the target of hunters and poachers. Precious few
of a purple color at the most disagreeable to fight still exist in Oz, as their numbers were thinned
with. by phanfasms who sought to use the dragons’
L. Frank Baum, The Magical subtly iridescent feathers in their jewelry
Monarch of Mo and clothing.
Violet dragons are most at home in the
Ancient Violet Dragon clouds. When dipping down to touch the earth,
they enjoy sunning themselves on treetops and
Unlike many of their scaled kin, violet dragons
high ledges. Violet dragons can speak Common
have feathered wings like a bird, with a long,
and Draconic. While they are largely carnivores,
sinuous tail that ends in another tuft of feathers.
violet dragons have a unique and ravenous
They are whiskered like their cousins, with
taste for sweets.
a sheen to their feathers that refracts into
countless Literary Origin. The Magical Monarch of Mo

38
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Ancient Violet Dragon’s Lair


Violet dragons roost in mountain caves and hillside hollows dragon regains hit points equal to the remaining hit
surrounded by forests. Slumbering within caverns or points of the fey creature killed this way.
burrows, they occasionally come out to take a flight or hunt • A summoned fey minion explodes and dies causing
around the garden greenery surrounding their lair. When lavender flames to illuminate creatures in a 20-foot
motivated by a taste for sweets, they have been known cube centered on its location. Creatures in the cube
to swoop down near settlements and steal baked goods, must succeed on a DC 19 Dexterity saving throw or be
candies, and other sugary treats left unattended. They are illuminated for 1 minute as if by the faerie fire spell,
both worshiped and feared by the inhabitants of the area though this effect lasts for the full duration and does
surrounding their roosts. Encountering an ancient violet not require concentration. The dragon and its allies
dragon in its lair has a challenge rating of 25. automatically succeed on the saving throw against
this ability.
Lair Actions
On initiative count 20 (losing initiative ties), the ancient Regional Effects
violet dragon takes a lair action to cause one of the
The region containing a violet dragon’s lair is warped by
following effects. The dragon can’t use the same effect two
the dragon’s magic, which creates one or more of the
rounds in a row.
following effects:
• The dragon roars, summoning fey minions from
• The land within ten miles of the lair is densely populated
the surrounding area. The fey creatures appear in
with fey creatures that worship the dragon.
unoccupied spaces that are within the dragon’s line
• The flora within six miles of the lair grows with a violet
of sight. Roll initiative for each summoned creature,
hue. The detect magic spell will reveal the flora as
each has its own turns. These creatures are controlled
being affected by enchantment magic. When a creature
minions of the dragon and are permanently frightened
consumes this magical flora, they will be charmed by the
of the dragon. Once the dragon summons fey creatures,
dragon for 24 hours.
it cannot summon more while any of those creatures
• The sky within six miles of the lair will occasionally flare
are still alive. Choose one of the following options for
with magical energy, making rays of sunlight appear to be
what appears:
violet in color. At night, the moon appears pale violet in
• Two fey creatures of challenge rating 1 or lower color as long as it is seen from within six miles of the lair.
• Four fey creatures of challenge rating ½ or lower
If the dragon dies, the discoloration of the sun and moon
• Eight fey creatures of challenge rating ¼ or lower
disappear immediately. The flora retains its coloration but
• The dragon bites the head off of a summoned fey minion loses its magical effect.
that is within 15 feet of it, killing the fey creature. The

Violet Dragon, Ancient


Gargantuan dragon, any evil alignment Challenge creature can repeat the saving throw at the end of each

STR DEX CON INT WIS CHA


29 (+9) 10 (+0) 23 (+6) 18 (+4) 18 (+4) 20 (+5) 21
(33,000 XP)
of its turns, ending the effect on itself on a success. If a
creature’s saving throw is successful, or the effect ends
for it, the creature is immune to the dragon’s Frightful
Presence for the next 24 hours.
Armor Class 22 (natural armor)
Hit Points 346 (21d20 + 145) Will Domination Breath (Recharge 5-6). The dragon
Speed 40 ft., fly 80 ft. exhales a perfumed lavender mist in a 90-foot cone.
Each creature in the area must make a DC 19 Wisdom
Saving Throws Dex +7, Con +13, Wis +11, Cha +13 saving throw. On a failed saving throw, a creature’s will
Skills Perception +18, Stealth +7 is dominated by the dragon for one minute and the
Damage Immunities necrotic controlled creature is a minion that will obey any order
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 28 of the dragon except for self harm. A creature can
Languages Common, Draconic repeat the saving throw at the end of each of its turns,
Proficiency Bonus +7 ending the effect on itself on a success. If a creature’s
saving throw is successful, or the effect ends for it, the
Legendary Resistance (3/day). If the dragon fails a saving throw, it
creature is immune to the dragon’s Will Domination
can choose to succeed instead.
Breath for the next 24 hours.
Actions Legendary Actions
Multiattack. The dragon can use its Frightful Presence and instruct
The dragon can take 3 legendary actions, choosing
its minions. It then makes three attacks: one with bite and two
from the options below. Only one legendary action
with its claws
option can be used at a time and only at the end of
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: another creature's turn. The dragon regains spent
20 (2d10 + 9) piercing damage. legendary actions at the start of its turn.
Claw. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit:
Claw Attack. The dragon makes a claw attack.
17 (2d8 + 8) slashing damage.
Coordinated Strike. A minion the dragon controls
Frightful Presence. Each creature of the dragon’s choice that is
makes an attack with advantage.
within 120 feet of the dragon and aware of it must succeed on a
DC 19 Wisdom saving throw or become frightened for 1 minute. A

39
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Rainbow Dragons their magical properties. Of particular interest


are the infrared and ultraviolet shades, which
can be woven into invisibility cloaks by highly
Ancient Rainbow Dragon skilled tinkers or imps. However, with the
Like their cousins the violet dragons, the claws and skill of the rainbow dragon in group
ancient rainbow dragons of Nonestica combat, most choose to trade for the feathers as
have feathered wings and tails, wedded a safer option.
to the scales and claws more commonly found Ancient rainbow dragons speak Common
on dragons. Rainbow dragons are brightly hued and Sylvan fluently, as well as all varieties of
in the full spectrum of the rainbow, from the Draconic. They also enjoy literature, and a
tips of their feathers to the bases of their scales. rainbow dragon’s hoard will include thousands
They are antlered like a stag, and the age of of books as well as other treasures.
the dragon can be measured by looking at the
Unlike most dragons, they have no
head, for the antlers grow a hand span every
breath weapon.
hundred years.
Literary Origin. 5e Adventures in Oz
Rainbow dragon feathers are highly prized
by alchemists and crafters for their rarity and

40
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Ancient Rainbow Dragon’s Lair


Rainbow dragons make their homes in their own • The dragon destroys two connected temporary
personal demiplane of existence. The demiplane of a portals, releasing a shockwave of energy. Creatures
rainbow dragon is a room with piles of books and scrolls within 10 feet of either destroyed portal must
measuring 100 meters square in footprint, filled with succeed on a DC 18 Strength saving throw or be
mist and light from no discernible source. The exact knocked prone.
shape and composition of the walls are variable, but
most often take the form of iridescent peacock ore walls Regional Effects
and flooring. A rainbow dragon will anchor a permanent The region containing a rainbow dragon’s permanent
portal in a secretive location to create a bridge between portal suffers from magical anomalies and excessive
planes to facilitate faster planar travel. Encountering planar energy, which creates one or more of the
an ancient rainbow dragon in its lair has a challenge following effects:
rating of 23.
• As long as they are in sunlight or bright light,
Lair Actions creatures within four miles of a permanent portal are
On initiative count 20 (losing initiative ties), the ancient magically empowered as if they have the bless spell
rainbow dragon takes a lair action to cause one of the cast upon them.
following effects. The dragon can’t use the same effect • Creatures within four miles of a permanent portal
two rounds in a row. lose darkvision and any other magical effects or
abilities that allow a creature to see in darkness.
• The entire dimension flares with bright light. All
• At night, the sky above a permanent portal shimmers
creatures (other than the dragon) who use eyes to
with rainbow energy expanding outwards for six
see, must succeed on a DC 18 Constitution saving
miles. Outdoor locations within this radius are
throw or become blinded. All magical effects that
considered to always have dim light.
create darkness or obscurement are dispelled.
• Two temporary portals are opened at two unoccupied If the dragon dies, all of its planar portals close and the
spaces within sight of the dragon. Creatures that pass effects of their presence disappear over 1d10 days.
through one portal emerge through the other portal.

Rainbow Dragon, Ancient


Gargantuan dragon, lawful good Challenge Actions
STR DEX CON INT WIS CHA
26 (+8) 16 (+3) 25 (+7) 20 (+5) 17 (+3) 27 (+8) 18
(20,000 XP)
Multiattack. The dragon can use its Frightful
Presence. It then makes three attacks: one with bite
and two with its claws.
Armor Class 20 (natural armor) Bite. Melee Weapon Attack: +15 to hit, reach 15 ft.,
Hit Points 315 (18d20 + 126) one target. Hit: 22 (2d10 + 11) piercing damage.
Speed 40 ft., fly 80 ft., swim 30 ft.
Claw. Melee Weapon Attack: +15 to hit, reach 20 ft.,
Saving Throws Dex +10, Con +14, Wis +10, Cha +10 one target. Hit: 17 (2d6 + 10) slashing damage.
Skills Insight +10, Perception +17, Persuasion +15, Stealth +10 Frightful Presence. Each creature of the dragon’s
Damage Immunities radiant choice that is within 120 feet of the dragon and aware
Senses truesight 120 ft., passive Perception 27 of it must succeed on a DC 20 Wisdom saving throw
Languages Common, Draconic, Sylvan or become frightened for 1 minute. A creature can
Proficiency Bonus +7 repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature’s
Legendary Resistance (3/day). If the dragon fails a saving throw, it
saving throw is successful, or the effect ends for it, the
can choose to succeed instead.
creature is immune to the dragon’s Frightful Presence
Planar Passage. The dragon can freely create temporary portals for the next 24 hours.
to its own personal plane of existence as long as it has anchored a
permanent portal. Opening and closing a temporary portal to its Legendary Actions
personal plane requires movement equal to half its speed. Placing a The dragon can take 3 legendary actions, choosing
permanent portal requires four hours of concentration. from the options below. Only one legendary action
Prismatic Scales. While in sunlight or bright light, the dragon can option can be used at a time and only at the end of
take the Hide action as a bonus action, even when creatures can another creature's turn. The dragon regains spent
clearly see it. When the dragon takes the Hide action, all creatures legendary actions at the start of its turn.
that can see the dragon may avert their eyes and lose sight of the
dragon. Otherwise, they must succeed on a DC 20 Constitution Claw Attack. The dragon makes a claw attack.
saving throw or be blinded until the end of their next turn. On a Light Burst (Recharge 5-6). The dragon emits light
success, the creature can still see the dragon. as if it had cast the daylight spell centered on itself.
Prismatic Refraction. The dragon uses its Prismatic
Scales ability to hide.

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

Serpentine Dragon, Adult


Huge dragon, lawful evil Challenge Frightful Presence. Each creature of the dragon’s

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

Dragonettes makes it easier to identify a male or female


dragonette from a distance.
The heads of the dragonettes were
as big as barrels and covered with hard, Most dragonettes live their long lives
greenish scales that glittered brightly under underground, building burrows in the southern
the light of the lanterns. Their front legs, mountains of Quadling country. Similar to
which grew just back of their heads, were dragons, they grow slowly, reaching adulthood
also strong and big; but their bodies were after 200 years. Adults can live to be thousands
smaller around than their heads, and of years old, but do eventually age and die.
dwindled away in a long line until their The young tend to be tied up by the tails
tails were slim as a shoe-string. when left alone, to keep them from doing
L. Frank Baum, Dorothy and themselves or others a mischief. Nevertheless,
the Wizard in Oz mischief happens.
Dragonettes are often mistaken for Dragonettes are carnivorous, their diets
young dragons, but are in fact a consisting mostly of large wild game.
completely different species. Crawling Younglings are usually protected by a mother,
low to the ground on four legs, they between her weeks-long hunts for prey. Male
closely resemble alligators, with round, dragonettes do not linger after mating, for
glowing yellow eyes and wide, flat snouts fear of being considered as possible prey.
full of sharp teeth. Their heads are as big They also are not involved in the raising of the
as barrels, covered with glittering scales. young, instead separating from their mates and
From the neck down, the body gradually returning to a solitary life in their own hunting
tapers, ending in a long, whip-like tail. territories.
Their colors vary, but color dimorphism Literary Origin. Dorothy and the
Wizard in 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

Emerald City Denizens L. Frank Baum, The Marvelous Land 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

STR DEX CON INT WIS CHA


11 (+0) 16 (+3) 15 (+2) 12 (+1) 10 (+0) 14 (+2) 3
(700 XP)

Armor Class 14 (leather armor)


Hit Points 39 (6d8 + 12)
Speed 30 ft.
Saving Throws Dex +6, Cha +5
Skills Deception +8, Perception +3, Stealth +9
Senses passive Perception 13
Languages Common, Thieves’ Cant and one additional language
Proficiency Bonus +3

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)

Armor Class 18 (plate)


L. Frank Baum, The Hit Points 52 (8d8 + 16)
Marvelous Land of Oz Speed 30 ft.

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

gold piping at the cuffs and epaulets, as Reactions


well as shiny brass buttons up the front. Volley Fire. When an adjacent ally makes a ranged attack, the
captain may spend her reaction to make a ranged attack.

Her pleated woolen trousers are a few


shades darker, with piping down the legs
tucked into polished black boots. Her
shoulders are square, her gaze frank and
penetrating.
When turned out for parades or during
a military engagement, her shako is
black and green with the imperial sigil
of Oz blazoned in gold on the front with
a white cockade tucked on the side. She
wears a cavalry saber at her hip, and
carries the golden baton as the symbol of
her rank. When riding out of the city, she
carries a long bayonet rifle on her saddle.
Literary Origin. The
Marvelous Land of Oz

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.

Royal Army Soldier


Medium humanoid, lawful good Challenge

STR DEX CON INT WIS CHA


16 (+3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 12 (+1) ½(100 XP)

Armor Class 17 (Half Plate)


Hit Points 36 (8d8)
Speed 30 ft.
Saving Throws Con +2, Wis +2
Skills Athletics +5, Perception +2
Senses passive Perception 12
Languages Common
Proficiency Bonus +2
Teamwork. The soldier gains advantage on attacks when an ally is
adjacent to him or the enemy he is attacking.

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

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 11 (+0) 10 (+0) 10 (+0) 9 (−1) ½(100 XP)

Armor Class 14 (leather armor)


Hit Points 31 (7d8)
Speed 30 ft.
Skills Perception +2, Stealth +5
Senses passive Perception 12
Languages Common
Proficiency Bonus +2
Agile Trickster. The waif / urchin can attempt to hide as long as they
are obscured by an object or creature of Medium size or larger. A
creature cannot provide obscuring from itself.
Cunning Action. On each of its turns, the waif / urchin can use a
bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/turn). The waif / urchin deals an extra 9 (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
waif / urchin that isn’t incapacitated and the waif / urchin doesn’t
have disadvantage on the attack roll.

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 dwell deep underground,


Gadgol emerging only upon moonless nights,
Small monstrosity, chaotic evil Challenge
seeking helpless victims to capture and
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 16 (+3) 18 (+4) 10 (+0) 8 (−1) 9
(5,000 XP)
bring back to their lairs. Like their cousins
they are double and reverse jointed, and
can fit themselves though any opening large
Armor Class 14
Hit Points 104 (16d6 + 48) enough for their head to pass through. They
Speed fly 50 ft., swim 50 ft. are cadaverously thin, with pitch black skin
Skills Perception +4, Stealth +7 on one side and dark gray on the other.
Damage Resistances necrotic They tend to wear mottled, stained gray
Damage Immunities poison
Condition Immunities poisoned garments that further help them blend into
Senses darkvision 120 ft., passive Perception 14 their dreary surroundings. The only touch
Languages Common
Proficiency Bonus +4 of color to them is their hair, which grows
Erb Sight. The gadgol can see in darkness, both magical and non-
in lank and mottled shades of red, yellow,
magical, to a distance of 120 feet. green and purple in a kind of mocking
Keen Smell. The gadgol has advantage on Wisdom (Perception) acknowledgment of the elemental magics of
checks that rely on smell. the land above.
Actions They move with a spider-like grace, and
Poison Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one their yellow eyes do not blink. Though they
target. Hit: 5 (1d4 + 3) piercing damage. The target must succeed
on a DC 15 Constitution saving throw, taking 49 (10d8 + 4) poison can croon their prey into unwariness and
damage on a failed save, or half as much damage on a successful one. sleep, when they speak it is with a dry and
Creatures immune to poison damage take necrotic damage instead.
hissing tone. They can

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

understand any language spoken by under-


dwellers in their realm, including Draconic.
Mallaithe feed upon strong emotions
like anger and fear, and enjoy capturing
and torturing their prey for many nights
to drain them of all they can feel before
Mallaithe the creatures expire. Their lure is a kind
Medium monstrosity (humanoid), neutral evil Challenge of crooning melody that enchants their
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 3 (−4) 12 (+1) 8 (−1) 4
(1,100 XP)
victims into lowering their guard, sending
many to sleep only to wake up deep in
Armor Class 14 (natural armor)
the bowels of the earth. The creatures
Hit Points 52 (8d8 + 16) can enchant torches, fires, and other light
Speed 30 ft., burrow 30 ft. sources, dimming them in an area up to
Skills Perception +5 20’ in order to proceed through shadows
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, poison toward their prey.
Condition Immunities unconscious
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 15
Once they have captured their victims,
Languages Common, Undercommon the mallaithe retreats with them deep
Proficiency Bonus +2 underground to their lairs, foul hovels
Erb Sight. The mallaithe can see in darkness, both magical and non that stink of death and decay. Mallaithe
magical, to a distance of 120 feet.
can shape rock with their hands, molding
Innate Spellcasting. The mallaithe’s innate spellcasting ability
is Wisdom (spell save DC 11, +3 to hit with spell attacks). It can restraints and prisons within the darkness
innately cast the following spells, requiring no material components: to hold their food until it can be fully
At will: stone shape, thaumaturgy, vampiric touch savored over time. They tend to avoid one
3/day each: darkness, enthrall, haste, sleep another and are fierce protectors of their
1/day: meld into stone
unholy ‘larders’, often keeping their food in
Shadowy Existence. If the mallaithe dies, it disintegrates into a multiple places and visiting them each as a
cloud of shadowy ashes. Creatures within 5 feet of the mallaithe are
exposed to the ashes and must succeed on a DC 12 Constitution movable feast.
saving throw or become poisoned for 24 hours.
Literary Origin. 5e Adventures in Oz
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) slashing damage. On a successful hit, the mallaithe may
cast one of its spells as a bonus action.

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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Mnemoni The mnemoni have one special attack: they


can wound any organic humanoid merely by
Mnemoni are a race of shape-shifting erbs with stepping into or attacking their shadow. Those
powers similar to that of the common mimic. who are unable to resist this attack are instantly
Mnemoni live across the Deadly Desert from paralyzed, remaining conscious in a fugue state.
Oz, inside the hollow Mount Phantastico. The
Literary Origin. 5e Adventures in Oz
mnemoni are a secretive race, and thus more
foreign to the outside world. They are blue-
skinned with two to four arms ending in three
sharp digits. Their feet are likewise cloven
into two sharp toes. A decidedly unpleasant
scent of smoke and ice emanates from
mnemoni. Those who have traveled to
the Underworld have relayed that the
mnemoni share some features with the
demonic denizens below, including
wicked horns, sharp teeth, and
gleaming red eyes.
Unlike their erb kin the phanfasms,
mnemoni are chronic shape-shifters
with a great deal of variety in their
true forms. Mnemoni habitually
change themselves among
collections of physical shapes,
like an ape’s body with an
alligator’s head, or a serpent
with black antlers and
butterfly wings. Legends
claim that some magical
beasts of lore were
once mnemoni who
simply found forms
that pleased them,
and decided
to keep them
permanently.

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:

At will: alter self, magic hand, mending, minor illusion, prestidigitation


3/day: silent image
1/day each: color spray, mirror image

54
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Phanfasm lie in their ability to conjure consumable


items through magic. However, as the
Suddenly there appeared before the Nome a phanfasms can create almost anything
man with the head of an owl. His body was hairy, they wish through the raw stuff of magic
like that of an ape, and his only clothing was a and they are limited in travel from their
scarlet scarf twisted around his waist. He bore home lair, they do not engage in trade
a huge club in his hand and his round owl eyes
nor travel from their colony in a deep
blinked fiercely upon the intruder.
valley on the flank of the dread Mountain
L. Frank Baum, The Emerald City of Oz Phantastico, just outside of Oz.
Phanfasms appear to be wild humanoid Phanfasms live in one of the most
creatures, each sporting the head of a mammal, luxurious and splendid cities ever built
bird, or reptile with which they share a personal by magic, more splendid even than the
affinity. Their skin can be the color of any Emerald City. Their home city is heavily
animal, and they drape themselves with clothing enchanted, appearing to outsiders to be
of cloud silk, with gold and enamel adornments. a barren waste of rock heaps and gnarled
They emit an odor of old, untanned hides and trees. They build great tombs to their
myrrh resins, with a hint of animal musk. fallen leaders, stretching deep into the
Phanfasms are naturally adept with magic. ground. The phanfasms are ruled by the
Their mastery of illusion can fool the senses bear-headed First and Foremost, Phanfa.
until one touches a phanfasm or their creation, Literary Origin. The
breaking the illusion. They generally carry Emerald City of Oz
primitive weapons, since most of their talents

55
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Feyfolk can be maintained, and no fairy will save their


appointed charge from the consequences of the
The magical beings of other planes charge’s own actions.
watched as the creatures of the Material
The way of protection is largely a subtle,
Plane came into existence. As each
invisible influence: a whisper to the indecisive,
race received its gifts of longevity or
or a breath of calm in a storm. Being creatures
wit or strength, the fairies judged some
of chaos and magic, many fairies execute their
creatures to be unjustly denied. This perceived
guardianship by invisibly easing the chaos and
injustice, combined with the genocides
magic around their target at key moments so
committed by the erbs earlier, moved the
that the being’s own will can be known and
tenderhearted fairies deeply. A demi-goddess
explored. They are known to meet and laugh
of the fey named Queen Lulea decreed that
together with stories of their charges. As one
some fairies should become the immortal
mortal bard quipped in considering how the
guardians of those who are born of unfortunate
fairies must perceive their charges, “Lord, what
circumstances or challenging beginnings. Their
fools these mortals be.” If a charge’s path finds
methods for determining who is worthy to
its way into great longevity (or in a few wizardly
receive a fey guardian are unknown, and indeed
cases, nigh immortality), the fairy will retire to
many outsiders believe their reasonings to be
rest and await a new charge.
whimsical or nonsensical.
All fairies are beautiful. Most are slight and
Many fairies are assigned a charge that lasts
small in their native form, although the few
from the child’s birth to death. After their
fairies who have stepped onto the Material
charge has died, these fairies enjoy a time of rest
Plane have chosen roughly human-sized forms
before being appointed to another newborn.
with which to explore. No being will ever meet
Fairies are required to be just and impartial in
their guardian fairy—but when a fairy has no
their duties; fairy law decrees that fairies are
assignment, they are free to wander as their
forbidden from ever becoming too familiar with
own wills and desires take them.
their charges, demanding they remain unseen
and unknown. In this way, their impartiality

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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Cherubim Cherubim favor simple garments, linen trousers


and smocks, preferring to go barefoot.
The child had fair hair, falling in fleecy
Cherubim are powerful fairies, capricious and
waves to its shoulders, but more or less tangled
and neglected. It had delicate features, rosy cheeks,
whimsical. They are adorably charismatic, using
and round blue eyes. When these eyes were grave— their charm and considerable magical power to
which was seldom—there were questions in them; get their way. No one has ever seen a cherubim
when they smiled—which was often—sunbeams laying eggs, and those who inquire about their
rippled over their blue surfaces. cloacas tend to find their memories altered or
L. Frank Baum, John Dough and the Cherub erased, or their entire autonomy temporarily
rescinded. Cherubim have spread across the
Cherubim are a strange breed of fey, hatched of realm from their distant home Isle of Phreex,
eggs and utterly without gender—or rather, they largely by convincing travelers to take them
are all a single neutral gender that occasionally along and protect them. They are (fortunately)
lays eggs and hatches more of the same. After vegetarian, and smell vaguely of milk and honey.
hatching, newborn cherubim quickly grow to
Literary Origin. John Dough and the Cherub
their full size of three to four feet in a matter
of weeks. They have as many skin, eye, and
hair colors as most humanoid races. Whether
pale or dark, their hair is wispy and fine, easily
tousled by the elements. Anyone unfamiliar
with this breed of fey would likely mistake them
for human children of five to seven years, wide-
eyed and still innocent in face and expression.

Cherubim
Small fey, true neutral Challenge 3rd level (3 slots): counterspell, dispel magic

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 11 (+0) 15 (+2) 17 (+3) 20 (+5) 13
(10,000 XP)
4th level (3 slots): dominate beast, freedom
of movement
5th level (2 slots): dominate person, geas, mislead,
Armor Class 14 (padded armor) modify memory
Hit Points 52 (15d6) 6th level (1 slot): mass suggestion
Speed 30 ft. 7th level (1 slot): divine word
8th level (1 slot): feeblemind
Skills Deception +10, Persuasion +10
Damage Resistances bludgeoning, piercing, slashing Mental Resistance. The cherubim has advantage on
Condition Immunities frightened saving throws against being charmed, and magic can’t
Senses passive Perception 13 paralyze it.
Languages Common, Sylvan
Proficiency Bonus +5 Actions
Charming Grasp. Melee Weapon Attack: +8 to
Innate Spellcasting. The cherubim's spellcasting ability is Charisma
hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) radiant
(spell save DC 18, +10 to hit with spell attacks). It can innately cast
damage, and the target must succeed on a DC 18
the following spells, requiring no material components:
Wisdom saving throw or be charmed by the cherubim
At will: dancing lights, vicious mockery for 1 minute.
1st level (4 slots): charm person, faerie fire, shield
2nd level (3 slots): hold person, misty step, suggestion

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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)

Armor Class 18 (natural armor)


the sky where other fairies dwell. Hit Points 40 (16d4)
Despite seeming subject to the Speed 30 ft., fly 30 ft.
whims of wind and weather, cloud Skills Perception +5, Stealth +8
fairies follow their own patterns Condition Immunities charmed
Damage Resistances bludgeoning
of movement and behavior. The Senses passive Perception 15
great thunderstorms that rain Languages Common, Sylvan
Proficiency Bonus +4
down upon Oz are often the cloud
Innate Spellcasting. The cloud fairy’s innate spellcasting ability is
fairies either building a new home Intelligence (spell save DC 14). It can innately cast the following
or enjoying their own carnivals spells, requiring no material components:
and games, where lightning and At will: fly, fog cloud, gaseous form, prismatic sight
thunder are the side effects of 3/day each: call lightning, control weather, weather ward
moving massive clouds around for 1/day each: chain lightning, animal shapes

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.

58
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Daughter of the Rainbow bold and independent fairies, holding


a great deal of curiosity for the goings-
She was clad in flowing, fluffy robes of on below their sky domain. Though
soft material that reminded Dorothy of woven their origins are unknown, citizens of
cobwebs, only it was colored in soft tintings of Oz generally hold one of two beliefs
violet, rose, topaz, olive, azure, and white, mingled about the daughters: they are either
together most harmoniously in stripes which
the offspring of the spirit that controls
melted one into the other with soft blendings. Her
the rainbow, or they sprung forth
hair was like spun gold and flowed around her in
a cloud, no strand being fastened or confined by magically from Rainbow himself. Their
either pin or ornament or ribbon. numbers are uncertain, with counts
ranging between nine and nineteen.
L. Frank Baum, The Road to Oz
The daughters themselves rarely discuss
Far more rare than the cloud fairies are the their family.
daughters of the rainbow. Standing between The daughters are only seen in magic
four and five feet tall, they tower over their realms such as Oz, and live among the
cloud fairy cousins. They are humanoid in cloud fairies and giants in their sky
form, wingless and delicate, with light bones palaces. Now and again when a rainbow
and sharp features that hearken of elven blood. arcs across the Oz sky, one can see their
Those rare few who have spied a daughter are movement in the shimmering lights of
struck by the soft, pastel robes they wear, and the reflected raindrops.
their long, unbound hair, often golden or fiery-
red in color. Only the alleged youngest, Polychrome,
has been seen often enough in Oz that
The daughters quite literally dance the her name is widely known.
rainbow, using the arcs to travel between the
cloud palaces and earth whenever they choose… Literary Origin. The Road to Oz
so long as the weather cooperates. They are

59
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Daughter of the Rainbow


Medium fey, lawful good Challenge Each daughter of the rainbow is aligned with a color,

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

60
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Garden Fairy
Tiny fey, neutral good Challenge

STR DEX CON INT WIS CHA


4 (−3) 18 (+4) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 9
(5,000 XP)

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

Essence of Poppy. Whenever a creature takes poison damage from


the fairy, they must succeed on a DC 14 Constitution saving throw or
fall unconscious and become poisoned for 10 hours or until moonrise
(whichever comes first). The creature wakes up at the end of its
next turn if it takes additional damage or if another creature takes an
action to shake it awake.
Innate Spellcasting. The garden fairy’s innate spellcasting ability
is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can
innately cast the following spells, requiring no material components:

At will: poison spray, verdant strike


3/day each: charm person
1/day each: bramble armor, blink, fly, plant growth, spike growth

Magic Resistance. The garden fairy has advantage on saving throws


against spells and magical effects.

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

61
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

62
and the Cherub
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Sea Nymph females alike adorn themselves with pearl and


mother-of-pearl accouterments.
Rising from the blue
Their skin tones range in all hues of sand,
water was a fair face
around which floated a
from pure white to glittering black volcanic.
mass of long, blonde hair. Their eyes are ocean hues of blue or
It was a sweet, girlish face, green, pale or dark, depending on their
with eyes of the same deep preferred depth for sleeping. Those
blue as the water and red lips who find their beds deeper in the ocean
whose dainty smile disclosed two have darker eyes featuring supernatural
rows of pearly teeth. The cheeks luminescence, while those who rest in
were plump and rosy, the brows the shallows have eyes of sea foam
gracefully penciled, while the chin green. Like most fairies, their
was rounded and had a pretty garments match the flowing curl of
dimple in it. the waves, moving with them
L. Frank Baum, The Sea Fairies as they drift through the
Members of nymph clans are often water or along the beach.
mistaken for merfolk or sirens, They speak Common
as sea nymphs can temporarily as well as the gently-
form fish-like tails for faster fluted dialect
swimming. The sea nymph’s common to many
native form is that of an sea creatures.
impossibly beautiful man Literary
or woman, a result of their Origin.
shapechanging abilities and The Sea Fairies
their innate glamour. Male and

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 no obvious gender. Light elves are ruled by an


immortal king who travels with two princes he
Despite their name, these fragile calls Flash and Twilight. They are most often
luminescent creatures are not actually seen during dawn and twilight, when light
elves. Rather, they are fey creatures of slants through the sky to illuminate them more
floating air and light and tendrils, and clearly in shades of pale blue, pink, and gold.
can easily pass through many solid, They can be more solid when they choose, but
liquid, or gaseous substances. Light elves use the ability sparingly. Light elves are believed
resemble jellyfish made of light, drifting on to be deeply curious, and have been known to
the tides of the Nonestic Ocean. They are both attach themselves to more mortal races and
remarkable and unnerving to behold, showing follow them about when they sense conflict is in
the near future. Despite this somewhat ghoulish
habit, they seldom involve themselves in mortal
affairs. They speak both Common and a near-
silent language of their own that seems half
made up of tendril movement.
Literary Origin. The Life and Adventures
of Santa Claus

Light Elf
Medium fey, any good alignment Challenge

STR DEX CON INT WIS CHA


2 (−4) 20 (+5) 15 (+2) 14 (+2) 15 (+2) 14 (+2) 6
(2,300 XP)

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:

At will: charm person, dancing lights, light


3/day each: blink, daylight, moonbeam
1/day: sunbeam

Magic Resistance. The light elf has advantage on saving throws


against spells and magical effects.

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

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 11 (+0) 15 (+2) 14 (+2) 12 (+1) 8
(3,900 XP)

Armor Class 16 (natural armor)


Hit Points 72 (16d8)
Speed 30 ft., fly 60 ft.
Skills Perception +5, Stealth +7
Damage Resistances bludgeoning
Damage Immunities piercing, slashing
Condition Immunities charmed
Senses passive Perception 15
Languages Common, Sylvan
Proficiency Bonus +3
Innate Spellcasting. The mist nymph’s innate spellcasting ability
is Intelligence (spell save DC 16). It can innately cast the following
spells, requiring no material components:

At will: fly, fog cloud, gaseous form, misty step, water breathing
3/day each: control weather, see invisibility
1/day: blink

Magic Resistance. The mist nymph has advantage on saving throws


against spells and magical effects.

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
65
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

STR DEX CON INT WIS CHA


14 (+2) 18 (+4) 12 (+1) 11 (+0) 10 (+0) 18 (+4) 4
(1,100 XP)

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

Innate Spellcasting. The mist nymph’s innate spellcasting ability is


Charisma (spell save DC 14). It can innately cast the following spells,
requiring no material components.

At will: charm person, fly


3/day each: conjure animals, giant insect
1/day: eyebite

Magic Resistance. The rampsie has advantage on saving throws


against spells and magical effects.

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.

66
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

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 15 (+2) 11 (+0) 10 (+0) 16 (+3) 3
(700 XP)

Armor Class 15 (natural armor)


Hit Points 65 (10d8 + 20) During this time, they stand lifeless
Speed 30 ft. amongst their branches, with rose
Skills Stealth +5 petals tightly bunched around their
Damage Vulnerabilities cold
Damage Resistances poison
faces. Immature rose fairy eyes of
Senses passive Perception 10 uniform spring green stare sightlessly
Languages Common, Sylvan into the greenhouse until they are
Proficiency Bonus +2
mature, with no sign of consciousness
Innate Spellcasting. The rosian’s innate spellcasting ability is
Charisma (spell save DC 13, +5 to hit with spell attacks). It can to them and no memory of events
innately cast the following spells, requiring no material components. before they ripen, are plucked, and
At will: verdant strike step down from their pots. As the
1/day each: bramble armor, charm person, plant growth roses bloom more fully over the
Plant Camouflage. The rosian has advantage on Dexterity (Stealth) years, the leaves and stalks darken to
checks made in terrain with ample obscuring plant life. a darker and deeper green, and the
Actions petals curl back from lovely faces as
Thorn Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. male and female rose fairies come into
Hit: 8 (1d8 + 3) piercing damage.
their maturity.

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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

The royal family are conspicuous, as


their petals are the deepest shades of
velvet red and purple, while courtiers
have petals in various shades of white,
yellow, peach, pink, and more. The
current king has the widest petals of any
of his family, with deeply scented petals
carrying a rich aroma. Mature rosians wear
garments woven of leaves and petals, soft and
flowing, their feet clad in tough, curling leaves.
Like all fey, they are oddly beautiful to look
upon, with voices that are sweet and beguiling.
The laws of the kingdom (carried around by
the Chief Gardener) are strict—breaking the
glass that shelters the royal family carries a
death sentence. Strangers are likewise denied
entrance to the kingdom,
and trespassers may face
an immediate and piercing
death. Young offshoots are
regularly nourished with the
blood of a bold trespasser.
When rosians leave the borders
of the kingdom, they immediately
become mortal, and cannot
become fairies again. Whether this
is from an enchantment on the great
greenhouse or a long-lost curse, the end
result is that rosians remain insular and
hostile toward strangers. When there
is no king and no ripe male rose in the
royal family, the Gardener maintains
the kingdom and the greenhouse until
the next generation becomes ripe for
the plucking.
Literary Origin. Tik-Tok of Oz

68
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Ryl while their eyes may be of any color found in


fall foliage.
First the Ryls, who are first cousins to the
They are led by a ryl known as the Ryler,
wood-nymphs, although so differently formed. For
the Ryls are required to watch over the flowers and
who is under the command of Ak, the Master
plants, as the nymphs watch over the forest trees. Woodsman. Ak creates provincials who
adjudicate for his interests within the various
L. Frank Baum, The Life and Adventures of
enclaves of ryls throughout the realm. Ryls are
Santa Claus
generally light-hearted and blithe, but seldom
Ryls are immortal creatures, cousins to both idle as they work tirelessly, watching over and
the wood nymphs and the rosians. Ryls are tending to all the plants of the land. Dyes and
creatures of creation magic, and watch over paints made from ryl-tended plants are highly
the flora and fauna across the fey realm and prized by clothiers, tanners, and artists.
Nonestic Ocean. They vary in size and shape,
Literary Origin. The Life and Adventures
though they all share a tendency to be short
of Santa Claus, The Road to Oz, The Ryl
and lithe with long fingers and toes. Their skin
of the Lilies
is universally the yellow green of new leaves,

Ryl
Tiny fey, any good alignment Challenge

STR DEX CON INT WIS CHA


3 (−4) 19 (+4) 12 (+1) 10 (+0) 17 (+3) 13 (+1) 5
(1,800 XP)

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:

At will: fly, poison spray


3/day each: charm person, haste
1/day each: blink, dominate person

Magic Resistance. The ryl has advantage on saving throws against


spells and magical effects.
Plant Camouflage. The ryl has advantage on Dexterity (Stealth)
checks made in terrain with ample obscuring plant life.

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

STR DEX CON INT WIS CHA


4 (−3) 17 (+3) 10 (+0) 14 (+2) 18 (+4) 13 (+1) 3
(700 XP) keeping the creeping deadly poppy
Armor Class 13 out of their fields when seeded along
Hit Points 25 (10d4) the borders. They speak Common
Speed 5 ft., fly 30 ft.
and a tongue of their own that sounds
Skills Perception +6, Stealth +5
Condition Immunities charmed, poisoned
like merrily tinkling bells.
Senses passive Perception 16 Literary Origin. The Life and
Languages Common, Sylvan
Proficiency Bonus +2 Adventures of Santa Claus
Innate Spellcasting. The sleep fairy’s innate spellcasting ability is
Wisdom (spell save DC 14). It can innately cast the following spells,
requiring no material components:

At will: fly, poison spray, sleep


3/day each: charm person, dream, suggestion
1/day: blink

Magic Resistance. The sleep fairy has advantage on saving throws


against spells and magical effects.

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.

70
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Totten region begins. They build dome-like structures


for themselves from volcanic rock gathered
Their hair stood straight up, like wires, from the Quadling mountains, with trap doors
and was brilliant scarlet in color. Their bodies were in their tops and rope ladders to let themselves
bare except for skins fastened around their waists descend. The insides hold no furniture other
and they wore bracelets on their ankles and wrists, than a handful of comfortable cushions, sewn
and necklaces, and great pendant earrings.
from hide and stuffed with fragrant herbs.
L. Frank Baum, The Patchwork Girl of Oz
Like house cats, tottens are crepuscular—
Tottens are small, mischievous fey creatures. primarily active during the twilight hours
Their skins are a bluish green, and their brilliant around sunrises and sunsets—preferring to nap
red hair stands straight up from their heads during the heat of day and the dark stillness
as though teased by wires. They enjoy singing of night. Bright full moons are the exception
above all things, and their cheerful work as tottenfolk delight in reveling through the
songs are often heard in locales that they call entirety of moonlit nights.
home. Their voices are birdlike, and tottenfolk
Literary Origin. The Patchwork Girl of Oz,
are capable of imitating a wide variety of
Rinkitink in Oz
creatures. Hermaphroditic with no breasts,
body hair, or visible genitalia, tottenfolk have
neither a concept of separate genders nor need
for modesty. If cut, they bleed a milky blue-
green substance.
The clothes tottens do wear are strictly
for decoration, as is their jewelry. It is not
uncommon for adult tottenfolk to sport a
plethora of necklaces, bracelets, and earrings.
Tottenfolk originated in a small village, a
shaded oasis before the desert area where the
Winkie plains end and the rougher Quadling

Totten
Small fey, neutral good Challenge

STR DEX CON INT WIS CHA


5 (−3) 16 (+3) 15 (+2) 10 (+0) 18 (+4) 14 (+2) 4
(1,100 XP)

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:

At will: charm person


3/day each: conjure animals, pass without trace
1/day each: blink, mislead

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

72
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Wood Nymph unwanted interaction. The


roots of the forest grow
Her hair was the color that lines a deep, some say so deep
chestnut-bur; her eyes were blue in the sunlight they cross the border into
and purple in the shade; her cheeks bloomed with Oz under the Deadly Desert.
the faint pink that edges the clouds at sunset; her
lips were full red, pouting and sweet. For costume It can be hard to tell the exact
she adopted oak-leaf green; all the wood-nymphs gender of each individual wood
dress in that color and know no other so desirable. nymph, for their appearance
L. Frank Baum, The Life and Adventures of is very similar from nymph to
Santa Claus nymph. They are each strong-
featured and beautiful, with
The Forest of Burzee stands beside the waters short, straight brown hair
of the Nonestic Ocean, outside Oz’s Deadly that blends into bark and
Desert. It is an old growth forest, thick and root. Their eyes are
tangled with roots and underbrush, opening the hazel color of
up to the occasional meadow. It is the home earthy moss. When
to many rare species of magical creatures, not appearing as
including the wood nymphs. Wood nymphs live part of a tree, they
among and inside the trees, having the ability dress in straight
to phase into the bark and hide there to avoid shifts which cover
them from neck
Wood Nymph to knees in oak-
Medium fey, lawful good Challenge green fabric, woven
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 11 (+0) 20 (+5) 12 (+1) 14
(11,500 XP)
magically from leaves,
moss, plant roots, and
spider webs. Wood
Armor Class 17 (natural armor)
Hit Points 150 (20d8 + 60) nymphs bear no
Speed 30 ft. arms, as their
Skills Perception +10, Stealth +6 control over
Damage Vulnerabilities fire
Damage Resistances radiant, piercing
the woods’ bounty to
Condition Immunities charmed defend themselves is near absolute.
Senses passive Perception 20
Languages Common, Sylvan The wood nymphs are ruled by an
Proficiency Bonus +5 immortal Queen Zurline, a distant
Innate Spellcasting. The wood nymph’s innate spellcasting ability cousin of Lurline. She rules from a
is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can throne surrounded by fairy toadstools,
innately cast the following spells, requiring no material components:
deep in the forest. The nymphs tend to
At will: barkskin, goodberry, shillelagh, verdant strike
the trees and other greenery growing
3/day each: bramble armor, conjure woodland beings, entangle,
tree stride within the forest, their magic generally
1/day: transport via plants benign, and most sensible folks
Magic Resistance. The wood nymph has advantage on saving leaving them unfettered. The stories
throws against spells and magical effects. of wood nymphs turning attackers
Plant Camouflage. The wood nymph has advantage on Dexterity into dirt clods are widespread, but
(Stealth) checks made in terrain with ample obscuring plant life.
unfounded in truth. Generally, they
Actions enjoy holidays that correspond
Multiattack. The wood nymph makes two branch strike attacks.
to the seasons and cycles of the
Branch Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) bludgeoning damage.
growing forest.
Return to Loam (Recharge 5-6). The wood nymph casts Literary Origin. The Life and
disintegrate at 6th level, requiring no material components. When Adventures of Santa Claus
cast this way, a disintegrated creature becomes clods of earthen soil
instead of fine gray dust.

73
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

the beast was a little gray field-mouse,


and although he had no heart he knew
STR DEX CON INT WIS CHA
3 (−4) 12 (+1) 7 (−2) 10 (+0) 12 (+1) 8 (−1) ¼(50 XP)
it was wrong for the wildcat to try to
Armor Class 12 (cloth armor)
kill such a pretty, harmless creature. Hit Points 1 (3d4 − 6)
Speed 20 ft.
L. Frank Baum, The Wonderful Wizard
of Oz Skills Survival +3
Senses darkvision 60 ft., passive Perception 11
There are thousands of field mice in the Languages Common
Proficiency Bonus +2
general Emerald Capital Territory, with
multiple colonies linked through tunnels Keen Smell. The field mouse has advantage on Wisdom
(Perception) checks that rely on smell.
in the earth. They are ruled by a queen,
a striking gray-furred creature with pink Actions
ears and bright, dark eyes. Field mice have Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3
(1d4 + 1) piercing damage
adopted various bits of clothing, imitating
the humanoid creatures about Oz: the
queen fancies a cape and tiny crown, and
her advisors have adopted colorful tabards
made from abandoned socks.
The Empire of the Field Mice (as
they style it) extends to the borders of
Munchkin Country, with a few extended
tunnels near Gillikin and others along
the Quadling border. While some
of the burrows are quite near
deadly poppy fields, the mice seem
largely unaffected by them.
Literary Origin. The Wonderful
Wizard of Oz

74
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.

75
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

the dark, golden-brown eyes open, Fighting Tree—Sapling


the nightmarish faces twist in a toothy
snarl, and the muscular branch arms Middling-age fighting trees are less fearsome
flex menacingly, there’s no mistaking the in appearance than the elders. These saplings
danger they pose. are clearly younger in size and growth, ranging
from 8 to 10 feet in height and boasting more
Fighting trees are stationary, with thick
slender branches. Their beards are merely a bit
and tangled roots that either ripple along the
of mossy growth at their chins, with the same
ground or delve deep into the rivers that flow
bark colors in faintly lighter shades. When
through the depths of the earth. The ground
roused to anger, they can manage two arms of
around the fighting trees tends to be well-
swinging, fighting fury.
mulched, with coarse debris spread about
from years’ worth of branch and bark
decay. Fruit or nut-bearing fighting trees
can pluck and throw their own fruit
at intruders, with chestnut fighters
being particularly keen of aim
with their bristled, prickly pods.
Literary Origin. The
Wonderful Wizard 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

False Appearance. While the seedling remains motionless, it is


indistinguishable from a normal tree.

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.

77
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Flamengo hot tempers. Most other animals have learned


to avoid them for any number of these reasons.
Flamengoes are six-foot tall birds with
Literary Origin. 5e Adventures in Oz
brilliant plumage, shading from purest
white to deep salmon. Their beaks are
black and curved, and they stand atop
long, garnet legs. Most flamengoes
make their home in the briny wetlands of
the south, though they are sometimes seen
in other sloughs of similar climate. They are
quite intelligent and have been known to
speak mockingly in rhymes when
conversing with other creatures.
They eat brine shrimp, crayfish,
and other still water delicacies,
and ferment the bodies in their
bellies. When the methane builds
up, they can produce flame by belching the
methane and igniting it with the flint stones in
their throat gizzards. The flame is used in self
defense, in mating displays, and as a flourish
during their annual poetry competitions.
Flamengoes are quite vain, and have scorching

Flamengo
Medium beast, any neutral alignment Challenge

STR DEX CON INT WIS CHA


6 (−2) 13 (+1) 13 (+1) 3 (−4) 12 (+1) 14 (+2) 3
(700 XP)

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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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

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.

Like many who dwell in Gillikin, the flatheads


have violet eyes and sallow, pale skin. They are
humanoid, with the peculiar feature that their
heads are nearly as flat as saucers. The rest of
their faces have human features, and are
in fact quite ordinary.
When not mining or crafting, the men
tend to travel armed with bows and
arrows or simple blades or axes. They
wear no hats or jewelry, never hiding
their distinctive heads.
Each flathead has a pouch, backpack,
or bandolier with canisters containing
their own brains. Occasionally however,
a flathead will lose track of their brain,
and the Supreme Dictator (or Su Dic),
the elected ruler of the flatheads, will
collect extra brains to increase their
intelligence. Flatheads who possess at
least three brains for at least a year may
gain the capacity for limited magic. An
average flathead has no magical ability,
and prefers manual labor to sorcery.
Flatheads are generally suspicious and
unfriendly toward outsiders.
Literary Origin. Glinda of Oz

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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

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)

are closer to munchkins in size. Armor Class 15 (natural armor)


Hit Points 45 (10d4 + 20)
Frostlings are clear and frosted ice made Speed 15 ft., fly 30 ft.
flesh, with pure white eyes that have a Skills Perception +3, Stealth +5
touch of cold blue at the pupil. Frostlings Damage Vulnerabilities fire
Damage Immunities cold
can travel between realms in a way no Senses darkvision 120 ft., passive Perception 13
one has quite figured out, but only on the Languages Common
coldest day of the year in any location. Proficiency Bonus +2

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.

80
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

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)

Armor Class 10 (hide armor)


any onlookers. Hit Points 59 (7d10 + 21)
Hammer heads live within the Speed 20 ft.

Quadling Protectorate, on their self- Saving Throws Str +7


Skills Intimidation +2
named Hill of the Hammer Heads, Senses darkvision 60 ft., passive Perception 8
and keep very much to themselves. Languages Common, Giant
Attempts to cross their hill are Proficiency Bonus +2
No Arms. Hammer heads do not have arms or hands. As a result,
met with ferocious anger. Only the they cannot wield weapons or shields.
males are ever seen out in public, Rock Camouflage. The hammer head has advantage on Dexterity
wearing animal skin tunics, roughly (Stealth) checks made to hide in rocky terrain.
stitched together and held with
Actions
pierced bone pins. Head. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:
Literary Origin. The Wonderful 21 (3d10 + 5) bludgeoning.

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.

81
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

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

STR DEX CON INT WIS CHA


23 (+6) 15 (+2) 16 (+3) 4 (−3) 13 (+1) 8 (−1) 6
(2,300 XP)

Armor Class 14 (natural armor)


Hit Points 123 (13d12 + 39)
Speed 30 ft.
Skills Perception +7, Stealth +5
Senses darkvision 60 ft., passive Perception 17
Languages Common, Giant
Proficiency Bonus +3

Keen Sight. The giant has advantage on Wisdom (Perception)


checks that rely on sight.

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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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Giant Squirrel Giant Squirrel


Whether magnified by a spell or simply Huge beast, neutral to good Challenge

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

83
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Gigatort Gigatorts are largely omnivores, and largely


not fussy about the freshness of their food.
Although gigatorts are not native to Oz, They smell vaguely of the sea, although when
they occasionally find themselves inside dead will stink with eye-watering intensity
its outer borders. These large creatures within minutes. They do not seem to have a
have an aggressiveness that exceeds even language or any method of communication
their considerable size; Ughabu patrols amongst themselves.
have reported spotting a gigatort fighting a
Literary Origin. 5e Adventures in Oz
rak high in the mountains. Gigatorts are
amphibious, and nest near water especially
in natural caverns where the water beats Gigatort
a hole in the shoreline. They have a round Large beast, neutral to evil Challenge

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.

The most conspicuous part of the gigatort Skills Perception +3


Senses Passive Perception 13
however is its unnerving head. The face Languages —
has four mouths with razor-sharp teeth, Proficiency Bonus +4
and seven bright, glittering eyes like a Amphibious. The gigatort can breathe air and water.
misshapen spider. The top of the head has Compound Eyes. The gigatort reacts to movement instinctively.
a mane of green hair, and is adorned with When the gigatort hits with an opportunity attack, it does not expend
the use of its reaction.
small horns. It has four short, stubby legs
Keen Sight. The gigatort has advantage on Wisdom (Perception)
ending in lizard-like claws, and two longer checks that rely on sight.
arms that end in powerful lobster-
Actions
shaped claws. Multiattack. The gigatort makes a bite attack, then makes either two
pincer claw attacks or a tail attack.
Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 14
(2d8 + 5) piercing damage.
Pincer Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) bludgeoning damage. The target is grappled (escape
DC 17) if it is a Large or smaller creature and the gigatort doesn’t
have two other creatures grappled.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15
(3d6 + 5) bludgeoning damage.

84
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

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)

Armor Class 14 (natural armor)


what other grazers can reach. Their long Hit Points 68 (8d10 + 24)
necks are golden with patches of brown, Speed 30 ft.
while their bodies are thickly-furred with Damage Immunities poison
a deeper brown pile. Their noses appear Condition Immunities poisoned
Senses passive Perception 11
to belong to something in the pachyderm Languages Common
family, elongated from their faces and Proficiency Bonus +3
slightly prehensile. The feet are thick and Poppy Eater. When the giraphant is subjected to poison damage, it
takes no damage and instead regains a number of hit points equal to
solid, with the same thick, gray skin as half of the poison damage dealt.
found on the nose. Their eyes sparkle a
dark, soulful purple, with their tongues a Actions
Multiattack. The giraphant makes two attacks: one headbutt
slightly lighter shade. They speak slowly and one kick.
and deliberately, if they speak at all, and Headbutt. Melee Weapon Attack: +6 to hit, reach 10ft., one target.
smell strongly of wet musk ox. Hit: 10 (2d6 + 3) bludgeoning damage.
Kick. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 19
Literary Origin. The Magic of Oz (3d10 + 3) bludgeoning damage.

85
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

and in fact will become ill and even potentially


die if kept in captivity. They speak the Ozite
Common tongue, but prefer their own, so
conversations tend to be short. Their voices are
rough and deep, and with their small size and
ability to blend with the underbrush, they are
difficult to spot.
The goozzles believe they are the most
fearsome creatures in Oz. To prove it, they
wear neck chains and wristlets decorated
with the nails of their rivals­. Their enemies
claim the goozzles are cowardly, and the nails
are the goozzle’s own. Whichever is true, the
chains often drag in the dirt and dust, leaving
flakes of blood behind. Where a goozzle goblin
falls, thistles grow. Goozzle blood splashed
on unprotected skin will cause an itching,
burning rash.
Literary Origin. The Life and Adventures
of Santa Claus

Goozzle Goblin
Goozzle Goblins Small humanoid (goblinoid), neutral evil Challenge

And joined to these were the


Goozzle-Goblins, with long talons
STR DEX CON INT WIS
8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1)
CHA
8 (−1) ½(100 XP)
as sharp as swords, with which they Armor Class 15 (leather armor, shield)
clawed the flesh from their foes. Hit Points 10 (3d6)
Speed 30 ft.
L. Frank Baum, The Life and
Skills Stealth +6
Adventures of Santa Claus Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
The goozzle goblins are squat Proficiency Bonus +2
humanoids with rough, dark umber Close Quarters. The goozzle goblin can move through and share
skin, matted black hair, and a smell a space with creatures of any size. While sharing a space with
akin to boiled spinach. Not true another creature, attack rolls made against the goozzzle goblin have
disadvantage. The goozzle goblin can only share a space with one
goblins, they belong to a pseudo- other creature at a time.
goblinoid branch of fey creatures Thistle Blood. When the goozzle goblin dies, rasping weeds and
that are endemic to Nonestica. thistles sprout from the ground in a 5-foot square. For 1 hour,
these thistles turn the ground in the area into difficult terrain. A
Bands of goozzles can be found 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
in many regions of Oz, though they restrained by the entangling thistles until the effect ends. A creature
prefer dark and damp locales. Their restrained by the thistles can use its action to make a DC 12 Strength
talons are long and sharp, used for saving throw. On a success, it frees itself. On a fail, it takes 3 (1d6)
piercing damage.
slashing attacks or digging insects
Thistle Thorns. When the goozzle goblin is hit by a melee attack,
or small animals out of tree nests it may use its reaction to immediately make a talon attack against
for a quick snack. The goozzles live its attacker.
in hives, their homes made of mud- Actions
smeared woven reeds if a damp Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9
hole cannot be found. Goozzles are (2d6 + 2) piercing damage.

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

Goozzle Goblin, Chieftain


The goozzle goblin chieftain is a hair
Goozzle Goblin, Chieftain
Small humanoid (goblinoid), neutral evil Challenge

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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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Growleywog large, twitching ears. They have wide feet and


wear only sandals, which allows room for their
These Growleywogs were certainly long toes—and sharp toenails.
remarkable creatures. They were of gigantic
size, yet were all bone and skin and muscle, A common phrase in Nonestica is, “as
there being no meat or fat upon their bodies canny as a growleywog,” and their reputation
at all. Their powerful muscles lay just as effective hired muscle is well-earned.
underneath their skins, like bunches of tough rope, Growleywogs are prized as personal guards and
and the weakest Growleywog was so strong that he mercenaries among traders—and no one has
could pick up an elephant and toss it seven miles ever cheated them out of their money. It’s said
away. the growleywogs start with the toes of those
L. Frank Baum, The Emerald City of Oz who don’t pay their debts and work their way
up, reinforcing their contracts to the coin. In
The growleywogs live across the Deadly Desert
the end, growleywogs always get paid.
from Oz. While roughly the same height and
shape as a very tall human, their bodies are Growleywogs speak the Common language
incredibly muscled and toned, and covered of Oz, as well as a private trading language that
with a fine layer of gray fur. They have longer, they share only with a trusted few outsiders.
curly hair on their heads, often brightly dyed They are unsociable and unkind, and trusted
the colors of flame. They smile often, but only to only as far as the letter of the contract affords.
display their sharp teeth. Their noses are mere The Growleywog county contains settlements of
slits, and their eyes are sharp and bright, with their own. Much of the crafting and farming is
done by captives, raided from nearby kingdoms.
They are ruled by a council, headed one who
calls themselves the Grand Gallipoot.
Literary Origin. The Emerald City of Oz

Growleywog
Medium humanoid, neutral evil Challenge

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 16 (+3) 12 (+1) 16 (+3) 8 (−1) 1
(200 XP)

Armor Class 12 (unarmored)


Hit Points 30 (4d8 + 12)
Speed 30 ft.
Skills Perception +5
Senses passive Perception 15
Languages Common, Growleywog Cant
Proficiency Bonus +2

Lie Detector. The growleywog has advantage on all Wisdom


(Insight) checks to discern if someone is telling the truth.
Mercenary. The growleywog is proficient with all armor
and weapons.

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.

all over the back and shoulders. The Actions


neck is stout as well, with folds of Ram. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit:
skin that stretch out when it extends, 16 (3d8 + 3) bludgeoning damage.

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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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

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)

their mines, which they use to Armor Class 11 (unarmored)


Hit Points 22 (4d6 + 8)
light the homes and streets of their Speed 30 ft.
settlement. Men and women alike
Skills Arcana +5, History +5
wear unadorned white robes or Damage Resistances radiant
simple loose trousers and vests, with Senses darkvision 30 ft., passive Perception 11
Languages Common, Undercommon
variances coming more in hairstyles Proficiency Bonus +2
and coloring than clothing. The
Charge. If the horner moves at least 20 feet straight forward
women enjoy elaborate up-do styles toward a target then hits it with a horn attack on the same turn,
with vivid-colored top knots and the target takes an extra 9 (2d8) piercing damage. If the target is a
creature, it must succeed on a DC 12 Strength saving thrown or be
swirls, while the menfolk tend to knocked prone.
choose more discrete colors, from Innate Spellcasting. The horner’s innate spellcasting ability
pastels to black. is Intelligence (spell save DC 13, +5 to hit with spell attacks).
The horner can innately cast the following spells, requiring no
The horners are a hearty folk, material components:
generally good-natured, and known At will: light
for their songs and chants as they go 1/day: guiding bolt
about their daily lives. Their leader, Radium Miner. The horner has advantage on saving throws against
Jak Horner, wears a gold star above spells that do radiant damage.
his horn as the only ornamentation Actions
of rank. His people have pleasant Horn. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6
relations with their nearest (1d8 + 2) piercing damage.
neighbors, the hoppers. Light Hammer. Melee Weapon Attack: +4 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Literary Origin.
The Patchwork Girl of Oz

91
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

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.

92
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Impfolk wear snug-fitting clothes of dark,


subdued hues, giving them natural camouflage
at night when they aren’t invisible. Imps
do however have the ability to vanish
at any time and indefinitely, allowing Impfolk
them to go about their days largely Small humanoid (fiend), chaotic neutral Challenge
undisturbed. Imps are not generally
warlike, as a rule, even with their ability
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 12 (+1) 1
(200 XP)
to ambush their enemies from out Armor Class 14 (unarmored and shield)
of thin air. However, their talent for Hit Points 18 (4d6 + 4)
invisibility has left them with a cruel Speed 30 ft.

sense of mischief. Skills Stealth +4


Damage Resistances cold
It is the whimsy of the imps to publicly Senses darkvision 120 ft., passive Perception 11
Languages Common, Infernal
name themselves after words which Proficiency Bonus +2
start with “Imp.” Their true names are
Cunning Action. On each of its turns, the imp can use a bonus
carefully guarded secrets, for once their action to take the Dash, Disengage, or Hide action.
true name is known they are bound Infernal Ancestry. The imp knows the thaumaturgy cantrip.
to answer to its call, and serve the one Magic Resistance. The imp has advantage on saving throws against
who speaks it. They are omnivores, and spells and other magical effects.

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

93
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

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

94
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

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)

carry the sounds but short distances, for Armor Class 11


there are many of them; but sometimes they Hit Points 10 (3d6)
Speed 30 ft., fly 60 ft.
speed with the sounds to places miles and
Skills Perception +4, Stealth +3
miles away from where they are made. Damage Immunities thunder
L. Frank Baum, The Life and Senses darkvision 60 ft., passive Perception 14
Languages Abyssal, Common
Adventures of Santa Claus Proficiency Bonus +2
Sound imps are short humanoids with Flyby. The sound imp doesn’t provoke opportunity attacks when it
exaggerated ears, noses, and mouths. flies out of an enemy’s reach.
They smile broadly either when delighted Infernal Ancestry. The sound imp knows the thaumaturgy cantrip.
or vexed. They have greenish skin and Magic Resistance. The sound imp has advantage on saving throws
against spells and other magical effects.
ebony hair that they enjoy waxing and
Resonant Escape. The sound imp can innately cast at will the 1st
setting in whimsical styles. level spell expeditious retreat and the 4th level spell freedom of
movement requiring no material, somatic, or verbal components.
When the sound imp casts a spell using this ability, the spell can only
target itself.

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.

Their eyes are white with oversized


black pupils which, combined with their
constant elongated grins, can leave an
onlooker with an uneasy feeling. Their
bodies tend toward the indolent, with
protruding bellies but long, slender
fingers. They have an odd scent of
honey and chalk.
Sound imps speak the Common
tongue, and can imitate with perfect
clarity the screech, caw, bellow, or
snorting of any living creature they’ve
heard. They wear simple linen or
wool clothing dripping with bells
and fripperies, enjoying life as a
constant wind chime.
Literary Origin. The Life and
Adventures of Santa Claus

95
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

taloned like a bird’s, with great dexterity in their


clawed tips.
Wind demons are restless and do not like
being still for longer than it takes to drink,
feed, or catch brief naps. They speak Common,
and also have their own language with high,
singsong notes. They are known to be friends
with knooks and, despite their fearsome
appearance, are generally benign.
Literary Origin. The Life and Adventures
of Santa Claus
Wind Demon
The next in the circle of immortals Wind Demon
Large fiend, any neutral alignment Challenge
was the King of the Wind Demons, slender of
frame, restless and uneasy at being confined
to one place for even an hour. Once in a while
STR DEX CON INT WIS CHA
20 (+5) 19 (+4) 18 (+4) 12 (+1) 10 (+0) 16 (+3) 8
(3,900 XP)
he would leave his place and circle Armor Class 19 (natural armor)
around the glade, and each time he Hit Points 123 (13d10 + 52)
Speed 40 ft., fly 60 ft.
did this the Fairy Queen was obliged
to untangle the flowing locks of her Skills Intimidation +7, Perception +4, Stealth +6
Damage Immunities thunder
golden hair and tuck them back of her Senses darkvision 120 ft., passive Perception 14
pink ears. But she did not complain, Languages Abyssal, Common
for it was not often that the King of the Proficiency Bonus +4
Wind Demons came into the heart of Flyby. The wind demon doesn’t provoke opportunity attacks when it
the Forest. flies out of an enemy’s reach.
Infernal Ancestry. The wind demon knows the thaumaturgy cantrip.
L. Frank Baum, The Life and
Innate Spellcasting. The wind demon’s innate spellcasting ability is
Adventures of Santa Claus Charisma (spell save DC 15). It can innately cast the following spells,
Wind demons are fierce-looking requiring no material components:

avian creatures with humanoid At will: wind walk


3/day each: gust of wind, regenerate
bodies and elongated heads like a
1/day each: greater invisibility, wind wall
pterodactyl. Their eyes are a glowing
Magic Resistance. The wind demon has advantage on saving throws
white with no pupil, an unnerving against spells and other magical effects.
sight to behold. Their wings are
long and lean in earth tones, while Actions
Multiattack. The demon makes three attacks: one with its beak and
their body feathers trend green or two with its claws.
blue, and are often hidden beneath Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9
voluminous robes or capes. Their (1d8 + 5) bludgeoning damage.
garments are adorned with various Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
13 (2d6 +5) slashing damage.
skulls, from which the demons hear
Teleport. The demon magically teleports, along with any equipment
voices. Their hands and feet are each it is wearing or carrying, up to 60 feet to an unoccupied space
it can see.

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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

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.

97
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

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.

indicating their keen night vision. Their noses


are keen, with sensitive whiskers that can detect
changes in temperature on the wind.
Their matted fur is thick with an undercoat,
protecting it from the harsh weather. Kadilahs
are the apex predators of any part of the
wilds they choose to live, but they are most
prominent in the eastern forests of Gillikin
Country, and other nearby woodland
areas. They tend to hunt in pairs, and
have a faintly musky odor.
Kalidahs have the ability to speak,
although most do not bother,
preferring instead to roar and
otherwise frighten off interlopers
when they are well-fed. They
answer to a king, who is believed
to have the ability to heal animals,
kalidah and otherwise.
Literary Origin. The
Wonderful Wizard of Oz

98
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

full variety of natural hair shades. Often they


appear as careworn elders in peasant clothing,
with arthritic fingers and bent spines, and just
as curmudgeonly in temperament.
In truth, they are as spry as the youngest
rabbit, as quick as a stooping hawk, and as
strong as an elephant, for they have all the gifts
of the beasts that are their charges. Knooks
are the holders of the laws, whether it be the
law of the pack, the law of the jungle, or the
law of the skies. In the rare instances where
the laws of one creature conflict with another,
the knooks may step in to advise and counsel.
No matter their intelligence, all beasts will
abide by the knooks’ rulings out of instinct.
Knooks hold reverence for this power, and do
not often meddle in the daily affairs of any wild
animal kingdom.
Knooks do not attack visitors. In truth, they
hardly ever appear to mortal beings, save in the
guise of an older man or woman in the woods,
as they anonymously attempt to manipulate
events toward peace and equilibrium. Their sole
priorities are the animals and their habitats.
Literary Origin. The Life and
Knook Adventures of Santa Claus
Their anxieties make the Knooks
look old and worn and crooked,
and their natures are a bit rough Knook
Small humanoid, lawful neutral
from associating with wild creatures Challenge

continually; yet they are most useful to


humanity and to the world in general,
STR DEX CON INT WIS CHA
17 (+3) 17 (+3) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 5
(1,500 XP)
as their laws are the only laws the Armor Class 13
forest beasts recognize except those of Hit Points 63 (18d6)
the Master Woodsman. Speed 30 ft., burrow 30 ft.

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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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Limoneag Deeply territorial, each limoneag maintains its


own hunting grounds. The females and males
His lion’s face was surrounded by a mane of look very similar in appearance, save for the
pure white hair; his eagle’s wings were attached
size and thickness of the proud manes on the
to the shoulders of his monkey body and were so
males. The females are the crafters of the union,
long that they nearly touched the ground; he had
powerful arms and legs in addition to the wings, and a mated pair of limoneag wears the jewelry
and at the end of his long, strong tail was a golden and tail adornment to match. Soon after mating
ball. however, they each return to their own territory,
as the females raise their young alone in high
L. Frank Baum, The Magic of Oz
eyries, away from other airborne dangers.
When the limoneag roars from the skies, most
Like eagles, they are more often carrion
sensible land creatures skitter for cover. As
eaters, but they are skilled at creating their
kalidahs are the apex predators of the fields and
own carrion. Their preferred method of attack
forests, limoneags similarly rule the skies of
resembles a falcon’s dive from the sky straight
Oz. These strange creatures have the ferocious
down onto their prey, breaking the spine in the
head of a lion perched atop the body of an
first crack of impact. If any fight remains, their
oversized monkey, affording them the ability
claws and teeth make short work. Successful
to wield tools as well as tear apart an enemy.
kills are flown up into the high reaches where
Proud aquiline wings are mounted on their
the limoneag dwells, to let time break down
shoulders, which can keep them aloft and
and flavor the meat. Despite their eating habits,
circling in updrafts for hours. Their tails are
the lair of a limoneag is largely scentless, as
long and sinuous, often mounted with a weapon
they share the fastidious grooming habits of
or created art—or both—in gold or bronze.
smaller felines.
Literary Origin. The Magic of Oz

Limoneag
Large monstrosity, lawful neutral Challenge

STR DEX CON INT WIS CHA


15 (+2) 13 (+1) 14 (+2) 12 (+1) 12 (+1) 16 (+3) 6
(2,300 XP)

Armor Class 15 (natural armor)


Hit Points 90 (12d10 + 24)
Speed 30 ft., fly 60 ft.
Skills Perception +5
Senses passive Perception 15
Languages Common
Proficiency Bonus +4
Keen Sight and Smell. The limoneag has advantage on Wisdom
(Perception) checks that rely on sight or smell.
Ornamental Tail. The limoneag deals an additional 7 (2d6) piercing
or 7 (2d6) slashing damage when it hits a target with a tail attack.

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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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

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.

Middling Middling teeth gleam with rough


Large elemental, any neutral alignment Challenge
nuggets of gold from the earth,
STR DEX CON INT WIS CHA
19 (+4) 9 (−1) 17 (+3) 4 (−3) 11 (+0) 5 (−3) 5
(1,800 XP)
appearing when they smile or grimace.
Their eyes are red and reflective,
Armor Class 14 (natural armor) catching the light oddly if seen at sunset
Hit Points 85 (10d10 + 30)
Speed 30 ft., burrow 60 ft.
or at night with a bright torch. Middling
don’t have apparent genders, all of them
Skills Perception +3, Stealth +2
Damage Vulnerabilities cold having similar appearance, and similar
Damage Resistances bludgeoning growling, earthy voices.
Damage Immunities piercing
Condition Immunities frightened, poisoned, restrained Munchkin farmers consider it good
Senses passive Perception 13
Languages Common, Primordial
fortune to find a middling dwelling in
Proficiency Bonus +3 their land. They are careful to avoid
Earthen Roots. Whenever the middling hits with an attack, as a offending or disturbing the creatures,
bonus action it can cast the 1st level spell entangle (spell save DC being especially cautious after dark
15) without requiring material, somatic, or verbal components
centered on the target of its attack. When cast this way, the spell when middlings are restless. Middlings
does not require concentration to maintain. are known to bring good soil and
Plant Camouflage. The middling has advantage on Dexterity aeration to the crops, increasing the
(Stealth) checks made in terrain with ample obscuring plant life.
yield. On the other hand, those who
Actions attempt to pass through their adopted
Multiattack. The middling makes two fist attacks or one mudball lands while they’re awake will be
and one stomp attack.
confronted, and have a toll demanded
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11
(2d6 + 4) bludgeoning damage. of them. They speak the Common
Mud Ball (Recharge 5-6). Ranged Weapon Attack: +7 to hit, range tongue of Oz.
30/120 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
There are whispers of wicked
Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
26 (4d10 + 4) bludgeoning damage.
middlings along the marshes
in the West.
Literary Origin. The Royal Book of Oz
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Mifket mifkets alone, and they very quickly took over


the island as the dominant species.
Their heads had the appearance of
coconuts, and were covered with coarse hair Mifkets are a vegetable-based race, with no
clipped close, and turning upward until it ended in particular gender until one declares themselves
a sharp peak at the very top. Their faces were like king, and out-wrestles any other claimants.
putty, with small, beady eyes that glittered brightly, Their heads are shaped like the coconuts they
flat noses, and wide, grinning mouths. The Mifkets came from, with short, coarse muddy brown
bodies were shaped like pears, and their legs hair all around. A few rare mifkets instead
were short and their arms long. For clothing they have rough, black hair. Their faces are stiff,
wore gay leaves of the forest plants, twisted and with small, dark eyes, a tiny near-flat bump of
woven together in quite a clever way; and taken a nose, and wide mouths showing jagged white
all together, they were as unlike any creatures teeth. Their bodies are shaped like teardrops,
that inhabit our part of the world as can well be with somewhat short legs but long arms. Their
imagined. clothing is manufactured of the leaves of the
L. Frank Baum, John Dough and the Cherub palms as well as other bits of feather, flower, and
The origins of the mifket are not known leaf found on their tropical island.
for certain, but the most widely accepted Mifkets are great fans of wrestling. When
explanation is a tale of legend. Long ago, before challenged, they will choose this method to
Lurline created Oz, a fairy princess found subdue captives, and attack invaders in force.
herself exiled on an island in the Nonestic Mifkets float on salt water, which is how they
Ocean. To amuse herself, she imbued the occasionally find their ways to the shores
coconut trees there with life, bringing forth of Nonestica.
creatures formed from the nuts as her personal Literary Origin. John Dough and the Cherub
servants. When her exile ended, she left the

Mifket
Small plant (humanoid), any neutral alignment Challenge

STR DEX CON INT WIS CHA


15 (+2) 15 (+2) 17 (+3) 10 (+0) 11 (+0) 7 (−2) ½(100 XP)

Armor Class 13 (natural armor)


Hit Points 19 (3d6 + 9)
Speed 30 ft., burrow 20 ft., swim 30 ft.
Skills Perception +2, Stealth +4
Senses passive Perception 12
Languages Common, Sylvan
Proficiency Bonus +2
Pack Tactics. The mifket has advantage on an attack roll against
a creature if at least one of the miket’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.
Plant Camouflage. The mifket has advantage on Dexterity (Stealth)
checks made in terrain with ample obscuring plant life.

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

…the Nomes, who are queerly


STR DEX CON INT WIS CHA
13 (+1) 7 (−2) 12 (+1) 11 (+0) 12 (+1) 11 (+0) ½
(100 XP)
shaped but powerful sprites that Armor Class 16 (chain mail)
labor at the furnaces and forges of their king, Hit Points 16 (3d8 + 3)
making gold and silver and other metals Speed 30 ft.
which they conceal in the crevices of the rocks, Skills Perception +3
so that those living upon the earth’s surface Damage Resistances poison; bludgeoning, piercing, slashing from
nonmagical attacks
can only find them with great difficulty. Senses darkvision 120 ft., passive Perception 13
Also they make diamonds and rubies and Languages Common, Undercommon
emeralds, which they hide in the ground; so Proficiency Bonus +2

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

STR DEX CON INT WIS CHA


13 (+1) 7 (−2) 12 (+1) 11 (+0) 12 (+1) 11 (+0) 1
(200 XP)

Armor Class 16 (chain mail)


Hit Points 33 (6d8 + 6)
Speed 30 ft.
Skills Athletics +3, Perception +3
Damage Resistances poison; bludgeoning, piercing, slashing from
nonmagical attacks
Senses darkvision 120 ft., passive Perception 13
Languages Common, Undercommon
Proficiency Bonus +2
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
that speaks the “secret word” aloud automatically succeeds on this
saving throw.
False Appearance. While the nome remains motionless, it is
indistinguishable from an ordinary rock.
Rock Climb. The nome can climb difficult surfaces (if they are made
of rock), including upside down on ceilings, without needing to make
an ability check.
Rock Walker. The nome ignores movement restrictions
caused by rocks.

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

Nome, Warlock Warlocks share the hardiness of their metal-


working kindred, but have developed basic
Nome warlocks are often the oldest immunities to damage from weapons made of
of their race, gleaning knowledge and earth or metal. Their most common affinity
power from the movement of the earth is for elemental spells involving earth or air,
and the treasures hidden therein. Their though a few nomes explore water magic as
gnarled faces range in hue from honey well. It is said that while the Nome King and his
brown to the water-washed gray brown of court were responsible for building the metal
weathered wood, with white flowing locks that trees beneath the earth, the nome warlocks are
cover their ears—even so long as to be tucked the ones who made them bloom, and inspired
into their belts. The warlocks tend to adopt the metal butterflies to first beat their wings.
basic black robes, belted and hung with
charms and the components of their art.
Nome, Warlock
Medium humanoid, any alignment Challenge

STR DEX CON INT WIS CHA


13 (+1) 7 (−2) 12 (+1) 11 (+0) 12 (+1) 16 (+3) 1
(200 XP)

Armor Class 9 (padded armor)


Hit Points 33 (6d8 + 6)
Speed 30 ft.
Skills Arcana +2, Perception +2
Damage Resistances poison; bludgeoning, piercing, slashing from
nonmagical attacks
Senses darkvision 120 ft., passive Perception 13
Languages Common, Undercommon
Proficiency Bonus +2
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
that speaks the “secret word” aloud automatically succeeds on this
saving throw.
False Appearance. While the nome remains motionless, it is
indistinguishable from an ordinary rock.
Rock Climb. The nome can climb difficult surfaces (if they are made
of rock), including upside down on ceilings, without needing to make
an ability check.
Rock Walker. The nome ignores movement restrictions
caused by rocks.
Spellcasting. The nome warlock is a 3rd-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell
attacks). It regains its expended spell slots when it finishes a short or
long rest. It knows the following spells.

•  Cantrips (at will): chill touch, spare the dying


•  1st-2nd level (2 2nd-level slots): darkness, hold person, magic
missile, ray of enfeeblement

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

chopping-bowl and covered with tough


skin instead of feathers. It had four legs—
STR DEX CON INT WIS CHA
15 (+2) 6 (−2) 12 (+1) 10 (+0) 14 (+2) 10 (+0) 2
(450 XP)
much like the legs of a stork, only double Armor Class 12 (natural armor)
the number—and its head was shaped a Hit Points 52 (10d10 + 10)
good deal like that of a poll parrot, with a Speed 20 ft., fly 50 ft.
beak that curved downward in front and Senses passive Perception 12
upward at the edges, and was half bill and Languages Common
Proficiency Bonus +2
half mouth. But to call it a bird was out
Flyby. The ork doesn't provoke opportunity attacks when it flies out
of the question, because it had no feathers
of an enemy's reach.
whatever except a crest of wavy plumes of a
Keen Hearing and Sight. The ork has advantage on Wisdom
scarlet color on the very top of its head. (Perception) checks that rely on hearing or sight.
L. Frank Baum, The Scarecrow of Oz Actions
The Nonestica ork is a large, strange Multiattack. The ork makes two attacks: one with its beak and its
claws. While flying, it can use its talons in place of one other attack.
beast that looks birdlike, but lacks any
Beak. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit:
sort of feathers. Its body is supported 5 (1d6 + 2) piercing damage.
by four bird-like legs, and is covered in Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6
short, downy fur. Four stubby wings rise (1d8 + 2) slashing damage.
up from its back, paired like a dragonfly, Talons. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature.
which twirl and buzz so quickly they Hit: 5 (1d6 + 2) piercing damage and grappled (DC 12).

sound like a thousand angry bumble bees


or hummingbirds taking flight. They have a head similar in shape to the parrot
with a forward curving beak. The males
have a crest of long scarlet plumes,
distinguishing them from the
shorter, flatter crests of females.
When sitting up and back on
their haunches, they can use their
front claws with great dexterity
and even handle basic tools.
Their strength is prodigious;
an ork can easily carry three
full-sized humans across
land for twenty miles or more
without rest, and have been known to
fly for days without needing respite.
Orks are curious about the world, and
tend to be widely traveled to satisfy their
own interests.
Literary Origin. The Scarecrow of Oz

107
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Oyster Creepers
Oyster Creepers of Pingaree
of Pingaree Large monstrosity (beast), neutral Challenge

The oyster creepers of Pingaree


are distant relatives of the more
STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 13 (+1) 8 (−1) 12 (+1) 6 (−2) 9
(5,000 XP)
sedentary, edible and cultivated Armor Class 18 (natural armor)
oysters. Legend has it that when the erbs Hit Points 130 (20d10 + 20)
Speed 25 ft., swim 50 ft.
were attacking the peaceful island of
Pingaree and the oyster fishermen, they Skills Perception +5
Damage Resistances bludgeoning, piercing, slashing
cried out for Bo’s help. Under the Master Damage Immunities acid
Mariner’s trident, the oysters grew, shook Senses blindsight 30 ft., passive Perception 15
Languages Aquan, Common
loose from their moorings, and waded out Proficiency Bonus +4
of the water to attack the erbs, beating Amphibious. The oyster can breathe both air and water.
them back into the sky. Three of them Magic Resistance. The oyster has advantage on saving throws
surrendered their pearls (Campaign against spells and other magical effects.
Setting, page 167), likewise grown and Shell Toxin. A creature that touches the oyster or hits it with a
melee attack while within 5 feet of it takes 5 (1d10) acid damage. A
enchanted, before scuttling back under the creature grappled by the oyster takes 11 (2d10) acid damage at the
sea to lurk. start of each of its turns.

The oysters creepers are carnivorous, Actions


dissolving whatever creatures are unlucky Multiattack. The oyster makes three attacks: one bite and two
enough to find themselves caught inside claw attacks.

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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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Pinkie Pinkie
For the Pinkies were round and Small humanoid, neutral good Challenge


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)

no taller than Trot or Button-Bright. They Armor Class 11


Hit Points 11 (2d8 + 2)
all had short necks and legs, pink hair and Speed 20 ft.
eyes, rosy cheeks and pink complexions, and
Skills Medicine +2
their faces were good-natured and jolly in Senses passive Perception 10
expression. Languages Common
Proficiency Bonus +2
L. Frank Baum, Sky Island
Blissfully Naive. The pinkie has advantage on saving throws against
Pinkies are round and chubby humanoids, being frightened and has disadvantage on savings throws against
being charmed.
a distant cousin to munchkins and
similarly mortal. They have comparatively Actions
short necks, legs, and arms. As the name Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8)
suggests, their hair and eyes are bright piercing damage if used with two hands to make a melee attack.
pink, and their complexions and lips
range from pale cream to rose. There is
no obvious method to tell the males from
the females, for no pinkie grows facial hair or
wears jewelry or adornment. Most wear simple
tunics of undyed linen, with homespun trousers
and the occasional long waistcoat. They tend
to smile and laugh easily, and are loosely
organized in a small village collective that
answers to an equally small town council.
Pinkies live near bloozkins, the two
existing in relative harmony. Though
peaceful, when need forces them
to arm themselves, pinkies favor
simple, sharp-pointed sticks
made of rosewood, tipped with
polished bronze for spears and
daggers. They cultivate straight-
stemmed, sharp-thorned roses
for this purpose.
Literary Origin. Sky Island

109
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Pokes The best defense against a poke is to run away,


as their snail-like nature makes them easy to
In the first place, they never lifted outpace. While they can launch their darts a
their feet, but pushed them along like
fair distance, a hurried retreat can clear their
skates. The women were dressed in gray
range within a few seconds. They also have
polka-dot dresses with huge poke bonnets
that almost hid their fat, sleepy, wide- a passive defensive ability to exude a sickly-
mouthed faces. Most of them had pet snails on sweet fragrance, putting interlopers to sleep.
strings, and so slowly did they move that it looked They answer to a chief, but the title seems to
as though the snails were tugging them along. pass around haphazardly with no clear lines
of succession.
L. Frank Baum & Ruth Plumly Thompson,
The Royal Book of Oz Literary Origin. Based on characters in The
Royal Book of Oz
During the Time of Cardinal Witches,
an entire kingdom in the land of the
winkies so offended the Wicked Witch Poke
of the West that she consulted with the Medium monstrosity (beast), neutral Challenge

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

Poppies Creeping Poppy


These red, yellow, white, and orange poppies are
Deadly Poppy a creeping variety of the deadly poppy, with the
ability to detach themselves from the ground
…and soon they found themselves in the
and use their roots as makeshift legs to find
midst of a great meadow of poppies. Now it is well
known that when there are many of these flowers
a new location to settle. Like their immobile
together their odor is so powerful that anyone who cousins, they are carnivorous flowering plants
breathes it falls asleep, and if the sleeper is not that can germinate in any ground, including
carried away from the scent of the flowers he sleeps nutrient-poor soil which they proceed to enrich
on and on forever. with their prey.
L. Frank Baum, The Wonderful The creeping poppies have a vegetative
Wizard of Oz ability to disguise themselves. While dormant
The carnivorous poppies of Oz are remarkably or recently fed, the flowers disappear and the
resilient for a earthbound plant. While the red leaves take on the shape of the most prominent
poppies’ locations are fixed and are the most nearby plant, such as dandelions or lilies. It
well-known of the species, there are white, is only in the presence of a living, breathing
yellow, and orange varieties that have the ability potential food source that they sprout flowers
to relocate. All of these flowers share the same and unfold themselves to creep along the
prime feature though: each of them is deadly ground and spread toward the potential meal.
poisonous, from root to stem to petal. The Once within ten feet of their prey, all poppies
fragrance of the poppy is stirred into the air use their sleep-inducing scent to subdue prey
by any passing breeze, and a single poppy can and begin consuming it.
create up to a ten feet circle or projected cone Literary Origin. 5e Adventures in Oz
of pernicious, deadly-sweet scent. The smell is
psychotropic, planting powerful suggestions of
sleep and relaxation that encourage the living
to lie down and relax.
Any living, breathing creature of organic
composition is potential food for the
red poppy, their decomposing corpses
Deadly Poppy
feeding the roots of the poppies. Some
linger along the edges of rivers or ponds,
enjoying the remains of animals who
venture toward their watering holes. Red
carnivorous poppies are most often
found in waterlogged bogs, former
battlefields, and graveyards,
though they have spread
into parts of Munchkin
Country, the Quadling
Protectorate, and the
Emerald Capital Territory.
Literary Origin. The
Wonderful Wizard of Oz

111
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Poppy Patch, Deadly


Medium swarm of tiny plants, unaligned Challenge Actions
STR DEX CON
8 (−1) 10 (+0) 11 (0)
INT
1 (−5)
WIS
10 (0)
CHA
3 (−4) ½ (100 XP)
Sleep Cloud (Recharge 6). The deadly poppy
releases a sleep cloud in a 10-foot radius around it
which lasts for 1 minute or until strong wind disperses
Armor Class 10 it, ending the effect. Each creature in the area must
Hit Points 13 (3d8) succeed on a DC 10 Constitution saving throw or
Speed 0 ft. fall unconscious until the sleeper takes damage or
someone uses an action to shake or slap the sleeper
Damage Vulnerabilities fire awake. A creature can repeat the saving throw at the
Damage Resistances bludgeoning, piercing, slashing end of each of its turns, ending the effect on itself
Condition Immunities charmed, frightened, grappled, paralyzed, on success.
petrified, prone, restrained, stunned, poisoned, unconscious
Tendril. Melee Weapon Attack: +2 to hit, reach 0 ft.,
Senses tremorsense 60 ft., passive Perception 10
one creature in the swarm’s space. Hit: 5 (2d4) poison
Languages —
damage or 2 (1d4) poison damage if the swarm has
Proficiency Bonus +2
half of its hit points or fewer. The target must succeed
Breath Sense. A deadly poppy not already in bloom can sense the on a DC 10 Constitution or become paralyzed. A
breath of living creatures and can open poison-producing flowers creature can repeat the saving throw at the end of
within 4 hours of sensing a potential victim. each of its turns, ending the effect on itself on success.
False Appearance. While the deadly poppy remains motionless, it is Sweet Aroma. One creature within 30 feet or
indistinguishable from an ordinary flower. less and smelling the deadly poppy aroma must
succeed a DC 10 Wisdom saving throw or become
Nocturne. At night, the deadly poppy adds double its proficiency to
charmed by the deadly poppy. The charmed target
its spell save DC (spell save DC 10 increases to spell save DC 12).
is attracted to the deadly poppy and must use all of
Swarm. A deadly poppy swarm can occupy another creature´s space its movement to move closer to the deadly poppy
and vice versa, and the swarm can move through any opening large on its turn, attempting to be in the same space. If
enough for a tiny plant. The swarm can’t regain hit points or gain the target suffers any harm, it can repeat the saving
temporary hit points.. throw, ending the effect on a success. If the target
successfully saves against the effect, the target is
immune to this charm for the next 24 hours.

Variant: Creeping Poppy


Creeping Poppies have the same statistics as the Deadly
Poppy, except for the following notable differences:
Hit Points 27 (6d8)
Creeping Poppy
Speed 10 ft., climb 10 ft.
Challenge 1 (200 XP)

False Appearance. While not blooming, the creeping poppy


is indistinguishable from other vegetation. It blooms when it
senses movement or breath of creatures nearby.

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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Pseudodragons Moss Pseudodragon


Tiny dragon, chaotic good Challenge
Moss Pseudodragon
Moss pseudodragons are not, strictly
STR DEX CON INT WIS CHA
4 (−3) 11 (+0) 12 (+1) 4 (−3) 12 (+1) 16 (+3) ⅛(50 XP)

speaking, related to the Oldest Dragon. Armor Class 11 (natural armor)


Hit Points 5 (2d4)
Rather, they are named as such for Speed 10 ft., fly 40 ft.
their general draconic appearance. The
Skills Perception +3, Stealth +2
moss pseudodragons are tiny reptiles, Damage Immunities poison
ranging from the size of an apple to Senses passive Perception 13
Languages Common, Draconic
a pumpkin. Their ‘scales’ have a hint Proficiency Bonus +2
of softness like feathered lichen, and Familiar. The pseudodragon can serve another creature as a
their small horns have the look of bare familiar, forming a magic, telepathic bond with its willing companion,
provided that the companion is good aligned. While the two are
brambles or branching root systems. bonded, the companion can sense what the pseudodragon senses
They make their nests in tree hollows or as long as they are within 1 mile of each other. If its companion
mistreats it, the pseudodragon will end its service as a familiar,
occasionally small caves, and they eat breaking the telepathic bond.
most forms of fungus. Magic Resistance. The pseudodragon has advantage on saving
When threatened, a moss throws against spells and other magical effects.

pseudodragon will bite at the threat and Slippery. The pseudodragon can disengage as a bonus action.

then flee, using its elusiveness to avoid Actions


capture or harm. Sleep Spores (Recharge 6). The pseudodragon ejects spores from
its mossy scales. Other creatures within 10 feet of it must succeed
Literary Origin. 5e Adventures in Oz on a DC 13 Constitution saving throw or fall unconscious until the
sleeper takes damage or someone uses an action to shake or slap the
sleeper awake. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on a success.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
(1d4) piercing damage.

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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Rak unholy union of a fire elemental and a dragon.


Raks are self-fertile egg layers, each youngling a
They were now in absolute darkness, clone of its parent.
for the cloud which covered the sky and the
setting sun was black as ink. Then through Rak bodies are akin to a glowing furnace,
the gloom appeared two round, glowing and with every breath the raks exhale a cloud
balls of red, and Files at once decided these of smoke, darkening the air about them. The
must be the monster’s eyes. smoke fills the air nearby with a spiced mineral
L. Frank Baum, Tik-Tok of Oz stench, a possible gift from its progenitors.
It is bigger than a hundred men and feeds on
There are few enough who have seen a any living thing which can be consumed by
rak who can describe it clearly, for dark fire. A rak’s preferred hunting territory lies in
clouds accompany its every movement. the mountains on the western border of Oz,
They have great wings of smoke like a and fortunately for the creatures there, a rak
bat, allowing them to fly through the air. feeds seldom and can sleep for months after a
Rak legs are long and nimble, and they good meal. A black smoke heralds the danger
can run in an undulating, leaping fashion of its approach, along with the reflected glow
akin to a deer. Raks can use sharp, of the forges of fire within. It can speak any
webbed claws to swim as well, leaving language of Oz.
no terrain safe from their wrath. Legend
has it that the first rak was formed in an Literary Origin. Tik-Tok of Oz

114
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

115
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

same place but with the other side of


its body facing them. Instead of being
STR DEX CON INT WIS
12 (+1) 20 (+5) 12 (+1) 10 (+0) 8 (−1)
CHA
6 (−2) ⅛(25 XP)
black, it was now pure white, with a Armor Class 15
face like that of a clown in a circus and hair Hit Points 7 (2d4 + 2)
of a brilliant purple. The creature could bend Speed 30 ft.

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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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Sea Devil
“Something like the octopus you Sea Devil
Large beast, lawful evil
just saw, only much larger and of a Challenge

bright scarlet color, striped with black,”


answered the Queen. “They are very
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 11 (+2) 9 (−1) 12 (+1) 7 (−2) 1
(200 XP)
fierce and terrible creatures, and nearly Armor Class 13 (natural armor)
as much dreaded by the inhabitants Hit Points 30 (4d10 + 8)
of the ocean as is Zog, and nearly as Speed 0 ft., swim 60 ft.

powerful as King Anko himself.” Skills Perception +5, Stealth +8


Condition Immunities none
L. Frank Baum, The Sea Fairies Senses darkvision 120 ft., passive Perception 15
Languages Aquan, Common
Sea devils are fierce and terrible Proficiency Bonus +2
creatures who cruise the Nonestic Pack Tactics. The sea devil has advantage on an attack roll against a
Ocean in packs of four or more. creature if at least one of the sea devil’s allies is within 5 feet of the
Their bodies are black with bright creature and the ally is not incapacitated.

scarlet stripes, and can stretch Water Breathing. The sea devil can breathe only underwater.

from angular wingtip to wingtip in Actions


a distance of up to nine feet. Their Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9
(2d6 + 2) piercing damage.
tails are long and whip-like, with a
Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit:
barb at the end, designed to stab and 5 (1d6 + 2) bludgeoning damage and if the target is swimming or
immobilize their prey. Thus subdued, floating in the water, it must make a DC 12 Strength saving throw or
they grab hold of their prey with be pushed up to 10 feet away from the sea devil and knocked prone.

sharp, jagged teeth and swim lower


into the depths to feed. Sea devils
hunt in packs and are especially dangerous
at night in deep waters—their preferred
feeding time.
Literary Origin. The Sea Fairies
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

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)

most land pigs, while the back half Armor Class 11


Hit Points 7 (2d4 + 2)
is gleaming with blue and green scales. Speed 5 ft., swim 60 ft.
Seapigs are powerful swimmers, and are
Skills Perception +1
not confined to salt water if they find an Senses passive Perception 11
estuary that suits them. They can breathe Languages Aquan, Common
Proficiency Bonus +2
air and water, making them a quite hardy
sea creature. Amphibious. The seapig can breathe air and water.
Charge. If the seapig moves at least 20 feet straight toward a
Seapigs are omnivorous, as happy to target and then hits it with a ram attack on the same turn, the
munch on exotic seaweeds and other fish target takes an extra 3 (1d6) bludgeoning damage. If the target is
a creature, it must succeed on a DC 11 Strength saving throw or be
as they are to eat anything they come upon knocked prone.
leaning over their waters. They are slow
to speak and suspicious of anyone trying Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8
to take their food away, but can speak (2d6 + 1) piercing damage.
Common and the language of the Nonestic Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
Ocean. Their jaws are strong, as their 8 (2d6 + 1) bludgeoning damage.
favored attack is a well-placed bite with Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
(1d6 +1) bludgeoning damage.
sharp teeth and molars that can grind bones
to meal. Merfolk keep seapigs both as pets
and potential food sources.
Literary Origin. The Sea Fairies

118
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Singing Barnacle Singing Barnacle


…and soon a low chant, like that of Tiny beast, unaligned Challenge

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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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

The skeezers are a human tribe who live in a


remote corner of the Gillikin Country. They
have as wide a variety of physical descriptions
as any somewhat inbred group may have, with
similar facial structures and genetics that lend
them to having dark hair and eyes. Some wear
yellow garments and dye their hair golden,
while others follow the general predilection
of Gillikins to embrace the color of their flag,
sporting dark purple and silver. They favor
clothes with pockets, and many carry around
the tools of their trade in belts.
Skeezers embrace invention and gadgetry
more than magic, relying on nomes to provide
the sturdy metals that they use to craft powerful
vehicles and maintain their submersible city.
Inventors and tinkers are lauded in their small
society, and each new invention brings with it
a festival to celebrate—and to gloat about their
creativity to their regional rivals, the flatheads.
The skeezers used to be on better terms
with the flatheads, whose rulers helped them
with marble, metals, and magic to make the
perfect city dome. But the skeezer Queen Coo-
Eh-Oh has embraced tyranny and conflict,
and skirmishes happen between the two
peoples frequently.
Literary Origin. Glinda of Oz

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.

like other people in different parts of Skills Nature +4


the Land of Oz, except that instead of Senses passive Perception 12
Languages Common
seeming merry and contented they all Proficiency Bonus +2
wore expressions of much solemnity Gadgeteer. All skeezers have advantage on Dexterity or Intelligence
or of nervous irritation. They had checks regarding manipulation or use of nonmagical technology.
beautiful homes, splendid clothes, Waterborne. All skeezers have a natural advantage on any skill
and ample food, but Dorothy at once checks or saving throws resulting from being in or on water.
decided something was wrong with Actions
their lives and that they were not Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
happy. 5 (1d6 + 2) slashing damage.

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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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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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

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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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

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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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Purple Spider Queen


The purple spider queen is notably She dwells most often at the center of a great
larger than most of her subjects. Her spun room of grayish-white spider silk, where
belly is rounder, with fewer black whorls she can brood over her most recently laid
and a deeper shade of purple shadow eggs. The dozens of strands of silk that trace
in her short fur. She has a crown or into the room carry vibrations that convey the
modified pedipalps as a sigil of rank. Spiders happenings throughout the forest, and through
of all kinds make way for her, and defer to her which the queen hears all in her domain. She
every movement. is the only one of her brood that can control
multiple puppets, up to eight at a time.

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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Purple Spider, Queen


Large beast, lawful evil Challenge losing control of their body but not their mind. The

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

Undead afterlife. They appear near creatures on the


threshold of death, remaining invisible to all but
the dying or to immortals, who can see them
Death Spirit clearly—or at least their shadows. Death spirits
“And now,” said Ak, “when he had won are draped in shadowy veils, with no clear form
the love of all the world, the Spirit of beneath save that they seem vaguely humanoid.
Death is hovering over him. Of all men who have They have no smell and make no sound, and can
inhabited the earth none other so well deserves pass readily through most any solid substance
immortality, for such a life can not be spared so to touch the dying and gather their souls.
long as there are children of mankind to miss him Death spirits can understand any language, but
and to grieve over his loss. We immortals are the do not speak.
servants of the world, and to serve the world we Literary Origin. The Life and Adventures
were permitted in the Beginning to exist. of Santa Claus
L. Frank Baum, The Life and
Adventures of Santa Claus
Death spirits are the psychopomps of the
Nonestic demi-realm, appearing at the moment
of a mortal’s death to convey their soul to the

Death Spirit
Medium undead, lawful neutral Challenge

STR DEX CON INT WIS CHA


2 (−4) 16 (+3) 10 (+0) 14 (+2) 15 (+2) 18 (+4) 9
(5,000 XP)
Armor Class 13
Hit Points 94 (21d8)
Speed 30 ft., fly 60 ft. (hover)

Skills Intimidation +8, Medicine +6, Perception +6,


Damage Immunities cold, necrotic, poison
Condition Immunities blinded, charmed, deafened, frightened,
grappled, Incapacitated, paralyzed, petrified, poisoned, prone,
restrained, stunned, unconscious, exhaustion
Senses blindsight 120 ft., passive Perception 16
Languages —
Proficiency Bonus +4
Between the Veil. The death spirit is invisible. Undead creatures or
creatures with 0 hit points can see the death spirit.
Detect Impending Death. The death spirit can magically sense the
presence and location of a dying creature up to 10 miles away when
it fails its first death saving throw.
Innate Spellcasting. The death spirit’s innate spellcasting ability
is Charisma (spell save DC 16, +8 to hit with spell attacks). It can
innately cast the following spells, requiring no material components:

At will: chill touch (3d8 damage), spare the dying, teleport


3/day each: death ward, false life, gentle repose, regenerate
1/day each: circle of death, finger of death

Turn Immunity. The death spirit is immune to effects that


turn undead.
Undead Nature. The death spirit doesn’t require air, food,
drink, or sleep.

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

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 6 (−2) 5
(1,800 XP)
Armor Class 16 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.

Skills Perception +4, Stealth +5


Damage Immunities necrotic
Condition Immunities frightened
Senses passive Perception 14
Languages Common with long fingers and toes that
Proficiency Bonus +3 end in claws. Their hide is rough and
Innate Spellcasting. The grayman’s innate spellcasting ability is dark gray with a hint of mottled silver,
Charisma (spell save DC 9). It can innately cast the following spells,
requiring no material component.
helping them to easily blend into the
shadows. Their eyes are colorless,
At will: fog cloud
3/day: misty step
their noses set on a heavy, brutish
1/day: greater invisibility face. They can attack with bites and
Shadowy Form. If the space that the grayman occupies is in bright claws, but favor a three-pronged
light, the grayman is instead considered to be lightly obscured as if spear that can necrotize living tissue.
in dim light, unless the bright light is created by a spell of 2nd level
or higher.
Graymen do not speak beyond a faint
Undead Nature. The grayman doesn’t require air, food,
hissing sound, like the urgent breath
drink, or sleep. of steam escaping a simmering pot,
Actions
and they carry a faint scent of carrion
Multiattack. The grayman makes two melee attacks, either one bite and rot. Operating only in twilight
and one claw or one bite and one trident attack. hours, graymen and their weapons
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 disappear in full sun or total darkness.
(1d8 + 4) piercing damage and 3 (1d6) necrotic damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7
Literary Origin. The Enchanted
(1d6 + 4) slashing damage and 3 (1d6) necrotic damage. Island of Yew
Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage and 7
(2d6) necrotic damage.

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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)

The vegibons are well-formed Armor Class 12 (natural armor)


Hit Points 60 (8d8 + 24)
humanoids, sporting handsome faces Speed 30 ft.
with uniform green eyes and dark green
Skills Survival +4
or brown hair. Their skin starts yellowish Damage Immunities poison
when first dropped, darkening over time. Senses passive Perception 12
Languages Common, Sylvan
They grow bits of clothing from other plant Proficiency Bonus +2
life using minor sorceries. If they linger in Innate Spellcasting. The vegibon’s innate spellcasting ability is
their own underground kingdom, vegibons Wisdom (spell save DC 12). It can innately cast the following spells,
requiring no material components:
can live up to five years before rotting and
falling to the ground. If they leave and At will: poison spray, spike growth
3/day each: barkskin, detect poison and disease, speak with plants
venture out into the unforgiving sun, their
1/day: cloud kill
lifespans are greatly reduced.
Plant Camouflage. The vegibon has advantage on Dexterity
Vegibons do not have facial expressions. (Stealth) checks made in terrain with ample obscuring plant life.
Though they speak the Common tongues Salt Sensitivity. Attacks with weapons made of salt or coated in salt
of Oz and Nonestica, they lack any of the are made with advantage against the vegibon. These attacks also deal
double damage to the vegibon.
emotional reaction of normal speech, and
have a harder time passing for a warm- Actions
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage.

blooded person. Because they are short lived


and deeply aware of it, they tend to be cool and
distant to strangers, and ruthlessly heartless
when challenged. There are no vegibon
children, as their only method of procreation is
through the trees that grow deep underground
beneath Boboland. A healthy vegibon smells
pleasantly herbal.
The vegibons have an innate talent for sorcery,
as their only shared passion as a race lies in
looking for ways to prolong their lifespans. A
vegibon sorceress may be skilled in alchemy,
poisons, and other herbal charms. They do
not often participate in battles or fight, as this
has the potential to hasten their already short
lifespans. On the contrary, they are famously
unflappable, and are often called upon to be
arbiters for other subterranean races. Their
authority is considered supreme when called
upon to arbitrate, and those who are found at
fault are cast into their garden of carnivorous
plants, or for larger creatures, forced into a
dungeon and forgotten.
Literary Origin. 5e Adventures in Oz, loosely
based on the Mangaboos of Dorothy and the
Wizard in Oz
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Chapter 2 | BESTIARY: THE ODDITIES OF OZ

are longer than most bipeds, similar in


Wheeler proportion to a gorilla, which allows them
Medium aberration, chaotic neutral Challenge
to travel mostly upright. Their skin is well-

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
129
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Whimsie The whimsie presents as a tall, muscular


humanoid creature. From feet to neck they are
They had large, strong bodies, but covered with muscles, and whether by nature
heads so small that they were no bigger
or practice they are active enough to keep the
than door-knobs. Of course, such tiny
same shape through their adult lives. They
heads could not contain any great amount
of brains, and the Whimsies were so always wear large helmets or head masks, the
ashamed of their personal appearance and lack latter made of pasteboard and hair from wool,
of commonsense that they wore big heads, made feathers, or other fibers.
of pasteboard, which they fastened over their own Only those who catch a whimsie by surprise
little heads. On these pasteboard heads they sewed will discover the truth: whimsies’ heads are
sheep’s wool for hair, and the wool was colored only about the size of a human fist, far smaller
many tints—pink, green and lavender being the than one would expect proportionally for their
favorite colors. bodies. Their native hair is brown in varying
L. Frank Baum, The Emerald City of Oz shades, the eyes pale and watery blue. Whimsies
will explode with anger and violence if they
discover they’re being spied upon by strangers,
and their fighting skill and strength are
considerable. However, they can be tricked or
confused easily enough, and for all their brave
and brawny appearances, they are easily startled
or charmed.
Literary Origin. The Emerald City of Oz

Whimsie
Medium humanoid, chaotic neutral Challenge

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 11 (+0) 6 (−2) 10 (+0) 7 (−2) ¼(50 XP)
Armor Class 14 (hide armor, shield)
Hit Points 13 (3d8)
Speed 30 ft.

Skills Survival +2
Senses Passive Perception 10
Languages Common, Whimsie
Proficiency Bonus +2

Dumdum. The whimsie has a disadvantage on Wisdom and


Intelligence saving throws and skill checks. The whimsie has
disadvantage on savings throws against being charmed or frightened.

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

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 14 (+2) 6 (−2) 10 (+0) 7 (−2) 1
(200 XP)
Armor Class 16 (hide armor, shield)
Hit Points 32 (5d8 + 10)
Speed 30 ft.

Skills Survival +2
Senses passive Perception 10
Languages Common, Whimsie
Proficiency Bonus +2

Dumdum. The whimsie has a disadvantage on Wisdom and


Intelligence saving throws and skill checks. The whimsie has
disadvantage on savings throws against being charmed or frightened.

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.

to chest. They are more compact in Skills Perception +4, Stealth +5


Senses passive Perception 14
body shape than their cousins the Languages Common
lions and tigers, thickly muscled Proficiency Bonus +2
with splayed pads that give them Keen Smell. The wildcat has an advantage on Wisdom (Perception)
good purchase running on any checks that rely on smell.
surface. Their eyes sparkle like a Pounce. If the wildcat moves at least 20 feet straight toward a
creature and then hits it with a claw attack on the same turn, that
fire’s golden ember flames, and their target must succeed on a DC 13 Strength saving throw or be knocked
throaty-purring voices are menacing. prone. If the target is prone, the wildcat can make one bite attack
Wildcats are known to enjoy playing against it as a bonus action.

cruelly with their food. Actions


Literary Origin. The Wonderful Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) piercing damage.
Wizard of Oz
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) slashing damage.

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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 wogglebugs have identical patterns. They have


platypus-shaped faces with curly antennas that
What he saw was a great, round, resemble mustaches. Their long necks allow
buglike body supported upon two slender
more head movement than found in most other
legs which ended in delicate feet—the toes
beetles, with slender legs that curve upward
curling upward. The body of the Woggle-
Bug was rather flat, and judging from at the feet. They are attracted to intelligent
what could be seen of it was of a glistening dark creatures, and gather energy from brilliant
brown color upon the back, while the front was discourse as well as spare bits of magic that flow
striped with alternate bands of light brown and about casters or magical enchantments.
white, blending together at the edges. Its arms were Once a wogglebug finds a regular source
fully as slender as its legs, and upon a rather long of energy and magic, it will set up a home
neck was perched its head—not unlike the head in the vicinity. Indeed, many scholars of Oz
of a man, except that its nose ended in a curling consider it a sign of their own erudition to
antenna, or “feeler,” and its ears from the upper have multiple wogglebugs take up residence
points bore antennae that decorated the sides of its in their classrooms or laboratories. The bugs
head like two miniature, curling pig tails.
will abandon a creature if it travels extensively,
L. Frank Baum, The Marvelous Land of Oz or if that entity grows foolish or stupid, as the
Wogglebugs are solitary insects of the beetle wogglebug must be constantly fed. Wogglebugs
family, about the size of a large are active at night, and are prone to very
bean. Their torsos and wings repetitive habits. They dislike change, and will
are black or brown, with only abandon an erstwhile feeding ground if
white or yellow dot absolutely necessary.
and line patterns A wogglebug may be summoned as a familiar
similar to those and is an effective spy, with its tiny stature and
of ladybugs. keen senses.
No two
Literary Origin. 5e Adventures in Oz

Wogglebug
Tiny beast, any good Challenge Limited Telepathy. The wogglebug can magically

STR DEX CON INT WIS CHA


6 (−2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0) ⅛(25 XP)
communicate simple ideas, emotions, and images
telepathically with any creature within 100 ft. of it that
can understand a language.
Armor Class 12 Magic Resistance. The wogglebug has advantage on
Hit Points 7 (2d4 + 2) saving throws against spells and other magical effects.
Speed 10 ft., climb 10 ft., fly 60 ft.
Actions
Skills Perception +3, Insight +3 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Senses darkvision 60 ft., passive Perception 11 target. Hit: 4 (1d4 + 2) piercing damage.
Languages Wogglebug, Understands Common But Can't Speak
Proficiency Bonus +2 Insight. The wogglebug targets one creature it can
see within 30 feet of it. The target must contest its
Familiar. Wogglebugs may be summoned as familiars by spellcasters Charisma (Deception) check against the wogglebug’s
with the find familiar ritual as long as the caster has an Intelligence of Wisdom (Insight) check. If the wogglebug wins, it
at least 16 and a good alignment. magically learns one fact or secret about the target.
The target automatically wins if it is immune to
Keen Senses. The wogglebug has advantage on Wisdom
being charmed.
(Perception) checks that rely on sight, hearing, or smell.

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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)

L. Frank Baum, The Sea Fairies Armor Class 14 (natural armor)


Hit Points 27 (6d8)
Wolffish are deep sea predators. Their Speed swim 50 ft.
heads are enormous with a long, thick Skills Perception +4, Stealth +5
body to match, with skin of mottled gray Senses darkvision 120 ft. passive Perception 14
Languages Aquan
and orange. They have two rows of teeth, Proficiency Bonus +3
one curved and one pointed, used to Pack Tactics. The wolffish has advantage on attack rolls against a
latch on to creatures and shake them to creature if at least one of its allies is within 5 feet of the creature and
the ally is not incapacitated.
death. They have vestigial front and back
Water Breathing. The wolffish can breathe only underwater.
paws, with a thick finned tail, as if they
considered the idea of evolving to crawl on Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
(2d4 + 2) piercing damage.

land but decided against it. They


hunt in packs and are intelligent
enough to be useful to undersea
dwellers, though they seem to
prefer being hired for wicked
ends. It is said you can set a
wolffish to follow a boat
across the ocean, and it
will persist for the entire
journey, waiting for a
chance to catch its quarry.
Literary Origin.
The Sea Fairies

135
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Wood Gargoyle Once only found in the Land of Naught beneath


Boboland, the wood gargoyles have spread
Their bodies were round, their legs through other densely-wooded portions of Oz.
short and thick and their arms
It was assumed that, because they are made
extraordinarily long and stout. Their heads
entirely of wood with mechanically-hinged
were too big for their bodies and their faces
were decidedly ugly to look upon. Some had wings, they were some sort of mechanical
long, curved noses and chins, small eyes and wide, construct. The noted Professor Wogglebug, T.E.
grinning mouths. Others had flat noses, protruding found evidence of gargoyle young, casting those
eyes, and ears that were shaped like those of an theories in doubt.
elephant. Wood gargoyles have rounded bodies, with
L. Frank Baum, Dorothy and short stout legs and muscular arms. Their
the Wizard in Oz wooden wings, as mentioned, are hinged of

136
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

STR DEX CON INT WIS CHA


15 (+2) 11 (+0) 16 (+3) 6 (−2) 11 (+0) 7 (−2) 6
(2,300 XP)
turns immediately after the wooden gargoyle.
3. Bear. The wood gargoyle makes a snarl sound.
One creature within 30 feet must make a DC 13
Wisdom saving throw. On a failure, the creature
Armor Class 13 (natural armor)
becomes frightened. The creature can repeat the
Hit Points 52 (7d8 + 21)
Wisdom saving throw at the end of each of its
Speed 30 ft., fly 60 ft.
turns, ending the effect on itself on a success.
Skills Survival +3 4. Snake. Gain a bite attack with the following
Damage Resistances bludgeoning, piercing, and slashing from statistics. Melee Weapon Attack: +5 to hit, reach
nonmagical attacks that aren't adamantine or silver 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage
Damage Vulnerabilities fire and become poisoned for 1 minute.
Damage Immunities poison
Condition Immunities exhaustion, petrified, poisoned Totem. If a wood gargoyle spends movement equal
Senses darkvision 60 ft., passive Perception 10 to half its speed while within 5 feet of another wood
Languages Sylvan cant, Terran cant gargoyle, they form a totem. The wood gargoyles
Proficiency Bonus +3 occupy the same space, their initiative is the same,they
are attacked individually, and they can separate as a
False Appearance. While the gargoyle remains motionless, it is
bonus action. While in totem form, the gargoyle gains
indistinguishable from an inanimate wooden statue.
the ability to cast conjure animals and cannot use any
Flyby. The wood gargoyle doesn’t provoke opportunity attacks when other actions. When casting conjure animals this way,
it flies out of an enemy’s reach. the summoned forms are limited based on the masks
of the gargoyles included in the totem: 1 dire wolf, 4
Mask. A wood gargoyle may have different masks, each one granting
giant owls, 2 black bears, or 4 constrictor snakes. If at
the gargoyle different powers. Roll a d4 to randomly determine the
any point there is only one gargoyle in a totem who is
mask’s power from the list below.
not incapacitated, or if a totem is completely separated
1. Wolf. Gain a bite attack with the following statistics. Melee into individual gargoyles, the spell ends.
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +
3) piercing damage and the target falls prone. Actions
2. Bird. The wood gargoyle generates a high, piercing call, causing Multiattack. The wood gargoyle makes two claw
a swarm of birds to manifest and attack the target within 30 ft. attacks. It can replace one claw attack with an ability
The swarm of birds have AC 10, 15 hit points, fly 40 ft., Melee granted by its mask.
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d4 + Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
1). The gargoyle can call up to two swarms of birds at a time. target. Hit: 6 (1d6 + 3) slashing damage.

137
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Woozy either the side of the top of their boxy heads.


They have a flat nose with a toothless mouth,
The creature was all squares and suitable for eating bees, caterpillars, slugs, and
flat surfaces and edges. Its head was an
other easily crushed insects and grubs, as well
exact square, like one of the building-blocks
as soft plants and honey. They can run very
a child plays with; therefore it had no ears,
but heard sounds through two openings in quickly and jump high, but lack the ability
the upper corners. Its nose, being in the center of to climb fences or ladders, thus are easily
a square surface, was flat, while the mouth was penned up. When a woozy is angry, its eyes
formed by the opening of the lower edge of the flash with fire and electricity, and it utters a
block. The body of the Woozy was much larger than low, rumbling growl. Woozies are occasionally
its head, but was likewise block-shaped—being raised in captivity for their hide to produce
twice as long as it was wide and high. The tail was armor, but harvesting and working the hide
square and stubby and perfectly straight, and the requires specialized tools and considerable
four legs were made in the same way, each being time and skill.
four-sided. Literary Origin. The Patchwork Girl of Oz
L. Frank Baum,
The Patchwork Girl of Oz
It’s widely believed that the first woozies were
created by garden fairy magic, for the beasts
have the look of a construct while being able
to self-reproduce in small herds. Woozies are
dark blue beasts with yellow eyes, whose bodies
appear as though they were crafted entirely out
of boxes. Their heads are square, with elongated
rectangles for a neck, torso, and tail. The
woozy has thick, smooth skin like the
sheet metal, a smoothness that belies its
near-impenetrability. It has no hair or
fur, save for three stiff wire whiskers on
the end of its tail.
Woozies do not have the best hearing,
as their ears are two small openings on

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.

138
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Yellmakers are unpleasant and stink of


rotten seafood from their scavenging diet.
Yellmaker While underwater, they communicate to one
The legs of the Yell-Maker, however, were another through their own subtle signing and
the most curious part of the creature. There were clicking language.
six of them, slender and black as coal, and each
Literary Origin. The Sea Fairies
extended twelve to fifteen feet from its
body, when stretched out in a straight
line. They were hinged in several places,
so they could be folded up, or extended Yellmaker
Huge beast, any evil alignment Challenge
at will. At the ends of these thin legs
were immense claws shaped like
those of a lobster, and they were real
STR DEX CON INT WIS CHA
22 (+6) 8 (−1) 20 (+5) 6 (−2) 11 (+0) 10 (+0)
(5,900 XP)
10
“nippers,” of a most dangerous sort. Armor Class 17 (natural armor)
Hit Points 195 (17d12 + 85)
L. Frank Baum, The Sea Fairies Speed 20 ft., swim 40 ft.
Yellmakers are bottom dwellers of Senses blindsight 30 ft., passive Perception 10
the Nonestic Ocean, with round, jet Languages Aquan, Common
Proficiency Bonus +4
black crab-like bodies. Their legs
Feel the Flow. The yellmaker cannot use its blindsight
are long and thick, with a touch outside of water.
of shaggy fur along the underside Moist Gills. The yellmaker can breathe water or air as long as its
that allows a yellmaker to sense gills are wet. When removed from water, the yellmaker’s gills dry out
even the slightest disruptions in the after six hours.

water around it. They have six legs, Actions


splaying out to fifteen feet across Multiattack. The yellmaker can make two pincer claw attacks.
when fully extended. Their front Pincer Claw. Melee Weapon Attack: +10 to hit, reach 15 ft., one
target. Hit: 24 (4d8 + 6) bludgeoning damage, and the target is
legs end in massive, vicious claws grappled (escape DC 18). Until this grapple ends, the target is
with sharp ends. Their faces are restrained .The yellmaker has two pincer claws, each of which can
grapple only one target.
alien, smooth and featureless with
bright yellow eye bulbs at the end of Murky Waters. The yellmaker squirts a cloud of murky ink, clouding
the water around it in a 20-foot-radius sphere. This area is heavily
two stalks. obscured for one minute, or until a heavy current disperses it.

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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.

Its claws are thick and strong, capable of tearing


through unprotected flesh.
The zoop can speak the Common tongue
of Oz, along with possessing a singularly
threatening growl. They prefer the cool air of
the highest mountains, and generally make
their homes in such locales. They live in caves
near glaciers, and are perfectly comfortable in
the coldest of snow beds. Although a hungry
zoop is a dangerous creature, they are highly
intelligent with their own code of morality,
and have been known to aid intelligent
travelers rather than eating them. While
the wizard ruled Oz in the Time of Chaos,
some zoops were hunted for their pelts,
leaving them forever wary of strangers.
Literary Origin. The Patchwork Girl
of Oz (Film)

140
Chapter 2 | BESTIARY: THE ODDITIES OF OZ

Zugano while on land, and can also speak the fluting


dialect common to many sea creatures. A briny
The zugano live in small collectives along smell follows them wherever they go, whether
shorelines, preferring locations with rich tide on land or out to sea.
pools above and below the water. Their faces are
Literary Origin. 5e
similar to masculine humanoids with fine lines
Adventures in Oz
in the bones, but there the resemblance ends.
They have no ears, but instead have horn-like
appendages that array out from the eyebrows
and surround the face down to a prominent
horn at the chin. Their eyes gleam black with
dark red glints, double lidded for swimming
under the water.
The arms are likewise humanoid and fish-
belly pale, but the zugano feet end in hooves
that appear to be shod with gold. They are
universally slender and long of limb and torso,
with fin-like wings on their arms and smaller
fins decorating their backs and legs. Their
wings are often folded back, but when unfurled
are translucent and membranous, from the
humerus to the phalanx. Zugano can spring
through the air and fly short distances
before diving into water, where they can
swim gracefully and quickly to catch
their preferred prey of sea creatures,
mostly fish. They speak Common

Zugano
Medium humanoid, any neutral alignment Challenge

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 13 (+1) 8 (−1) 12 (+1) 5 (−3) 3
(700 XP)
Armor Class 13 (unarmored)
Hit Points 44 (8d8 + 8)
Speed 30 ft., swim 60 ft.

Skills Athletics +4, Perception +3


Senses passive Perception 13
Languages Aquan, Common
Proficiency Bonus +2
Amphibious. The zugano can breathe air and water.
Echolocation. The zugano has advantage on Wisdom (Perception)
checks that rely on underwater hearing.
Flapping Jump. The zugano can use its bonus action to jump
and flap its wings in order to move 20 feet either horizontally or
vertically. When moving vertically this way in the air, the zugano gains
a fly speed of 5 feet until the end of its next turn.

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.

142
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.

Billina’s voice is surprisingly deep for


her size, with a rich, husky rural drawl
indicating her country origins. Billina
is particularly clever for one of her
breed and upbringing, with an excellent
memory. Unlike others of her breed and
kinship, Billina has mastered the ability
to be silent, enabling her to better avoid
predators. She is, however, known to
pick fights with other small animals,
fights which she doesn’t often lose.

143
Chapter 3 | NPCs and Unique Creatures

The Cowardly Lion longer from claws to tail. He is a handsome


beast, with a benign look to his golden eyes that
Just as he spoke there came from the sparkle with flecks of brassy pyrite. His mane is
forest a terrible roar, and the next moment luxurious, the curls thoroughly groomed, and
a great Lion bounded into the road. With he often sports a decorative silk bow in blood
one blow of his paw he sent the Scarecrow red or emerald green.
spinning over and over to the edge of the
road, and then he struck at the Tin Woodman Though he is large enough to strike a note of
with his sharp claws. But, to the Lion’s surprise, he fear in any normal person, his expression and
could make no impression on the tin, although the demeanor convey a tenor that
Woodman fell over in the road and lay still. is at worst indolent, and
L. Frank Baum, The Wonderful at best, downright
Wizard of Oz friendly. Despite
his general
The Cowardly Lion
affability, the
is a large,
Cowardly
tawny
Lion is known
feline,
to have a
seven
thunderous
feet long
roar that can be
from nose
heard for miles.
to rump,
and quite a bit

The Cowardly Lion


Large beast, lawful good Challenge Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one

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.

144
Chapter 3 | NPCs and Unique Creatures

The Frogman to his original species, an ordinary pond frog.


The weeds that grow around his home pond,
He did not hop any more, but stood upright high in Winkie Country, are brimming with
on his hind legs and dressed himself in fine clothes magic, and through his consumption of them,
and sat in chairs and did all the things that people he grew in both size and intellect.
do; so he soon came to be called the Frogman, and
that is the only name he has ever had. What sets the Frogman apart is his penchant
for persuasion. He has the gift of gab, though
L. Frank Baum, The Lost Princess of Oz
his concentration seems to flutter from topic to
The Frogman stands as tall as many humanoids, topic, and he often finds himself distracted by
head and shoulders above the tallest fashion. His favorite outfit is a matching brown
munchkins. As his name suggests, he is indeed a tailcoat and knee-high trousers with yellow
frog who stands as a man. His mossy green skin stockings and fancy top hat.
is marked with brown spots in a way common

The Frogman
Small fey, lawful good Challenge

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) 16 (+3) ½(100 XP)
Armor Class 14 (gentleman’s coat)
Hit Points 9 (2d8)
Speed 30 ft., swim 60 ft.

Skills Performance +5, Persuasion +4, Stealth +4


Senses passive Perception 14
Languages Bullywug, Common
Proficiency Bonus +2
Amphibious. The Frogman can breathe air and water.
Speak with Frogs and Toads. As a bullywug, the Frogman can
communicate simple concepts to frogs and toads when it speaks
in Bullywug.
Standing Leap. The Frogman’s long jump is up to 20 feet and its
high jump is up to 10 feet, with or without a running start.
Swamp Camouflage. The Frogman has advantage on Dexterity
(Stealth) checks made to hide in swampy terrain.

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.

145
Chapter 3 | NPCs and Unique Creatures

The Hungry Tiger


Large beast, lawful good Challenge

The Hungry Tiger


STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 12 (+1) 12 (+1) 12 (+1) 3
(700 XP)
Armor Class 14 (natural armor)
Isn’t it, though?” returned the Hit Points 68 (8d10 + 24)
Hungry Tiger, licking his lips with his long Speed 40 ft
red tongue. “Fat babies! Don’t they sound Skills Perception +4, Stealth +5
delicious? But I’ve never eaten any, because Senses darkvision 60 ft., passive Perception 14
Languages Common
my conscience tells me it is wrong. If I had no Proficiency Bonus +3
conscience I would probably eat the babies
Keen Hearing and Smell. The Hungry Tiger has advantage on
and then get hungry again, which would Wisdom (Perception) checks that rely on hearing or smell.
mean that I had sacrificed the poor babies for Pounce. If the Hungry Tiger moves at least 15 feet in a straight
nothing. No; hungry I was born, and hungry I direction toward a creature and hits with a claw attack on the same
shall die. But I’ll not have any cruel deeds on turn, that target must succeed on a DC 14 Strength saving throw or
be knocked prone. If the target is prone, the Hungry Tiger can make
my conscience to be sorry for.” one bite against it as a bonus action.
L. Frank Baum, Ozma of Oz
Actions
The Hungry Tiger is a big cat, stretching Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8
(1d10 + 3) piercing damage.
ten feet long from nose to tail. He has
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
tawny orange fur and thin black stripes, (1d8 + 3) slashing damage.
and a white mane that runs from
underneath his jaw up to his ears. His eyes
are gold and intense, his teeth sharp and The Hungry Tiger speaks the Common
strong; his is the visage of a true predator. In tongue of Oz in a low, growling tone. He will
contrast to his fierce demeanor, he wears not willingly attack a sentient creature without
a red satin bow near the tip of his tail. provocation.

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

Professor H.M. Wogglebug, T.E.


Medium beast, neutral good
Challenge

STR DEX CON INT WIS CHA


11 (+0) 10 (+0) 11 (+0) 17 (+3) 12 (+1) 14 (+2) ⅛ (25 XP)
Armor Class 12 (natural armor)
Hit Points 18 (4d8)
Speed 30 ft.

Skills History +5, Investigation +5, Insight +3


Senses passive Perception 11
Languages Common
Proficiency Bonus +2
Strong Pill and Determination. Once per long rest, the Professor
can create 1d6 Miracle Pills and an equal number of Square Meal
Tablets, each of which can be consumed with an action. A creature
that consumes a Miracle Pill gains proficiency in a skill of their choice
for one hour. A creature that consumes a Square Meal Tablet is
immediately satiated as if fed a six-course meal.

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.

147
Chapter 3 | NPCs and Unique Creatures

Queen of the Field Mice


The Queen uttered a little
Queen of the Field Mice
Tiny beast, lawful good Challenge

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)

awaiting her orders. Armor Class 13


Hit Points 9 (6d6 − 12)
What the Queen said to them none of our Speed 25 ft.
travelers could understand, for it was in the Saving Throws Cha +5, Dex +5, Wis +6
mouse language; but the field mice obeyed Skills History +5, Insight +6, Nature +6, Persuasion +5, Stealth +5
without hesitation, running one after the Senses darkvision 60 ft., passive Perception 14
Languages Common
other to the Scarecrow and hiding themselves Proficiency Bonus +2
in the straw of his breast.
Evasion. If the Queen of the Field Mice is subjected to an effect that
L. Frank Baum, The Wonderful allows her to make a Dexterity saving throw to take only half damage,
Land of Oz the queen instead takes no damage if she succeeds on the saving
throw, and only half damage if she fails.
The queen of the field mice stands only a Keen Smell. The Queen of the Field Mice has advantage on Wisdom
few inches tall, and her calm gravitas is (Perception) checks that rely on smell.

remarkable for her lack of stature. Her fur Actions


is snowy white, while her dark eyes sparkle Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
(1d4 + 3) piercing damage.
with humor and kindness. Whatever the
circumstances, a hint of a smile lingers Summon Field Mice (Recharge 5-6). The Queen of the Field Mice
summons three unarmored field mice (page 74). The summoned
about her nose and whiskers. mice are hidden in foliage or burrowed underground within 60 feet
of the Queen, and act as her allies.

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.

She wears white and gold, with a royal purple


cape that hangs from her shoulders, and a
tiny gold filigreed silken crown. She speaks
Common, although when alone with her
courtiers she prefers to use the field mouse
language, conveying all necessary meaning in a
few simple squeaks.

148
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

STR DEX CON INT WIS CHA


10 (+0) 17 (+3) 12 (+1) 10 (+0) 11 (+0) 11 (+0) 1
(200 XP)
Armor Class 15 (natural armor)
Hit Points 18 (4d6 + 4)
Speed 40 ft.

Skills Perception +2, Stealth +5


Senses passive Perception 12
Languages Common
Proficiency Bonus +2
He Never Bites. Toto cannot attack a creature while Dorothy is
within 60 feet of him unless Dorothy has been injured. If Dorothy
is injured and within 10 feet of him, Toto has advantage on all
attack rolls.

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.”

149
Chapter 3 | NPCs and Unique Creatures

Constructs and Clockwork


Bungle (The Glass Cat)
Bungle (the Glass Cat)
This astonished cat was made all Small beast construct, neutral good Challenge
of glass and was so clear and
transparent that you could see through it
as easily as through a window. In the top
STR DEX CON INT WIS CHA
3 (−4) 16 (+3) 13 (+1) 10 (+0) 10 (+0) 16 (+3) 1
(200 XP)
Armor Class 19 (natural armor)
of its head, however, was a mass of delicate Hit Points 18 (4d6 + 4)
pink balls which looked like jewels but were Speed 30 ft.
intended for brains. It had a heart made Skills Stealth +5
of blood-red ruby. The eyes were two large Damage Resistances piercing, slashing
emeralds. But, aside from these colors, all Damage Immunities nonmagical damage
Condition Immunities exhaustion, poisoned
the rest of the animal was of clear glass, Senses passive Perception 10
and it had a spun-glass tail that was really Languages Common
beautiful. Proficiency Bonus +2

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.

temperament. She is prideful and reserved, as


cool and aloof with strangers as any flesh and
blood cat ever was. After coming to life, she
traveled about the land of Oz, following her
curiosity. She has largely managed to stay out
of trouble by staying invisible most of the time,
and through her tremendous resilience against
all but the most powerful attacks.

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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.

151
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.

Armor Class 10 Reactions


Hit Points 85 (10d8 + 40) Comical Endurance (1/day). When Jack is reduced
Speed 30 ft. to 0 hit points but not killed outright, his head falls off,
he falls prone, and he drops to 1 hit point instead. Until
Skills Animal Handling +4, Survival +4, Performance +6 he picks up and reattaches his head, he is blinded.
Damage Resistances poison; bludgeoning, piercing, and slashing
from nonmagical attacks that aren’t adamantine Roleplaying Information
Condition Immunities exhaustion, poisoned Timeline: For GMs seeking to maintain consistency
Senses passive Perception 11 with canon, Jack should only be incorporated into
Languages Common games that occur after the Wizard has claimed the
Proficiency Bonus +3 throne of Oz.
Construction. As a construct, Jack has no need for air, water, Jack is easygoing and pleasant, and will readily agree
food or sleep. to most sufficiently clever plans. He is also, when his
pumpkin starts to lose freshness, exactly the sort to
Immutable Form. As a construct, Jack is immune to any spell or lead people straight into a swamp and wonder where
effect that would alter his form. the shortcut went.
Innate Spellcasting. Jack Pumpkinhead’s innate spellcasting ability If something happens to his head, the body will
is Charisma (spell save DC 14). He can innately cast the following become an automaton. There are other vegetables,
spells requiring no material components: fruits, or gourds which can offer some modicum of
intelligence—enough to get him to a pumpkin patch—
3/day each: charm person, compulsion, hideous laughter, mislead and the body will try to find them.
1/day each: calm emotions, enthrall He considers Mombi’s house servant Tip to be his
father. In the time of Ozma, he calls Ozma his mother,
and heads carved by her last three times as long as
pumpkins carved by anyone else.

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Chapter 3 | NPCs and Unique Creatures

Jack Pumpkinhead across the rainbow spectrum, utterly without


regard for fashion sense.
“My name is Jack Pumpkinhead,” returned
Jack’s heads are living pumpkins, and as such
the other, smilingly; “but as to my business, I
haven’t the least idea in the world what it is.”
they will slowly rot over time. After a couple
of weeks with the same head, Jack’s thinking
The Guardian of the Gates looked surprised, and will slow, and his judgment will suffer. Jack
shook his head as if dissatisfied with the reply.
lives and farms pumpkins in a house near
“What are you, a man or a pumpkin?” he the Tin Woodman’s palace, where he grows
asked, politely. replacement heads. Something of the seeds and
“Both, if you please,” answered Jack. guts of the pumpkin govern his
L. Frank Baum, The Marvelous Land of Oz overall intelligence, although
he has a certain down-to-
Jack is a construct created and brought to life
earth sense. He rides a
by the Powder of Life wielded by the witch
living sawhorse, likewise
Mombi up in Gillikin Country. His tall,
sprinkled with the
thin body is made of hickory branches,
Powder of Life, to spare
whittled into shape, with wooden pegs
his creaking peg joints.
allowing the joints to pivot. His head is a
carved pumpkin with a wickedly smiling
expression at rest, planted firmly on a sharp
stick of a neck.
His clothing is decently
fitted, with random color
coordination that ranges

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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

Scarecrow was once a munchkin


farmer who led a group of his fellow Scarecrow
farmers to demand better treatment Medium humanoid construct, neutral good Challenge

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.

but the Scarecrow never tires and


does not need to sleep nor eat.

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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

head he wore a heavy golden crown set thick


with sparkling jewels, and the weight of this
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 11 (+0) 20 (+5) 14 (+2) 5
(1,800 XP)
crown caused his brow to sag in wrinkles,
Armor Class 16 (natural armor)
giving a thoughtful expression to the painted Hit Points 55 (10d8 + 10)
face. Indeed, the crown alone betokened Speed 30 ft.
majesty; in all else the Scarecrow King was Skills Perception +8, Insight +8
but a simple scarecrow—flimsy, awkward, Damage Resistances poison; bludgeoning, piercing, and slashing
from nonmagical attacks that aren’t adamantine
and unsubstantial. Condition Immunities exhaustion, poisoned
L. Frank Baum, The Senses passive Perception 18
Languages Common
Marvelous Land of Oz Proficiency Bonus +3
Battle Orders. As a bonus action, Scarecrow targets one ally he can
see within 30 feet of him. If the target can see or hear the Scarecrow,
the target can use its reaction to make one attack.
Construction. As a construct, Scarecrow has no need for air, water,
food or sleep.
Immutable Form. As a construct, Scarecrow is immune to any spell
or effect that would alter his form.
Royal Guardians. While he is king, Scarecrow is always accompanied
by 1d6 royal army soldiers (page 48) and they assist and protect
him at all costs.

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.

158
Chapter 3 | NPCs and Unique Creatures

When seated on the throne in the Emerald


City, Scarecrow wears a crown and carries
the Scepter of Oz. He also wears a royal seal
created just for him upon his chest, with the
sigil of Oz inside a golden sunflower. Though
his garb remains patched and stuffed, his red
cape trimmed in wildcat fur lends an extra air of
calm authority.
After being offered the throne in the
Emerald City awaiting the return of Queen
Ozma, Scarecrow has proven an able
administrator, and even shown flashes of
tactical cleverness.

159
Chapter 3 | NPCs and Unique Creatures

Scraps, the Patchwork Girl


The head of the Patchwork Girl was
the most curious part of her. While she
waited for her husband to finish making
his Powder of Life the woman had found
ample time to complete the head as her
fancy dictated, and she realized that a good
servant’s head must be properly constructed. The
hair was of brown yarn and hung down on her
neck in several neat braids. Her eyes were two
silver suspender-buttons cut from a pair of the
Magician’s old trousers, and they were sewed on
with black threads, which formed the pupils of
the eyes. Margolotte had puzzled over the ears
for some time, for these were important if the
servant was to hear distinctly, but finally
she had made them out of thin plates of
gold and attached them in place by means
of stitches through tiny holes bored in the
metal. Gold is the most common metal
in the Land of Oz and is used for many
purposes because it is soft and pliable.
L. Frank Baum,
The Patchwork Girl of Oz

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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

Scraps, the Patchwork Girl


Medium humanoid construct, chaotic good Challenge Actions
STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 10 (+0) 15 (+2) 16 (+3) 15 (+2) 3
(700 XP)
Hug. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage and the
target is grappled (escape DC 13). Scraps can only
Armor Class 14 have one creature grappled this way at a time.
Hit Points 45 (10d8) Trip. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Speed 30 ft. target. Hit: 6 (1d4 + 4) bludgeoning damage and the
target must succeed on a DC 15 Dexterity saving throw
Skills Acrobatics +7, Perception +6
or be knocked prone.
Damage Resistances bludgeoning, piercing
Damage Immunities poison Roleplaying Information
Condition Immunities poisoned
Senses passive Perception 16 Scraps was intended to be a servant, but during her
Languages Common creation she received more brains than Margolotte and
Proficiency Bonus +3 Dr. Pipt intended. In addition to obedience, truth, and
amiability, she has a double dose of adventuresome
Annoying Presence. Scraps has an advanced ability to annoy people. spirit and ingenuity. The mix is a bit chaotic, and she
As long as she concentrates on it, she can act in a way so annoying can seem a little unpredictable to new acquaintances.
and distracting to others that all creatures within a 40-foot-radius of Scraps cannot lie, and sees no point to it as she sings
her have disadvantage on skill checks and saving throws. and dances her way through life. She is stubbornly
Construction. As a construct, Scraps has no need for air, water, independent of agency, choosing the name “Scraps”
food or sleep. (given by the Glass Cat, Bungle) over the original
name chosen for her by her maker. Depending on the
Evasion. If Scraps is subjected to an effect that allows her to make timeline of your adventure, Scraps and the Scarecrow
a Dexterity saving throw to take half damage, she instead takes no have romantic feelings for one another.
damage on a success, and only takes half damage on a fail.
Immutable Form. As a construct, Scraps is immune to any spell or
effect that would alter her form.
Soft Landing. Scraps has built-in padding and takes no damage of
any kind from falling.

161
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

162
Chapter 3 | NPCs and Unique Creatures

Tik-Tok is a mechanical construct crafted by Tik-Tok runs on three clockwork springs,


Smith & Tinker in Ev. He is made mostly of which must be wound manually on a daily
copper, with bits of brass and steel forming his basis. Two of the winders are smallish and
accents and rivets. His torso is large and round, located on the back of his head beneath his hat,
engraved with the pattern of a waistcoat, giving controlling thought and speech. A larger winder
the creature a comically formal look. His head is is found in the middle of his back, which powers
spherical as well, with copper eyes that swivel in Tik-Tok’s movements. Tik-Tok speaks with a
brass sockets, with a blued steel mustache and disjointed pattern, one syllable at a time, and is
hair. His arms and legs are both jointed copper, incapable of lying.
hinged to his body with brass gears and pulleys.

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.

163
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.

off as he worked to earn a living. Actions


Every week, a new limb was lopped Multiattack. The Tin Woodman makes two attacks with his
Woodsman Axe.
off by the cursed ax. Under the
Woodsman Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
supervision of the witch, her minion target. Hit: 9 (1d10 + 4) slashing damage.
Ku-Klip, a cunning tinsmith,
replaced his limbs, body, and even Roleplaying Information
Early Age of Cardinal Witches: Nick was a humble woodcutter.
head with cunningly-fashioned tin Age of Chaos or beyond: The Tin Woodman, Emperor of Winkie
replacements. Country, is the highest authority in his region—especially as there
is no Cardinal Witch in that territory. All of the other rulers of
Without a human heart, the Tin the various winkie towns and smaller countries will defer to his
Woodman was no longer in love final judgment for any case brought before him. He has a kindly
disposition and represents a welcome change for the winkies, who
with the munchkin girl, and went are fiercely loyal to one of those who destroyed the Wicked Witch.
back to work in the forest. He rusted He owes fealty to the Scarecrow (and later Ozma) in the Emerald
there in a suspiciously sudden City, and is close friends with the ruler of the beasts, the Cowardly
Lion. He has fondness for the human girl, Dorothy, and will refuse to
storm, until he was found and kill any living thing. Water, rain, damp, all of these can rust him fairly
rescued by a foreign human girl. quickly into immobility.

Tin Man, as his friends call him,


was once a human and maintained
that height. He is made of cunningly-
jointed tin from head and hat to toe, with

164
Chapter 3 | NPCs and Unique Creatures

165
Chapter 3 | NPCs and Unique Creatures

Deities and Immortals


Ak, The Master Woodsman
When Ak leaned upon his gleaming ax and
turned to look over the field of battle he saw the
few Giants who were able to run disappearing over
the distant hills on their return to Tartary. The
Goblins had perished every one, as had the terrible
Dragons, while all that remained of the wicked
Awgwas was a great number of earthen hillocks
dotting the plain.
And now the immortals melted from the Valley
like dew at sunrise, to resume their duties in the
Forest, while Ak walked slowly and thoughtfully to
the house of Claus and entered.
L. Frank Baum, The Life and Adventures of
Santa Claus
Ak is the Master Woodsman of the fey realm,
the Green Man, the ruler of the forests,
orchards, and groves. He travels the
realm visiting his woodlands, invisible
to mortal eyes, and has the ability
to travel instantly between any
two forests as a natural ability.
He often visits the Forest of
Burzee to spend time with the
wood nymphs, whom he loves
as children.

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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

Ak, The Master Woodsman


Large fey, neutral good Challenge Intimidating Aura. Each creature of Ak’s choice

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

The Three Adepts


The Sorceress looked up from her “My name is Aurah,” said another.
work as the three maidens entered, and “My name is Aujah,” said the third.
something in their appearance and manner
Glinda had never heard these names before, but
led her to rise and bow to them in her most
looking closely at the three she asked:
dignified manner.
“Are you witches or workers in magic?”
The three knelt an instant before the great
Sorceress and then stood upright and “Some of the secret arts we have gleaned from
waited for her to speak. Nature,” replied the brownhaired maiden modestly,
“but we do not place our skill beside that of the
“Whoever you may be,” said Glinda, “I bid
Great Sorceress, Glinda the Good.”
you welcome.”
L. Frank Baum, Glinda of Oz
“My name is Audah,” said one.

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Chapter 3 | NPCs and Unique Creatures

Audah, The Adept of Water


Audah has golden red hair that curls in a riot Audah is the quickest to laughter, and tends
about her shoulders, with eyes that reflect the to favor greens and flashier gowns that set
blue of the sky and skin of pale cream. Clearly of off her figure. She speaks most often for the
at least partially Elven descent, Audah’s affinity three adepts, and enjoys a very public face of
for water magics is displayed plainly on her skin, interaction with the flatheads they guide as a
with twin marks indicating her connection to three-in-one council.
both the Gillikin and the elementals.

Audah, The Adept of Water


Medium humanoid (fey), chaotic good Challenge Water Ball. Aujah condenses water into a sphere-like

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

Aujah, The Adept of Air


Aujah has snow-white hair of silky fine wanders the flathead lands and keeps watch
texture, falling straight as a waterfall. Her over her charges.
skin is faintly bronzed and warm, and her Aujah’s voice is low and seldom raised in
brows are straight black slashes above anger, but when she speaks, the other two
eyes of a midnight oaken brown. Aujah Adepts fall silent to listen. Aujah is most often
is the more reserved and bookish of the three found reading, and is said to have the finest
women, preferring to dress in shades of gray library in Gillikin at the flathead city.
that help her blend into evening shadows as she

Aujah, The Adept of Air


Medium humanoid (fey), lawful good Challenge Intimidating Aura. Each creature of Aujah’s choice

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

Aurah, The Earthwitch Adept


Aurah has brown hair and gray eyes, with skin Aurah wears shades of brown, preferring
like dusky shadows and warm earth. Her ears loose garb that lets her climb trees, rocks, and
are rounded and human, but her bone structure hillsides to collect herbs and flowers for her
and other features assure an observer beyond charms. She is as comfortable in a tree as in a
any doubt that she bears a blood relation to the chair, and spends her time wandering the fields
other two Adepts. and mountains where her people are always
pleased to see her for the blessings she brings.

Aurah, The Earthwitch Adept


Medium humanoid (fey), neutral good Challenge Epicenter (Recharge 5-6). Aurah casts earthquake

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

172
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

Bo, the Master Mariner


Large fey, lawful neutral Challenge Trident. Melee Weapon Attack: +12 to hit, reach 5

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.

rolling hues of purple, red, and orange.


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Chapter 3 | NPCs and Unique Creatures

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

174
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,

Kern, The Master Husbandman


Medium fey (satyr), chaotic neutral Challenge successful or the effect ends for it, the creature

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.

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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

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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.

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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

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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

Uncanny Alignment Knowledge. When Neclaus makes an


Intelligence (Investigation), Wisdom (Insight), or Wisdom

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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.

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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.

STR DEX CON INT WIS CHA


22 (+6) 19 (+4) 14 (+2) 27 (+8) 23 (+6) 20 (+5) 28
(120,000 XP)
Plant Spirit. Ozana ignores difficult terrain caused
by plants. When Ozana drops to 0 hit points or dies,
her body dissipates into verdant energy, her essence
Armor Class 24 (natural armor) is absorbed by nearby flora, and she is unable to take
Hit Points 195 (30d8 + 60) physical form for a time.
Speed 30 ft., fly 60 ft. (hover)
Actions
Saving Throws Str +14, Int +16, Wis +14 Spear. Ranged Weapon Attack: Ozana transforms her
Skills Arcana +16, Nature +16, Perception +22 wand into a spear and throws it at a creature she can
Damage Resistances any from magical weapons see. The targeted creature takes 24 (4d8 + 6) piercing
Damage Immunities any from nonmagical sources, any from plant damage, striking unerringly. This damage cannot be
sources prevented or resisted and ignores all immunities. The
Condition Immunities blinded, charmed, deafened, exhaustion, spear returns to Ozana’s hands as a wand after it hits.
frightened, poisoned, stunned
Senses truesight 120 ft., passive Perception 32 Legendary Actions
Languages all, telepathy 120 ft.
Ozana can take 3 legendary actions, choosing from
Proficiency Bonus +8
the options below. Only one legendary action option
Aware. Ozana cannot be surprised. can be used at a time and only at the end of another
creature’s turn. Ozana regains spent legendary actions
Communicate at a Distance. Ozana can reach out and be heard by
at the start of his turn.
any ruler in Oz through their golden jewelry or crown.
Ethereal. If Ozana is subjected to an effect that allows her to make Demi-goddess of Creation. Ozana casts one spell.
a saving throw to take only half damage, Ozana instead takes no If she casts entangle, it does not consume a spell
damage if she succeeds on the saving throw, and only half damage if slot, does not require concentration, and has a
she fails. permanent duration.

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
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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.

Aubergine, The Purple Dragon of Mo


Large dragon, neutral evil Challenge damage on a successful one. In addition, on a failed

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

Odie, The Original Dragon


Gargantuan dragon, lawful good Challenge Tail. Ranged Weapon Attack: +19 to hit, reach 15 ft.,

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.

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Chapter 3 | NPCs and Unique Creatures

185
Chapter 3 | NPCs and Unique Creatures

Quox respect, so he cast a curse upon the young


dragon that took his wings away and changed
“Quox, as you well know, is a young the his personality. Since the curse was laid,
dragon who has not yet acquired the Quox’s long and serpentine body turned sky
wisdom of his race. Because of this lack, blue, tipped with pink along the belly. The tip of
he has been disrespectful toward his most his tail is a shining golden light that never dims,
ancient ancestor, the Original Dragon,
day or night. Under the Great Jinjin’s spell, his
telling him once to mind his own business and
very alignment seems to be slowly tilting more
again saying that the Ancient One had grown
foolish with age. We are aware that dragons are neutral, just as his body has been altered to
not the same as fairies and cannot be altogether make him a shepherd of others.
guided by our laws, yet such disrespect as Quox His head and face are no less
has shown should not be unnoticed by us. Therefore fearsome than other blue dragons,
I have selected Quox as my royal Instrument with very large golden eyes
of Vengeance and he shall go through the Tube and sharp teeth. His nostrils
with these people and inflict upon Ruggedo the are large and wide, and
punishment I have decreed.” when he exhales long and
L. Frank Baum, Tik-Tok of Oz meaningfully, a stench
Quox is an offspring of Odie five or more of brimstone washes
generations gone, and a mere babe by over the nearby area.
comparison being only three thousand fifty-six His voice is thick with
years old. It is said that he was once a shining gravelly toughness,
fury in dark cobalt blue before he mortally but his tones are very
insulted the Original Dragon. Witnessing this carefully polite most
behavior, the Great Jinjin Tititi-HooChoo of the time.
felt that Quox needed to learn proper

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.

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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

The Royal Dragon of Spor


Huge dragon, lawful evil Challenge Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,

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.

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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

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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.

Aware. Aquareine cannot be surprised. Ancient Sage. Aquareine casts a spell.


Immortal. Aquareine is immortal and cannot die from old age or Protection. Aquareine instantly casts the magic
age-related illnesses. She is also immune to any effect of aging and circle spell, requiring no material, somatic, or verbal
her maximum hit points cannot be reduced. components with a range of 120 feet, choosing any
single type of creature for the spell’s effect. When
Immortal Spellcasting. Aquareine is a 30th-level spellcaster.
cast this way, the spell’s effect ends at the start of
Aquareine’s spellcasting ability is Charisma (spell save DC 26, +18
Aquareine’s next turn.
to hit with spell attacks). She can innately cast all sorcerer spells,
requiring no material, somatic, or verbal components. She has 4 spell Spear Attack. Aquareine makes a spear attack.
slots for 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 (5/day). If Aquareine fails a saving throw, Queen Aquareine has all the patience of an immortal,
she can choose to succeed instead. twined with the sudden mercurial changes that can
rise like a storm at sea. She has ties with the great sea
Limited Magic Immunity. Unless she wishes to be affected, serpents, and is at intermittent war with Zog and his
Aquareine is immune to spells of 5th-level or lower. She sea-wolves. She sits on the Council of Immortals and
has advantage on saving throws against all other spells and has the ear of Bo, the Master Mariner.
magical effects.

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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.

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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.

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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

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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.

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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

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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

Tititi-HooChoo, the Great Jinjin


Medium fey, lawful neutral Challenge knows the alignment and intentions of any creature

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

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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

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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

STR DEX CON INT WIS CHA


12 (+1) 17 (+3) 15 (+2) 11 (+0) 11 (+0) 13 (+1) 7
(2, 900 XP)
Armor Class 13
Hit Points 97 (15d8 + 30)
Speed 30 ft., swim 20 ft.

Skills Acrobatics +6, Athletics +4, Deception +4


Senses passive Perception 13
Languages Aquan, Common
Proficiency Bonus +3

Pilot. Cap’n Bill is proficient with all vehicles.


Sea Legs. Cap’n Bill has advantage on Dexterity (Acrobatics) and
Strength (Athletics) checks that involve movement on any vehicle
or swimming.
Veteran Fighter. If Cap’n Bill’s punch hits an enemy, he can choose
as a bonus action to trip or disarm the target. If Bill successfully
disarms a target and he has a free hand, he can immediately pick up
and wield the dropped weapon.
Weapon Savvy. In his years of experience, Cap’n Bill has trained
in many forms of weaponry and is proficient in all melee and
ranged weapons. He treats all weapons as if they had the finesse
weapon property.

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.

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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

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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.

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Chapter 3 | NPCs and Unique Creatures

Gwig the Sorcerer


“Come to us, oh, Gwig!” called the
man, in a loud voice.
Instantly a cloud of smoke appeared and
rolled over the floor; then it slowly spread
and ascended into the dome, disclosing a
strange personage seated upon a glass throne just
before Jim’s nose. He was formed just as were the
other inhabitants of this land and his clothing only
differed from theirs in being bright yellow. But he
had no hair at all, and all over his bald head and
face and upon the backs of his hands grew sharp
thorns like those found on the branches of rose-
bushes. There was even a thorn upon the
tip of his nose and he looked so funny that
Dorothy laughed when she saw him.
The Sorcerer, hearing the laugh, looked toward
the little girl with cold, cruel eyes, and his
glance made her grow sober in an instant.
“Why have you dared to intrude your
unwelcome persons into the secluded
Land of the Mangaboos?” he
asked, sternly.
L. Frank Baum, Dorothy
and the Wizard in Oz

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.

Gwig the Sorcerer


Medium humanoid (vegibon), lawful neutral Challenge Heightened Spell. When Gwig casts a spell that forces

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

Dr. Nikidik Pipt,


The Crooked
She led the way to a great domed
hall at the back of the house, which was the
Magician’s workshop. There was a row of
windows extending nearly around the sides
of the circular room, which rendered the place
very light, and there was a back door in addition
to the one leading to the front part of the house.
Before the row of windows a broad seat was
built and there were some chairs and benches
in the room besides. At one end stood
a great fireplace, in which a blue log
was blazing with a blue flame, and
over the fire hung four kettles in a
row, all bubbling and steaming at
a great rate. The Magician was
stirring all four of these kettles
at the same time, two with his
hands and two with his feet, to
the latter, wooden ladles being
strapped, for this man was so
very crooked that his legs were
as handy as his arms.
L. Frank Baum,
The Patchwork
Girl of Oz

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.

Dr. Nikidik Pipt, The Crooked


Medium humanoid (gillikin), neutral Challenge bonus stacks until Nikidik successfully hits a target with

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

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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

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 12 (+1) 16 (+3) 12 (+1) 16 (+3) 1
(200 XP)
Armor Class 10
Hit Points 44 (8d8 + 8)
Speed 30 ft.

Skills Deception +5, Performance +5, Stealth +2


Senses darkvision 60 ft., passive Perception 11
Languages Common
Proficiency Bonus +2

Fey Ancestry. Tip has advantage on saving throws against being


charmed, and magic can’t put him to sleep.

Actions
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2
(1d4 + 1) bludgeoning damage.

Roleplaying Ozma and Tippetarius


Tip/Ozma is one of the main variables for setting your campaign in Oz. If the Scarecrow is ruling Oz from the Emerald City,
then Ozma should be still enchanted and disguised as Tippetarius, the servant/ward of the witch Mombi. If a GM chooses a
setting with Ozma ruling the Oz, then Tip is gone, having turned into the youthful fairy ruler.

Playing Ozma by Eras:


Age of Fey Royalty. The first Ozma was a member of any consideration. If players meet him, Tip is cordial
Lurline’s fairy band. She is a full fairy, and dedicated to the and friendly (as long as no one suggests he go back to
preservation of all native Ozites and oddities. When Oz serving Mombi).
was created, she was given guardianship as a ruling queen.
Age of Ozma. Ozma is a benevolent Queen who
If you want to play this Ozma instead of her descendant,
genuinely cares about her subjects. She is also sensitive
you can reasonably use the same stats.
to the bigger picture issues of Oz’s well-being, including
Age of Cardinal Witches & Age of Chaos. Tip is excessive magic usage that may harm the fey protections.
generally a good kid, but really hates Mombi for the If Ozma is queen, then legal magic can only be practiced
way she treats him like a servant. He ran away from by those who come to the Emerald City and acquire a
Mombi during the Age of Chaos, and could reasonably be license. She is a patroness of the Order of the Golden
encountered almost anywhere in Oz. He is suspicious of Road, and frequently consults with both their master,
spellcasters and slow to trust magic in general. Glinda, and Princess Ozana who watches over the prison
During either time until discovery, Tip does not age, of the erbs.
and because of the enchantment he does not give that

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.

Charging Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one


target. Hit: 16 (2d12 + 3) piercing damage while mounted or 6 (1d6
+ 3) bludgeoning damage if not mounted.

211
Chapter 3 | NPCs and Unique Creatures

Oscar Diggs, The


Wizard of Oz
“I am Oz, the Great and Terrible,” said
the little man, in a trembling voice, “but
don’t strike me—please don’t!—and I’ll do
anything you want me to.”
Our friends looked at him in surprise and dismay.
“I thought Oz was a great Head,” said Dorothy.
“And I thought Oz was a lovely
Lady,” said the Scarecrow.
“And I thought Oz was
a terrible Beast,” said
the Tin Woodman.
“And I thought Oz
was a Ball of Fire,”
exclaimed the Lion.
“No; you are all wrong,” said the little
man, meekly. “I have been making believe.”
“Making believe!” cried Dorothy. “Are you not a
great Wizard?”
“Hush, my dear,” he said; “don’t speak so loud, or
you will be overheard—and I should be ruined. I’m
supposed to be a Great Wizard.”
“And aren’t you?” she asked.
“Not a bit of it, my dear; I’m just a
common man.”
L. Frank Baum, The Wonderful
Wizard of Oz

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

Oscar Diggs, The Wizard of Oz


Medium humanoid (human), chaotic good Challenge At will: mending. prismatic sight

STR DEX CON INT WIS CHA


7 (−2) 13 (+1) 11 (+0) 12 (+1) 10 (+0) 16 (+3) 6
(2,300 XP)
3/day each: flare, find traps, knock, repair
1/day: shackle, shrapnel

Armor Class 13 (leather long coat)


Actions
Hit Points 31 (7d8) Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Speed 30 ft. one target. Hit: 3 (1d4 + 1) piercing damage.

Skills Deception +6, History +4, Persuasion +6 Roleplaying Information


Senses passive Perception 10 No one comes to Oz by pure accident—Glinda wrote
Languages Common, English after his absence that she is certain Lurline drew him
Proficiency Bonus +3 here to leave a mark on their land. The wizard created
Cunning Action. On each of his turns, Oscar can use a bonus action a monetary system for Oz, replacing the old bartering
to take the Dash, Disengage, or Hide action. system for inter-city commerce. He also managed
to keep the Wicked Witches from unbalancing the
Inventor. Oscar is proficient with all artisan’s tools and power structure; his unusual ‘magic’ made the witches
musical instruments. hesitant to confront him, preserving the uneasy
Professional Swindler. Oscar has advantage on all Charisma relative peace.
(Deception) and Charisma (Persuasion) checks. In the immediate post-Dorothy Timeline, the wizard
may not be in Oz. However, he does eventually return
Sneak Attack (1/turn). Oscar deals an extra 7 (2d6) damage
to live in Oz and learn real magic from Glinda. If you
when he hits a target with a weapon attack and has advantage on
wish to set your game in Ozma-ruled Oz, then adjust
the attack roll, or when the target is within 5 feet of an ally of Oscar
his stats for high-level gadgeteer and low-level witch
that isn’t incapacitated and the spy doesn’t have disadvantage on the
in combination.
attack roll.
He is a showman and a con artist, but also a canny
Innate Spellcasting. Oscar is a 5th-level spellcaster. His spellcasting politician. Beyond his immediate concerns however,
ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He the wizard is unsure what he wants out of life. He
can innately cast the following spells: is restless with discontent, and may be seeking a
way to leave his current circumstances, whatever
they might be.

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.

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Chapter 3 | NPCs and Unique Creatures

Roquat the Nome King Roquat is a short, squat humanoid, a nome


whose pallid skin has never known the kiss
“He is said to be the Ruler of the of sunlight. He has a flowing white beard, a
Underground World, and commands the reddish nose and face that speaks of indulgence,
rocks and all that the rocks contain. Under and a scowl that reaches all the way to his
his rule are many thousands of the Nomes, hairline. He tends to squint at people, though
who are queerly shaped but powerful
more from ill humor than from any issues with
sprites that labor at the furnaces and forges of
his vision.
their king, making gold and silver and other metals
which they conceal in the crevices of the rocks,
so that those living upon the earth’s surface can
only find them with great difficulty. Also they
make diamonds and rubies and emeralds, which
they hide in the ground; so that the kingdom of
the Nomes is wonderfully rich, and all we have of
precious stones and silver and gold is what we take
from the earth and rocks where the Nome King has
hidden them.”
L. Frank Baum, Ozma of Oz

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

Roquat The Nome King


Small humanoid (nome), lawful evil Challenge Yellow Blade. The attack deals an additional 4 (1d8)

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.

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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

The Shaggy Man


His coat was of rose-colored velvet,
trimmed with shags and bobtails, with buttons
of blood-red rubies and golden shags around the
edges. His vest was a shaggy satin of a delicate
cream color, and his knee-breeches of rose velvet
trimmed like the coat. Shaggy creamy stockings of
silk, and shaggy slippers of rose leather with ruby
buckles, completed his costume, and when he was
thus attired the shaggy man looked at himself in a
long mirror with great admiration.
L. Frank Baum, The Road to Oz
The Shaggy Man is a tall human man with
rippling curly hair that has long since gone
white. His smile is sweet, surrounded by a white
moustache and a waterfall of a beard as curly
as the hair on his head. His eyes are pale blue,
kind and merry.
His clothing is carefully crafted to be as
shaggy as his hair and beard, with curling
shags on his gold velvet coat and green silken
pants. His shoes are practical brown leather
for walking. He eschews most possessions and
comfort, choosing to wander Oz and singing
songs in a very credible baritone. As he has
bathed in the Truth Pond in Oz, he is incapable
of telling a lie.

The Shaggy Man


Medium humanoid (human), neutral good Challenge

STR DEX CON INT WIS CHA


12 (+1) 15 (+2) 18 (+4) 10 (+0) 16 (+3) 9 (−1) 4
(1,100 XP)
Armor Class 13 (padded armor)
Hit Points 68 (8d8 + 32)
Speed 30 ft.

Saving Throws Con +6, Wis +5


Skills Performance +1, Sleight of Hand +4, Stealth +4
Damage Resistances poison
Condition Immunities poisoned
Languages Common
Proficiency Bonus +2
Natural Exposure. The Shaggy Man has a lifetime of exposure to the
many diseases of man and beast and has natural resistance to most
of them. He has advantage on all Constitution saving throws.

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

Blinkie the Wicked


Medium humanoid (quadling), lawful evil Challenge spell attacks). She can innately cast the following spells

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

Glinda the Good


Medium humanoid (fey), lawful good Challenge Legendary Actions
STR DEX CON INT WIS CHA
8 (−1) 12 (+1) 13 (+1) 23 (+6) 14 (+2) 19 (+4) 24
(62,000 XP)
Glinda can take 3 legendary actions, choosing from
the options below. Only one legendary action option
can be used at a time and only at the end of another
Armor Class 16 (enchanted robe) creature’s turn. Glinda regains spent legendary actions
Hit Points 170 (31d8 + 31) at the start of his turn.
Speed 30 ft. Ruby Ray. Glinda shoots a ruby ray of energy at a
Skills Arcana +13, History +13, Perception +9, Religion +13 creature. It must succeed on a DC 21 Constitution
Damage Resistances any from magical weapons saving throw or be blinded until the end of their
Damage Immunities any from nonmagical sources next turn.
Senses darkvision 60 ft., passive Perception 19 Southern Hospitality. Glinda casts healing word
Languages Celestial, Common, Nomish, Sylvan, Undercommon as a 9th Level spell. When cast this way, the spell
Proficiency Bonus +7 does not consume a spell used for the day and can
Ancient Spellcasting. Glinda’s spellcasting ability is Intelligence affect constructs.
(spell save DC 21, +13 to hit with spell attacks). She can innately cast
any spell, requiring no material, somatic, or verbal components. She Reactions
can only cast each unique spell once per day, but casts them at a 9th- Bubble Shield. When a creature Glinda can see within
level spell slot as a 20th level caster. 60 feet of her is hit by an attack, Glinda can use her
reaction or a legendary action to grant the attacked
Fey Ancestry. Glinda has advantage on saving throws against being
creature the effects of the shield spell.
charmed, and magic can’t put her to sleep.
Legendary Resistance (3/day). If Glinda fails a saving throw, she Roleplaying Information
can choose to succeed instead. Glinda is kind and helpful, but is not one for long
Lurline’s Favor. Attack rolls made against Glinda have disadvantage. interviews or scenes. If the factions and monarchs of
If an attack misses Glinda, the attacker becomes incapacitated until Oz are tokens on a chess board, Glinda is akin to the
the start of its next turn. player controlling the pieces. And anyone who finds
themselves under her watchful eye may become a
Staff of Banishment. Glinda’s wand can be wielded as a magical pawn in her game.
quarterstaff that grants a +3 bonus to attack and damage rolls made
She is the keeper of the Great Book of Records, which
with it. A creature hit by the staff must succeed on a Charisma saving
notes every event in Oz—or at least, every event
throw using the spellcaster’s spell save DC or be banished for 1
that the unknown consciousness scribing deems as
minute as if affected by the 4th-level spell banishment.
important. Often it speaks in riddles, especially where
Actions magic is involved in an event.
Despite her combination of power, intelligence, and
Multiattack. Glinda can cast a spell and make two weapon attacks.
information, Glinda seldom interferes directly into the
Staff of Banishment. Melee Weapon Attack: +9 to hit, reach 5 events of Oz, and almost never in politics. She keeps
ft., one target. Hit: 5 (1d6 + 2) magical bludgeoning damage or 6 good relations with any of the rulers of Oz, even the
(1d8 + 2) magical bludgeoning damage if used with both hands and small kingdoms within each quadrant.
the target must succeed on a DC 21 Charisma saving throw or be
banished for 1 minute as if affected by the 4th-level spell banishment.

222
Chapter 3 | NPCs and Unique Creatures

stamp of her mastery of fire’s element. Glinda


is the keeper of a great many secrets, and is
the acknowledged greatest living power in
Oz. She is the Cardinal Witch of the South,
having bonded with the land and proven her
exceptional magical prowess.

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.

223
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.

Locasta “Tattypoo” the Good


Medium humanoid (human), chaotic good Challenge hit by the staff must succeed on a Constitution

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.

Skills Arcana +9, Intimidation +11, Perception +10, Nature +9


Actions
Damage Resistances any from magical weapons Multiattack. Locasta can cast a spell and make two
Damage Immunities any from nonmagical sources weapon attacks.
Senses passive Perception 20 Staff of Marmore. Melee Weapon Attack: +5 to
Languages Celestial, Common, Sylvan hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) magical
Proficiency Bonus +6 bludgeoning damage or 6 (1d8 + 2) magical
Ancient Spellcasting. Locasta’s spellcasting ability is Charisma bludgeoning damage if used with two hands and the
(spell save DC 19, +11 to hit with spell attacks). She can innately target must succeed on a DC 19 Constitution saving
cast any spell of 5th-level or lower, requiring no material, somatic, or throw against being magically petrified. On a failed
verbal components. She can only cast each unique spell once per day, save, the creature begins to turn to stone and is
but casts them at a 5th-level spell slot as a 20th-level caster. restrained. It must repeat the saving throw at the end
of its next turn. On a success, the effect ends. On a
Legendary Resistance (3/day). If Locasta fails a saving throw, she failure, the creature is petrified for 24 hours.
can choose to succeed instead.
Locasta’s Kiss. Locasta can mark someone with a kiss on their Roleplaying Information
forehead. It is a kiss of luck and charisma, with a hint of magic that Locasta travels more than Glinda, and has been known
wards off the more sensitive and ferocious of the magical beasts to meddle far more in the other quadrants’ affairs. It
of Oz. For one month, the affected creature gains the benefits of was she who visited Munchkin Country to place a kiss
the guidance spell and the protection from evil and good spell. This on the mortal girl Dorothy’s forehead, protecting the
effect cannot be dispelled except by a wish spell. child on her journey. She is a newcomer to the great
Lurline’s Favor. Attack rolls made against Locasta have power she wields, having taken over Gillikin Country
disadvantage. If an attack misses Locasta, the attacker becomes a mere twenty years before the little girl arrived
incapacitated until the start of its next turn. via tornado.

Staff of Marmore. Locasta’s staff is a magical quarterstaff that


grants a +3 bonus to attack and damage rolls made with it. A creature

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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

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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.

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Chapter 3 | NPCs and Unique Creatures

Mombi the Wicked


Mombi’s curious magic often frightened
her neighbors, and they treated her shyly, yet
respectfully, because of her weird powers. But Tip
frankly hated her, and took no pains to hide his
feelings. Indeed, he sometimes showed less respect
for the old woman than he should have done,
considering she was his guardian.
L. Frank Baum, The Marvelous Land of Oz

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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.

Mombi the Wicked


Medium humanoid (human) witch, chaotic evil Challenge 3rd level (3 slots): bestow curse, speak with dead,

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.

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Chapter 3 | NPCs and Unique Creatures

Wicked Witch of the East


“Your house did, anyway,” replied the
little old woman, with a laugh; “and that
is the same thing. See!” she continued,
pointing to the corner of the house;
“there are her two toes, still sticking out
from under a block of wood.”
Dorothy looked, and gave a little cry of fright.
There, indeed, just under the corner of the great
beam the house rested on, two feet were sticking
out, shod in silver shoes with pointed toes.
“Oh, dear! oh, dear!” cried Dorothy, clasping
her hands together in dismay; “the house
must have fallen on her. What ever
shall we do?”
L. Frank Baum, The Wonderful
Wizard of Oz

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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.

Wicked Witch of the East


Medium humanoid (tiefling), lawful evil Challenge Actions
STR
7 (−2)
DEX CON INT WIS CHA
8 (−1) 15 (+2) 21 (+5) 11 (+0) 14 (+2) 14
(11,500 XP)
Multiattack. The Wicked Witch can use her Frightful
Presence. Then she can cast a spell and make two
weapon attacks.
Armor Class 14 (enchanted robe) Unarmed Strike. Melee Weapon Attack: +4
Hit Points 110 (17d8 + 34) to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1)
Speed 30 ft. bludgeoning damage.
Skills Arcana +10, History +10, Intimidation +7 Frightful Presence. Each creature of the Wicked
Senses darkvision 60 ft., passive Perception 10 Witch’s choice that is within 60 feet of her and aware
Languages Common, Infernal of her must succeed on a DC 16 Wisdom saving throw
Proficiency Bonus +5 or become frightened of her for 1 minute. A creature
can repeat the saving throw at the end of each of its
Legendary Resistance (3/day). If the Wicked Witch fails a saving turns, ending the effect on itself on a success. If a
throw, she can choose to succeed instead. creature’s saving throw is successful or the effect ends
Lurline’s Wrath: Wind. This Wicked Witch has been cursed by for it, the creature is immune to the Wicked Witch’s
Lurline with wind-blown debris as her deadly weakness. If more than Frightful Presence for the next 24 hours.
a mote of wind-blown debris touches her bare skin, she immediately
suffers the effects of the 9th-level spell power word kill. If she is Roleplaying Information
killed by this spell, she and any nonmagical equipment she is wearing The Wicked Witch of the East should only be present
or carrying dissolves and dissipates into a cloud of steam. in games that take place during the Age of the Cardinal
Witches. Despite her ruthless nature and reputation,
Silver Shoes. The Wicked Witch wears a pair of silver shoes that
she has deep ties to her land, and sees to it that
allow her to travel to any location on any plane she has visited before
the weather is balanced between forest and farms,
by simply chanting the location’s name three times and taking three
enabling all to thrive. Only once did the farmers
steps forward.
rise up to bring their grievances to her when they
Wicked Spellcasting. The Wicked Witch is a 14th-level spellcaster. wanted more rain, and their leader disappeared after
Her spellcasting ability is Intelligence (spell save DC 18, +10 to hit the meeting.
with spell attacks). She can innately cast all warlock spells, requiring There are no bandits in Munchkin Country under the
no material components. She has 4 spell slots of 5th-level and 1 spell witch, for none would dare to challenge her control.
slot each of 6th and 7th level. Once per long rest, she can regain her She supports legitimate businesses, even if those
expended spell slots when she kills a creature. businesses tend to be shady. While some blame the
girl Dorothy for killing her, other wiser heads consider
that she reached too far, and that perhaps it was not
Dorothy who struck her down, but Lurline herself,
using the very element of the East: wind.

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Chapter 3 | NPCs and Unique Creatures

Wicked Witch of the West


Now the Wicked Witch of the West had but
one eye, yet that was as powerful as a telescope,
and could see everywhere. So, as she sat in the door
of her castle, she happened to look around and saw
Dorothy lying asleep, with her friends all about
her. They were a long distance off, but the Wicked
Witch was angry to find them in her country; so
she blew upon a silver whistle that hung around
her neck.
L. Frank Baum, The Wonderful
Wizard of Oz

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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

Wicked Witch of the West


Medium humanoid (half-orc) witch, lawful evil Challenge Actions
STR DEX CON INT WIS CHA
9 (−1) 14 (+2) 16 (+3) 13 (+1) 8 (−1) 20 (+5) 15
(13,000 XP)
Multiattack. The Wicked Witch can use her Frightful
Presence. Then she can cast a spell and make two
weapon attacks.
Armor Class 17 (enchanted robe) Unarmed Strike. Melee Weapon Attack: +4
Hit Points 135 (18d8 + 54) to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1)
Speed 30 ft. bludgeoning damage.
Skills Arcana +6, Intimidation +10, Perception +4 Frightful Presence. Each creature of the Wicked
Senses darkvision 60 ft., passive Perception 14 Witch’s choice that is within 60 feet of her and aware
Languages Common, Orc, Undercommon of her must succeed on a DC 16 Wisdom saving throw
Proficiency Bonus +5 or become frightened of her for 1 minute. A creature
can repeat the saving throw at the end of each of its
Broom of the West. The Wicked Witch has a broom that can be turns, ending the effect on itself on a success. If a
ridden in the air and carry up to 400 pounds. It has a flying speed of creature’s saving throw is successful or the effect ends
120 feet and can hover. for it, the creature is immune to the Wicked Witch’s
Golden Cap of the Winged Monkeys. The Wicked Witch wears the Frightful Presence for the next 24 hours.
Golden Cap that allows her to command the winged monkeys of Oz.
Roleplaying Information
Legendary Resistance (3/day). If the Wicked Witch fails a saving
If you are playing a pre-Dorothy storyline, you can
throw, she can choose to succeed instead.
certainly use the witch as the powerful ruler of Winkie
Lurline’s Wrath: Water. This Wicked Witch has been cursed by Country, both for an adversary and as a possible
Lurline and her own elemental bargain with fresh water as her patron who wishes to acquire magical items from
deadly weakness. If more than a raindrop touches her bare skin, she distant lands. Her people fear her, and she keeps
immediately suffers the effects of the 9th-level spell power word kill. indentured labor about the fortress and working in the
If she is killed by this spell, she and any nonmagical equipment she is mines. She has consulted with yookoohoo witches for
wearing or carrying dissolves and melts as if by acid. transformational magic artifacts.
Wicked Spellcasting. The Wicked Witch is a 15th-level spellcaster. She holds a grudging affection for her sister/
Her spellcasting ability is Charisma (spell save DC 18, +10 to hit with counterpart in the east, which keeps her from
spell attacks). She can innately cast all warlock spells, requiring no attempting to directly steal her shoes. Because Glinda
material components. She has 4 spell slots of 5th-level and 1 spell has not directly opposed her, the Wicked Witch thinks
slot each of 6th to 8th level. Once per long rest, she can regain her she is the most powerful in Oz.
expended spell slots when she kills a creature.

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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.

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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

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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

The Food Dictator


Half-ogres are often brutish, violent
creatures, famed for their indiscriminate
eating and mating habits. One found
another path after encountering a
solitary human chef on the road. The
human had a temper as hot as the ogres, and
lived to seek out recipes and new foods—and
welcomed anyone along the path with him. The
two found a key and passed through a doorway
to travel together to Oz, where the half-ogre
discovered that, when he kept his temper, he
could also assume a more human appearance.
The human chef left Oz to return to his stone
kingdom in another world, dubbing his friend
The Food Dictator as he disappeared through
a shining green doorway. The half-ogre/man
prefers to be called The Food Dictator, or by
any of his multitudinous titles bequeathed by
his first real friend, all alliterative and noble in
nature, including the Sultan of Spice, the King
of Cuisine, and the Viscount of Victuals.
When first encountered, he appears as a very
tall, burly human with piercing
blue eyes, dark short-cropped hair,
and a luxurious mustache, dressed
in chef whites and wearing a utility
belt of kitchen implements. He speaks
Common with a strong Slavic accent
and has a military bearing. His half-ogre
form is taller and broader, his skin going
faintly greenish gray, and his faintly
pointed ears drooping downward.
Origin. The Food Dictator was created
by Jonathan Hirshon.

238
Chapter 3 | NPCs and Unique Creatures

The Food Dictator


Medium humanoid (half-ogre), lawful neutral Challenge Chef’s Knife. Melee Weapon Attack: +9 to hit, reach

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.

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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.

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Chapter 3 | NPCs and Unique Creatures

Spare
Medium humanoid (construct), neutral good Challenge 1st level (4 slots): cure wounds, sleep, thunderwave

STR DEX CON INT WIS CHA


12 (+1) 13 (+1) 16 (+3) 13 (+1) 16 (+3) 20 (+5) 9
(5,000 XP)
2nd level (3 slots): shatter
3rd level (3 slots): dispel magic, speak with
dead, tiny hut
Armor Class 18 (natural armor) 4th level (3 slots): freedom of movement,
Hit Points 82 (11d8 + 33) locate creature
Speed 30 ft. 5th level (2 slots): greater restoration, mass cure
wounds, raise dead
Saving Throws Dex +5, Cha +9 6th level (1 slot): guards and wards
Skills Animal Handling +7, Athletics +5, Deception +9, History
+9, Insight +11, Intimidation +9, Medicine +7, Perception +11, Two-Weapon Fighting. When Spare makes an
Performance +13, Persuasion +9, Survival +7 attack with a light melee weapon in one hand, he can
Damage Immunities poison use a bonus action to attack with a different light
Condition Immunities poisoned melee weapon he is holding in the other hand. Ability
Senses passive Perception 21 modifiers are not added to the damage of the bonus
Languages Common, Gnomish, Undercommon action attack.
Proficiency Bonus +4
Actions
Bardic Inspiration (5/Short Rest). As a bonus action, a creature
Longsword. Melee Weapon Attack: +5 to hit, reach 5
other than Spare within 60 feet that can hear Spare gains an
ft., one target. Hit: 5 (1d8 + 1) slashing damage.
inspiration die (1d10). For 10 minutes, the creature can add it to
one ability check, attack roll, or saving throw. This can be added after Unarmed Strike. Melee Weapon Attack: +5
seeing the roll, but before knowing the outcome, to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1)
bludgeoning damage.
Jack of All Trades. Spare gets a +2 bonus to any ability check with
which he is not proficient. Crossbow, Hand. Ranged Weapon Attack: +5 to
hit, range 30/120 ft., one target. Hit: 4 (1d6 + 1)
Song of Rest. Spare provides soothing music that helps allies
piercing damage.
recover during a short rest. When Spare or any friendly creatures
who can hear him regain hit points by spending hit dice at the end of Finger Dart +3. Ranged Weapon Attack: +8 to hit,
a short rest, each of those creatures regains an extra 1d8 hit points. range 20/60 ft., one target. Hit: 6 (1d4 + 4) magical
piercing damage.
Magical Construct. Spare is immune to disease and magic cannot
put him to sleep. Countercharm. Spare can perform until the end of
his next turn as if concentrating on a spell. During that
Spellcasting. Spare is an 11th-level spellcaster. His spellcasting
time, he and any friendly creatures within 30 feet that
ability is Charisma (spell save DC 17, +9 to hit with spell). He has the
can hear him gain advantage on saving throws against
following bard spells prepared:
being frightened or charmed.
Cantrips (at will): light, minor illusion, prestidigitation,
vicious mockery

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Chapter 3 | NPCs and Unique Creatures

Mistress Mal Rose


Mistress Mal Rose is a fey creature
hailing from the Rose Kingdom beyond
the deadly desert. She grew upon the
rose bushes of minor nobility inside the
Royal Greenhouse, tended by the Royal
Gardener. Family gossip has it that Mal
Rose plucked herself rather than see an
“unworthy” cousin rise to power, and
she is one of very few who embraced
a mortal span by leaving the Rose
Kingdom by choice in search of power
and prestige.

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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.

Mistress Mal Rose


Medium humanoid (rosian), lawful evil Challenge Spellcasting. Mal Rose is a 10th-level spellcaster.

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.

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Chapter 3 | NPCs and Unique Creatures

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Chapter 3 | NPCs and Unique Creatures

Baron Sucram Sucram honestly believes that his own majesty


is the key to saving Oz from all harm, and
Baron Sucram is a Kaolin granted an honorary assumes by default that this is obvious to others.
Barony by Princess Ozma for both services He is inquisitive and impulsive, and endlessly
and friendship to the crown. He is barely ten curious. Any new opportunity leaves him
inches tall, with the porcelain white skin of his wondering how to personally benefit.
people, topped by neatly coiffed black hair and
Sucram has problems controlling his impulse
rosy cheeks. He wears a tailored suit, cravat,
to announce his every discovery, or blurt out
and waistcoat, and carries a splendid emerald-
a comment about anything that piques his
topped rod that channels his inner majesty.
inquisitiveness. “Did you hear that?” “Did you
He can often be seen riding on his flying
see that?” “What could that be?” No matter the
broomstick around the Emerald City causing
first comment, Sucram’s follow-up is almost
mischief to the people below. Sucream presents
always, “Let’s go find out!
as vain, but not in an angry or arrogant manner.
Origin. Created by playtester Marcus Ogawa.

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.

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Chapter 3 | NPCs and Unique Creatures

Mr. P. R. Osaic While on the road to market, P.R. was rude


to an unknown woman traveling alone. She
There is an unimportant road in a pointed a twisted wand at him and cursed him
nondescript part of Quadling Country to become, “The most boring man, no—the
that leads to a small, unremarkable house most boring living thing in all of Oz.” From that
with a neat lawn and short white fence. moment, no matter what he said or did, people
This is the home of old Mr. Paul Richard were uninterested. P.R. found this terrible—no
(P.R.) Osaic, a quadling with a peculiar curse. one paid him attention. People didn’t listen
When he was a young man, P.R. was brash, when he told them how impressive or clever
proud, and boastful. No matter what happened, he was. No matter what he did, the attention of
he yearned to be the center of attention. This those around him would wander—sometimes
behavior is rude, inconsiderate, and terribly wander right into a nap.
unwise in one living near powerful
spellcasters.

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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.

Mr. P.R. Osaic


Medium humanoid (quadling), neutral Challenge Spellcasting. P.R. is a 10th-level spellcaster. His

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.

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Chapter 3 | NPCs and Unique Creatures

Lady Xaralena with long-waisted bodices, wearing them over a


padded mithril corset, paired with flaring hoop
Graymere “Lady X” skirts and puffy sleeves. She enjoys wearing a
Whether in the drawing rooms of the black velvet domino mask and donning a demi
rich and influential in the Emerald City cape that drapes over her shoulders and down
or out in a Bunnyburian salon, many to her waist.
know or have been charmed by Lady Xaralena Xaralena travels Oz in a vardo-styled wagon
Graymere. She often declares that she “never filled with comfortable furnishings, pulled by
wanted to contest for a Cardinal position,” but two cheerful draught horses. Lady X is fond of
the subtle power she has acquired for herself jewelry and secrets, and wears mithril rings,
continues to grow with every new trip she takes earrings and bracelets. She also has a wand with
from quadrant to quadrant. a mithril lightning bold secreted away in her
Lady Xaralena, or Lady X, is a fair-skinned corset. She is remarkably tight-lipped as to her
human female standing mid-five feet tall. Her personal goals or plans, but can always be found
blonde hair is swept up in a bun at the back of at any event of note among the high society folk
her neck, with ringlets framing her face. She of any quadrant.
has blue eyes under pale brows in a square- Origin. Created by crowdfunding backer
jawed face that speaks of will and stubbornness Patrick Henry.
rather than beauty. Lady X favors dark gowns

Lady Xaralena Graymere “Lady X”


Medium humanoid (human), chaotic neutral Challenge Spellcasting. Lady X is a 9th-level spellcaster. Her

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.

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Chapter 3 | NPCs and Unique Creatures

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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.

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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:

At will: friends, message Reactions


3/day each: alter self, comprehend languages, detect thoughts, Bugle Blast of Retraction (Recharge 5-6). When
disguise self, identify, illusory script, locate animals or plants, locate Baum Bugler is attacked, they may blast a retraction,
object, speak with animals, zone of truth emitting a sound that is audible out to 300 feet and
2/day each: beacon of hope, clairvoyance, daylight, sending dealing 13 (3d8) thunder damage to their attacker.
Baum Bugler regains hit points equal to the amount of
1/day each: arcane eye, divination, freedom of movement,
damage dealt.
locate creature

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

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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.

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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 predict, often fluctuating and mercurial, but


she is bright and shining when around family—
When Marhariju was a mere princess especially her ‘adopted’ tribe. Although it flirts
of garden fairies, her queen mother was with the rules laid down by Ak about immortals
pleased with her philosophy of “love, raising mortals, Marhariju still looks after two
light, and fairy dust.” Her father the king human children she adopted as “hers” who
was a master brewer of flower nectars, share a mother from different marriages: an
and a strict disciplinarian for fey rules, adhering extremely lawful girl and her gay step-brother,
to all of Kern’s strictures for their tribe. The who loves flights of fancy and frivolity with his
queen’s strict kindness encouraged Marhariju’s fairy godmother.
love and compassion for those who would
Marhariju loves parades, oversees the most
normally be cast away.
famous garden in Oz, and facilitates great
Princess Marhariju became the fey guardian feats which gave her the moniker of the
for a bardic performer twirling batons and Queen of Festivals after assuming the throne.
ribbons, and adopted the habit from her charge. She is particularly fond of pumpkin patches
She adopted herself as a guardian of those in the autumn, evergreen forests, and lush
members of society cast away by others, arguing daffodil fields in the spring, and is in frequent
even with her fellow garden fairies about the consultation with Kern on hedgerows.
rights of all mortal beings for protection.
Origin. Created by crowdfunding
Marhariju bears pink petals with sunny gold backer Tim Judd.
wings, with a smile that infects any who see
her laughing. Her moods are more difficult to

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.

Skills Perception +5, Stealth +7 Actions


Damage Resistances lightning
Pacifist. Marhariju will not attack other creatures
Condition Immunities charmed, poisoned
except in the defense of others or herself. She always
Senses darkvision 60 ft., passive Perception 15
will attempt to flee or help others flee before harming
Languages Common, Sylvan
any creature.
Proficiency Bonus +3
Evasion. When Marhariju is affected by an area of effect spell that Reactions
allows a Dexterity saving throw to take only half damage, she instead Multireact. Whenever Marhariju is attacked, if she has
takes no damage if she succeeds and only half if she fails. already used her reaction, she regains the use of it.
Flower Fashion. Marhariju is usually dressed in garb for her Misty Escape (Recharges after a Short or Long
surroundings. She often fashions beautiful outfits out of flower Rest). In response to taking damage, Marhariju turns
petals and leaves. She prefers pinks, fuschia, yellow and red flowers. invisible and teleports up to 60 feet to an unoccupied
In the spring she prefers daffodils, and in the summer and fall, she space she can see. She remains invisible as long
is partial to vibrant pink hollyhocks. She has advantage on Dexterity as she does not have her maximum hit points and
(Stealth) checks to blend in with similar colored flowers. maintains her concentration as if casting a spell. Her
Magic Resistance. Marhariju has advantage on saving throws against invisibility ends if she attacks, breaks concentration, or
spells and magical effects. casts a spell.

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

Valentine Day, the Jester


Medium humanoid (elf), chaotic good Challenge Actions
STR DEX CON INT WIS CHA
12 (+1) 22 (+6) 15 (+2) 18 (+4) 15 (+2) 24 (+7) 16
(15,000 XP)
Multiattack. Valentine makes three melee attacks or
two ranged attacks.
Dagger Whip. Ranged Weapon Attack: +11 to hit,
Armor Class 20 (leather armor +3) range 15/30 ft., one target. Hit: 9 (1d6 + 6) slashing
Hit Points 104 (16d8 + 32) damage and target must succeed on a DC 19 Dexterity
Speed 30 ft. saving throw or be knocked prone.
Skills Arcana +9, Athletics +6, Perception +7, Performance +12 Flaming Sword. Melee Weapon Attack: +11 to hit,
Senses darkvision 60 ft., passive Perception 17 reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing
Languages Common, Elvish damage and 3 (1d6) fire damage.
Proficiency Bonus +5 Returning Dagger. Melee or Ranged Weapon Attack:
Fey Ancestry. Valentine has advantage on saving throws against +11 to hit, reach 5 ft. or range 15/30 ft., one target. Hit:
charm effects and magic cannot put him to sleep. 9 (1d6 + 6) piercing damage and the dagger magically
returns to Valentine’s hand at the end of his turn.
Masks. Valentine has six masks that he chooses to wear at the
beginning of day. When the party meets him, he chooses to wear the Reactions
Jester mask which gives him +8 to Athletics and Performance checks
Arrow Snatcher. When Valentine is attacked by a
as well as a chaotic neutral alignment. The other masks appear to
nonmagical arrow or bolt, he may snatch it out of
be a priest, a mage, a fighter, an undead, and one without a face.
mid-air, causing it to be harmless if he succeeds on a
He does not use any of these other masks when interacting with
Dexterity saving throw where the DC is the attack roll
the party.
result targeting him.
Innate Spellcasting. Valentine’s innate spellcasting ability is
Charisma (spell save DC 20, +12 to hit with spell attacks). He knows Animal Companion
the following bard spells: Dolly the Donkey. Valentine has an animal companion
who is also his mount. Dolly was born a male donkey,
At will: dancing lights, mage hand, prestidigitation, vicious mockery
but identifies as a human female and is convinced that
1st level (3 slots): charm person, create or destroy water, detect she is Valentine’s wife. She is in search of a wish spell to
magic, disguise self, hideous laughter transform fully to female and human.
2nd level (2 slots): enlarge/reduce, enthrall, knock, invisibility,
mirror image
3rd level (2 slot): hypnotic pattern, stinking cloud, tongues
4th level (1 slot): confusion

Dolly the Donkey


Medium beast, neutral good Challenge

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 17 (+3) 4 (−3) 11 (+1) 6 (−2) ⅛(25 XP)
Armor Class 13 (natual armor)
Hit Points 22 (3d8 + 9)
Speed 40 ft.

Senses passive Perception 10


Languages Common
Proficiency Bonus +2

Beast of Burden. Dolly is considered to be a Large animal for the


purposes of determining her carrying capacity and determining
creatures that are able to ride her as a mount.
Sure-Footed. Dolly has advantage on Strength and Dexterity saving
throws made against effects that would knock her prone.

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
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OPEN GAME LICENSE Version 1.0a
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designs; and any other trademark or Open Game Content except as expressly
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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,
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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
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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
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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.

“Some of my … readers are developing


wonderful imaginations. This pleases
me. … I believe that dreams — day
dreams, you know, with your eyes wide
open and your brain machinery whizzing
— are likely to lead to the betterment
of the world. The imaginative child will
become the imaginative man or woman
most apt to create, to invent, and
therefore to foster civilization.”
- L. Frank Baum. The Lost Princess of Oz

Now, you can populate your own


adventures with the creatures and
peoples in these pages as you embark
on your own 5e Adventures in Oz.

Sug. Retail: US $49.99


Printed in Latvia, European Union

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