Boxfolk Chief

Large humanoid (boxfolk), neutral

Armor Class 14 (box armor)
Hit Points 71 (11d10 + 11)
Speed 30 ft.

18 (+4) 13 (+1) 12 (+1) 12 (+1) 14 (+2) 13 (1)

Skills Perception +4
Damage Vulnerabilities fire
Damage Resistances necrotic, poison
Damage Immunities petrified, poisoned
Senses passive Perception 14
Languages Common
Challenge 4 (1,100 XP)


  • Box Defense. Boxfolk have advantage against being blinded, deafened, knocked unconscious, and gaze attacks while wearing their boxes.


  • Multiattack. The boxfolk makes two fist attacks or two box attacks.
  • Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
  • Box. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
  • Battle Cry (1/Day). Each creature of the boxfolk chief’s choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the boxfolk chief’s next turn. The boxfolk chief can then make one attack as a bonus action.
  • Toxify (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 10/30 ft., one Huge or smaller creature. Hit: The target is restrained by a box. As an action, the restrained target can make a DC 14 Strength check, bursting the box on a success. The box can also be attacked and destroyed (AC 15; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).


This cuboid-being is covered entirely in box-like armor from head-to-toe.

Boxfolk live in Box Wood, a forest covered by an enormous wooden box that shuts out the sky and gives everything an artificial and unreal look. The forest consists of boxwood trees, which generate everything boxfolk could possibly need: only in their case, the boxes are more valuable. They live in square box-like dwellings set at regular intervals under the spreading boxwood trees.

The Beauty of Boxes. Boxfolk are deeply afraid of spoiling and wear their boxes to protect themselves from the elements. They insist on boxing outsiders, whom they consider alternately dangerous and at risk of spoiling. But they are most enraged by anyone admitting they don’t actually keep boxes, which they consider sacred (subsequently throwing out what’s in the boxes, a common occurrence in Box Wood). They will immediately try to box in anyone who enters, using their ubiquitous box trees to find a box that fits right.

Boxes All the Way Down. Of particular interest is what’s under the boxes. Boxfolk seem to be quite boxy themselves, such that it’s difficult to determine where the boxfolk begins and the boxes end. Their peculiar, flexible limbs rules out most humanoid, marking boxfolk as a unique species. Their similarity to woozies provides a possible origin for that creature. Given the flammability of boxfolk dwellings, a woozy’s blazing eyes may be the reason they are particularly unwelcome in boxfolk communities.

Boxfolk occasionally end up boxing a humanoid who is bigger and larger than the rest. These become chiefs, who are tasked with boxing creatures that are more powerful than any one boxfolk could manage alone. Although they seem kinder and more benevolent at first, mention of throwing away empty boxes can set them off in a rage.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

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