Donkeyfolk Noble

Medium humanoid (donkeyfolk), neutral

Armor Class 10
Hit Points 44 (8d8 + 8)
Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 16 (+2) 16 (+2) 16 (+2)

Skills Perception +4
Senses passive Perception 14
Languages Common
Challenge 1/2 (100 XP)

SPECIAL TRAITS

ACTIONS

  • Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
  • Leadership (Recharges after a Short or Long Rest). For 1 minute, the donkeyfolk noble can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the donkeyfolk noble . A creature can benefit from only one Leadership die at a time. This effect ends if the donkeyfolk noble is incapacitated.

ABOUT

This donkey wears a white collar around its neck with many scallops and points. The gentlemen-donkeys wear high pointed caps set between their great ears, and the lady-donkeys wear sunbonnets with holes cut in the top for the ears to stick through. They have no other clothing except their hairy skins, although many wear gold and silver bangles on their front wrists and bands of different metals on their rear ankles. They all stand or sit upright on their hind legs and use their front ones as arms. Having no fingers or hands the beasts are rather clumsy. Some of the donkeys are white, some are brown, or gray, or black, or spotted; but their hair is sleek and smooth and their broad collars and caps give them a neat, if whimsical, appearance.

Donkeyfolk believe themselves to be some of the wisest beings imaginable, in contrast to their reputation. They are quite loud, a trait they’re also known for. They are not fond of the foxfolk who live nearby.

Section 15: Copyright Notice

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

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