Donkeyfolk

Medium humanoid (donkeyfolk, ozian), neutral

Armor Class 10
Hit Points 22 (4d8 + 4)
Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 10 (+0) 14 (+2) 5 (-2)

Skills Perception +4
Senses passive Perception 14
Languages Common
Challenge 1/8 (25 XP)

SPECIAL TRAITS

  • Beast of Burden. The donkeyfolk is considered to be a Large animal for the purpose of determining its carrying capacity.
  • Sure-Footed. The donkeyfolk has advantage on Strength and Dexterity saving throws made against effects that would force it prone.

ACTIONS

  • Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

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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