Field Mouse

Tiny beast (ozbeast), neutral

Armor Class 10
Hit Points 1 (1d4 – 1)
Speed 20 ft., burrow 10 ft., climb 10 ft.

2 (-4) 11 (+0) 9 (-1) 10 (+0) 10 (+0) 4 (-3)

Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 0 (10 XP)


  • Familiar. With the GM’s permission, the find familiar spell can summon this creature.
  • Resilience. The field mouse has advantage on saving throws against illusions and magic can’t put the field mouse to sleep.
  • Keen Smell. The field mouse has advantage on Wisdom (Perception) checks that rely on smell.


  • Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Little gray field mice come from all directions, and there are thousands of them: big mice and little mice and middle-sized mice.

In Faerie there are many creatures that eat mice, so it perhaps only makes sense that even the field mice are surprisingly capable. Each mischief of mice (for that is what a group of mice are called!) is led by a queen.

The average field mouse is fearful of most everything, and for good reason. They are considerably more powerful in groups however, and even more so when led by a queen.

Field mice are led in massive groups numbering in the thousands by a queen. Field mice queens are knowledgeable about much of Faerie and can be invaluable advisors, particularly out in the wildlands where civilized consultation is in short supply. They also make excellent guides and can act as the guiding force behind field mice swarms.

Then gathered by a queen or called by a whistle of field mice summoning, the little field mice become a potent force capable of dragging any heavy creature or object.

These swarms number up to eight, or about a thousand mice per swarm.

Section 15: Copyright Notice

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

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