Figurehead Swarm

Medium swarm of tiny constructs (figurefolk, ozian), lawful neutral

Armor Class 15 (natural armor)
Hit Points 12 (5d4)
Speed 30 ft.

6 (-2) 16 (+3) 10 (+0) 8 (-1) 10 (+0) 1 (-5)

Skills Acrobatics +5, Investigation +1
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities poison
Damage Immunities grappled, petrified, poisoned, prone, restrained
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages Common
Challenge 1 (200 XP)


  • Aversion to Summersaults. If a creature makes a DC 10 Dexterity (Acrobatics) and the figure head can see it, the count-it-up has disadvantage on attack rolls and ability checks until the end of its next turn.
  • Constructed Nature. The figurefolk doesn’t require air, food, drink, or sleep.
  • Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny figure head. The swarm can’t regain hit points or gain temporary hit points.
  • Unsteady. The figurefolk has disadvantage on Strength and Dexterity saving throws made against effects that would force it prone.


  • Slams. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) bludgeoning damage, or 5 (2d4) bludgeoning damage if the swarm has half of its hit points or fewer.
  • Scornful Shout (Recharge 5-6). The figure head swarm shouts insults at a creature it can see within 30 feet. If the creature can hear the swarm, it must make a DC 10 Wisdom saving throw. On a failure the creature is incapacitated until the start of its next turn. On a success, the creature suffers no effect.
  • Confusing Dance (Recharge 5-6). The figure head swarm dances about a creature it can see that isn’t incapacitated. Each creature that is not a figurefolk within 20 feet of the swarm and can see it must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.


You are surrounded by thin, spry little people, who have figures instead of heads, and the fours, eights, sevens and ciphers bobbing up and down make their presence terribly confusing. Their houses are dull, oblong affairs, set in rows and rows with never a garden in sight. Each street has a large signpost on the corner, plus and minus signs with here and there a long division sign.

Figurefolk consist of three differentiated castes: figure heads, count-it-ups, and giant rulers.

Figure heads are irritating roughly humanoid numbers who have arms and legs. They are constantly trying to create “problems,” by lining up in wall-like fashion to force sentient creatures to complete their equations. Only then will they willingly move. If thwarted, they run about shouting and dancing in chaotic confusion.

Figure heads on their own are merely irritating, but in large numbers they can be serious obstacles. They appear in groups of four, hedging in outsiders to force them to complete their equations.

The lieutenants of figure heads, count-it-ups direct figure head swarms. They appear as human-sized pencils with arms and legs. They are aggressive towards strangers and will insist that they must complete equations before leaving the area.

Giant rulers are twice the size of a man, with arms and legs.

They are disinterested in anything but keeping their figure head citizens in line, but will fight ferociously if attacked.

Section 15: Copyright Notice

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

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