Fixfolk Noble

Medium humanoid (fixfolk, ozian), neutral

Armor Class 8
Hit Points 49 (11d8)
Speed 0 ft.

10 (+0) 6 (-2) 10 (+0) 14 (+2) 16 (+3) 16 (+3)

Skills History +4, Perception +5
Damage Immunities charmed
Senses passive Perception 15
Languages Common
Challenge 2 (450 XP)


  • Innate Spellcasting. A fixfolk’s spellcasting ability is Wisdom (spell save DC 13). It can innately cast animate objects once per day requiring no material components:
  • Command Furniture. As a bonus action, the fixfolk commands one Large or smaller object within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the fixfolk can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the furniture (escape DC 13). Until this grapple ends. the target is restrained. The fixfolk can use a bonus action to release the target, which is also freed if the fixfolk dies or becomes incapacitated. A typical piece of furniture has AC 15 and 27 hit points. If the furniture drops to 0 hit points, it is destroyed.
  • Halting Circle (Recharge 6). As a bonus action, the fixfolk forces each creature within 10 feet of it to succeed on a DC 13 Wisdom saving throw or its speed is reduced to 0 for 1 minute. A halted target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect.


  • Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
  • Leadership (Recharges after a Short or Long Rest). For 1 minute, the fixfolk 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 fixfolk noble. A creature can benefit from only one Leadership die at a time. This effect ends if the noble is incapacitated.


  • Deflect Attack. Attacks against the fixfolk have disadvantage if an animated piece of furniture is within 5 feet of a fixfolk.
  • Unyielding Circle. When the fixfolk is subjected to an effect that would move it, force it prone, or both, it can use its reaction to be neither moved nor forced prone.


Each one of these humanoids stands in the exact center of a chalked circle, and they are so still that at first you suspect they must be statues. All the inhabitants of Fix City look alike. They have large, round heads, broad placid faces, double chins, and no waists whatever. Their feet are flat and about three times as long as the longest you have ever seen. The women were plain Mother Hubbard dresses and straw sailor hats, and the men gingham suits.

Fixfolk specialize in not moving from their spot, rooted as they are in their circles. Fixfolk dislike moving and do so unwillingly. They consider movement befitting furniture, which they expect to do their bidding at every turn. All their needs are attended to within their circle, including eating and sleeping (and presumably, elimination), serviced by furniture summoned to serve each purpose. Each fixfolk draws a chalk circle around themselves to delineate their “home,” and they do not move from it even in poor weather (they simply animate a roof to cover them).

Animators. Fixfolk have perfected the art of animating objects and rely on them to supplement their workforce.

They import furniture of all types from Junkum, which they immediately put to work. This is an ongoing need because the furniture is rapidly worn down from its frequent labor.

Fixing to Fix. Fixfolk create other fixfolk by means of magical chalk. After defining a circle, the humanoid simply has to stay still in Fix City and eventually they will become one of them, with their own place in King Fixit’s kingdom.

The Road Less Traveled. Fixfolk loathe moving and loathe travel even more. They have an arrangement with runaway roads, who transport them in exchange for potential prey, so that the fixfolk never have to leave their circles.

Fixfolk are irritable and prone to spontaneous criticisms of “runabouts” who move beyond their circles.

Fixfolk nobles find anyone who moves highly disruptive and will only help strangers if their egos are appropriately placated.

Section 15: Copyright Notice

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

This is not the complete section 15 entry - see the full license for this page