Medium construct (fuddle, ozian), lawful neutral

Armor Class 15 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft.

10 (+0) 10 (+0) 13 (+1) 10 (+0) 12 (+1) 14 (+2)

Damage Vulnerabilities fire, bludgeoning, thunder
Damage Resistances piercing, slashing
Damage Immunities necrotic, poison
Damage Immunities exhaustion, paralyzed, petrified, poisoned
Skills Perception +3
Senses passive Perception 13
Languages Common
Challenge 1 (200 XP)


  • Constructed Nature. The fuddle doesn’t require air, food, drink, or sleep.
  • Death Burst. The fuddle explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 10 Dexterity saving throw or take 10 (3d6) bludgeoning damage.
  • Puzzle Limbs. Whenever the fuddle takes at least 5 bludgeoning damage at one time, roll a d20 to determine what else happens to it. Severed parts act on the fuddle’s initiative and has its own action and movement. A severed part has AC 15, 5 hit points, and the fuddle’s Reassembly trait. A severed leg is unable to attack and has a speed of 5 feet. A severed arm has a speed of 5 feet and can make one melee attack on its turn, with disadvantage on the attack roll unless the fuddle can see the arm and its target. Each time the fuddle loses an arm, it loses a melee attack. If its head is severed, the fuddle’s body is blinded unless the head can see it. The severed head has a speed of 0 feet. The fuddle’s speed is halved if it’s missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can’t benefit from bonuses to speed.
  • Reassemble. Any creature can assemble a fuddle’s parts. A fuddle falls into as many parts as it has total hit points. Finding a fuddle piece requires an action and a DC 10 Intelligence (Investigation) check; for each point rolled over the DC, the creature finds that many pieces. A creature can use an action to reassemble a fuddle with a number of found pieces equal to 1 + its Dexterity modifier, restoring 1 hit point for each piece assembled. A fuddle that has use of its arms can reassemble itself. The fuddle also regains 1 hit when a mending spell is cast on it.

1-10: Nothing else happens.
11-14: One leg is severed from the fuddle if it has any legs left.
15-18: One arm is severed from the fuddle if it has any arms left.
19-20: The fuddle is decapitated.


  • Puzzle Sword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage. If a 1 is rolled on an attack roll with a puzzle sword, it shatters and can no longer be used.


  • Puzzle Burst. If a fuddle is surprised by a non-fuddle creature, it collapses in a burst. Each creature within 20 feet of it must succeed on a DC 10 Dexterity saving throw or take 10 (3d6) bludgeoning damage.


Fuddles seem much like other people, from a distance.

Closer inspection reveals that they are actually made of fragments of wood, neatly painted, divided into all sorts of curious and fantastic shapes, with no two pieces being in any way alike.

Fuddles live in Fuddlecumjig, a town of puzzle people.

They are fairly good-natured given that they fall apart at the nearest provocation. Fortunately, fuddles do not trigger other fuddles into falling apart.

Fuddle Puzzle. Of more pressing concern is what happens when fuddles collapse. Fuddles generally do not bother to put each other back together, relying instead on the kindness of strangers. They don’t consider assembly to be “any fun” as they know each other quite well and are experts at assembling puzzles. They are entirely aware and capable of animation if their body parts are assembled, but until that time are helpless. In broader Faerie, fuddles overcome this concern and are quite good at assembling themselves quickly.

Section 15: Copyright Notice

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

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