Giant, Whimsie Chief

Family: Giant

Large giant, chaotic evil

Armor Class 12
Hit Points 76 (9d10 + 21)
Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 16 (+3) 9 (-1) 7 (-2) 12 (+1)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive Perception 8
Languages Common
Challenge 4 (1,100 XP)

SPECIAL TRAITS

  • Foolish Mask. Whenever the whimsie takes at least 15 damage at one time, roll a d20. On a 19-20, the whimsie’s mask is destroyed. Whenever the whimsie starts its turn without a mask, roll a d6. On a 6, the whimsie goes berserk. On each of its turns while berserk, the whimsie attacks the nearest creature it can see. If no creature is near enough to move to and attack, the whimsie attacks an object, with preference for an object smaller than itself. Once the whimsie goes berserk, it continues to do so until it is destroyed or finds another mask to wear.
  • Mask Defense. Whimsies have advantage against being blinded, deafened, knocked unconscious, and gaze attacks while wearing their mask.
  • Relentless (Recharges after a Short or Long Rest). If the whimsie takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

ACTIONS

  • Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

ABOUT

This curious being has a large, strong body but its head is so small it’s no bigger than a doorknob. It wears a big head, made of pasteboard, which is fastened over its little head. On this head is sewed sheep’s wool for hair, and the wool is colored pink, green, and lavender.

Whimsies are ashamed of their small heads, which they cover up with their masks. They foolishly imagine that no one suspects their little heads are inside the imitation ones.

They are evil spirits that cannot be easily killed, and are known as fearsome fighters because they don’t have sense enough to know when they are defeated.

The Chief of the whimsies is chosen because none among them is any wiser or more capable of ruling. The Chief’s false head has blue hair, a turned-up nose, and a mouth that stretches half across the face. Big green eyes are painted upon it, but in the center of the chin are two small holes made in the pasteboard, so that the Chief can see through them with his own tiny eyes.

Section 15: Copyright Notice

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

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