Hookfolk

Small humanoid (hookfolk, ozian), chaotic neutral

Armor Class 12
Hit Points 9 (2d6 + 2)
Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 10 (+0)

Damage Resistances slashing
Senses passive Perception 10
Languages Common
Challenge 1 (200 XP)

SPECIAL TRAITS

  • Aggressive. As a bonus action, the hookfolk can move up to its speed toward a hostile creature that it can see.
  • Pack Tactics. The hookfolk has advantage on an attack roll against a creature if at least one of the hookfolk’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

ACTIONS

  • Multiattack. The hookfolk makes two melee attacks: one with its nose and one with its chakram. Or it can make two ranged attacks with its chakrams.
  • Nose. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage.
  • Chakram. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 30/60 ft., one target. Hit: 6 (1d6 + 2) slashing damage and the target is Medium it must make a DC 12 Dexterity save or be restrained. A creature can use its action to make a DC 10 Dexterity check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the chakram (AC 19) also frees the creature without harming it, ending the effect and destroying the chakram.

ABOUT

This band of hill men have noses that are long and thin, curving out and up far above their foreheads. On these hooks hang dangerous looking rings almost as large as barrel hoops. The nearest one pulls a ring from his nose and fling it with all his might at you! Hookfolk are a wild gillikin tribe that gathers in groups of sixty to defend their territory against all intruders. Their specialty is the chakram, which they hang from their noses and throw at any trespassers. These chakrams are particularly suited to catching targets, binding their arms with a direct hit.

Rock Rage. The best way to invoke the rage of hookfolk is to throw something at them. They consider it a grave assault worthy of a response in kind, perhaps due to the nature of their weapons.

Why So Serious? it’s not uncommon for encounters with hookfolk to cause a crisis of faith. What caused the normally cheerful gillikins to stoop to such violence? Moreover, their facility with chakrams points to combat training. The answer is much more prosaic: with invaders like roly-rogues from Noland, Skampavia’s attempted conquering of Oz, flamefolk in the Impassable Desert, the gillikins formed their own military from the local farming populace.

Mysterious Militia. The fact that Ozma has not addressed the homegrown gillikin militia is troubling but perhaps intentional. Oz has no trained military and just one soldier, so perhaps this was Ozma’s plan all along. Whatever the case, something caused the gillikins to grow their sharp noses to points, and the hookfolk aren’t telling.

Section 15: Copyright Notice

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

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