Hoopfolk

Large humanoid (hoopfolk, ozian), chaotic neutral

Armor Class 15
Hit Points 34 (4d10 + 12)
Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 16 (+3) 11 (+0) 12 (+1) 11 (+0)

Skills Acrobatics +7, Perception +3
Damage Resistances piercing
Damage Immunities prone
Senses passive Perception 13
Languages Common
Challenge 3 (700 XP)

SPECIAL TRAITS

  • Aversion to Magic. If the hoopfolk takes damage from a spell, it has disadvantage on attack rolls and ability checks until the end of its next turn.
  • Pack Tactics. The hoopfolk has advantage on an attack roll against a creature if at least one of the hoopfolk’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Rolling Charge. If the hoopfolk rolls at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be forced prone.

ACTIONS

  • Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

ABOUT

This long, thin, and flat being is ten feet high. Before your very eyes, the being leans down, catches hold of its toes, and comes hurtling at you, shrieking, “WHOOP!” Hoopfolk clear out areas for their homes, creating lovely parks that are tempting to visit. Visitors learn quickly that they are not welcome however. They will attack anyone who crosses their territory, but are just as likely to flee in the face of real opposition.

Section 15: Copyright Notice

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

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