Knook Noble

Small fey (immortal), lawful neutral

Armor Class 12
Hit Points 60 (11d6 + 22)
Speed 20 ft.

15 (+2) 14 (+2) 14 (+2) 12 (+1) 16 (+3) 14 (+2)

Skills Animal Handling +5, Nature +3, Perception +5, Stealth +4
Senses darkvision 120 ft., passive Perception 15
Languages Common, Sylvan
Challenge 1 (200 XP)



  • Beast Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) psychic damage.


This fairy being’s anxieties make it look old and worn and crooked, and its natures is a bit rough from associating with wild creatures continually.

It is the duty of knooks to watch over the beasts of the world, both gentle and wild. The knooks have a hard time of it, since many of the beasts are ungovernable and rebel against restraint. But they know how to manage them, after all, and you will find that certain laws of the knooks are obeyed by even the most ferocious animals.

Animal Arbiters. The relationship between knooks and beasts is critical in maintaining peace in Faerie and particularly in Oz. By their very nature, ozbeasts have little regard for the sentient humanoids with whom they share space. Skirmishes are inevitable, with Ruggedo’s attempt to turn the beasts against Oz being just one example. And thus the knooks are key to brokering relations between them.

No Easy Task. Despite the fact that ozbeasts can speak, they’re still beasts, and knooks have a challenging time managing them. The beasts hunt their own kind, which causes more problems as the prey species often demand protection from being hunted. Conversely, the predators fear starvation if they are not sated. It’s no surprise then that knooks looked aged beyond their years. The knooks are led by princes. Each prince has an enclaves all over the world and can be summoned by those who know how to call them.

Section 15: Copyright Notice

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

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