Huge aberration, neutral

Armor Class 13
Hit Points 105 (10d12 + 40)
Speed 50 ft., climb 40 ft.

14 (+2) 16 (+3) 18 (+4) 10 (+0) 8 (-1) 8 (-1)

Skills Perception +1
Damage Immunities prone
Senses passive Perception 11
Languages Common
Challenge 5 (1,800 XP)


  • Cursed. The kwikstep’s curse can be undone with a greater restoration or wish spell, returning it to its original humanoid form.
  • Sure-Footed. The kwikstep has advantage on Strength and Dexterity saving throws made against effects that would force it prone.
  • Trampling Charge. If the kwikstep moves at least 20 feet straight toward a creature and then hits it with a fist attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced prone. If the target is prone, the kwikstep can make one attack with its stomp against it as a bonus action.


  • Multiattack. The kwikstep makes two attacks: one with its fist and one to constrict.
  • Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) bludgeoning damage.
  • Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one Large or smaller creature. Hit: 13 (2d10 + 2) bludgeoning damage. The target is grappled (escape DC 13) if the kwikstep isn’t already constricting a creature, and the target is restrained until this grapple ends.
  • Stomp. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 12 (3d6 + 2) bludgeoning damage.


This curious being has the head of a young man-a Munchkin-with a pleasant face and hair neatly combed.

But the body is very long, for it has twenty legs-ten legs on each side-and this causes the body to stretch out and lie in a horizontal position, so that all the legs can touch the ground and stand. From the shoulders extends two small arms; small beside so many legs. It is dressed in the regulation clothing of the Munchkin people, a dark blue coat neatly fitting the long body and each pair of legs having a pair of sky-blue trousers, with blue-tinted stockings and blue leather shoes turned up at the pointed toes.

These horrifying aberrations are the result of cruel curses. Poorly-worded wishes by unsuspecting dupes who wish to be faster, or have more legs, or otherwise expand their locomotion find themselves turned into a freak of nature with multiple legs. Despite their condition, kwiksteps are generally good-natured if narrowly focused on their goal of being turned back to their original form.

Section 15: Copyright Notice

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

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