Pokefolk

Medium humanoid (pokefolk, ozian), lawful neutral

Armor Class 8
Hit Points 22 (3d8 + 24)
Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 10 (+0) 6 (-2) 5 (-3)

Damage Vulnerabilities thunder
Senses passive Perception 8
Languages Common
Challenge 1/8 (25 XP)

SPECIAL TRAITS

  • Music Aversion. A pokefolk has disadvantage on all attacks against any creature that is singing.
  • Sleepy. The pokefolk has disadvantage against effects that put it to sleep.

ACTIONS

  • Poker. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  • Sleep Gaze. The poke gazes at one creature it can see within 10 feet of it. The target must make a DC 8 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this poke’s gaze for the next 24 hours. Undead and creatures immune to being charmed aren’t affected by it.
  • Slow (Recharge 5–6). The poke targets one or more creatures it can see within 30 feet of it. Each target must make a DC 8 Wisdom saving throw against this magic. On a failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

ABOUT

These curious people move very slowly. They never lift their feet, but push them along like skates. The women are dressed in gray polka-dot dresses with huge poke bonnets that almost hides their fat, sleepy, wide-mouthed faces.

Most of them have pet snails on strings, and so slowly do they move that it looked as though the snails are tugging them along. The men are dressed like a party of congressmen, but instead of high hats wear large red nightcaps, and they are all as solemn as owls. It seems impossible for them to keep both eyes open at the same time.

Pokefolk believe everyone moves too fast and is much too loud. As such, they insist on no running, no singing, now whistling, and that everyone talk slowly. Their most deadly effect however is their ability to slow and knock unconscious all who cross them.

Pokefolk slowly turn those who cannot escape their grasp into other pokefolk, although creatures of strong will are more resistant than others.

Pokefolk nobles surprisingly do very little in the way of leading. Instead, they focus on a creature they plan to turn into a pokefolk like themselves, and nominate it as their king. Despite this, the pokefolk noble is still formidable in its own slow way, wielding a poker to prod foes into complacency.

Endless Sleep

Up to four pokes can cause a sleeping target to fall deeper into slumber. Participating pokes can’t use their sleep gaze during this time, though they can move about and take actions and reactions as normal. This sleep has no effect on a creature that is immune to the charmed condition. If the creature is susceptible and remains incapacitated for 1 hour, the creature must make a Wisdom saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. The save DC is 10 + the number of pokes participating in the torment, considering only those that remain within sight of the victim for the entire hour and aren’t incapacitated during it. The process can be repeated. A humanoid that drops to 0 hit points as a result of this damage instantly transforms into a poke at full health and under the GM’s control. Only a wish spell or divine intervention can restore a transformed creature to its former state.

Section 15: Copyright Notice

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

This is not the complete license attribution - see the full license for this page