Preservefolk Noble

Family: Preservefolk

Medium undead (preservefolk, ozian), neutral

Armor Class 15 (natural armor)
Hit Points 52 (6d8 + 30)
Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 20 (+5) 12 (+1) 14 (+2) 14 (+2)

Damage Immunities necrotic, poison
Damage Immunities exhaustion, paralyzed, petrified, poisoned
Skills History +3, Perception +4, Persuasion +4
Senses passive Perception 14
Languages Common
Challenge 3 (700 XP)

SPECIAL TRAITS

  • Glass Jar. When hit by a weapon attack with a natural 20 or it is reduced to 0 hit points, a preservefolk’s glass jar shatters, reducing its armor class from 13 to 10 and causing the splintered glass to burst in all directions. Each creature within 5 feet of the exploding preservefolk must make a DC 14 Dexterity saving throw, taking 5 (1d10) piercing damage on a failed save, or half as much damage on a successful one.
  • Glass Majesty. The preservefolk noble adds her Charisma bonus to her AC (included).
  • Pickled. The preservefolk has disadvantage on Perception checks while within its jar. A preservefolk can remove its lid to speak, see, or hear to remove this penalty.
  • Undead Nature. The preservefolk does not need to eat, drink, or sleep.

ACTIONS

  • Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
  • Leadership (Recharges after a Short or Long Rest). For 1 minute, the noble can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the noble. A creature can benefit from only one Leadership die at a time. This effect ends if the noble is incapacitated.

ABOUT

From head to knee these humanoids are enclosed in glass jars. Their arms and legs come through especially cut places, but these are carefully soldered so as not to let in any air. And their heads, somewhat flattened by the glass lids, have a squashed and foolish look.

Preservefolk communicate with written words, but can take off their tops to speak if needed. They are created by cooky hags. Preservefolk believe that all other living beings should be pickled, which they bring to the cooky hag for pickling.

Preservatories. Preservefolk live in preservatories, which constitute a series of glass houses that look more like cupboards than ordinary dwellings, each with three stories.

Preservefolk are led by the Prime Preserve and Preserva. These nobles dictate much of the preservefolk actions and act as second-in-command to the cooky hag.

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