Tiny beast (ozbeast), neutral

Armor Class 10
Hit Points 9 (6d4 – 6)
Speed 20 ft., climb 20 ft.

2 (-4) 11 (+0) 9 (-1) 14 (+2) 16 (+3) 16 (+3)

Skills Perception +5, Stealth +2
Senses passive Perception 15
Languages Common
Challenge 1/8 (25 XP)


  • Familiar. With the GM’s permission, the find familiar spell can summon this creature.
  • Keen Smell. The squirrel has advantage on Wisdom (Perception) checks that rely on smell.
  • Pack Tactics. The squirrel king has advantage on an attack roll against a creature if at least one of the squirrel king’s allies is within 5 feet of the creature and the ally isn’t incapacitated.


  • Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing 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.


This squirrel is wearing a crown! Like other beasts in Faerie, squirrels are intelligent and have a king. They do not take kindly to anyone eating their nuts and are not above tying up those who cross them.

Squirrel nobles are identified by their crowns. They speak on behalf of all squirrels in their forest.

When roused to anger, squirrels can form into a swarm that is capable of significant harm.

Section 15: Copyright Notice

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

This is not the complete section 15 entry - see the full license for this page