Winkfolk Noble

Small humanoid (sleepfolk, ozian), neutral

Armor Class 11
Hit Points 24 (7d6)
Speed 20 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 10 (+0) 12 (+1) 16 (+3) 13 (+1)

Skills Perception +5
Damage Vulnerabilities thunder
Damage Resistances bludgeoning
Senses passive Perception 15
Languages Common
Challenge 1 (200 XP)

SPECIAL TRAITS

  • Very Sleepy. The winkfolk has disadvantage against effects that put it to sleep. It also has disadvantage on all Wisdom (Perception) checks.

ACTIONS

  • Shortbow. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
  • Burrow Defense. The winkfolk withdraws into its burrow. Until it emerges, the winkfolk gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its burrow, the winkfolk’s speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge.
  • Hibernate. The winkfolk can use an action to touch a target, putting it into a deep state of hibernation. The winkfolk can force a nearby creature within 5 ft. to make a DC 10 Constitution saving throw. Creatures that are already unconscious have disadvantage on the saving throw. If the saving throw fails by 5 or more, the creature is instantly unconscious. Otherwise, a creature that fails the save begins to fall asleep and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming unconscious on a failure or ending the effect on a success. The unconsciousness lasts for six months or until the creature is shaken awake. Creatures that do not sleep are immune to this effect.
  • 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.
  • Contagious Yawn (5-6). The noble yawns mightily. Any living creature within 60 feet who can see the noble must make a DC 13 Wisdom saving throw or yawn. A yawning creature has disadvantage on attack rolls and ability checks until the creature’s next turn. On a successful saving throw, the creature is immune to the yawn of all sleepfolk for 1 hour. Constructs, undead, and creatures immune to charm effects are immune to this ability.

ABOUT

This round-faced and widely yawning guard stands in a little niche in the rock. Strapped to his shoulders, instead of a knapsack, is a fat feather pillow, and as you approach opposite the guard’s eyes close, and falling back against his cushion he begins gently to snore. The guard’s nap is rudely interrupted by a pailful of pebbles that cascaded merrily down over his ears. There are twenty pails operating on a moving belt above his head and at three-minute intervals they pelt him awake. The buttons on the guard’s uniform are illuminated and spelled out his name, “WINKS.” He holds a bow in one hand.

Sometimes known as gapers, these sleepy beings hibernate like bears. For six months of the year, they sleep in their burrows while the other half of the population stays away for six months, switching places as the time approaches. They are broadly divided into winkfolk and wakefolk.

Gillikin No More. Like hookfolk, sleepfolk appear to be drawn from gillikin stock. But how they got that way is a mystery. It seems likely they were affected by the Sand Man’s sand, and are perhaps refugees from there who have since settled down in gillikin country. Whatever the case, they live in Gaper’s Gulch now, and have adapted as best they can by sleeping seasonally.

Refugees from Mt. Illuso. Sleepfolk’s sleep habits are thought to have emerged from an incredibly hostile environment. It’s possible they were refugees from Mt.

Illuso, an incredibly dangerous place populated by the shapeshifting mimics. During the summer, when the shifting sun casts shadows, it’s easiest if most of the sleepfolk hibernate while a few alert companions watch for predators.

Taper’s Gulch. Sleepfolk live in Gaper’s Gulch. There are no houses in Gaper’s Gulch. In the center of the valley the rough stones and brush were cleared away and a series of flat rocks are spaced out almost like a gigantic checkerboard.

Tinkfolk are constantly sleepy, so much so that it’s all they can do fire their arrows at intruders. To account for this weakness, they gather in groups of forty, assuming that at least one of their arrows will force a creature unconscious until their winkfolk comrades can remove the intruders.

Sleepy Guards. Winkfolk are loath to stay awake, but they do so in times of great danger when wakefolk alone are not enough to protect the group. They make for ineffective guards who are saved only by the potency of their sleep arrows.

Tinkfolk nobles are known as Sleeperoos and Great, Grand, and Most Snorious Gapers. They are chiefly occupied with getting their six-months of rest, which they value more than anything else.

Wakefolk are the counterparts to winkfolk. When awake, wakefolk eat breakfast from July first to August thirty-first; lunch from September first till October thirty-first; and dinner from November first till New Year’s. When not eating, they sleep. The wakefolk are trained to sleep in summer and fall and to eat in winter and spring. The winkfolk constitute those who haven’t trained yet or in the “off-season.”

Sleep Contagion. Wakefolk are industrious diggers, creating sleeping burrows (which looks like graves to outsiders) for their wakefolk companions. They also routinely bury intruders, and it’s thought that humanoids who survive a full cycle while buried become sleepfolk themselves.

Section 15: Copyright Notice

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

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