Oakman

Small fey, chaotic neutral

Armor Class

12 (16 with barkskin)

Hit Points

33 (6d6 + 12)

Speed

20 ft., climb 30 ft.

STR

12 (+1)

DEX

14 (+2)

CON

14 (+2)

INT

11 (+0)

WIS

15 (+2)

CHA

14 (+2)

Senses

darkvision 60 ft., passive Perception 14

Skills

Perception +4, Stealth +4

Languages

Common, Sylvan

Challenge

1 (200 XP)

Innate Spellcasting. The oakman’s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

  • At will: druidcraft, shillelagh

  • 3/day each: entangle, goodberry

  • 1/day each: barkskin, pass without trace

Magic Resistance. The oakman has advantage on saving throws against spells and other magical effects.

Moss Cakes. Using his unique knowledge of plants and herbal mixtures, an oakman can concoct unusual cakes from tree moss. A typical oakman has 3 (1d6) moss cakes of random type on his person. These moss cakes have a variety of effects and must be eaten by the target creature to take effect.

  1. Coloration. This moss cake is quite harmless when eaten and does nothing more than cause the target’s skin to become spotted. The spots can be of just about any color, though most tend to be brown, red, or blue. The spots last for 1 hour before fading.

  2. Healing. This moss cake heals the target of 22 (5d8) damage.

  3. Lethargy. The target falls into a state of apathy and becomes sluggish if it fails a DC 12 Constitution saving throw. On a failed save, the target suffers from three levels of exhaustion, which can be removed normally.

  4. Pain. Eating this moss cake wracks the target with pain for 1 hour if it fails a DC 12 Constitution saving throw. During this time, the target moves at half speed, and has disadvantage on all attack rolls, ability checks, and saving throws for 1 hour.

  5. Poison. Eating this moss cake poisons the target. The target must make a DC 12 Constitution saving throw. On a failed saving throw, the target takes 7 (2d6) poison damage and is poisoned for 1 hour. While poisoned, the target must repeat the saving throw at the beginning of each of its turns. On a failed saving throw, the target spends its action retching and vomiting.

  6. Sleep. This moss cake puts the target to sleep for 1 hour if it fails a DC 12 Constitution saving throw.

Tree Stride. Once on his turn, the oakman can use 10 feet of his movement to step magically into one living tree within his reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Actions

Club. Melee Weapon Attack: +3 to hit (+4 with shillelagh), reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage.

small
fey
cr1
tome-of-horrors