
Fantasy
The Land of Oz
Author's Note: The Land of Oz, a magical realm divided into four countries (Munchkin Country, Winkie Country, Gillikin Country, Quadling Country) surrounding the central Emerald City. It’s been decades since Dorothy’s visits, and Oz is in turmoil. The Emerald City’s heart—a massive emerald powering its magic—has shattered, scattering fragments across the land. Without it, Oz’s enchantments weaken, borders fray, and ancient evils stir. The players, a band of unlikely heroes, must recover the fragments, navigate warring factions, and decide Oz’s fate.
Played | 1 times |
Cloned | 0 times |
Created | 14 days ago |
Last Updated | 14 days ago |
Visibility | Public |

HP Range36 - 36 (Avg: 36)
AC13
XP450
Description
Once the mischievous servants of the Wicked Witch of the West, these small, gray-furred monkeys with leathery wings now roam the land of Oz in chaotic freedom. They are drawn to shiny objects, particularly emerald fragments, and delight in snatching them from unsuspecting travelers, creating a whirlwind of gleeful chaos.
Details
Size | Small |
Type | Beast |
CR | 2 |
XP | 450 |
Languages | None |
Defenses
Armor Class | 13 |
HP Range | 36 - 36 (Avg: 36) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Claws and Bites
Melee Weapon Attack: +5 to hit, reach 0 ft., one target in swarm’s space. Hit: 14 (4d6) slashing damage, or 7 (2d6) if below half HP. On hit, target must succeed on a DC 12 Strength saving throw or drop one held item, which the swarm grabs and flies off with (10 ft. altitude).