b'Winkfolk \n'b'  Small   humanoid  (sleepfolk, ozian),  neutral  \n'b'  Armor Class  11  Hit Points  10 (3d6)  Speed  20 ft., burrow 20 ft.\n'b' STATS STR: 8 (-1) DEX:  12 (+1)  CON:  10 (+0)  INT:  10 (+0)  WIS:  10 (+0)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +2  Damage Vulnerabilities  thunder  Damage Resistances  bludgeoning  Senses  passive  Perception  12  Languages  Common  Challenge  1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Very Sleepy . The winkfolk has disadvantage against effects that put it to sleep. It also has disadvantage on all  Wisdom  ( Perception ) checks. \n'b'\n'b' ACTIONS \n'b'\n'b'  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. \n'b'  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\xe2\x80\x99s speed is 0 and can\xe2\x80\x99t increase, it has disadvantage on  Dexterity  saving throws, it can\xe2\x80\x99t take  reactions , and the only action it can take is a bonus action to emerge. \n'b'  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. \n'b'\n'b' ABOUT \n'b' 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\xe2\x80\x99s eyes close, and falling back against his cushion he begins gently to snore. The guard\xe2\x80\x99s 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\xe2\x80\x99s uniform are illuminated and spelled out his name, \xe2\x80\x9cWINKS.\xe2\x80\x9d He holds a bow in one hand. \n'b' 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. \n'b'  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\xe2\x80\x99s sand, and are perhaps refugees from there who have since settled down in gillikin country. Whatever the case, they live in Gaper\xe2\x80\x99s Gulch now, and have adapted as best they can by sleeping seasonally. \n'b'  Refugees from Mt. Illuso . Sleepfolk\xe2\x80\x99s sleep habits are thought to have emerged from an incredibly hostile environment. It\xe2\x80\x99s possible they were refugees from Mt. \n'b' Illuso, an incredibly dangerous place populated by the shapeshifting mimics. During the summer, when the shifting sun casts shadows, it\xe2\x80\x99s easiest if most of the sleepfolk hibernate while a few alert companions watch for predators. \n'b'  Taper\xe2\x80\x99s Gulch . Sleepfolk live in Gaper\xe2\x80\x99s Gulch. There are no houses in Gaper\xe2\x80\x99s 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. \n'b' Tinkfolk are constantly sleepy, so much so that it\xe2\x80\x99s 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. \n'b'  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. \n'b' 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. \n'b' 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\xe2\x80\x99s. 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\xe2\x80\x99t trained yet or in the \xe2\x80\x9coff-season.\xe2\x80\x9d \n'b'  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\xe2\x80\x99s thought that humanoids who survive a full cycle while buried become sleepfolk themselves.'