b'Pokefolk Noble \n'b'  Family:   Pokefolk  \n'b'  Medium   humanoid  (pokefolk, ozian),  lawful neutral  \n'b'  Armor Class  8  Hit Points  82 (11d8 + 33)  Speed  20 ft.\n'b' STATS STR: 13 (+1) DEX:  6 (-2)  CON:  16 (+3)  INT:  14 (+2)  WIS:  16 (+3)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Vulnerabilities  thunder  Senses  passive  Perception  13  Languages  Common  Challenge  1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Music Aversion . A pokefolk has disadvantage on all attacks against any creature that is singing. \n'b'  Sleepy . The pokefolk has disadvantage against effects that put it to sleep. \n'b'\n'b' ACTIONS \n'b'\n'b'  Poker .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 4 (1d6 + 1) piercing damage. \n'b'  Rope .  Melee Weapon Attack : +3 to hit, reach 10 ft.,  Hit : If the target is a Medium or smaller creature, it is  grappled  (escape DC 11) and  restrained  until this grapple ends. While grappling the target, the pokefolk noble has advantage on  attack  rolls against it and can \xe2\x80\x98t use this  attack  against other targets. When the pokefolk noble moves, any Medium or smaller target it is grappling moves with it. \n'b'  Sleep Gaze . The poke gazes at one creature it can see within 10 feet of it. The target must make a DC 13  Wisdom  saving throw. On a failed save, the target succumbs to a magical slumber, falling  unconscious  for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this poke\xe2\x80\x99s gaze for the next 24 hours. Undead and creatures immune to being  charmed  aren\xe2\x80\x99t affected by it. \n'b'  Slow (Recharge 5\xe2\x80\x936) . The poke targets one or more creatures it can see within 30 feet of it. Each target must make a DC 13  Wisdom  saving throw against this magic. On a failed save, a target can\xe2\x80\x99t use  reactions , its speed is halved, and it can\xe2\x80\x99t make more than one  attack  on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  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 . \n'b'\n'b' ABOUT \n'b' These curious people move very slowly. They never lift their feet, but push them along like skates. The women are dressed in gray polka-dot dresses with huge poke bonnets that almost hides their fat, sleepy, wide-mouthed faces. \n'b' Most of them have pet snails on strings, and so slowly do they move that it looked as though the snails are tugging them along. The men are dressed like a party of congressmen, but instead of high hats wear large red nightcaps, and they are all as solemn as owls. It seems impossible for them to keep both eyes open at the same time. \n'b' Pokefolk believe everyone moves too fast and is much too loud. As such, they insist on no running, no singing, now whistling, and that everyone talk slowly. Their most deadly effect however is their ability to slow and knock  unconscious  all who cross them. \n'b' Pokefolk slowly turn those who cannot escape their grasp into other pokefolk, although creatures of strong will are more resistant than others. \n'b' Pokefolk nobles surprisingly do very little in the way of leading. Instead, they focus on a creature they plan to turn into a pokefolk like themselves, and nominate it as their king. Despite this, the pokefolk noble is still formidable in its own slow way, wielding a poker to prod foes into complacency. \n'b' Endless Sleep \n'b' Up to four pokes can cause a sleeping target to fall deeper into slumber. Participating pokes can\xe2\x80\x99t use their sleep gaze during this time, though they can move about and take  actions  and  reactions  as normal. This  sleep  has no effect on a creature that is immune to the  charmed  condition. If the creature is susceptible and remains  incapacitated  for 1 hour, the creature must make a  Wisdom  saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. The save DC is 10 + the number of pokes participating in the torment, considering only those that remain within sight of the victim for the entire hour and aren\xe2\x80\x99t  incapacitated  during it. The process can be repeated. A humanoid that drops to  0 hit points  as a result of this damage instantly transforms into a poke at full health and under the GM\xe2\x80\x99s control. Only a  wish  spell or divine intervention can restore a transformed creature to its former state.'