b'Hoopfolk Noble \n'b'  Large   humanoid  (hoopfolk, ozian),  chaotic neutral  \n'b'  Armor Class  15  Hit Points  68 (8d10 + 24)  Speed  15 ft. (30 ft. when rolling, 60 ft. rolling downhill)\n'b' STATS STR: 14 (+2) DEX:  20 (+5)  CON:  16 (+3)  INT:  13 (+1)  WIS:  16 (+3)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Acrobatics  +8,  Intimidation  +5,  Perception  +4  Damage Resistances  piercing  Damage Immunities   prone   Senses  passive  Perception  14  Languages  Common  Challenge  3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Aversion to Magic . If the hoopfolk takes damage from a spell, it has disadvantage on  attack  rolls and ability checks until the end of its next turn. \n'b'  Pack Tactics . The hoopfolk has advantage on an  attack  roll against a creature if at least one of the hoopfolk\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t  incapacitated . \n'b'  Rolling Charge . If the hoopfolk rolls at least 20 feet straight toward a target and then hits it with a slam  attack  on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16  Strength  saving throw or be forced  prone . \n'b'\n'b' ACTIONS \n'b'\n'b'  Slam .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 14 (2d8 + 5) bludgeoning damage. \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' This long, thin, and flat being is ten feet high. Before your very eyes, the being leans down, catches hold of its toes, and comes hurtling at you, shrieking, \xe2\x80\x9cWHOOP!\xe2\x80\x9d Hoopfolk clear out areas for their homes, creating lovely parks that are tempting to visit. Visitors learn quickly that they are not welcome however. They will  attack  anyone who crosses their territory, but are just as likely to flee in the face of real opposition.'