Bunnyburian, Courtier

Family: Bunnyburian

Medium humanoid (beast), lawful good

Armor Class 14 (natural armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft.

15 (+2) 18 (+4) 13 (+1) 11 (+0) 13 (+1) 16 (+3)

Skills History +2, Persuasion +5
Senses passive Perception 11
Languages Common
Challenge 2 (450 XP)


  • Standing Leap. The courtier’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
  • Well-Bred. The courtier has advantage on all skill checks that use Intelligence or Charisma.


  • Disarming Flourish. One creature the courtier can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be charmed by all bunnyburians within 60 feet for 1 hour, or until a bunnyburian harms the creature.
  • Dueling Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. On a hit, instead of dealing damage, the courtier can attempt to make its target drop its weapon. The target must succeed on a DC 15 Dexterity saving throw or be disarmed.


Bunnyburians average slightly shorter than humans, though their ears can stretch upward to make up the difference.

Bunnyburians all have white fur, usually pink eyes, and are unanimously soft spoken in the Common tongue of Oz.

Bunnyburian society loves silks and satins and brocades in every color, with plenty of jewelry and adornment.

The females wear elaborate dresses and bonnets, with jeweled rings and necklaces, and even the occasional ear adornment.

The males are fond of slash and puff waistcoats and breaches, with a hint of military cut. They wear long, plainer coats in the mornings, but change to shorter and louder coats at night. They too enjoy accessorizing with monocles, jewelry, and the occasional swagger stick or rapier.

Section 15: Copyright Notice

5e Adventures in Oz Beasts & Beings Copyright 2022, Double Critical, LLC.

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