Bunnyfolk Citizen

Small humanoid (bunnyfolk, ozian), neutral good

Armor Class 12
Hit Points 3 (1d6)
Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 11 (+0) 12 (+1) 10 (+0) 12 (+1)

Skills Nature +3, Stealth +4, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Sylvan
Challenge 1 (200 XP)

SPECIAL TRAITS

  • Keen Hearing and Smell. Bunnyfolk have advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Nimble Escape. A bunnyfolk can take the Disengage or Hide action as a bonus action on each of its turns.
  • Standing Leap. A bunnyfolk’s long jump is 20 feet and its high jump is 10 feet, with or without a running start.

ACTIONS

  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

ABOUT

This is a humanoid bunny dressed in clothes.

Bunnyfolk live primarily in Bunnybury, although there are bunnyfolk that live elsewhere throughout Faerie.

Bunnyfolk citizens are large, intelligent rabbits capable of standing and conversing upright. Most only speak rabbit, but their extensive contacts and knowledge make them excellent spies outside of Bunnybury.

Bunnyfolk citizens wear splendid costumes made from silk and satin of delicate hues, decorated with exquisite gems.

The ladies wear bonnets decorated with feathers and jewels.

There are bunnyfolk nobles and a king. Bunnyfolk nobles wear white gloves with rings on the outside, as is their fashion. Many of the gentlemen wear monocles while the ladies carry lorgnettes. The bunnyfolk king is conflicted about his position, longing for a simpler life but enjoying the benefits of rule all too much.

Bunnyfolk soldiers wear uniforms of green and gold with high shakos on their heads and tiny halberds; the captain carries a sword and has a white plume in his shako.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

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