Original art by u/senorvilla.
Selebunny
Tiny fey, unaligned
- Armor Class 13
- Hit Points 2 (1d4)
- Speed 40 ft.
STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 10 (+0) 4 (-3) 12 (+1) 11 (+0)
- Skills Perception +3, Stealth +5
- Senses darkvision 60 ft., passive Perception 13
- Languages understands Sylvan but can't speak
- Challenge 0 (10 XP)
Standing Leap. The selebunny's long and high jumps are up to 15 feet, with or without a running start.
Weightless. The selebunny falls slower than normal, as if constantly under the effects of a feather fall spell.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Suspend Gravity. The selebunny causes one loose Tiny or Small object within 15 feet of it to float up to 10 feet in the air.
Selebunnies
Selebunnies are small lunar spirits that wander through the Feywild seeking fun and excitement. Though they mostly seem like normal rabbits, keen-eyed adventurers can distinguish them by their moonish-grey fur with spots that resemble craters, and the fact that one of their ears is significantly longer than the other. When a selebunny's curiosity is aroused, their ears perk up in the shape of a crescent moon, and pale moonlight shines between them.
Weightless pranksters. Selebunnies aren't affected by gravity in the same way as most creatures. They appear to be almost weightless, allowing them to hop great distances and descend safely to the ground. Not only that, Selebunnies can extend their lack of gravity to those around them. Large groups of Selebunnies are known for suspending unsuspecting mortals in the air as a prank.
Swarm of Selebunnies
Medium swarm of Tiny fey, unaligned
- Armor Class 13
- Hit Points 22 (5d8)
- Speed 40 ft.
STR DEX CON INT WIS CHA 5 (-3) 16 (+3) 11 (+0) 4 (-3) 13 (+1) 11 (+0)
- Damage Resistances Bludgeoning, Piercing, Slashing
- Condition Immunities Charmed, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Senses darkvision 60 ft., passive Perception 11
- Languages understands Sylvan but can't speak
- Challenge 1/2 (100 XP)
Innate Spellcasting. The swarm’s innate spellcasting ability is Wisdom (spell save DC 12). As long as it has more than half of its hit points remaining, the swarm can innately cast the following spells, requiring no components:
At will: feather fall, levitate.
Standing Leap. The swarm's long and high jumps are up to 15 feet, with or without a running start.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny selebunny. The swarm can’t regain hit points or gain temporary hit points.
Weightless. The swarm falls slower than normal, as if constantly under the effects of a feather fall spell.
Actions
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.