Level
Cantrip
Casting Time
1 Action
Range/Area
40 ft.
Components
V, M *
Duration
Until Dispelled
School
Conjuration
Attack/Save
None
Damage/Effect

Dust Bunnies

Small Fey, Neutral

Stats:

  • Armor Class: 12
  • Hit Points: 10 (3d6)
  • Speed: 20 ft.

Abilities:

  • Dex 14 (+2)
  • Cha 16 (+3)

Skills:

  • Stealth +4
  • Acrobatics +4

Senses:

  • Darkvision 60 ft.
  • Passive Perception 12

Languages:

  • Understand Goblin, but cannot speak

Traits:

  1. Tiny Mischief Makers: Dust Bunnies are expert escape artists. When attacked, they can use their reaction to attempt to dodge, granting them advantage on Dexterity saving throws until the start of their next turn.

  2. Magical Affinity: Dust Bunnies have a connection to the magical powders in the bag. They can sense the type of powder in each compartment and react accordingly. When the bag is opened, Dust Bunnies may attempt to predict the type of powder Greebs is about to use possibly assisting him.

  3. Camouflage: Dust Bunnies can blend seamlessly with the magical powders in the bag, making them difficult to spot. They have advantage on Stealth checks when hiding in the bag.

Actions:

  1. Tickle Attack: Melee Weapon Attack, +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) tickling damage. If the target is hit, they must succeed on a DC 11 Constitution saving throw or be distracted, granting advantage on the next attack against them.

  2. Inquisitive Sniff: The Dust Bunny sniffs a creature or object, gaining knowledge of its scent. This ability can be used to identify specific creatures or items if the Dust Bunny has encountered them before.

    3. Dust Carriers: Dust Bunnies can carry and distribute magical dust. You can command them to release a chosen dust effect in a specific location within their movement range.

* - (a small offering of goblin treats)

Available For: Rogue (Legacy) - Arcane Trickster (Legacy)

DannyBoi72

Comments

Posts Quoted:
Reply
Clear All Quotes