Fae Bunny
Tiny • Fey • Neutral Good
Armor Class 13
Hit Points 2 (1d4)
Speed 20 ft., fly 20 ft.
Initiative +5 (15)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 2 (-4) | 17 (+3) | 10 (+0) | 6 (-2) | 12 (+1) | 6 (-2) |
Skills Acrobatics +5, Perception +3
Senses darkvision 30 ft., passive Perception 13
Languages understands Elvish, Sylvan but can't speak them
CR 0 (XP 10; PB +2)

Adorable. Wisdom Saving Throw: DC 10, a creature targeting the estrie with an attack roll, saving throw, or harmful effect. Failure: The target must choose a different target or lose the ability it targeted the bunny with. Success: The trait doesn't function until the end of the bunny's next turn.
Familiar. The bunny can serve another creature as a familiar.
ACTIONS
Wing Pattern. Wisdom Saving Throw: DC 11, one creature within 15 feet of the bunny that it can see. Failure: The target becomes charmed or frightened (the bunny's choice) until the end of its next turn.
BONUS ACTIONS
Nimble Escape. The bunny takes the Dash, Disengage, or Hide action.
Fae Bunny
Tiny • Fey • Neutral Good
Armor Class 13
Hit Points 14 (4d4 + 4)
Speed 30 ft., fly 30 ft.
Initiative +6 (16)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 2 (-4) | 18 (+4) | 12 (+1) | 6 (-2) | 14 (+2) | 6 (-2) |
Skills Acrobatics +6, Perception +4
Senses darkvision 30 ft., passive Perception 14
Languages understands Elvish, Sylvan but can't speak them
CR 1/4 (XP 50; PB +2)

Adorable. Wisdom Saving Throw: DC 11, a creature targeting the estrie with an attack roll, saving throw, or harmful effect. Failure: The target must choose a different target or lose the ability it targeted the bunny with. Success: The trait doesn't function until the end of the bunny's next turn.
Familiar. The bunny can serve another creature as a familiar.
ACTIONS
Wing Pattern. Wisdom Saving Throw: DC 13, one creature within 15 feet of the bunny that it can see. Failure: 5 (2d4) psyhic damage and the target becomes charmed or frightened (the bunny's choice) until the end of its next turn.
BONUS ACTIONS
Nimble Escape. The bunny takes the Dash, Disengage, or Hide action.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
