Rabbit Escape isn’t a single animal. It’s dozens of small white bodies moving as one, spilling out of the shadows to bury a target in teeth and claws before scattering again. Unlike every other spirit tied to the Ten Shadows, it can be summoned again immediately after falling - there’s no long rest required, and it comes back at full strength every time.
Large swarm of Tiny shikigami, unaligned
| Stat | Value |
|---|---|
| Armor Class | 13 |
| Hit Points | 30 (4d10 + 8) |
| Speed | 40 ft., burrow 10 ft. |
| Challenge | 1 |
| Summon Cost | 2 Cursed Energy |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 17 (+3) | 12 (+1) | 3 (-4) | 10 (+0) | 6 (-2) |
Senses darkvision 60 ft., passive Perception 10 · Languages understands its sorcerer’s commands but can’t speak
Traits
Cursed Manifestation. Only creatures that can sense cursed energy can perceive or harm the swarm. It is exorcised when reduced to 0 hit points - but unlike other shikigami, it can be summoned again right away, with no rest required, and returns at full health.
Bound Servant. Rabbit Escape cannot act on its own initiative. Its sorcerer uses a bonus action to command it to take an action.
Swarm. Rabbit Escape can occupy the same space as another creature, and more than one Tiny rabbit can occupy the same space as it. It can move through any gap large enough for a single rabbit. The swarm has disadvantage on saving throws against effects that target an area, and takes double damage from them if entirely within the area.
Living Cover. While Rabbit Escape shares a space with its sorcerer, attack rolls against the sorcerer are made with disadvantage.
Actions
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half its hit points or fewer.