Medium Humanoid (Human, Shapechanger), Neutral
Armor Class 13 natural
Hit Points 35 (4d10 + 5)
Speed 40 ft.
STR
10 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
12 (+1)
WIS
11 (+0)
CHA
9 (-1)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision, Passive Perception 15
Languages Common common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Special Trait Name. Sahpechange

Werebunnys, unlike other lycanthropes, are unable to control their conversion.  During the day they are normal beings, yet the night before, during, and after the full moon they are forced to change.

Actions

Action Name. Werebunnys get two attacks. Only one can be bite.

Action Melee Attack. Bite (Bunny or hybrid form) counts as a melee weapon +4 to hit, 5 ft reach, one target, Hit (1d4 +2) piercing damage. If the target is humanoid it must roll a constitution save DC 11 or be infected with werebunny lycanthropy.

Action Melee Attack. Claw (Bunny or hybrid form) counts as a melee weapon +4 to hit, 5 ft reach, one target, Hit (1d6  +2) slashing damage.

Action Melee Attack. Kick (Bunny or hybrid form) counts as a melee weapon +4 to hit, 5 ft reach, one target, Hit (1d6 +2) bludgeoning damage.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Werebunnys are fast and agile, often moving out of sight of adventurers before they realize what they have seen. Unlike other lycanthropes, they are not natural predators but will use their strong legs to defend themselves. Their hands maintain mush of their human characters, yet their nature is not to attack others and weapons only hinder their natural movement.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: humanoid

SGalbreath

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