Small Monstrosity, Unaligned
Armor Class 18 Natural Armor
Hit Points 117 (47d6 - 47)
Speed 40 ft.
STR
5 (-3)
DEX
26 (+8)
CON
8 (-1)
INT
4 (-3)
WIS
11 (+0)
CHA
9 (-1)
Saving Throws DEX +12
Senses Passive Perception 10
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

 

False Appearance. While the bunny remains motionless it is indistinguishable from a normal rabbit.

Feeding Frenzy. The bunny has advantage on melee attack rolls against any creature that is frightened.

Rabbit Stew. When the bunny reduces a creature to 0 hit points or causes it to be frightened, the bunny can take a bonus action to make a standing leap and then a bite attack. 

Standing Leap. The bunny's long jump is up to 30 ft and its high jump is 15 ft with or without a running start. Additionally the bunny doesn't provoke opportunity attacks when it leaps out of  an enemy's reach. 

Vicious Streak. If the bunny jumps at least 15 ft as part of its movement and then hits it with a bite attack on the same turn, any creatures within 10 ft must succeed on DC20Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends of it the target is immune to the bunny's Vicious Streak for the next 24 hours. 

Actions

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft one target. Hit: 32(7 d6+8) piercing damage.

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

Saving Throws. Dex +12.

Senses passive Perception 10.

Languages. ---

Challenge. 10 (5,900 xp).

Bunny reference from monty python and the holy grail. 

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.

DragonDemon013

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