Small Swarm of Medium beasts, Chaotic Evil
Armor Class 11 Natural Amor
Hit Points 5 (2d4 + 3)
Speed 60 ft., Walk 30 ft.
STR
8 (-1)
DEX
15 (+2)
CON
10 (+0)
INT
13 (+1)
WIS
15 (+2)
CHA
1 (-5)
Saving Throws DEX +5, WIS +5
Damage Vulnerabilities Cold
Condition Immunities Blinded, Invisible
Senses Tremorsense, Passive Perception 13
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Smell: This creature can smell blood up to 5 miles away.

Hearing: This creature can hear a movement of others up to 2 miles away.

 

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (2d4 +3) piercing damage

Multiattack: The creature attacks 4 times if in 5 feet of an enemy: 4 bite attacks

Alert: The creature lets out a piercing scream that alerts anyone in the nearby vicinity(100 feet). 

 

Description

They are bunny-like horrors that come from the Fey wild. Where there eyes should be are empty holes. Blood constantly leaks from them. Dried blood covers their face almost naturally. Due to their lack of sight, they have enhanced hearing. Their hearing is twice as much of the average dog. They have multiple rows of teeth that are razor sharp. They tear a part flesh easily. Their sense of smell is also enhanced as well. They can easily smell the scent of blood from 5 miles away.

They hunt in packs and attack animals twice as large as them. They are small like the average bunny. They are normally light brown or grey so they can blend in with the environment.

Lair and Lair Actions

These creatures nest underground. They are usually burrows that are deep underground, but they can live in cave systems. They like to cover their nest with grass and fur from the animals they have killed. Bones from kills are scattered around the area. 

Lair Actions

On initiative count 5 (losing initiative ties), the Bunnoes takes a lair action to cause one of the following effects; the Bunnoes can’t use the same effect two rounds in a row:

  • Piercing Scream: The creatures scream in unison causing the entrance to collapse. All creatures must make a dexterity saving throw with a DC 10 or will fall prone onto the ground.
  • Dust: The creatures create a cloud of dust that obscures the vision of all creatures inside the lair. It remains for 1d4 minutes or until a light breeze blows it away. The creatures are either blinded or all creatures AC in the clouds are increased by 2 until the dust settles or is dissipated. (Dungeon's masters choice)

Regional Effects

The region containing a Bunnoes lair is warped by the Bunnoes abilities, which creates one or more of the following effects:

  • The ground is slick with blood within 100 feet if their layer. It turns the area into difficult terrain.
  • The smell of blood is so overwhelming that it can cause hallucinations or confusing to other creatures passing through the area. Any creature that has been in this are for over an hour must make an Intelligence saving throw with the DC 10. 

If the Bunnoes dies, these effects fade over the course of 60 days.

Monster Tags: fey

Habitat: ForestGrasslandHillMountain

The_Switchable_Waffle

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