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 bite attack.
Standing Leap. The bunny's long jump is 30 feet and its high jump is 15 feet, with or without a running start. Additionally, the bunny doesn't provoke opportunity attacks when it leaps out of an enemies reach.
Vicious Streak. If the bunny jumps at least 15 feet as part of its movement and then hits it with a bite attack on the same turn, any creature within 10 feet must succeed on a DC 20 wisdom saving throw or be frightened for 1 minute. A frightened target ca repeat the saving throw at the end of each of its turns, ending the effect on a success. If a targets saving throw is successful or the effects end for it, the target is immune to the bunnies vicious streak for the next 24 hours.
Bite. Melee Weapon Attack: +12to hit, reach 5 ft., one target. Hit: 32 (7d6 + 8) Piercing damage.
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