Small Fey (Inevitable), Chaotic Evil
Armor Class 13 (16 with mage armor)
Hit Points 275 (20d8 + 20)
Speed 40 ft.
STR
5 (-3)
DEX
16 (+3)
CON
12 (+1)
INT
20 (+5)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws INT +10, WIS +6
Skills Arcana +10, Deception +16, History +10, Intimidation +16, Performance +16, Persuasion +17
Damage Vulnerabilities Bludgeoning
Damage Resistances Cold, Fire, Lightning, Necrotic; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Psychic
Senses Truesight 120 ft., Passive Perception 11
Languages All, Telepathy 120 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Advanced Telepathy. Bad Ideas Bunny can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy

Ambusher. Bad Ideas Bunny has advantage on attack rolls on any creature it has surprised.

Blood Frenzy. Bad Ideas Bunny has advantage on attack rolls on any creature that is missing any hit points.

Evasion. If Bad Ideas Bunny is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

False Sense of Security. Bad Ideas Bunny appears to be a normal bunny until it takes a hostile action.

Fey Ancestry. Bad Ideas Bunny has advantage on saving throws against being charmed, and magic can’t put the creature to sleep.

Immutable Mind. Bad Ideas Bunny can’t be compelled to act in a manner contrary to its nature or its instructions.

Inscrutable. Bad Ideas Bunny is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom
(Insight) checks made to ascertain the creatures’ intentions or sincerity have disadvantage.

Magic Resistance. Bad Ideas Bunny has advantage on saving throws against spells and other magical effects.

Regeneration. Bad Ideas Bunny regains 7 (1d12) hit points at the start of its turn. If it takes bludgeoning or poison damage, this trait doesn’t function at the start of the creature’s next turn. The creature dies/is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.

Spell Immunity. Bad Ideas Bunny is immune to polymorph, slow, and tasha's mind whip.

Spell Mastery. Bad Ideas Bunny can cast fireball and lightning bolt once per day each without requiring a spell slot. It always has these spells prepared, and they do not count against its spells prepared.

Spellcasting. The Bad Ideas Bunny is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Bad Ideas Bunny can cast shield and nystul's magic aura at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt,* light,* prestidigitation, ray of frost*

1st level (4 slots): burning hands,* chromatic orb*, mage armor, magic missile*, scorching ray*

2nd level (3 slots): mirror image, misty step, shatter*, suggestion

3rd level (3 slots): catnap, counterspell, fireball,* lightning bolt*

4th level (3 slots): confusion, ice storm*, sickening radiance*, vitriolic sphere*

5th level (3 slots): Bigby’s hand,* cone of cold*, synaptic static

6th level (2 slots): chain lightning,* mass suggestion,sunbeam*, wall of ice*

7th level (2 slots): crown of stars*, prismatic spray*

8th level (1 slot): sunburst*

9th level (1 slot): psychic scream

*Evocation spell

Sculpt Spells. When Bad Ideas Bunny casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1 + the spell’s level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it.

Actions

Frightening Magic.The Bad Ideas Bunny uses its Frightful Presence then casts an evocation spell of 3rd level or lower.

Frightful Presence. Each creature of the Bad Idea Bunny's choice that is within 120 feet of the Bad Idea Bunny and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Bad Idea Bunny's Frightful Presence for the next 24 hours.

Bonus Actions

Aggressive. Bad Ideas Bunny can move up to half its speed towards a hostile creature it can see.

Nimble Escape. Bad Ideas Bunny can take the Disengage or Hide action on its turn.

Description

Every idea this bunny has is bad. It's in the name. It's not that hard.

Monster Tags: NPC

Habitat: Urban

MasterLucarion

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