Armor Class
12
Hit Points
11
(2d8 + 2)
Speed
50 ft., Climb 30 ft., Burrow 10 ft.
STR
13
(+1)
DEX
15
(+2)
CON
12
(+1)
INT
3
(-4)
WIS
13
(+1)
CHA
6
(-2)
Skills
Perception +4
Senses
Passive Perception 14
Languages
--
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Traits
Keen Hearing. The Werebunny has advantage on Wisdom (Perception) checks that rely on hearing.
Bump. If the Werebunny moves at least 20 feet straight toward a creature and then hits it with a Kick attack on the same turn, that target takes an extra 5 (2d4) damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
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