Small Beast, Chaotic Evil
Armor Class 16 Natural Evasion
Hit Points 100 (10d10 + 50)
Speed 30 ft., More like jumping.
STR
10 (+0)
DEX
30 (+10)
CON
14 (+2)
INT
8 (-1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws DEX +13, CON +5
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 12
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Fast As A Bunny.  When the rabbit hits a target, with a Bite attack, it may make another attack roll to an enemy within 20 feet of it. The rabbit may use this trait 5 times a round.

Necronomicon. Whenever the rabbit is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.

Bless Thee Thy Holy Hand Grenade. When the rabbit gets hit by a Holy Hand Grenade, the rabbit is instantly defeated.

Actions

 

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 12 (1d4 + 10) piercing damage. Roll a d6. On a 4 or higher, the rabbit regenerates half of the damage done.

Stare. RangedWeapon Attack: +11 to hit, range 30/120 ft., 1 target. Hit: 12 (1d4 + 10) Piercing damage. Roll a d6. On a 6, the target is frightened. 

Fearsome Opponent. A creature the rabbit can see makes a Wisdom save. If they fail, the rabbit has advantage on attack rolls against the target, and they must pass a Wisdom save to move more than 10 feet from you. They only have to pass the save once in order to move freely for the rest of their turn.

If the rabbit tries to harm any creature besides the target, if a friendly creature tries to harm the target, or if the rabbit ends it's turn more than 30 feet away from the target, the effect ends.

 

Reactions

Frighten. If the rabbit gets hit by radiant damage, the rabbit may sacrifice 20 Hit Points to frighten the target.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Legendary Actions

The Killer Rabbit has 1 Legendary action a round.

Frighten (Costs 1 Action). Until the rabbit's next turn, if somebody gets within 5 feet of the rabbit, the target becomes frightened for one round.

Unholy Flight (Costs 1 Action.)  Until the rabbit's next turn, the rabbit gains a 30 feet fly speed (hover).

Description

A Killer Rabbit lays deep within it's lair, waiting for crusaders to pass by to kill within one strike. Flying from enemy, to enemy, this fluffy animal is a force to be reckoned with.

Lair and Lair Actions

The lair of a Killer Rabbit is always a cave, protecting a holy grail.

Lair Actions

On initiative count 20 (losing initiative ties), the rabbit takes a lair action to cause one of the following effects; the rabbit can’t use the same effect two rounds in a row:

  • The lair rumbles, making the ground for everyone except the rabbit difficult terrain.
  • One normal rabbit erupts from the earth, and attempts to grapple the nearest target. This target must succeed on a DC10 Strength save, or be grappled until the target's next round.

Regional Effects

The region containing a legendary Killer Rabbit’s lair is sacred and unholy, which creates one or more of the following effects:

  • The flowers around bloom to tremendous sizes.
  • All trees around stay dead.

If the Killer Rabbit] dies, these effects fade over the course of 1d10 days.

Habitat: Mountain

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