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.
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.
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.
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.
We'd better not risk another frontal assault. That rabbit's dynamite!
1… 2… 5!
Three, sir!
3!
"And Saint Attila raised the hand grenade up on high, saying, 'O Lord, bless this thy hand grenade, that with it thou mayst blow thine enemies to tiny bits, in thy mercy.' And the Lord did grin. And the people did feast upon the lambs, and sloths, and carp, and anchovies, and orangutans, and breakfast cereals, and fruit bats, and large chulapas...
"And the Lord spake, saying, ''First shalt thou take out the Holy Pin. Then shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then lobbest thou thy Holy Hand Grenade of Antioch towards thy foe, who, being"