Large Swarm of Medium fiends, Neutral Evil
Armor Class 13 Natural
Hit Points 46 (7d12 + 2)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
10 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws INT +3, WIS +4
Skills Athletics +2, Deception +4, Medicine +1, Perception +3
Condition Immunities Paralyzed
Senses Tremorsense, Passive Perception 8
Languages Infernal
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Demonic Paralysis. Being a demon creature cursed with dark magic, the Bunnyman's face is paralyzed with a permanent open grin. Its buck teeth possess dark magic enamel which can cause paralysis to any being susceptible on contact. This also makes the Bunnyman immune to paralysis.

Spellcasting. The Bunnyman is a 4th-level spellcaster. The Bunnyman has the following spells prepared:

Cantrips (at will): Charm Person, Vicious Mockery 

4th level (2 slots): Agonizing Smite

 

Actions

Unarmed Strike. reach 5 ft. (1d4) Bludgeoning damage.

Bite. Impales with its buck teeth. The target must make a +14 CON save or become paralyzed for three turns. Unarmed Attack: reach 5 ft. (2d4 + 2) Piercing damage.

Axe of Bloodletting. Can expend a charge to cause the target to bleed profusely. At the end of each of its turns, the target must make a DC 13 Constitution saving throw. On a failed save, the target takes 1d6 necrotic damage. On a successful save, the bleeding stops. The bleeding also stops if the target receives any magical healing or if the target or a creature within 5 feet of it uses an action to make a DC 13 Medicine check and succeeds on the check. Magical Melee Weapon Attack: reach 5 ft., 5 Charges. (1d8 + 4) Slashing damage. {1d6 Necrotic damage per turn if a charge is used}

Carrot of Killing. The Bunnyman summons a dark magic carrot projectile before launching it at a target. Magic Projectile Attack:  2 Charges, range 35 ft., Hit:  (2d10 + 4) Necrotic damage.

Bonus Actions

Cottontail of Curing. The Bunnyman's tail, constructed of Voodoo magic, can cure any stat condition if it makes a Medicine check of 13 on its next turn as a bonus action. 

Reactions

Hippity Hoppity. If it suffers a critical hit, the Bunnyman will be able to move up to an extra 10 ft. for two rounds.

Description

Believed to have been a bunny in its past life that sinned to the point of eternal damnation to Bunny Hell. There, the Dark Bunny Lord of the underworld forces them to grow a humanoid body with a paralyzed grin and roam the mortal realm as evil demons for the purpose of spreading chaos. 

Preferring to hide in caves or under bridges, they make quick, savage work of the trespassers and explorers they stalk. While uncommon, it's not unheard of for the Bunnyman to target knights and warriors, especially those with a Good or Lawful alignment.

Monster Tags: Demonhumanoid

Habitat: ForestGrasslandHill

SpyroFan0307

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