Huge Monstrosity, Neutral Evil
Armor Class 19 Natural Amor
Hit Points 187 (26d8 + 70)
Speed 40 ft.
STR
16 (+3)
DEX
18 (+4)
CON
20 (+5)
INT
14 (+2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +8, CON +9, CHA +7
Skills Acrobatics +9, Perception +7
Damage Resistances Acid, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold
Condition Immunities Poisoned
Senses Darkvision, Passive Perception 18
Languages Elvish Only using Telepathy., Sylvan Only using Telepathy.
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (2/Day). If the Cry Bunny fails a saving throw, it can choose to succeed instead.

Critical Pain. When the Cry Bunny takes its first critical hit, it immediately drops to half hit points and one of its heads dies. 

Telepathy. The Cry Bunny and the target can instantaneously share words, images, sounds, and other sensory messages with one another through a telepathic link, and the target recognizes the Cry Bunny as the creature it is communicating with. The Cry Bunny can communicate only in the Elvish and Sylvan languages to understand the meaning of your words and take in the scope of any sensory messages you send back to it.

Actions

Soul Glare. The Cry Bunny glares into the creature's soul with its pure, red eyes, and drains its life force. The creature makes a Wisdom saving throw DC of 18, on a failed save the creature takes 4d12 damage and the Cry Bunny gains half that much hit points. On a success, the creature and the Cry Bunny each take 2d12 damage.

Multiattack. The Cry Bunny can use both of its heads to make two attacks with its bite.

Vampiric Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., Hit: 10 (3d6 + 4) piercing damage. The target’s hit points are reduced by an amount equal to the damage taken, and the Cry Bunny regains hit points equal to that amount.

Jump. The Cry Bunny jumps up 10 feet in the air, and lands with great force. Each creature within a 10 foot radius of the Cry Bunny must make a Dexterity saving throw DC of 18. On a failed save, a creature takes 5d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

Stunning Scream. The Cry Bunny makes a horrific scream. Each creature within 30 feet in front of the Cry Bunny makes a Constitution saving throw DC of 18. On a failed save, a creature takes 2d6 psychic damage and is stunned for 1 round. On a success, a creature takes half damage and are not stunned. 

 

Description

The Cry Bunny is a monstrosity, created through a transmutation ritual. A Cry Bunny is huge two-headed, rabbit-like creature, that has vampiric fangs and stands at 12 feet tall when it is relaxed and can reach higher than that even. A Cry Bunny always has snow-white fur, blood-red eyes without pupils. Cry Bunnies are very wary of other creatures and people, and will typically show hostility on just sensing a presence that it is not used to. 

Previous Versions

Name Date Modified Views Adds Version Actions
3/13/2022 7:34:49 PM
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Coming Soon

Monster Tags: monstrosity

Habitat: ForestHill

LordDree14

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