Multiattack: on its turn, it can make two bite attacks.
HE’S GOT HUGE, SHARP—HE CAN LEAP ABOUT—The Rabbit has a 30ft vertical leap. A target beneath the Rabbit must make a DC 16 DEX save or be knocked prone, taking 2d4 bludgeoning damage. If the target is knocked prone, the Rabbit gets an opportunity attack with advantage.
WITH NASTY BIG POINTY TEETH: +9 to hit; range: 10ft; 2d6+3 piercing
I SOILED MY ARMOR, I WAS SO SCARED: After a successful attack, each creature within 120ft must succeed on a DC 15 WIS save or become frightened for 1 minute. A creature can repeat the save at the end of each of its turns. With a success, the creature is immune for 24hrs.
Burrow: The Rabbit can use its movement to burrow 40ft to become hidden. On its next turn, the Rabbit can resurface and attack with one bite attack. This attack is a sneak attack with advantage with an additional 1d6+3 piercing. The Rabbit can choose to remain hidden below ground for as long as it chooses.
Better not risk another frontal assault, that rabbit’s dynamite. If attacked with melee weapon, the Rabbit can choose to impose disadvantage 3 times a day as a reaction.
Reflective Bloody Fur: if the beast is targeted with a spell that requires a ranged attack roll, the caster must roll a d10. If they roll a 1, the spell is turned on a different target, decided randomly.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
LOOK AT THE BOOOOOONES: When the player enters the lair for the first time, they must succeed on a DC 16 WIS save or they are forced to contemplate their frail mortality and be stunned until the start of their next turn.
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