Rabbit Senses. It has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Multiattack. The convena makes two swiping attacks.
Swipe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.
Entangle. Grapple Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 1) necrotic damage. The convena reaches a hand to grab the target in front of it. Once grabbed, veins start to rapidly spread over it from the convena's wrist. If the target is a creature of medium or smaller size, it must succeed on a DC 14 Strength saving throw or become restrained by vein vines. A creature restrained by the vein vines can use its action to make a Strength check against the DC. On a success, it frees itself. It takes extra necrotic damage (1d4 + 1) on a failure. This repeats every turn until it frees itself.
Description
A convena is a lanky, boney, and tall rabbit-like beast that roams dark forests, and caves. It's eyes are whitish red and their bodies are covered in blood red vine-like veins which stand out from its desaturated grey hide. It creeps in dark places on its hind legs, looking for smaller victims to ensnare and drag to its lair. Upright it stands at 8 feet of skin, bone, and blood, making it pray on anything as small as a fox and as large as an orc. Convena blood is inherently harmful to normal flesh, making melee a dangerous option of attack. When it engages, it moves very swiftly and precisely and has no trouble traversing across rocks or up trees.
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