Special Trait Name. Enter the description for your special trait.
Spellcasting. The [Vile Hare] is a 3-level spellcaster. Its spellcasting ability is [Wisdom] (spell save DC 13, +4 to hit with spell attacks). The [Vile Hare] has following [class name] spells prepared:
Cantrips (at will): [Mind Sliver], [Toll the Dead]
1st level (3 slots): [Barkskin], [Arms of Hadar]
Action Name. 1 attack and 1 spell
Action Melee Attack. Razor Teeth Bite: +4 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 2) [Piercing] damage.
Action Ranged Attack. Lashing Appendages: +4 to hit, range 10 ft., single target. Hit: (1d4 + 2) [slashing] damage.
Dash full movement
Reaction Name. Quick Retaliation if hit with an attack from within 30 feet, a psychic screech is released doing 1d4 psychic damage and victim is poisoned until the end of its next turn. save DC Wis 13 it can do this only 1 a day
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Vile Hare of the Red Cut is only found in "The Red Cut" A canyon that was formed almost one thousand years ago right in the middle of a temperate forest in hill country. These are mutated rabbits of various species native to the area. They appear to be albino hares with 4 red dully glowing eyes ears that end in little spikes. As it yawns its head splits in half revealing a gapping mouth easily twice as wide as the entire width of the hare itself. These hares have whorls of crimson and beige patterns in their fur that help them blend in with the surrounding flora. and an extra set of fore limbs that end with dagger like claws, the limbs are cocked back much like those of a mantis, but instead of in the front they angle back over the hare's back.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.







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