Chomp. Melee Attack: +# to hit, reach # ft., # target. Hit: (6d6 + 0) piercing damage. The killer bunny tries to chomp the target repeatedly.
Dash: Caerbannog can dash as a bonus action.
Bounce: If someone is making a Ranged Weapon Attack, they must succeed on a DC12 Stealth check. On a failed check, the Killer Bunny starts rapidly bouncing up and down, granting them disadvantage on the attack roll.
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 Killer Bunny is a carnivorous white rabbit, which upon closer inspection has bloodstains around its mouth from its prey.
Lair and Lair Actions
Its lair is in a rocky cave surrounded by humanoid and animal bones, picked clean.
Lair Actions
On initiative count 20 (losing initiative ties), the Killer Bunny takes a lair action to cause one of the following effects; the Killer Bunny can’t use the same effect two rounds in a row:
- Dodge: If the bunny is hit by a non-magical attack, it can choose not to be hit instead.
- Hide: The Killer Bunny can hide in former enemies' bones, forcing all living enemies to make a Perception check (DC15) to find it.
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:
- All rabbits in a 30-mile radius are sentient.
- If the Killer Bunny dies, these effects fade over the course of 3d12 days.
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