Medium Or Small Fey, Any Evil Alignment
Armor Class 16 Natural Armor
Hit Points 89 (12d8)
Speed 35 ft., Burrow 10 ft.
STR
15 (+2)
DEX
20 (+5)
CON
18 (+4)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws DEX +8
Skills Perception +3, Persuasion +5, Stealth +8
Damage Resistances Necrotic
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 60 ft., Passive Perception 13
Languages Abyssal, Common, Primordial, Undercommon
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Senses: Keen Hearing and Smell. The rabbit has advantage on Wisdom (Perception) checks that rely on hearing or smell (smell: only creatures with blood)

Host. The Blood Bunny once attuned to a creature that picks it up and agrees to let it stay is cursed as it's host. The host can never kill nor can they get rid of this strange creature. The curse that follows the host is find food or become food. The Blood Bunny will consume the blood from all those the host slays. If the host fails to feed the Bunny they will feed on the host. In turn though, the Blood Bunny will aid in the host as the host requires. As long as it's fed it's happy

Illusionist. The Blood Bunny has access to the Hallucinate and Major image spells (Can cast spells up to 3 time per long rest)

Forms. The Blood Bunny has three forms. It's Bunny form (it's preferred form), a humanoid form (Same stats as the Blood Bunny except it's Bite attack is switched out with two Rapiers. Necrotic damage stays the same), and it's full Blood Elemental form (least favorite form)(Refer to Blood Elemental stats)

 

Actions

 Multi-attack. The Blood Bunny can take two bite attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d4 + 5) piercing damage plus (2d6) necrotic damage. 

Blood Drain Any creature of the Blood Bunnies choice within 5ft of the it must make a DC 15 Strength saving throw. On a failed save the creature(s) takes (2d10) necrotic damage. The Blood Bunny pulls blood from the target(s), absorbing it into it's body. Upon absorbing the blood the Blood Bunny gains half of the damage done as temporary hp.

The Blood Bunny can also drain the blood of a creature that is freshly dead. Doing so allows it to gain a number of d4s equal to the Hit Dice of the creature as hp. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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 Blood Bunny is a magical creature known for it's love of illusions just as much as it's known for it's love for blood. It appears small and helpless before it's potential host in hopes it will take pity on it and pick it up. Once a person agrees picks up the Blood Bunny the Bunny attunes to the host, it attaches to the host cursing it to forever feed the Blood Bunny. The Bunny either feeding on the people the host slain or feeding on the host themselves

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.

LittleBig61712

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