Large Fey (Simic Hybrid), Chaotic Evil
AC 16    Initiative +16 (26)
HP 120 (10d10 + 115)
Speed 40 ft., Fly 40 ft., Burrow 40 ft.
Mod Save
STR 20 +5 +8
DEX 14 +2 +2
CON 20 +5 +8
Mod Save
INT 6 −2 −2
WIS 14 +2 +5
CHA 6 −2 −2
Skills Athletics +8, Perception +5, Stealth +5
Vulnerabilities Psychic
Resistances Acid
Immunities Frightened
Senses Darkvision 60 ft.; Passive Perception 15
Languages All
CR 8 (XP 3,900, or 3,900 in lair; PB +3)
Traits

Hybrid Anatomy. A large, pot-bellied creature sporting rabbit-like bounding legs, patches of wool on its torso, and a half-avian, half-lamb face with a half-formed beak. Its bright pastel fur is marred by muddy splotches, and half-eaten eggs and broken nest-lining litter its wake.



Springbound Hop.
The Bunnilambchick can long jump up to 20 feet or high jump up to 10 feet as part of its normal movement, without a running start. If it lands adjacent to a creature, that creature must make a Dexterity Saving Throw: DC 15 or fall Prone.

Maddening Baa-Cluck. A creature that starts its turn within 10 feet of the monster must succeed on a Wisdom Saving Throw: DC 15 or have Disadvantage on the first attack roll it makes that turn. On a success, the creature is immune to this effect for the next 24 hours.


Actions

Multiattack. The Bunnilambchick makes two attacks, in any combination of Gore, Talon, or Beak.

Gore (Lamb Horns). Melee Weapon Attack: +8, reach 5 ft., one target. Hit: (2d8+5) piercing damage. If the target is Prone, it takes an extra (1d8) damage.

Talon Rake (Rabbit Claws). Melee Weapon Attack: +8, reach 5 ft., one target. Hit: (2d6+5) slashing damage. The target must succeed on a Strength Saving Throw: DC 15 or be pushed 10 feet away from the Bunnilambchick.

Beak Peck (Chick). Melee Weapon Attack: +8, reach 5 ft., one target. Hit: (2d6+5) piercing damage plus (1d4) psychic damage. If this same target has already been hit by Gore or Talon Rake this turn, it must make a Constitution Saving Throw: DC 15 or be Stunned until the start of the Bunnilambchick’s next turn.


Bonus Actions

Rapid Egg Ejection (Recharge 5–6). As an Bonus action, the Bunnilambchick lays (1d2) corrupted “Egglings” in adjacent unoccupied spaces. These Tiny horrors hatch at the end of the Bunnilambchick’s turn and act immediately after it in the initiative order.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, the Bunnilambchick can expend a use to take one of the following actions. It regains all expended uses at the start of its turn.

Eggshell Slips. Pastel shells litter the ground. Whenever a creature [Tooltip Not Found] or moves more than 20 feet in one turn, it must succeed on a Dexterity Saving Throw: DC 13 or fall Prone.

Pastoral Illusions. Flickering illusions of cuddly sheep, rabbits, and chicks appear along the walls—an echo of twisted festival magic. A creature that touches one of these illusions feels a brief wave of calm. The illusion then vanishes.

Description

  • Small Hoard (DMG Hoard Table appropriate for CR ~8–10). E.g. 300–500 gp worth of merchant wares, plus 1d3 Rare items the merchants had. Examples:

    • Potion of Superior Healing

    • +1 Weapon or +1 Shield

    • Figurine of Wondrous Power (Marble Elephant)

  • Possibly a piece of the Bunnilambchick’s hide as a trophy. Maybe an Alchemist can brew it into a once-per-day jump potion. 

Lair and Lair Actions

The Nest

A wide cavern with a rocky ledge overhead and a pit lined with pastel shells. The kidnapped merchant Serik is bound in sticky, half-dried egg fluid near the lair’s center. The monstrous Bunnilambchick lurks in the shadows or leaps from above.

Key Elements:

  1. Boss Setup: The Bunnilambchick (CR 8 from the mini-boss stat block) stands guard.

  2. Eggling Swarm: 1 or 2 Egglings are already present. The Bunnilambchick can also use Egg Ejection mid-fight to spawn more minions.

  3. Terrain Features:

    • Rocky Pillars that can be collapsed (DC 15 Athletics check or well-placed spells).

    • Hidden Egg Cache: Potential AoE hazard if the players set them ablaze.

    • Elevated Ledge: Ranged PCs can climb up with a DC 13 Athletics check to avoid close combat.

Combat Flow:

  • The Bunnilambchick opens with a horrifying bleat-cluck (disadvantage effect).

  • It tries to bounce around the battlefield using Springbound Hop, possibly pouncing on a vulnerable caster.

  • Any round it recharges Egg Ejection, it spawns Egglings to swarm squishier PCs.

  • Serik is unconscious or pinned, so the party must free them (Use an Action to break the goo or cut the ropes).


Optional Environmental Twists

Feral Cottage Grounds. The creature’s nest lies within a collapsed cottage filled with swirling pollens and scattered pastel eggs. At the start of each turn while a character is in the pollen-choked area, that character must succeed on a Constitution Saving Throw: DC 13 or violently cough, losing its Reaction until the start of its next turn.

Egg-Stench. Within the vicinity lie pockets of rotting eggs. When disturbed (intentionally or by movement), each creature in a 5-foot radius must make a Dexterity Saving Throw: DC 14 or slip and fall Prone, becoming covered in sticky yolk.

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