Medium Or Small Humanoid (Archfey), Chaotic Neutral
Armor Class 28 Natural
Hit Points 525 (30d20 + 210)
Speed 40 ft., Burrow 60 ft.
STR
10 (+0)
DEX
30 (+10)
CON
30 (+10)
INT
18 (+4)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws DEX +19, CON +19, INT +13, WIS +12, CHA +14
Skills Acrobatics +21, Deception +19, Insight +17, Perception +17, Sleight of Hand +21, Stealth +21
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 60 ft, Tremorsense 60 ft, Passive Perception 27
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Cartoon Physics (Limited Reality Manipulation). Bugs Bunny exists on a different plane of reality where the laws of physics are...suggestive. He can, as a reaction when he would take damage, attempt a DC 25 Charisma (Deception) check. On a success, he subtly alters reality to avoid or mitigate the damage in a comical way. This could include a conveniently placed anvil, a sudden hole appearing beneath him, or the attacker slipping on a banana peel that wasn't there a moment ago. The DM decides the exact effect, but it should logically (in a cartoon sense) negate or reduce the damage. This can be used a number of times equal to his
Charisma modifier (minimum 1), regaining all uses
after a long rest. (5)

Burrower Extraordinaire. Bugs Bunny can burrow through any nonmagical substance at his burrow speed, leaving no tunnel unless he chooses to.

Uncanny Dodge. When an attacker that Bugs Bunny can see hits him with an attack, he can use his reaction to halve the attack's damage against him.

Evasion. If Bugs Bunny is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Legendary Resistance (3/Day). If Bugs Bunny fails a saving throw, he can choose to succeed instead.

Plot Armor. Once per combat, when Bugs Bunny would be reduced to O hit points, he can instead drop to 1 hit point.

"Ain't I a stinker?" As a bonus action, Bugs Bunny can make a Charisma (Deception) check contested by a creature's Wisdom (Insight) check. If Bugs Bunny wins, the creature is bewildered and has disadvantage on the next attack roll, saving throw, or ability check it makes before the end of its next turn.

Improbable Item Retrieval. As an action, Bugs Bunny can reach into thin air and pull out an object appropriate to the situation. The DM determines the exact item, but it should be something that could conceivably be useful (or hilariously unhelpful) in the current context. This could range from a carrot to a giant mallet to a disguise kit.

Actions

Multiattack. Bugs Bunny can use his Improbable Item Retrieval or "Ain't I a stinker?" and make two unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 12 (1d4 + 10) bludgeoning damage. While seemingly weak, these strikes often have unexpected and comical effects (e.g., a bonk on the head that briefly causes amnesia). So they can apply debuffs like incapacitated on hit.


Giant Carrot Mallet. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage and the target must succeed on a DC 27 Strength saving throw or be knocked prone. (Requires Improbable Item Retrieval
action).

Disguise Self (at will). Bugs Bunny can magically alter his physical appearance to appear as any humanoid or beast he has seen. This transformation lasts until he dismisses it as an action.

Bonus Actions

"Ain't I a stinker?" As a bonus action, Bugs Bunny can make a Charisma (Deception) check contested by a creature's Wisdom (Insight) check. If Bugs Bunny wins, the creature is bewildered and has disadvantage on the next attack roll, saving throw, or ability check it makes before the end of its next turn.

Reactions

Uncanny Dodge. When an attacker that Bugs Bunny can see hits him with an attack, he can use his reaction to halve the attack's damage against him.

Legendary Actions

Bugs Bunny can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Bugs Bunny regains spent legendary actions at the start of his turn.

  • Burrow and Reposition. Bugs Bunny burrows up to his burrow speed and reappears in an unoccupied space he can see.
  • Quick Wits. Bugs Bunny makes an Intelligence (Investigation) or Wisdom (Insight) check.
  • Prank. Bugs Bunny uses his "Ain't I a stinker?" action.
Mythic Actions

Bugs Bunny has access to a limited form of reality-bending magic, represented by these mystic actions. He can take one mystic action on his turn.

  • Pocket Dimension (1/Day). Bugs Bunny creates a temporary, small pocket dimension as an action. Up to three willing creatures he can see within 30 feet can enter this space, which is large enough to comfortably hold them. While inside, they are immune to all damage and conditions. Bugs Bunny can release them as a bonus action on his turn, reappearing in the spaces they occupied or the nearest unoccupied spaces. The pocket dimension collapses after 1 minute or when Bugs Bunny releases the creatures.
  • Sudden Illusion. As a bonus action, Bugs Bunny can create a minor illusion (as per the minor illusion spell) that lasts until the end of his next turn. This illusion is often used for misdirection or comedic effect.
  • Toon Force Burst (Recharge 5-6). As an action, Bugs Bunny unleashes a burst of pure cartoon energy in a 30-foot radius. Each creature in that area must make a DC 27 Dexterity saving throw, taking 35 (10d6) force damage on a failed save, or half as much damage on a successful one. In addition, on a failed save, the creature is subjected to a random comical effect determined by the DM (e.g., briefly flattened, turned into a temporary silly shape, covered in pies).

Description

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SurgDexil

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