Mod | Save | ||
---|---|---|---|
STR | 12 | +1 | +1 |
DEX | 16 | +3 | +5 |
CON | 13 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
INT | 14 | +2 | +2 |
WIS | 11 | +0 | +0 |
CHA | 16 | +3 | +5 |
Spellcasting. A Clever Bunny is a 3rd level spellcaster. Its spellcasting ability is charisma (spell save DC 15, +7 to hit with spell attacks). Bugs Bunny has following [sorceror] spells prepared:
Cantrips (at will):
Minor Illusion – Creates fake doors, tunnels, pies, or signs to confuse and mislead.
Prestidigitation – Whistles nonchalantly, swaps flavors, or tweaks costumes for quick comedic flair.
Mage Hand – Steals hats, slaps faces, or holds lit dynamite at arm’s length.
Vicious Mockery – Launches biting one-liners that deal psychic damage, Looney Tunes–style.
1st level (4 slots):
Disguise Self – Transforms appearance each round for a new visual gag.
Shield – Instantly conjures an oversized, ACME-branded shield in classic cartoon fashion.
Tasha's Hideous Laughter – Forces foes into fits of slapstick laughter, dropping them prone.
Grease – Summons a slick puddle or banana peel, perfect for pratfalls.
2nd Level (3 slots):
Mirror Image – Illusory duplicates mirror Bugs’s antics, making him harder to hit.
Misty Step – Vanishes into a cartoon tunnel and reappears somewhere else with a wink.
3rd Level Spells (2 slots):
Major Image – Conjures elaborate fakes like an opera stage, a painted tunnel, or a falling safe.
Counterspell – Disrupts magic by scribbling "Nope!" in the air with a comically large pencil.
Multiattack – A Clever Bunny makes two Arcane Zap attacks.
Arcane Zap – Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. (2d6+3) force damage.
Staff – Melee Weapon Attack: +1 to hit, reach 5 ft., one target. (1d6+1} bludgeoning damage.
Counterspell: counterspell Bugs Bunny attempts to interrupt a creature in the process of casting a spell.
Description
Enter a general description for your monster here.
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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