Medium Fey, Any Chaotic Alignment
AC 15 Natural    Initiative +3 (13)
HP 75 (3d6)
Speed 30 ft.
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
Immunities Charmed, Restrained
Senses Passive Perception 14
Languages All
CR 3 (XP 700; PB +2)
Traits

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.

Actions

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.

Bonus Actions

Nimble Escape: Bugs Bunny takes the Disengage or Hide action.

Reactions

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.

Satellitettv

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