Tiny Beast, Neutral Evil
Armor Class 18
Hit Points 52 (8d4 + 32)
Speed 10 ft., Climb 20 ft., Walk 40 ft.
STR
10 (+0)
DEX
22 (+6)
CON
18 (+4)
INT
2 (-4)
WIS
14 (+2)
CHA
6 (-2)
Saving Throws DEX +18, WIS +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Passive Perception 15
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Vorpal Leap.
The Vorpal Bunny can leap up to 30 feet as part of its movement without provoking opportunity attacks. If it lands within 5 feet of a creature, it can make a Chomp attack as a bonus action.

Deceptively Cute.
The bunny appears harmless. A creature that sees the bunny for the first time must succeed on a DC 15 Insight check or treat it as non-threatening until it witnesses it attack or is told otherwise.

Unnatural Reflexes.
The Vorpal Bunny can take two reactions per round.

Evasive Blur. (Recharge 5–6)
When targeted by an attack, the bunny can blur its form in a flash of supernatural speed. The triggering attack is made at disadvantage.

Actions

Chomp of Doom. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 21 (4d6 + 6) piercing damage. If the target is a creature and the attack roll is a 20, the target must succeed on a DC 15 Constitution saving throw or take an additional 30 (6d10) slashing damage as the bunny latches onto and rips through vital organs.

Bunny Blender. (Recharge 5–6)
The Vorpal Bunny enters a frenzied spin of claw and fang. Each creature within 10 feet must make a DC 16 Dexterity saving throw, taking 27 (6d8) slashing damage on a failed save, or half as much on a success. Creatures who fail the save are also knocked prone.

Bonus Actions

Adorable Glare.
The bunny fixes its wide, unblinking eyes on one creature it can see within 30 feet. That creature must succeed on a DC 14 Wisdom saving throw or be charmed until the end of the bunny's next turn or until it takes damage.

Reactions

Evasive Hop.
When a creature misses the bunny with a melee attack, the bunny can move up to 10 feet without provoking opportunity attacks.

Counter-Chomp. (1/round)
When hit by a melee attack within 5 feet, the bunny can make a Chomp of Doom attack against the attacker as a reaction.

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

Mythic Action Name. 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

Seemingly an innocent, fluffy white bunny no larger than a loaf of bread, the Vorpal Bunny is a deceptively lethal predator. Its soft fur, twitching nose, and big eyes lull even the most seasoned adventurers into complacency—just before it launches through the air with razor-sharp fangs and disembowels them in seconds. Tales say entire warbands have been wiped out by a single one.

Legends warn, “Look at the bones!

Lair and Lair Actions

Hidden in the hills, beyond ruined chapels and forgotten graves, lies the lair of the Vorpal Bunny—a warren of blood-slick stone, gnawed bones, and eerie silence. It resembles an ordinary rabbit den from a distance, but within are corridors lined with claw marks, the faint clatter of skulls, and the overwhelming stench of death.

The bunny does not hoard treasure, but the remains of its victims include all manner of wealth—gems, weapons, armor... and entire skeletons still clutching holy symbols in terror.


Lair Features

  • The lair is composed of tight earthen tunnels, some barely wide enough for a halfling.

  • Bones and skulls are littered throughout, often arranged into strange patterns—possibly trophies, possibly traps.

  • Faint magical energy lingers in the den, a side effect of the creature's unnatural origin.


Lair Actions

The Vorpal Bunny can take lair actions on initiative count 20 (losing initiative ties). It can use one of the following effects:


1. Bloodied Earth

The ground in a 20-foot radius becomes slick with blood. All creatures other than the bunny must succeed on a DC 15 Dexterity saving throw or fall prone. Creatures moving through this area must make the save again for every 10 feet of movement.


2. Bunny Burrow Blitz

The bunny disappears into the ground and reappears from a hidden burrow elsewhere in the lair. It can immediately move up to 60 feet without provoking opportunity attacks. If it ends this movement adjacent to a creature, it may make a Chomp of Doom as part of the lair action.


3. Bone Chorus

The scattered remains of previous victims begin to chatter and groan, creating a horrifying cacophony. All creatures within the lair must make a DC 14 Wisdom saving throw or become frightened until the end of their next turn. On a success, they are immune to this effect for 24 hours.


Regional Effects

The region around a Vorpal Bunny’s lair is subtly warped by its presence, creating one or more of the following effects:

  • Predator's Silence. Birds do not sing, animals do not scurry. The natural world goes quiet within a mile of the lair.

  • Feral Aggression. Other small woodland creatures in the region become unusually aggressive and territorial, attacking in groups.

  • Bones in the Brush. Travelers frequently find partial skeletons tangled in shrubs or lodged in trees, as though tossed by a great force.

These effects fade 1d6 days after the bunny’s death.


Adventure Hooks

  • “Retrieve the Holy Hand Grenade.” A local priest sends the party to find a sacred artifact buried beneath a ruined chapel… only to warn them after they’ve disturbed the bunny’s domain.

  • “The Bones Whisper.” Villagers near the hills claim that at night, the bones in the forest whisper secrets of those who died there. One speaks a party member's name.

  • “A Bounty Most Foul.” A rich noble offers a small fortune to anyone who can bring back the head of the “beast that killed my hunting party.” He has no idea it was a rabbit.

  • “The Hollow Laughter.” Strange laughter echoes from the hills, but no one can find its source. In truth, the bunny has claimed a jester's skull and somehow mimics the sound.

Monster Tags: beast companion

Habitat: Any

Earthknite

Comments

Posts Quoted:
Reply
Clear All Quotes