| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +6 |
| DEX | 12 | +1 | +1 |
| CON | 13 | +1 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 11 | +0 | +0 |
| CHA | 9 | −1 | −1 |
Animatronic Frame.
Bonnie the Bunny doesn’t require air, food, drink, or sleep, and he has advantage on saving throws against being charmed or frightened.
Stage Presence.
While Bonnie is in dim light or darkness, he has advantage on Dexterity (Stealth) checks.
Unsettling Aura.
Any creature of Bonnie’s choice that starts its turn within 10 feet of him and can see him has disadvantage on the first attack roll it makes before the start of its next turn.
Relentless Performer.
When Bonnie is reduced to 0 hit points, he can take one action before falling unconscious.
Multiattack.
Bonnie makes two attacks: one with his Heavy Strike and one with his Grasping Claw.
Heavy Strike.
Melee Weapon Attack: +X to hit, reach 5 ft., one target.
Hit: XdY + modifier bludgeoning damage.
Grasping Claw.
Melee Weapon Attack: +X to hit, reach 5 ft., one target.
Hit: XdY slashing damage, and the target is grappled (escape DC = Bonnie’s Strength-based save DC). Until this grapple ends, the target is restrained.
Echoing Riff (Recharge 5–6).
Bonnie releases a distorted musical blast in a 15-foot cone. Each creature in that area must succeed on a Wisdom saving throw or be frightened of Bonnie until the end of its next turn. On a successful save, a creature has disadvantage on the next attack roll it makes before the end of its next turn.
Stage Shift.
Bonnie moves up to half his movement speed without provoking opportunity attacks, provided he starts or ends this movement in dim light or darkness.
Sudden Lunge.
When a creature enters Bonnie’s reach for the first time on a turn, Bonnie can make one Heavy Strike attack against that creature.
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