Coward. Flee when under 1/3 HP to regenerate 1d4 hp per turn.
Night Owl: During the day, stay in the house. During dusk and night, go outside
Hungry: Attack any creature that comes near you with eggs or meat in their inventory
Call. Call out to your fellow Bunnymen, alerting 5 of them within a 150 ft area
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 9 (2d4 + 4) [damage type] damage.
Hop. Spend 5 feet of movement to hop up to 6 feet as a high jump, and 10 feet in a long jump.
Opportumity Attack. Attack a creature moving out of your melee range, roll at disadvantage to land
Description
A bunny-like humanoid that lives in the caves deep below the world. They live in large carrot-like houses, and are always hungry.
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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