False Appearance. While the Rabbit remains motionless, it is indistinguishable from an ordinary little white bunny rabbit.
Magic Weapons. The Rabbit's attacks are magical.
Standing Leap The Rabbit's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.
Superior Attacks. The Rabbit has advantage on all attack rolls it makes.
Legendary Resistance (3/Day). If the Rabbit fails a saving throw, it can choose to succeed instead.
Multiattack. The Vorpal Bunny makes three Bite attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage.
The Rabbit can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Rabbit regains spent legendary actions at the start of its turn.
Detect. The Rabbit makes a Wisdom (Perception) check.
Shift. The Rabbit moves up to half its speed, or performs one standing jump.
Bite (Costs 2 Actions). The Rabbit makes one bite attack.
Description
Though several Vorpal Rabbits are known to exist, the most well documented indeed is the Rabbit of Caerbannog, encountered by King Arthur as he quested for the holiest of grails with his Knights of Camelot. This creature guarded the entrance to the Cave of Caerbannog which was the home of the Legendary Black Beast of Aaaaarrrrrrggghhh. The noble King Arthur and his knights errant valiantly faced this guardian beast.
Though Sir Robin didst soil his armour and noble knights Sir Gawain and Sir Ector were slain, His Highness the King didst use the Holy Hand Grenade of Antioch to slay the vile creature.
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