Frost Absorption. Whenever the Bunny Golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
Berserk. Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object bigger than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
Small Form. Any creature medium size or
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Multi-attack. The Bunny Golem makes 4 Iceborne Staff attacks.
IceBorne Staff. Melee Weapon Attack: +6 to hit[increases by +4 for each Rabbit Statue activated], reach 5-15 ft., one target. Hit: 25 (3d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution/Intelligence saving throw or become frozen for 1D4 rounds.
Bunny Haste (Recharge 1D6). Until the end of its next turn, the Bunny Golem magically gains a +10 bonus to its AC, has advantage on Dexterity saving throws, and can use its Iceborne Staff attack as a bonus action.
Target Switch. If an enemy creature is frozen by an Iceborne Staff attack, this creature will switch to another creature within 30 feet of the frozen creature.
Counter-Attack. When an enemy creature misses an attack against this creature, it can use a reaction(up to 5 times each round) to attack that creature.
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