Dire Bunny
We're still working on the lore for this creature, but the stats are ready to go!
Dire Bunny Statblocks
Dire Bunny
Dire Bunny
Summoned with Foe FoundryMedium Monstrosity (Bunny)
AC 13 Initiative +7 (17)
HP 27 (5d8 + 5)
Speed 50 ft., burrow 25 ft.
Mod | Save | ||
---|---|---|---|
Str | 10 | +0 | +0 |
Dex | 16 | +3 | +3 |
Con | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
Int | 3 | -4 | -4 |
Wis | 12 | +1 | +1 |
Cha | 6 | -2 | -2 |
Skills Stealth +5, Perception +5
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 15
CR 1 (200 XP; PB +2)
Traits
Filth Fever (Disease). This creature can inflict the Filth Fever disease: A raging fever sweeps through the creature's body. The creature is Weakened. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.
Actions
Multiattack. The bunny makes two Rabid Bite attacks. It may replace one attack with a use of its Burrowing Disguise.
Rabid Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage. On a hit, the target must make a DC 13 Constitution saving throw. On a failure, the target loses 1 hit die and rolls those die and takes that much poison damage. If the target is out of hit die, it is diseased with Filth Fever.
Burrowing Disguise. The bunny burrows into the earth and uses Hide
Thump of Dread (1/day). The bunny slams its massive hind legs into the ground, causing a thunderous shockwave. Each creature within 10 feet must make a DC 13 Constitution saving throw. On a failed save, the target takes 7 (3d4) thunder damage and is knocked Prone. On a successful save, the target takes half as much damage and isn't knocked prone.
Dire Bunny Matriarch
Dire Bunny Matriarch
Summoned with Foe FoundryLarge Monstrosity (Bunny)
AC 15 Initiative +9 (19)
HP 52 (8d10 + 8)
Speed 50 ft., burrow 25 ft.
Mod | Save | ||
---|---|---|---|
Str | 10 | +0 | +0 |
Dex | 20 | +5 | +5 |
Con | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
Int | 3 | -4 | -4 |
Wis | 11 | +0 | +0 |
Cha | 6 | -2 | -2 |
Skills Stealth +7, Perception +4
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 14
CR 3 (700 XP; PB +2)
Traits
Bloodied Rage. When the bunny's current hit points are below 25, then it may make an extra attack as part of its Multiattack.
Filth Fever (Disease). This creature can inflict the Filth Fever disease: A raging fever sweeps through the creature's body. The creature is Weakened. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.
Actions
Multiattack. The bunny makes two Rabid Bite attacks. It may replace one attack with a use of its Burrowing Disguise.
Rabid Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (1d8 + 5) piercing damage and 4 (1d8) poison damage. On a hit, the target must make a DC 15 Constitution saving throw. On a failure, the target loses 1 hit die and rolls those die and takes that much poison damage. If the target is out of hit die, it is diseased with Filth Fever.
Burrowing Disguise. The bunny burrows into the earth and uses Hide
Thump of Dread (1/day). The bunny slams its massive hind legs into the ground, causing a thunderous shockwave. Each creature within 10 feet must make a DC 15 Constitution saving throw. On a failed save, the target takes 20 (8d4) thunder damage and is knocked Prone. On a successful save, the target takes half as much damage and isn't knocked prone.