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
Blinding Sickness (Disease). This creature can inflict the Blinding Sickness disease: An infected creature's mind is gripped by pain and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is Blinded.
Scent of Weakness. The bunny can smell blood. It has advantage on attacks against any Bloodied creature and always knows the location of any Bloodied creature within 60 feet of it.
Actions
Multiattack. The bunny makes two Rabid Bite attacks.
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 Blinding Sickness.
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.
Mindfire (Disease). This creature can inflict the Mindfire disease: The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the Confusion spell during combat.
Actions
Multiattack. The bunny makes two Rabid Bite attacks.
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 Mindfire.
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.
Reactions
Retributive Strike. When a creature the bunny can see hits it with a melee attack, the bunny can make an attack against its attacker. If the bunny is below 25 hp then the attack is made with advantage.