Dire Bunny

We're still working on the lore for this creature, but the stats are ready to go!

Dire Bunny

Dire Bunny Statblocks

Dire Bunny

Dire Bunny

Summoned with Foe Foundry

Medium 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.

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.

Mighty Leap (Recharge 5-6). The bunny can use its action to jump up to half its speed horizontally and up to half its speed vertically without provoking opportunity attacks, and can land in a space containing one or more creatures. Each creature in its space when the bunny lands makes a DC 13 Dexterity saving throw, taking 7 (2d6) bludgeoning damage and being knocked Prone on a failure. On a success, the creature takes half damage and is pushed 5 feet to a space of its choice.

Reactions

Frenzy (2/day). When attacked by a creature it can see within 20 feet, the bunny moves up to half its Speed and makes an attack against that creature.

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Dire Bunny Matriarch

Dire Bunny Matriarch

Summoned with Foe Foundry

Large 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 12 +1 +1
Cha 6 -2 -2

Skills Stealth +7, Perception +5

Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 15

CR 3 (700 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. It may replace one attack with a use of its Pounce.

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 Blinding Sickness.

Pounce. The bunny jumps 20 feet toward a creature it can see, attempting to knock it prone. The target must make a DC 15 Strength save or be knocked Prone.

Bonus Actions

Wild Instinct (1/day). The bunny identifies the creature with the lowest Strength score that it can see. It then uses Dash towards that creature.

Reactions

Redirect Teleport. Whenever a creature that the bunny can see within 120 feet begins teleporting, the bunny can redirect that teleportation. The original teleportation spell or effect fails, and instead the creature is transported to the nearest unoccupied space. The space must be on a solid or liquid that can support the creature.

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