Dire Rabbit (3.5e Creature)
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Revision as of 23:39, 11 March 2017 by 108.17.83.41 (talk) (the creature described was at least CR 4 by comparing to other creatures of each CR)
Dire Rabbit | |
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Size/Type: | Large Animal |
Hit Dice: | 6d8+12 (36 hp) |
Initiative: | +7 |
Speed: | 60 |
Armor Class: | 14, touch 12, flat-footed 11 |
Base Attack/Grapple: | +3/+13 |
Attack: | Bite +11 Melee (1d8+5) |
Full Attack: | Bites +11 Melee (1d8+5) + 2 Claws +6 Melee (1d6+2) |
Space/Reach: | 10/5 |
Special Attacks: | improved grab |
Special Qualities: | low-light vision, Scent |
Saves: | Fort +6, Ref +9, Will +7 |
Abilities: | Str 20, Dex 25, Con 15, Int 2, Wis 14, Cha 9 |
Skills: | Spot +8, Listen +8, Escape artist +2, Move silently +9, Hide +4, Jump +8 |
Feats: | Alertness, Sneaky, Weapon focus (bite) |
Environment: | Temperate grasslands, woodlands |
Organization: | Solitary, Family (2-5) |
Challenge Rating: | 4 |
Treasure: | 50% standard |
Alignment: | Always neutral |
Advancement: | 7-12 HD (large) |
Level Adjustment: | - |
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That's no ordinary rabbit. That's the most foul, cruel, and bad-tempered rodent you've ever laid eyes on.
These ridiculous-size rabbits live in grasslands and deep jungles, munching on plants and people alike.
Combat
Improved Grab: On a successful Bite attempt, a Dire Rabbit can attempt a grapple as a free action. If it succeeds in pinning the foe, it will continued to hop up and down, dealing crushing damage.