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)
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Dire Rabbit
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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More information...

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.


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