Greater Bunny (5e Creature)
Greater Bunny[edit]
Large beast, unaligned Armor Class 14 (natural armor)
Saving Throws Dex +5 Pounce. If the bunny moves at least 20 feet straight toward a creature and then hits it with a kick attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the bunny can make one bite attack against it as a bonus action. Standing Leap. The bunny's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. ACTIONSBite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing damage and the target is grappled (escape DC 12). Until the grapple ends, the bunny can't bite other targets. Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. REACTIONSMad Hops. When the bunny takes damage, it makes a long jump or high jump. |
It's a giant bunny, so what's not to love? Oh wait, I know, how about the fact that it's still a nonsentient creature, and therefore pretty dangerous in the right circumstances. Greater bunnies, like most creatures of The Neo Greater Material Plane are normal animals at heart, but can be dangerous for the small, lesser people that sneak onto the plane if they feel threatened because of their much larger size. |
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