Dire Rabbit (3.5e Monster)

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Author: Ganteka Future (talk)
Date Created: 5 June 2015
Status: Roger
Editing: Clarity edits only please
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Dire Rabbit[edit]

Size/Type: Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 18 (+6 Dexterity, +2 natural), touch 16, flat-footed 12
Base Attack/Grapple: +1/+3
Attack: Rabbit Kick +7 melee (1d6+6 bludgeoning) (see text)
Full Attack: Rabbit Kick +7 (1d6+6 bludgeoning) (see text) and Gnaw +2 (1d4+3 bludgeoning and piercing and slashing)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rabbit Kick Bull Rush +9 (see text)
Special Qualities: Leap of the Lepus, Low-light vision, Rabbit Run
Saves: Fort +4, Ref +9, Will +2
Abilities: Str 14, Dex 23, Con 13, Int 2, Wis 14, Cha 8
Skills: Balance +10, Escape Artist +10, Hide +10, Jump +19, Listen +10, Move Silently +10, Spot +2, Survival +6
Feats: EnduranceB, Improved Bull RushB, RunB, Weapon Finesse
Environment: Any forest, marsh, hill or plain
Organization: Solitary, pair or warren (2 adults, 2-8 juveniles)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 3-4 HD (Medium)
Level Adjustment:

Sitting crouched on its haunches, ears perked up, this man-sized gray rabbit glances about nervously and alert."

Skills & Modifiers[edit]

A dire rabbit uses its Dexterity modifier for melee attack and damage rolls as well as for Jump skill checks.

A dire rabbit gains a +4 racial bonus on Balance, Escape Artist, Hide, Move Silently and Survival. A dire rabbit gains a +8 racial bonus on Jump and Listen. A dire rabbit has 5 skill ranks in Jump.

Combat[edit]

In combat, a dire rabbit kicks with all its might, preferring to knock pursuers down and make a hasty getaway. They'll fight to the death to defend their young or mate.

Gnaw (Ex): A dire rabbit's teeth are sharp and designed to chew through tough bark and woody plants. A gnaw attack bypasses hardness of 5 or less.

Rabbit Kick (Ex): A dire rabbit that hits with its kick attack may initiate a free bull rush attempt, gaining a +2 bonus as though charging and an additional +4 bonus from Improved Bull Rush. If a dire rabbit exceeds the defender's opposed check to allow the dire rabbit to move the defender back additional spaces, the defender is instead knocked prone and is dealt 1d6 bludgeoning damage for each 5 points by which its check result is greater than the defender’s check result.

Rabbit Run (Ex): A dire rabbit ignores difficult terrain while running. A dire rabbit can make a bull rush or overrun as part of a run action. A dire rabbit that fails its overrun attempt is only ever made flat-footed until the start of its next turn instead of being knocked prone.

Low-Light Vision (Ex): A dire rabbit takes only half the penalties associated with viewing under conditions of dim illumination.

Leap of the Lepus (Ex): A dire rabbit is an excellent jumper. When jumping, roll a d10+10 instead of a d20 for its Jump skill check.

Training & Mounts[edit]

A dire rabbit can be trained to serve as a mount trained for war for a Small rider. Such trained mounts cost 400 gp. A dire rabbit can serve as a Small paladin's special mount.



Back to Main Page3.5e HomebrewMonsters

AlignmentUsually neutral +
AuthorGanteka Future +
Challenge Rating2 +
EnvironmentAny forest, marsh, hill or plain +
Identifier3.5e Monster +
Level Adjustment+
Rated ByEiji-kun +
RatingRating Pending +
SizeMedium +
TitleDire Rabbit +
TypeAnimal +