Rabbit (3.5e Monster)
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Rabbit | Magic Rabbit | |
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Size/Type: | Tiny Animal | Tiny Magical Beast |
Hit Dice: | ½ d8 (4 hp) | ½ d10 (5 hp) |
Initiative: | +7 | +7 |
Speed: | 40 ft | 40 ft |
Armor Class: | 15 (+3 dex, +2 size), touch 15, flat-footed 12 | 15 (+3 dex, +2 size), touch 15, flat-footed 12 |
Base Attack/Grapple: | +0/-12 | +1/-11 |
Attack: | Bite +5 melee (1d3-4, 20/x2) or Kick +5 melee (1d2-4, 20/x2) | Bite +6 melee (1d3-4, 20/x2) or Kick +6 melee (1d2-4, 20/x2) |
Full Attack: | Bite +5 melee (1d3-4, 20/x2) and Kick +0 melee (1d2-4, 20/x2) | Bite +6 melee (1d3-4, 20/x2) and Kick +1 melee (1d2-4, 20/x2) |
Space/Reach: | ½ ft./0 ft | ½ ft./0 ft |
Special Attacks: | - | SLAs |
Special Qualities: | Low-Light Vision, Scent | Darkvision 60 ft, Low-Light Vision, Scent |
Saves: | Fort +2, Ref +5, Will +0 | Fort +2, Ref +5, Will +0 |
Abilities: | Str 3, Dex 17, Con 11, Int 2, Wis 12, Cha 6 | Str 3, Dex 17, Con 11, Int 4, Wis 12, Cha 12 |
Skills: | Hide +12, Jump +16, Listen +10, Survival+2 | Hide +12, Jump +16, Listen +10, Survival+2 |
Feats: | Improved InitiativeB, Weapon FinesseB | Improved InitiativeB, Weapon FinesseB |
Environment: | Temperate Plains and Forests | Temperate Plains and Forests |
Organization: | Solitary or Warren (2-20) | Solitary or Warren (2-20) |
Challenge Rating: | 1/8 | 2 |
Treasure: | None | None |
Alignment: | Always True Neutral | Usually True Neutral |
Advancement: | - | - |
Level Adjustment: | - | - |
Rabbits don't lay eggs. Where did these eggs come from?
Rabbits are a common rodent (specifically a lagomorph) which is known for its jumping ability, cute appearance, long ears, and rapid breeding. They are sometimes seen as pests to farms.
Some use rabbits in stage magician acts, and out of these rabbits a rare few have had some magic power rub off on them. These magic rabbits are (dimly) intelligent and able to cast spells of their own. However they still cannot speak.
Combat[edit]
Rabbits are prey, not predators, and run whenever possible. They bite and kick as a last resort.
Magic rabbits have more options available to them, but they retain their cowardly nature.
Spell-Like Abilities (Sp): Magic rabbits have various spell-like abilities; four 0th level spells at will, two 1st level spells 3/day, and a single 2nd level spell 1/day. The selection of spell-like abilities vary between rabbit to rabbit, and those which are familiars may switch out a spell-like ability known for a different one of the same or lower level each time their master levels up. Magic rabbits pick from the sorcerer/wizard list. Below is a typical array of spell-like abilities a magic rabbit may possess.
At will-dancing lights, ghost sound, mage hand, prestidigitation; 3/day-magic missile, obscuring mist; 1/day-invisibility. Caster level 3rd. The saving throws are Charisma based.
Skills: A rabbit has a+8 bonus to Jump and Listen checks, and may use their Dexterity in place of Strength on Jump checks.
Familiar[edit]
Both rabbits and magic rabbits may be used as familiars, in which case it has the alignment of its owner. Rabbits give a +3 bonus on Jump checks, while magic rabbits do not but instead offer an array of spell-like abilities to use. Rabbits have no pre-requisites, but magic rabbits require CL 5th and the Improved Familiar feat.
As familiars, the caster level for the magic rabbit is half of the masters (if higher).
Back to Main Page → 3.5e Homebrew → Monsters
Eiji-kunv |
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Alignment | Always True Neutral + and Usually True Neutral + |
Author | Eiji-kun + |
Benefit | +3 Jump (rabbit) and None (magic rabbit) + |
Challenge Rating | 1/8 + and 2 + |
Environment | Temperate Plains and Forests + |
Identifier | 3.5e Monster + |
Level Adjustment | - + |
Prerequisite | None (rabbit) and CL 5th (magic rabbit) + |
Rated By | Aarnott + |
Rating | Rating Pending + |
Size | Tiny + |
Title | Rabbit + |
Type | Animal + and Magical Beast + |