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Easter Bunny

Easter Bunny Medium Celestial, Lawful Good 11 7,200 xp

  • Armor class 18 (Medium Armor)
  • Hit points 142 (15d8+65)
  • Speed 30 ft
  • STR 14 (+2)
  • DEX 19 (+4)
  • CON 20 (+5)
  • INT 17 (+3)
  • WIS 17 (+3)
  • CHA 15 (+2)

Save Throws: Dex +8, Con +8, Wis +7

Skills: Perception +14

Damage Resistances: slashing piercing, bludgeoning from nonmagical weapons

Damage Immunities: charmed, frightened, prone

Senses: Passive Perception 12, blindsight 60 ft.

Languages: Common, Gnomish, Celestial

Challenge: 11 (7,200 xp)

Magic Resistance: The Easter Bunny has advantage on Saving Throws against spells and other magical effects.

Magic Weapons: The Easter Bunny's weapon attacks are magical.

Standing Leap: The Easter Bunny's long jump is up to 30 ft. and it's high jump is up to 20 ft., with or without a running start.

Shielded Mind: The Easter Bunny is immune to scrying and to any effect that would sense its emotions, read its thought or detect its location.

Actions

Multiattack: The Easter Bunny makes four melee attacks, two with each Katana that it's wielding. It may only wield two Katana's at one time.

Fire Katana: Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (1d8+6) slashing damage plus 5 fire damage.

Ice Katana: Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (1d8+6) slashing damage plus 5 cold damage.

Electric Katana: Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (1d8+6) slashing damage plus 5 lightning damage.

Poison Katana: Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (1d8+6) slashing damage plus 5 poison damage.


Reaction:
Perry: The Easter Bunny adds 3 to its AC against one melee attack that would hit it. To do so, the Easter Bunny must see the attacker and be wielding a melee weapon.