Rabbit (3.5e Creature)

These herbivorous rodents can thrive almost anywhere.

Rabbit
Size/Type: Tiny Animal
Hit Dice: ¼d8 (1 hp)
Initiative: +2
Speed: 40 ft. (8 squares), Burrow 5 ft. (1 square)
Armor Class: 14 (+2 size, +2 dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/–12
Attack: Bite -1 melee (1d3–4)*
Full Attack: Bite -1 melee (1d3–4)*
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks:
Special Qualities: Low-Light Vision, Scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 2, Dex 15, Con 10, Int 1, Wis 12, Cha 3
Skills: Balance +6, Climb +0, Escape Artist+4, Hide +18, Jump +8, Move Silently +14, Swim +0
Feats: Stealthy, Weapon FinesseB
Environment: Temperate Forest or Plains
Organization: Solo
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: 1-3 HD (Tiny)
Level Adjustment:

Don't move. You'll scare it away.

Combat

Rabbits usually run away, and bite only as a last resort.

Skills: Rabbits have a +4 racial bonus on Balance, Climb, and Swim checks, and a +8 racial bonus on Hide, Jump, and Move Silently checks. A rabbit has an additional +4 racial bonus on Hide checks in forests during the summer or in snow during the winter.

*A rabbit’s bite is treated as a secondary attack and adds only half the rabbit’s Strength bonus (if any) to the damage roll.

Rabbits as Familiars

A rabbit may be selected as a familiar. It grants its master a +3 bonus on Hide checks.


SEE WIKIPEDIA ENTRY: Rabbit


Back to Main Page 3.5e Homebrew Creatures CR 1/6

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gollark: ↓ LITERALLY Macron.
gollark: Did you know? For all N in R, Macron 6.
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