Dire Rabbit (3.5e Creature)
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|Hit Dice:||6d8+12 (36 hp)|
|Armor Class:||14, touch 12, flat-footed 11|
|Attack:||Bite +11 Melee (1d8+5)|
|Full Attack:||Bites +11 Melee (1d8+5) + 2 Claws +6 Melee (1d6+2)|
|Special Qualities:||low-light vision, Scent|
|Saves:||Fort +6, Ref +9, Will +7|
|Abilities:||Str 20, Dex 25, Con 15, Int 2, Wis 14, Cha 9|
|Skills:||Spot +8, Listen +8, escape artist +2, Move silently +9, Hide +4|
|Feats:||Alertness, Sneaky, Weapon focus (bite)|
|Environment:||Temperate grasslands, woodlands|
|Organization:||Solitary, Family (2-5)|
|Advancement:||7-12 HD (large)|
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That's no ordinary rabbit. That's the most foul, cruel, and bad-tempered rodent you've ever laid eyes on.
These ridiculous-size rabbits live in grasslands and deep jungles, munching on plants and people alike.
Pounce: On a successful Bite attempt, a Dire Rabbit can attempt a grapple as a free action. If it succeeds in pinning the foe, it will continued to hop up and down, dealing crushing damage.
EDIT- It seems logical to give the Dire Rabbit at least a +8 to all Jump checks.