Anthropomorphic Duckbunny (3.5e Creature)
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|Anthropomorphic Duckbunny, 1st-Level Warrior|
|Size/Type:||Small Monstrous Humanoid|
|Hit Dice:||1d8+1 (5 hp)|
|Speed:||20' (4 squares)|
|Armor Class:||16 (+1 size, +3 Dex, +2 shield [heavy steel]), touch 14, flat-footed 13|
|Attack:||Light mace +5 melee (1d4)|
|Full Attack:||Light mace and bill +0 melee (1d4)|
|Special Qualities:||Anthro duckbunny traits, darkvision 60'|
|Saves:||Fort +3, Ref +3, Will +2|
|Abilities:||Str 11, Dex 16, Con 12, Int 10, Wis 15, Cha 10|
|Skills:||Intimidate +4, Swim +4|
|Organization:||Solitary (likely unique)|
|Alignment:||Usually chaotic, any sub-alignment|
|Advancement:||By character class|
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Standing about four feet tall, including the bunny ears, is a short humanoid covered in the grey fur (with a white chest and belly) of a rabbit, but strangely has the bill and webbed feet of a duck. Its hands are like a human's but with the same bare, orange-yellow skin as its feet. It carries a mace in one hand and a round shield in the other, and lowers its head at you threateningly.
Anthropomorphic duckbunnies are abominations twice over. How they came to be is up to you or your DM to figure out, if it really matters. Come on, it's an amalgamation of Bugs Bunny and Daffy Duck who has the spear and magic helmet (or whatever), is that seriously not enough for you?
If there is more than one, they will probably never meet one another, and are such bizarre people that they are regarded as food or freaks no matter where they go. They are usually chaotic, with any flavor of good, evil, or neither on their secondary axis. Regardless of alignment, an anthro duckbunny typically is not a nice person as the only way he can get everyone to stop calling him a fuzzy-wizzy quack-face is by biting their butts until they knock it off, or becoming such a bad mutha adventurer that nobody with an Int above 8 would dare look at him sideways.
And yes, everybody knows the anthropomorphic animal template is only supposed to work on creatures of the animal type. It's okay. Chill. Tune in next week for my rendition of the anthropomorphic tarrasque! *yourheadasplode*
Depends on their class, like every other humanoid. This one is a plain old warrior, so he's mechanically indistinguishable from every other 1-racial-HD bloke in the Monster Manual (which is really lame if you think about it), save he can nip you on the butt with a full attack.
Skills: Anthro duckbunnies have a +4 racial bonus to Swim checks so long as their feet are unarmored — they strut their stuff like Morrowind argonians when they care for a dip. Just assume they always take off their boots or lower greaves before swimming.
Anthropomorphic Duckbunny Characters
Anthro duckbunnies possess the following racial traits:
- -4 Strength, +2 Dexterity, +2 Wisdom, +2 Charisma. They're weak, but they're quick, quick-witted, and just so darned cute.
- Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium creatures.
- An anthro duckbunny's base land speed is 20 feet.
- Not automatically proficient with all simple weapons, unlike most monstrous humanoids.
- Natural weapon: a duck's bill for 1d4 damage. Treat as a secondary bite attack, except it only does bludgeoning damage.
- +4 racial bonus to Swim checks if his feet are unarmored.
- Automatic Languages: Common. Bonus Languages: Draconic, Giant, Gnome, Goblin, Orc, Sylvan.
- Favored Classes: Druid, Rogue
The anthro duckbunny presented here had the following ability scores before racial adjustments: Str 15, Dex 14, Con 12, Int 10, Wis 13, Cha 8
- Low Level: The anthro duckbunny Rabid Rodder has taken up the path of the unarmed swordsage to beat and bite everyone who makes fun of him. He don't need nobody. Don't need nobody.
- High Level: A trio of spellcasting anthro duckbunnies have teamed up to perform their own anthropomorphic hybrid experiments, in the hopes of creating several new races. Themselves as the new peoples' leaders/creators, of course.