The Rabbit (5e Creature)
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Tiny fiend, chaotic evil
Saving Throws Con +9, Wis +10
False Appearance. While the Rabbit remains motionless, it is indistinguishable from an ordinary little white bunny rabbit.
Legendary Resistance. If the Rabbit fails a saving throw, it can choose to succeed instead.
Magic Weapons. The Rabbit's attacks are magical.
Standing Leap The Rabbit's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.
Superior Attacks. The Rabbit has advantage on all attack rolls it makes.
Bite. Melee Weapon Attack: +16 to hit (with advantage), reach 5 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the Rabbit is not grappling another creature, the target is grappled (escape DC 24) if it is a creature.
The Rabbit can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Rabbit regains spent legendary actions at the start of its turn.
This creature, formally known as the Killer Rabbit of Caerbannog, is one of the most feared creatures in all the land. Its call strikes fear into all that hear it, even the mightiest of dragons. Once it enters an area, the people are forced to shower it with treasure or feel the wrath of its scorn, casting the bones of the corpses it has consumed into the area around its lair. Many a foolhardy adventurer has fallen to its vengeful wrath, in which even the biggest demons lords crumple.