Monday, January 3, 2011

General Rules: Monsters - Rabbit

Rabbit (from Dragon Magazine #341)
Tiny Animal

Hit Dice: ½d8 (2 hit points)
Initiative: +4
Speed: 30 feet
Armor Class: 16 (+2 size, +4 Dexterity, +1 natural); touch 16, flat-footed 12
BAB/Grapple: +0/-12
Attack: None
Full Attack: None
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: None
Special Qualities: Low-light vision, scent
Saves: Fortitude +2, Reflex +6, Will +1
Abilities: Str 3, Int 2, Wis 12, Dex 18, Con 11, Cha 7
Skills: Hide +5, Jump +12, Listen +8, Spot +2
Feats: Run
Environment: Any land
Organization: Solitary, pair, colony (3 – 16), or warren (10 - 60)
Challenge Rating: -
Treasure: None
Alignment: Always neutral
Advancement: -

Rabbits are herbivores with short tails, long ears for sensing predators, and powerful hind legs that allow them to leap quickly to safety when threatened. An average rabbit is between 8 and 20 inches long and weighs somewhere between 1 to 10 pounds.

Combat
Rabbits have no effective attacks, so they flee combat if at all possible.

Rabbits as Familiars
Rabbits can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with rabbit familiars gain a +1 luck bonus to saving throws.

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