Easter Bunny

Tiny • Celestial • Chaotic Good

Armor Class 16

Hit Points 70 (20d4 + 20)

Speed 40 ft., climb 30 ft.

Initiative +10 (20)

STRDEXCONINTWISCHA
3 (-4)23 (+6)13 (+1)12 (+1)17 (+3)17 (+3)

Saving Throws Dex +10, Wis +7, Cha +7

Skills Investigation +5, Perception +7, Stealth +10

Condition Immunities charmed, poisoned

Senses darkvision 120 ft., passive Perception 17

Languages understands all but can’t speak

CR 10 (XP 5,900 or 7,200 in lair; PB +4)

A magical pastel-furred rabbit adorned with colorful feathers and surrounded by painted eggs.

Avoidance. If the bunny is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the save and half damage if it fails. It can't use this trait if it is incapacitated.

Legendary Resistance (1/Day). If the bunny fails a saving throw, it can choose to succeed instead.

Immutable Form. The bunny can’t shape-shift.

Rebirth. If damage reduces the bunny to 0 hit points, it becomes encased in a colorful egg shell and drops to 1 hit point instead. It then gains 60 temporary hit points, becomes incapacitated, and has its speed reduced to 0. At the start of its next turn, the bunny emerges from the egg, ending these effects, regaining all hit points, and losing all remaining temporary hit points. If the bunny uses this ability again before it finishes a long rest, it instead of 60 temporary hit points gains an amount equal to the temporary hit points when it last left the egg. If the temporary hit points are reduced to 0 before the bunny emerges, it dies.

Standing Leap. The bunny's long jump is up to 30 feet and its high jump is up to 15 feet with or without a running start.

Undying Spirit. If it dies, the bunny returns to life in 1d100 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

Without A Trace. Unless the bunny wishes so, it leaves behind no tracks or other traces of its passage, can’t be targeted or detected by any divination magic, or perceived through magical scrying sensors.

ACTIONS

Barrage of Kicks. Dexterity Saving Throw: DC 18, one creature within 5 feet of the bunny that it can see. Failure: 26 (8d4 + 6) bludgeoning damage. Success: Half damage.

 

Easter Egg. Ranged Spell Attack: +7, range 30 ft. Hit: The target becomes affected by a random effect of the prismatic spray spell.

BONUS ACTIONS

Spellcasting. The bunny casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (save DC 15):

At will: bless, color spray, create food and water, hypnotic pattern (targeting only one creature), lesser restoration

REACTIONS

Uncanny Dodge. Trigger: The bunny takes damage from a creature it can see. Response: The bunny halves the damage.

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the bunny can expend a use to take one of the following actions. The bunny regains all expended uses at the start of each of its turns.

Flying Kick. The bunny moves up to half its speed toward a hostile creature. Strength Saving Throw: DC 18, the target. Failure: 10 (1d6 + 6) bludgeoning damage, and the target is knocked prone.

Barrage. The bunny uses its Barrage of Kicks. The bunny can't take this action again until the start of its next turn.

Scatter. The bunny magically summons a herd of rabbits that immediately scatter in all directions. The ground in a 20-foot emanation originating from the bunny counts as difficult terrain until the start of the bunny’s next turn. The bunny then immediately takes the Hide action and moves up its speed. The bunny can't take this action again until the start of its next turn.

Easter Bunny

Tiny • Celestial • Chaotic Good

Armor Class 15

Hit Points 70 (20d4 + 20)

Speed 40 ft., climb 30 ft.

Initiative +8 (18)

STRDEXCONINTWISCHA
3 (-4)21 (+5)13 (+1)12 (+1)17 (+3)17 (+3)

Saving Throws Dex +8, Wis +6, Cha +6

Skills Investigation +4, Perception +6, Stealth +8

Condition Immunities charmed, poisoned

Senses darkvision 120 ft., passive Perception 16

Languages understands all but can’t speak

CR 7 (XP 2,900 or 3,900 in lair; PB +3)

A magical pastel-furred rabbit adorned with colorful feathers and surrounded by painted eggs.

Avoidance. If the bunny is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the save and half damage if it fails. It can't use this trait if it is incapacitated.

Legendary Resistance (1/Day). If the bunny fails a saving throw, it can choose to succeed instead.

Immutable Form. The bunny can’t shape-shift.

Rebirth. If damage reduces the bunny to 0 hit points, it becomes encased in a colorful egg shell and drops to 1 hit point instead. It then gains 40 temporary hit points, becomes incapacitated, and has its speed reduced to 0. At the start of its next turn, the bunny emerges from the egg, ending these effects, regaining all hit points, and losing all remaining temporary hit points. If the bunny uses this ability again before it finishes a long rest, it instead of 60 temporary hit points gains an amount equal to the temporary hit points when it last left the egg. If the temporary hit points are reduced to 0 before the bunny emerges, it dies.

Standing Leap. The bunny's long jump is up to 30 feet and its high jump is up to 15 feet with or without a running start.

Undying Spirit. If it dies, the bunny returns to life in 1d100 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

Without A Trace. Unless the bunny wishes so, it leaves behind no tracks or other traces of its passage, can’t be targeted or detected by any divination magic, or perceived through magical scrying sensors.

ACTIONS

Barrage of Kicks. Dexterity Saving Throw: DC 16, one creature within 5 feet of the bunny that it can see. Failure: 20 (6d4 + 5) bludgeoning damage. Success: Half damage.

 

Easter Egg. Ranged Spell Attack: +6, range 30 ft. Hit: The target becomes affected by a random effect of the prismatic spray spell.

BONUS ACTIONS

Spellcasting. The bunny casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (save DC 14):

At will: bless, color spray, create food and water, hypnotic pattern (targeting only one creature), lesser restoration

REACTIONS

Uncanny Dodge. Trigger: The bunny takes damage from a creature it can see. Response: The bunny halves the damage.

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the bunny can expend a use to take one of the following actions. The bunny regains all expended uses at the start of each of its turns.

Flying Kick. The bunny moves up to half its speed toward a hostile creature. Strength Saving Throw: DC 16, the target. Failure: 7 (1d4 + 5) bludgeoning damage, and the target is knocked prone.

Barrage. The bunny uses its Barrage of Kicks. The bunny can't take this action again until the start of its next turn.

Scatter. The bunny magically summons a herd of rabbits that immediately scatter in all directions. The ground in a 15-foot emanation originating from the bunny counts as difficult terrain until the start of the bunny’s next turn. The bunny then immediately takes the Hide action and moves up its speed. The bunny can't take this action again until the start of its next turn.

Easter Bunny

Tiny • Celestial • Chaotic Good

Armor Class 17

Hit Points 110 (20d4 + 60)

Speed 50 ft., climb 40 ft.

Initiative +12 (22)

STRDEXCONINTWISCHA
3 (-4)25 (+7)16 (+3)14 (+2)19 (+4)19 (+4)

Saving Throws Dex +10, Wis +7, Cha +7

Skills Investigation +5, Perception +7, Stealth +10

Condition Immunities charmed, poisoned

Senses darkvision 120 ft., passive Perception 17

Languages understands all but can’t speak

CR 13 (XP 10,000 or 11,500 in lair; PB +5)

A magical pastel-furred rabbit adorned with colorful feathers and surrounded by painted eggs.

Avoidance. If the bunny is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the save and half damage if it fails. It can't use this trait if it is incapacitated.

Legendary Resistance (2/Day). If the bunny fails a saving throw, it can choose to succeed instead.

Immutable Form. The bunny can’t shape-shift.

Rebirth. If damage reduces the bunny to 0 hit points, it becomes encased in a colorful egg shell and drops to 1 hit point instead. It then gains 80 temporary hit points, becomes incapacitated, and has its speed reduced to 0. At the start of its next turn, the bunny emerges from the egg, ending these effects, regaining all hit points, and losing all remaining temporary hit points. If the bunny uses this ability again before it finishes a long rest, it instead of 60 temporary hit points gains an amount equal to the temporary hit points when it last left the egg. If the temporary hit points are reduced to 0 before the bunny emerges, it dies.

Standing Leap. The bunny's long jump is up to 30 feet and its high jump is up to 15 feet with or without a running start.

Undying Spirit. If it dies, the bunny returns to life in 1d100 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

Without A Trace. Unless the bunny wishes so, it leaves behind no tracks or other traces of its passage, can’t be targeted or detected by any divination magic, or perceived through magical scrying sensors.

ACTIONS

Barrage of Kicks. Dexterity Saving Throw: DC 20, one creature within 5 feet of the bunny that it can see. Failure: 32 (10d4 + 7) bludgeoning damage. Success: Half damage.

 

Easter Egg. Ranged Spell Attack: +9, range 30 ft. Hit: The target becomes affected by a random effect of the prismatic spray spell.

BONUS ACTIONS

Spellcasting. The bunny casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (save DC 17):

At will: bless, color spray, create food and water, greater restoration, hypnotic pattern (only 1 round duration)

REACTIONS

Uncanny Dodge. Trigger: The bunny takes damage from a creature it can see. Response: The bunny halves the damage.

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the bunny can expend a use to take one of the following actions. The bunny regains all expended uses at the start of each of its turns.

Flying Kick. The bunny moves up to half its speed toward a hostile creature. Strength Saving Throw: DC 20, the target. Failure: 14 (2d6 + 7) bludgeoning damage, and the target is knocked prone.

Barrage. The bunny uses its Barrage of Kicks. The bunny can't take this action again until the start of its next turn.

Scatter. The bunny magically summons a herd of rabbits that immediately scatter in all directions. The ground in a 30-foot emanation originating from the bunny counts as difficult terrain until the start of the bunny’s next turn. The bunny then immediately takes the Hide action and moves up its speed. The bunny can't take this action again until the start of its next turn.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.