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Rabbidevil (Ra-bid-devil)

Armor Class:16
Hit Points: 76 (9d10 + 27)
Speed: 30 ft., climb 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
19 (+4) 17 (+3) 17 (+3) 7 (-2) 14 (+2) 10 (+0)
 

Skills:

Perception +7, Stealth +8

Damage Immunities:

fire, poison

Condition Immunities:

poisoned

Senses:

darkvision 120 ft., passive Perception 17

Languages:

Understands Infernal but can't speak

Challenge:

5 (1800 XP)

Basic Information

Anatomy

They resemble normal rabbits but their fur is patched and mottled with rashes. They have glowing red beady eyes with powerful claws and their mouth has sharp pincers. They are the size of a small dog.

Miasma.
Rabbidevils have a strong odor, and even the smallest whiff of it can induce gagging, choking and nausea. Sometimes, just the stench of one is enough to cause unconsciousness. Often, areas filled with dark energy like abandoned infirmaries, churches fallen into disuse and disrepair, houses of unholy magic and other despicable Places are said to attract them; the distinct odor of rotten eggs and brimstone are often attributed to their presence. Sudden putrid smells of death or smells of sulfur are strong indications that a colony of Rabbidevils are nearby. The smell is also toxic to any nearby creatures, which is the reason why no more than a few have lived to tell of the horrific smell that these creatures emenate.

Genetics and Reproduction

Rabbits that have been sacrificed for evil rituals reincarnate as rabbidevils in the nine Hells.

Growth Rate & Stages

They crawl out of the rocky earth as adults, and eventually some find portals to earth.

Additional Information

Geographic Origin and Distribution

Random

Perception and Sensory Capabilities

Crazy about blood. Rabbidevils love the l smell of blood and meat,and Can smell a single drop of blood in a vast area from more than a mile away. They can even smell dried blood and flesh that has bled out, since they have an acute sense of smell and a very sensitive olfactory system- more so than other creatures.

Blood Frenzy

The Rabbidevil has advantage on melee attack rolls against any creature that doesn't have all it's hit points.

Stench

Any creature other than another Rabbidevil that starts it's turn within 5 feet of one must succeed on DC 14 Constitution saving throw or be poisoned until the start of that creature's next turn. On a successful saving throw, the creature is immune to the stench of all Rabbidevils for 1 hour.
Origin/Ancestry
Vermin native to the nine hells; though they appear to look like rabbits they are actually fiends
Lifespan
5 years
Discovered by

Allignment:

Neutral Evil

Actions


Multiattack.

The Rabbidevil makes 3 attacks; one with it's bite and two with it's claws.

Bite.

Melee Weapon Attack. +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage.

Claws.

Melee Weapon Attack. +7 to hit, reach 5ft., one target.
Hit: 9 (2d4 + 4) slashing damage.

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