Dire Bunnies Large Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +3
Speed: 50 ft. (10 squares), Burrow 20 ft.
Armor Class: 16 (-1 Size, +3 Dex, +4 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +4/+11
Attack: Claw +6 melee (1d6+3)
Full Attack: 2 Claws +6 melee (1d6+3) and 1 Bite +1 melee (1d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Rake (1d6+3)
Special Qualities: Low Light Vision, Immune to Nausea, Magic Tinkering, Scent, Scamper
Saves: Fort +8, Ref +8, Will +4
Abilities: Str 16, Dex 16, Con 16, Int 2, Wis 14, Cha 10
Skills: Jump +11, Listen +13, Spot +8
Feats: Alertness, Fleet of Foot, Run
Environment: Temperate Forests or Plains
Organization: Solitary, Pair, Group (4-8), Colony (Several thousand)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 6-9 HD (Large), 10-18 HD (Huge), 19-36 HD (Gargantuan), 37+ HD (Colossal)
Level Adjustment: ---
"Mommie I found a bunny can I keep 'im.""HOLY ____!!!""Mommie you always told we I wasn't 'sposed to use that word..."Rumor has it that Dire Bunnies began as either a drunken joke, or the result of a mad farming mage who wanted a bigger food source. If so the joke was on him. A diet of pure rabbit meat can lead to a condition known as "rabbit starvation", and they mindlessly reproduce much quicker than sheep or cattle. Some are extwa fwuffy though, so their fur is quite prized. they aren't as good at burrowing as their rgular sized cousins, but they can still scamper quite fast.
Improved Grab (Ex): If a Dire Rabbit hits with it's Claw Attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Rake.
Rakes (Ex): In a Grapple the Dire Rabbit has 2 Rake Attacks +6 to hit doing 1d6+3 damage.
Immune to Nausea (Ex): Due to their odd digestive system, rabbits cannot vomit, and so are immune to Nausea.
Magic Tinkering (Ex): Unlike most Dire Animals, Dire Rabbits come about as a result of magic used to increase their potential (much like Magebred horses in Eberron). Unfortunately it went awry, and instead Dire Rabbits continue to grow with age. Maximum size and age are currently unknown.
Scamper (Ex): If it wishes to flee a Dire Rabbit can temporarily increase it's Land Speed to 80 ft for (3+Constitution Modifier) rounds. Once it Scampers it is Fatigued and may not scamper again until it has rested.
Skills: Dire Rabbits have a +8 Racial Bonus on Jump checks. They also have a +4 Racial Bonus on Listen checks.
Combat: Bunnies are much like cats in that they prefer to grab hold and rake.
Elder Dire Bunnies Super Deluxe Extra Biggie Sized "Hep Me Jesus" Animal
Hit Dice: 100d8+1500 (1950 hp)
Initiative: +0
Speed: 70 ft. (14 squares)
Armor Class: 34 (-16 Size, +40 Natural), touch 0, flat-footed 34
Base Attack/Grapple: +75/+115
Attack: Claw +79 melee (4d6+20)
Full Attack: 2 Claws +79 melee (4d6+20) and 1 Bite +74 melee (4d6+10)
Space/Reach: 100 ft./65 ft.
Special Attacks: Improved Grab, Rake (1d6+20)
Special Qualities: Low Light Vision, Immune to Nausea, Magic Tinkering, Scent, Scamper, Damage Reduction 20/-, Energy Resistance 20 (Acid, Cold, Electricity, Fire, and Sonic)
Saves: Fort +67, Ref +52, Will +35
Abilities: Str 50, Dex 10, Con 40, Int 2, Wis 14, Cha 40
Skills: Jump +40, Listen +40, Spot +40
Feats: Alertness, Fleet of Foot, Run, 29 more
Environment: Temperate Forests or Plains
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Always Neutral
Advancement: 101+ HD (Big)
Level Adjustment: ---
"Lookit it...jsut standin' aout there...wigglin' it's nose...it's EVIL I tells ya!"" Bob...it's a rabbit...they all do that."It'll be a'comin' fer our alfalfa fields...Ah knows it...Ah'm psychic that way..."" Bob...rabbits eat alfalfa.""Guess it's up to me to stop it!!"10 minutes later:
"Dude...what the hell is Bob doing? Is he attacking a 300 foot tall rabbit with a hoe?""Yeah. Good thing the rabbit hasn't even noticed him. Oh wait I think it just sniffed him..."BOOM"Well...guess we won't have to bail Bob out of jail anymore..."Some Dire Rabbits get old enough to become truly gigantic. Many an adventurer have been goaded into attacking one to avoid being called a sissy. Not many of them survive the dare. Those who do have one really lucky rabbits foot necklace (which requires some sort of magical levitation device to tow around).