To begin with: there is not one Easter Bunny, there are hundreds and perhaps even more than that. This should not however dissuade the notion that there is a singular entity to which we might be wary, for there most definitely is. Consider if you will the truth behind that most enigmatic of leporine mysteries in the humble treatise that follows, itself a work compiled from the records of many a brave slain researcher.
Across the world every spring there is a miraculous hare that children are told hides colorfully painted eggs, candy, chocolate, and toys throughout homes and patches of wilderness. Like so many fanciful tales it is common for learned folk to disregard the possibility that such a creature could exist. Indeed how would just one rabbit—no matter how quick it might be—travel to so many places in the course of a single night?
This disbelief is justified for there is no one Easter Bunny. In the defining work Easter Bunny: Menace & Saboteur, sage Sinealin Shatterrock proved the theory that the impossible hare was in fact a creature that spread itself across many hopping kin. The entity’s mind exists within many smaller forms at once at distances beyond her capacity to measure. While this is truly a remarkable discovery however, it is hardly the most valuable piece of knowledge contained within my first reference. Far more importantly, Sinealin postulated the mythological rabbit’s true purpose in its seemingly insane endeavor: stealing small things that were once precious but have since become forgotten.
In the centuries since the dwarf author published her writings several tomes have confirmed her theory behind the Easter Bunny’s motivations, but it wasn’t until the half-elf Conrune Keyhice penned the obscure What’s Lost Is Never Forgotten: The Leporine Conspiracy that more about the phenomenon became understood. These creatures not only collect the bits, bobs, and trinkets forgotten by society, they do so in a very specific way and specifically seek out items discarded by youths. Conrune realized this after stumbling upon one of the Easter Bunny’s hoards and finding it composed of thousands of children’s belongings. While some might find that upsetting that’s now what troubled the half-elven explorer—far more disturbing were the runes, symbols, and engravings crudely carved by teeth into the warren’s walls. Although Conrune is clearly no expert in the arcane, it is fundamentally clear from his descriptions that whatever motivates the Easter Bunny, it involves the revival of something ancient.
This brings me to the last title of importance that must be addressed before this text begins in earnest: Whitgarde’s Mysterious Calamity by Merwig Gammidge. A span of prosperity following the high stakes Sundering Wars brought both great wealth and a considerable population boom to the isolated mountain town, many of the soldiers in the engineering corps taking up residence there for the kind climate and inaccessibility to large armed forces. The halfling merchant arrived there to find his contact was nowhere to be found and that not a soul walked the settlement’s streets. Investigating the situation before she departed, the last things of note written within the journal of a brewkeep named Dengrun involved the sudden arrival of colorful eggs all about the town and rabbits by the dozens. As more of the creatures appeared hopping around Whitgarde more people vanished until this fellow thought himself the last soul alive, stoically writing a warning I feel must be shared here:
Be wary my friend, for if you feel too many of these endearing white fluffs are in your midst you may well be right. Do not let their cute eyes fool you lest you suffer my fate—their stare may well mean something more, something that could mean the difference between life, death, or worse.
—Tavenost Swepthill, Scholar of High Keep
Design Notes: This is a walking encounter and when picking out a challenge rating for it, treating it like a regular creature would be a mistake. That said the DMG landed on a 14.5 and the Blog of Holding’s rubric at a 15.2 (assuming 50 damage a round from biting rabbits), but it’s getting reined back to CR 12 because let’s be real—we’re talking about a bunch of rabbits here. With the various sizes of rabbits involved and Explosive Demise, the fight will stay interesting, and while it’s definitely going to feel overwhelming once the party starts scoring some solid hits (and stunning the Easter Bunny and its litter of rabbits) they should feel confident enough to see the combat to its end. Note that likely does not mean the death of the Easter Bunny of course, only a retreat (unless the PCs have gone to some extraordinary measures to get the whole Dawn Litter in one place).
Less Deadly Bunny: For a less difficult Easter Bunny more appropriate for lower level parties, reduce its Challenge Rating to 8 (3,900 XP) by making the following changes:
AC reduce the armor class of the Easter Bunny and all rabbits by –2, Hit Points 250, Saving Throws Dex +8, Con +5, Int +6, Skills Acrobatics +11, Arcana +9, Perception +10, Sleight of Hand +8, Stealth +11, Senses passive Perception 20, Attacks reduce all attack rolls by –1.
Medium fey, chaotic neutral
Armor Class 17 (natural armor)
Hit Points 600 (hit dice varies; see Dawn Litter)
Speed 50 ft.
|12 (+1)||21 (+5)||14 (+2)||17 (+3)||18 (+4)||
Saving Throws Dex +9, Con +6, Int +7
Skills Acrobatics +13, Arcana +11, Perception +12, Sleight of Hand +9, Stealth +13
Condition Immunities charmed, diseased, frightened, poisoned, sleep
Senses darkvision 200 ft., passive Perception 22
Languages all, telepathy 100 ft.
Challenge 12 (8,400 XP)
Ageless. The Easter Bunny cannot suffer from frailty of old age, die from old age, or be aged magically.
Cunning Action. On each of its turns, the Easter Bunny can use a bonus action to take the Dash, Disengage, or Hide action.
Dawn Litter. The Easter Bunny shares its consciousness across up to 500 rabbits at a time, though never more than 50 rabbits (or 200 hit points worth) in the same 100-foot radius. Otherwise rabbits in the litter can be any distance from each other as long as they are on the Material Plane. Each rabbit’s statistics change depending on its size, except they do not have this trait or the Littermind trait). Whenever a rabbit takes damage, the Easter Bunny takes an equal amount of damage. When a rabbit would be reduced to 0 hit points, instead it can fall prone and share the damage dealt to it with the rabbits in the litter that are furthest away from it. The rabbit that would be reduced to 0 hit points takes no damage, and the other rabbits take half the amount of damage dealt and reduce the Easter Bunny’s total hit points by the same amount.
- Tiny: AC 15, Hit Points 1, Speed 40 ft., Strength 4 (–3), Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1 (1d4–3) piercing damage.
- Small: AC 16, Hit Points 5, Speed 50 ft., Strength 8 (–1), Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2 (1d6–1) piercing damage.
- Medium: AC 17, Hit Points 10 hp, Speed 50 ft., Strength 12 (+1), Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.
- Large: AC 18, Hit Points 20, Speed 50 ft., Strength 16 (+3), Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 7 (1d8+3) piercing damage.
- Huge: AC 19, Hit Points 40, Speed 60 ft., Strength 20 (+5), Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (1d10+5) piercing damage.
The Easter Bunny can use a bonus action on its turn to summon up to 50 hit points worth of rabbits that appear in unoccupied spaces it can see within 50 feet, reducing its hit points by the same amount.
Whenever a rabbit in the litter takes a critical hit, the Easter Bunny makes a Constitution saving throw against a DC equal to the damage dealt. On a failure, the Easter Bunny and all rabbits in the litter are stunned for 1 round.
Enchanted Heft. The Easter Bunny counts as 2 size categories larger when determining its carrying capacity.
Evasion. If the Easter Bunny is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Easter Bunny instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Explosive Demise. When a rabbit in the litter dies, roll 1d8. On a result of 8, the rabbit’s corpse explodes. Rabbits are immune to the effects of this trait. Roll 1d8 to determine the effect.
- 1–2: Bright lights flash in a 10-foot radius. Creatures in the area make a DC 17 Constitution saving throw or are blinded for 1d4 rounds.
- 3–4: A pleasant smelling gas flows outward in a 5-foot radius before dissipating. Creatures in the area make a DC 17 Strength saving throw or fall unconscious until the 1 minute passes, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
- 5–6: Waves of pastel rainbow foam spray in a 5-foot radius. Creatures in the area make a DC 17 Dexterity saving throw or are restrained for 1d4 rounds. A creature restrained by the foam can be freed with a successful DC 17 Strength check.
- 7–8: A kaleidoscope of beautiful energy seeps in a 10-foot radius. Creatures in the area make a DC 17 Wisdom saving throw. On a failed save, a creature is charmed (as suggestion) to stop what it is doing to find very important easter eggs. The effect ends for a charmed creature when it succeeds on a DC 17 Intelligence (Investigation) check to find an easter egg, 1d4 rounds have passed, or it takes damage.
Innate Spellcasting. The Easter Bunny’s innate spellcasting ability is Charisma (spell save DC 17). The Easter Bunny can innately cast the following spells, requiring no components:
At will: creation (eggs only; permanent duration), druidcraft, pass without trace, thaumaturgy
Littermind. On the Easter Bunny’s turn, each rabbit in its litter moves, takes an action, and can take a bonus action.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.
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