Dread Killer Rabbit of Caerbannog (as a demon lord)


Homebrew

Silver Crusade

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Dread Killer Rabbit of Caerbannog CR 25
XP 1,638,400
Male Killer Rabbit
CE Tiny outsider (demon, evil)
Init +21; Senses blindsight 60 ft., darkvision 200 ft., keen scent, lifesense, mistsight; Perception +36
Aura frightful presence (30 ft., DC 28)
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Defense
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AC 44, touch 33, flat-footed 23 (+21 Dex, +2 size, +11 natural)
hp 530 (26d10+260); fast healing
Fort +21, Ref +36, Will +22
DR 15/cold iron, 15/good; Immune aging, charm, death effects, electricity, poison; Resist acid 30, cold 30, fire 30; SR 20
Weakness generic ability
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Offense
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Speed 30 ft., burrow 50 ft., climb 20 ft., fly 20 ft. (perfect)
Melee 4 bites +49 (10d10+16/19-20) and
4 claws +49 (8d10+16) and
4 gnaws +44 (8d10+8) and
4 head butts +49 (8d10+16) and
4 talons +49 (8d10+16)
Space 2.5 ft.; Reach 0 ft.
Spell-Like Abilities
1/day—magic jar (DC 19), summon
Sorcerer Spells Known (CL 20th; concentration +25):
9th (6/day)—cursed earth, meteor swarm, summon greater demon
8th (6/day)—create greater undead, horrid wilting (DC 23), polar ray
7th (6/day)—finger of death (DC 22), limited wish, prismatic spray (DC 22)
6th (6/day)—antimagic field, chain lightning (DC 21), tar pool (DC 21)
5th (7/day)—cloudkill (DC 20), dominate person (DC 20), summon lesser demon, teleport
4th (7/day)—acid pit (DC 19), ball lightning (DC 19), greater invisibility, shadow barbs (DC 19)
3rd (7/day)—diamond spray (DC 18), invisibility sphere, lesser animate dead, vampiric touch
2nd (7/day)—alter self, create pit (DC 17), darkness, fire breath (DC 17), hideous laughter (DC 17)
1st (8/day)—alter winds (DC 16), burning hands (DC 16), cause fear (DC 16), charm person (DC 16), color spray (DC 16)
0 (at will)—acid splash, bleed (DC 15), chameleon scales, detect magic, enhanced diplomacy, haunted fey aspect, prestidigitation (DC 15), ray of frost, resistance
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Statistics
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Str 42, Dex 52, Con 30, Int 22, Wis 24, Cha 21
Base Atk +26; CMB +45; CMD 71 (75 vs. trip)
Feats Accursed Critical, Acrobatic, Banishing Critical, Bleeding Critical, Blighted Critical, Blighted Critical Mastery, Blinding Critical, Crippling Critical, Critical Focus, Deafening Critical, Demonic Possession, Exhausting Critical, Flaying Critical, Greater Blighted Critical, Improved Critical (bite), Improved Natural Attack (bite), Piranha Strike, Possess Creature, Sickening Critical, Small But Deadly, Staggering Critical, Stunning Critical, Tiring Critical, Vital Strike, Weapon Finesse
Skills Acrobatics +65, Bluff +34, Climb +50, Diplomacy +31, Fly +66, Heal +33, Intimidate +31, Linguistics +32, Perception +36, Sense Motive +36, Spellcraft +32, Stealth +58, Use Magic Device +31
Languages Aboleth, Abyssal, Adlet, Aklo, Aquan, Auran, Azlanti, Boggard, Brethedan, Catfolk, Celestial, Common, Cyclops, D'ziriak, Daemonic, Dark Folk, Draconic, Dtang, Dwarven, Elder Thing, Elven, Erutaki, Ettin, Garuda, Ghol-Gan, Giant, Girtablilu, Gnoll, Gnome, Goblin, Grippli, Halfling, Hallit, Hon-La; telepathy 300 ft.
SQ nascent demon lord traits
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Special Abilities
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Abyssal Realm In own realm, become mythic and gain additional abilities.
Accursed Critical Confirm a critical hit and cast a curse as part of the attack
Banishing Critical Cast dismissal/banishment when confirming a crit with a slashing/bludgeoning weapon.
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Blighted Critical Confirm a critical hit with a spell or spell-like ability to inflict a random minor spellblight
Blighted Critical Mastery Pick the spellblight inflicted by a critical
Blinding Critical (DC 36) Critical hit blinds or dazzles target.
Blindsight (60 feet) Sense things and creatures without seeing them.
Burrowing (50 feet) You have a Burrow speed.
Climbing (20 feet) You have a Climb speed.
Crippling Critical (DC 36) Critical Hits halves target's speed for 1 minute (Fort part).
Critical Focus +4 to confirm critical hits.
Damage Reduction (15/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Reduction (15/good) You have Damage Reduction against all except Good attacks.
Darkvision (200 feet) You can see in the dark (black and white vision only).
Deafening Critical (DC 36) Critical hit deafens target.
Energy Resistance, Acid (30) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (30) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (30) You have the specified Energy Resistance against Fire attacks.
Exhausting Critical Critical hit Exhausts target.
Fast Healing 20 () (Ex) You heal damage every round if you have > 1 Hp.
Flaying Critical When crit a foe, their natural armor bonus takes a cumulative -1 penalty for the battle.
Flight (20 feet, Perfect) You can fly!
Frightful Presence (30 feet, 5d6 rds) (DC 28) This special quality makes a creature's very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range i
Greater Blighted Critical Confirm a critical hit with a spell or spell-like ability to inflict a random major spellblight
Immunity to Aging You are immune to aging effects.
Immunity to Charm You are immune to charm effects.
Immunity to Death Effects You are immune to death effects.
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Keen Scent (Ex) The creature can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.
Lifesense (60 feet) (Ex) Sense things and creatures without seeing them.
Mistsight (Su) See through fog, mist and murky water without penalty
Nascent Demon Lord Traits Wielded weapons are treated as chaotic, epic, and evil. Grants spells to worshppers.
Piranha Strike -7/+14 You can subtract from your attack roll to add to your damage with light weapons.
Possess Creature (DC 28) A fiend gains the ability to merge its physical form with another creature’s body, spreading its foul influence from within a living vessel.

Prerequisites: Cha 20, any evil outsider with 10 or more Hit Dice.

Benefit: Once per da
Sickening Critical Critical hit sickens target.
Spell Resistance (20) You have Spell Resistance.
Staggering Critical (DC 36) Critical hit staggers target
Stunning Critical (DC 36) Critical hit stuns or staggers target.
Summon (any demon or combination of demons whose total combined cr is 20 or lower 100%) (1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Telepathy (300 feet) (Su) Communicate telepathically if the target has a language.
Tiring Critical Critical hit fatigues target.
Vital Strike Standard action: x2 weapon damage dice.
Weakness to Holy Bombs (Ex) The Dread Killer Rabbit is weak against holy hand grenades, and should one hit it, it is an auto crit. It's touch AC is lowered by 20 against holy bombs.

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RUN AWAY!


I'm not to sure about Keensense and Lifesense though.

The rabbit didn't seem to notice the Knnn-ights at all until Bors went to chop it's head off.

Silver Crusade

aboniks wrote:

I'm not to sure about Keensense and Lifesense though.

The rabbit didn't seem to notice the Knnn-ights at all until Bors went to chop it's head off.

I'd say more it didn't care


2 people marked this as a favorite.

The bite needs the Vorpal quality and an expanded critical range for Vital Strike (something like the Tarrasque's). Also, a Ghost Sound spell of a can-opener needs to occur on a Vorpal Strike.

The rest is flavor.


1 person marked this as a favorite.
Flaming Duck wrote:
The bite needs the Vorpal quality and...

... and auto-confirmation of critical threats.

Silver Crusade

1 person marked this as a favorite.

Dread Killer Rabbit of Caerbannog CR 25
XP 1,638,400
Male Killer Rabbit
CE Tiny outsider (demon, evil)
Init +21; Senses blindsight 60 ft., darkvision 60 ft., keen scent, lifesense, mistsight; Perception +36
Aura frightful presence (30 ft., DC 28)
--------------------
Defense
--------------------
AC 44, touch 33, flat-footed 23 (+21 Dex, +2 size, +11 natural)
hp 530 (26d10+260); fast healing
Fort +21, Ref +36, Will +22
DR 15/cold iron, 15/good; Immune aging, charm, death effects, electricity, poison; Resist acid 30, cold 30, fire 30; SR 20
Weakness generic ability
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Offense
--------------------
Speed 30 ft., burrow 50 ft., climb 20 ft., fly 20 ft. (perfect)
Melee 4 bites +49 (10d10+16/19-20 plus generic ability) and
4 claws +49 (8d10+16) and
4 gnaws +44 (8d10+8) and
4 head butts +49 (8d10+16) and
4 talons +49 (8d10+16)
Space 2.5 ft.; Reach 0 ft.
Spell-Like Abilities (CL 26th; concentration +31)
1/day—magic jar (DC 19), summon
Sorcerer Spells Known (CL 20th; concentration +25):
9th (6/day)—cursed earth, meteor swarm, summon greater demon
8th (6/day)—create greater undead, horrid wilting (DC 23), polar ray
7th (6/day)—finger of death (DC 22), limited wish, prismatic spray (DC 22)
6th (6/day)—antimagic field, chain lightning (DC 21), tar pool (DC 21)
5th (7/day)—cloudkill (DC 20), dominate person (DC 20), summon lesser demon, teleport
4th (7/day)—acid pit (DC 19), ball lightning (DC 19), greater invisibility, shadow barbs (DC 19)
3rd (7/day)—diamond spray (DC 18), invisibility sphere, lesser animate dead, vampiric touch
2nd (7/day)—alter self, create pit (DC 17), darkness, fire breath (DC 17), hideous laughter (DC 17)
1st (8/day)—alter winds (DC 16), burning hands (DC 16), cause fear (DC 16), charm person (DC 16), color spray (DC 16)
0 (at will)—acid splash, bleed (DC 15), chameleon scales, detect magic, enhanced diplomacy, haunted fey aspect, prestidigitation (DC 15), ray of frost, resistance
--------------------
Statistics
--------------------
Str 42, Dex 52, Con 30, Int 22, Wis 24, Cha 21
Base Atk +26; CMB +45; CMD 71 (75 vs. trip)
Feats Accursed Critical, Acrobatic, Banishing Critical, Bleeding Critical, Blighted Critical, Blighted Critical Mastery, Blinding Critical, Crippling Critical, Critical Focus, Deafening Critical, Demonic Possession, Exhausting Critical, Flaying Critical, Greater Blighted Critical, Improved Critical (bite), Improved Natural Attack (bite), Piranha Strike, Possess Creature, Sickening Critical, Small But Deadly, Staggering Critical, Stunning Critical, Tiring Critical, Vital Strike, Weapon Finesse
Skills Acrobatics +65, Bluff +34, Climb +50, Diplomacy +31, Fly +66, Heal +33, Intimidate +31, Linguistics +32, Perception +36, Sense Motive +36, Spellcraft +32, Stealth +58, Use Magic Device +31
Languages Aboleth, Abyssal, Adlet, Aklo, Aquan, Auran, Azlanti, Boggard, Brethedan, Catfolk, Celestial, Common, Cyclops, D'ziriak, Daemonic, Dark Folk, Draconic, Dtang, Dwarven, Elder Thing, Elven, Erutaki, Ettin, Garuda, Ghol-Gan, Giant, Girtablilu, Gnoll, Gnome, Goblin, Grippli, Halfling, Hallit, Hon-La; telepathy 300 ft.
SQ nascent demon lord traits
--------------------
Special Abilities
--------------------
Abyssal Realm In own realm, become mythic and gain additional abilities.
Accursed Critical Confirm a critical hit and cast a curse as part of the attack
Banishing Critical Cast dismissal/banishment when confirming a crit with a slashing/bludgeoning weapon.
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Blighted Critical Confirm a critical hit with a spell or spell-like ability to inflict a random minor spellblight
Blighted Critical Mastery Pick the spellblight inflicted by a critical
Blinding Critical (DC 36) Critical hit blinds or dazzles target.
Blindsight (60 feet) Sense things and creatures without seeing them.
Burrowing (50 feet) You have a Burrow speed.
Climbing (20 feet) You have a Climb speed.
Crippling Critical (DC 36) Critical Hits halves target's speed for 1 minute (Fort part).
Critical Focus +4 to confirm critical hits.
Damage Reduction (15/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Reduction (15/good) You have Damage Reduction against all except Good attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deafening Critical (DC 36) Critical hit deafens target.
Energy Resistance, Acid (30) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (30) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (30) You have the specified Energy Resistance against Fire attacks.
Exhausting Critical Critical hit Exhausts target.
Fast Healing 20 () (Ex) You heal damage every round if you have > 1 Hp.
Flaying Critical When crit a foe, their natural armor bonus takes a cumulative -1 penalty for the battle.
Flight (20 feet, Perfect) You can fly!
Frightful Presence (30 feet, 5d6 rds) (DC 28) This special quality makes a creature's very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range i
Greater Blighted Critical Confirm a critical hit with a spell or spell-like ability to inflict a random major spellblight
Immunity to Aging You are immune to aging effects.
Immunity to Charm You are immune to charm effects.
Immunity to Death Effects You are immune to death effects.
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Keen Scent (Ex) The creature can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.
Lifesense (60 feet) (Ex) Sense things and creatures without seeing them.
Mistsight (Su) See through fog, mist and murky water without penalty
Nascent Demon Lord Traits Wielded weapons are treated as chaotic, epic, and evil. Grants spells to worshppers.
Piranha Strike -7/+14 You can subtract from your attack roll to add to your damage with light weapons.
Possess Creature (DC 28) A fiend gains the ability to merge its physical form with another creature’s body, spreading its foul influence from within a living vessel.

Prerequisites: Cha 20, any evil outsider with 10 or more Hit Dice.

Benefit: Once per da
Sickening Critical Critical hit sickens target.
Spell Resistance (20) You have Spell Resistance.
Staggering Critical (DC 36) Critical hit staggers target
Stunning Critical (DC 36) Critical hit stuns or staggers target.
Summon (any demon or combination of demons whose total combined cr is 20 or lower 100%) (1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Telepathy (300 feet) (Su) Communicate telepathically if the target has a language.
Tiring Critical Critical hit fatigues target.
Vital Strike Standard action: x2 weapon damage dice.
Vorpal Bite (Constant) (DC 44) (Ex) The bite of the Dread Killer Rabbit counts as vorpal, and autoconfirms upon a critical hit, severing the head of anyone it attacks with its vicious little teeth. Upon this critical hit, the rabbit uses ghost-sound to imitate a canopener whilst removi
Weakness to Holy Bombs (Ex) The Dread Killer Rabbit is weak against holy hand grenades, and should one hit it, it is an auto crit. It's touch AC is lowered by 20 against holy bombs.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Hm. I'd nix the Frightful Presence and put it under the effects of a permanent Undetectable Alignment spell.

Nobody even knew it was the BBEG until it attacked.

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