The legendary hare, very few have seen this rabbit and even fewer have ever survived from it. This rabbit can only be killed by one weapon but if your lucky you can make it unconscious for the time being assuming you live to tell the tale…
Vorpal Bunny (CR 15)
CN Small Magical Beast (Mini-Boss)
Init +14; Senses Low-light vision; Perception +6
AC 34, touch 22, flat-footed 23 (+1 dodge, +10 dex, +12 natural, +1 size)
hp 210  (20d10+100); Regeneration 20 (holy)
Fort +17, Ref +22, Will +12
DR 10/cold iron; Immune Charm, Confuse, Dark, Death, Disable, Doom, Gravity, Immobilize, Lvl Reductions, Petrify, Stat Reductions, Stop; Resist Lightning 15, Ice 15, Earth 15, Water 15, Fire 15, Wind 15;
Speed 60 ft.
Melee Bite +28 (2d8+11/15-20)
Special Attacks Bloody Claw, Carrot, Death Claw, Throat-Rip
Str 24, Dex 30, Con 20, Int 3, Wis 22, Cha 10
Base Atk +20; CMB +27; CMD 47
Feats Canny Tumble, Cleave, Circling Mongoose, Dodge, Improved Initiative, Mobility, Power Attack, Run, Spring Attack, Vital Attack
Skills Acrobatics +23 (Jumping +31), Stealth +36; Racial Modifiers +8 Jumping;
SQ Beyond Reasoning, Sacred Teeth
Beyond Reasoning (Ex)
When a vorpal bunny hits below -1 health assuming this ever happens. The vorpal bunny is considered unconscious while recovering 20 health per round until back up to 1 health. The vorpal bunny can only be killed by the legendary holy hand grenade.
Bloody Claw (Su)
A vorpal bunny forms a crimson claw draining the life force from their target with a melee touch attack (+28). If it hits, the target take 3d6 points of shadow damage and is healed for that much. The victim also takes 1 point of ability damage to a random stat (1d6): 1 for Strength, 2 for Dexterity, 3 for Constitution, 4 for Intelligence, 5 for Wisdom, or 6 for Charisma. Blue mages may learn this ability as a 3rd level spell (Knowledge: Arcana DC 21).
Once every 1d4 turns and as a standard action, the vorpal bunny pulls a carrot out and chews on it healing herself for 6d6+6 point of damage.
Death Claw (Su)
A vorpal bunny can wrap its paws around its target squeezing the life from them. The vorpal bunny must make a melee touch attack (+28), if it hits, 14d6 points of non-elemental damage and must make a Fortitude save (DC 22) or be inflicted with the Paralysis status for 1d4+1 rounds. Blue mages may learn this ability as a 6th level spell (Knowledge: Arcana DC 27).
Sacred Teeth (Ex)
Vorpal bunny has teeth of the divine for her size which increases her damage die by four sizes, double strength damage bonus, ignores DR, and has her critical range increased to 15-20.
As a full-round action, a vorpal bunny can deliver a coup de grace against a helpless opponent. If the victim survives the attack, she must succeed on a Fortitude save (DC 10 + half of damage dealt from bite) or dies. Opponents killed in this manner cannot be raised, but Arise, Full-Life, or the like can restore the slain creature to life.