
Pale Bunny (CR 1)
XP 400
N Small Magical Beast
Init +3; Senses Low-light vision; Perception +2
DEFENSE
AC 16, touch 14, flat-footed 13 (+3 dex, +2 natural, +1 size)
hp 16 [25] (2d10+5)
Fort +4, Ref +6, Will +2
Weakness Fire
OFFENSE
Speed 50 ft.
Melee Bite +4 (1d6+1)
Special Attacks Blood Drain, Carrot
STATISTICS
Str 12, Dex 17, Con 13, Int 3, Wis 14, Cha 5
Base Atk +2; CMB +1; CMD 14
Feats Run, Toughness*
*Bonus Feat
Skills Acrobatics +7 (Jumping +15), Stealth +11; Racial Modifiers +8 Jumping;
SQ Large Teeth
SPECIAL ABILITIES
Blood Drain (Su)
Once per day, a pale bunny can drain the blood from a target within 30 feet. The target must make a Fortitude save (DC 13) or take 1d8 points of shadow damage and the pale bunny is healed for that much. Blue mages may learn this ability as a 1st level spell (Knowledge: Arcana DC 17).
Carrot (Su)
Once every 1d4 turns and as a standard action, the pale bunny pulls a carrot out and chews on it healing herself for 1d4+2 point of damage.
Large Teeth (Ex)
Pale bunny has slightly larger teeth for her size which increases her damage die by one size.