Friday, July 6, 2018

Frightful Fridays! Swamp Rabbit

Hello and welcome back for another installment of Frightful Fridays! Today's monster came at the request of one of my Patreon patrons (Patreon plug: https://www.patreon.com/FrightfulFridays), who became a Pathfinder Society Venture Captain in upstate South Carolina. The new lodge chose the swamp rabbit as its symbol/mascot, and he wanted stats for it. As always, I took a few wee liberties with the base animal, and the result is below.

I hope you enjoy the swamp rabbit, and I'll see you next week with something else. Thanks for reading!



White fur peeks through the otherwise mud-covered fur belonging to this rabbit, which possesses webbed rear paws oversized even compared to other rabbits.
Swamp Rabbit      CR 4
XP 1,200
N Small animal
Init +3; Senses low-light vision; Perception +6
DEFENSE
AC 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 natural, +1 size)
hp 37 (5d8+15)
Fort +7, Ref +7, Will +3
Defensive Abilities wriggle free; Resist fire 5 (in swamps only)
OFFENSE
Speed 40 ft., swim 30 ft.
Melee bite +7 (1d6), 2 slams +7 (1d6)
Special Attacks muck splash
STATISTICS
Str 11, Dex 17, Con 16, Int 2, Wis 14, Cha 8
Base Atk +3; CMB +2; CMD 16 (20 vs. trip)
Feats Dodge, Mobility, Weapon Finesse
Skills Acrobatics +9 (+13 to jump), Escape Artist +11 (+15 in swamps), Perception +6, Stealth +11 (+19 in swamps), Swim +8; Racial Modifiers +8 Escape Artist (+12 in swamps), +8 Stealth in swamps
SQ hold breath
ECOLOGY
Environment temperate and warm swamp
Organization solitary, pair, or warren (324)
Treasure none
SPECIAL ABILITIES
Muck Splash (Ex) As part of full round action, a swamp rabbit on muddy ground can move its speed and attempt to blind a single target within 10 feet of it at any point during its move. The swamp rabbit resolves this as a dirty trick maneuver and gains a +4 racial bonus to its CMB for the attempt.
Wriggle Free (Ex) Generations of escaping alligators, crocodiles, and other grabby predators, as well as humanoid-laid traps, have allowed swamp rabbits to develop loose skins that enable them to escape grasps more quickly. A swamp rabbit can attempt an Escape Artist check to escape a grapple as a move action. If it instead uses a standard action, it gains a +4 racial bonus on the check.

Swamp rabbits are nearly amphibious herbivores that forage in marshes and other swamplands. They primarily eat grasses, reeds, and other vegetation found in their habitats. Unlike many other herbivores, swamp rabbits stand and fight, rather than run, when threatened. They have powerful teeth, and they use their overly large legs to forcefully kick their foes. Generations of tussles with alligators have helped develop their offensive and defensive capabilities, such that they have become natural enemies to alligators and other swampy predators. A lone swamp rabbit acts as bait for a predator and even allows itself to get snagged by the larger creature before a rush of rabbits descends on the predator to kill it or drive it away.

A swamp rabbit stands 3 feet tall, but can stretch to 4 feet in length, and weighs 80 pounds. They live approximately 15 years.

Swamp Rabbit Animal Companions
Druids and rangers who spend much of their time in swamps or other muck-filled areas benefit from having a swamp rabbit as an animal companion.

Swamp Rabbit Companions
Starting Statistics: Size Small; Speed 30 ft., swim 20 ft.; Attack bite (1d4), 2 slams (1d4); Ability Scores Str 9, Dex 17, Con 12, Int 2, Wis 14, Cha 8; SQ low-light vision, wriggle free
4th-Level Advancement: Ability Scores Str +2, Con +4; Attack bite (1d6), 2 slams (1d6); Special Attacks muck splash