The Rabbit Prince (Unique Fey)

The Rabbit Prince CR 9

XP 6,400
Male unique fey
CN Small fey
Init +7; Senses low-light vision, scent; Perception +15

DEFENSE

AC 24, touch 19, flat-footed 16 (+6 Dex, +2 dodge, +5 natural, +1 size)
hp 97 (15d6+45); fast healing 5
Fort +8, Ref +16, Will +7
Defensive Abilities evasion, uncanny dodge; DR 5/cold iron
Weaknesses suggestible

OFFENSE

Speed 50 ft., climb 15 ft.
Melee broken +2 short sword +15/+10 (1d6+3), bite +10 (1d4+3)
Spell-Like Abilities (CL 7th; concentration +10)

At willdetect magic, know direction, locate object, pass without trace
3/daydimension door, greater invisibility (self only), lesser confusion (DC 14), mage armor, true strike
1/dayremove curse

TACTICS

During Combat The Rabbit Prince makes full use of his Combat Expertise, Spring Attack, and Mobility feats in combat, moving constantly and pecking away at opponents more as a nuisance than a genuine threat. With his incredible leaping ability, he takes the fight into tree branches or other territory awkward for larger folk as soon as possible.

Morale The Rabbit Prince’s honor won’t let him admit defeat, though he readily calls any fight a draw when he’s down to one-third his total hit points, and then offers them his token. If a dishonorable opponent won’t accept such a condition, he flees.

STATISTICS

Str 16, Dex 24, Con 17, Int 13, Wis 7, Cha 16
Base Atk +7; CMB +13; CMD 28
Feats Agile Maneuvers, Alertness, Combat Expertise, Combat Reflexes, Dodge, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +20 (+28 jump), Bluff +16, Climb +24, Diplomacy +13, Escape Artist +19, Knowledge (geography) +6, Knowledge (local) +9, Knowledge (nature) +6, Linguistics +6, Perception +15, Sense Motive +15, Stealth +24, Survival +8, Swim +11
Languages Common, Draconic, Elven, Gnome, Sylvan, +3 additional
SQ prince of rabbits, quickness, woodland stride
Gear sword of oaths (broken +2 short sword), elixir of truth, tin crown holding four feather tokens (anchor, bird, tree [2])

SPECIAL ABILITIES

Prince of Rabbits (Ex)

The Rabbit Prince always counts as having a running start when making Acrobatics checks to jump.

Quickness (Su)

The Rabbit Prince gains one bonus move action every round.

Suggestible (Ex)

The rabbit prince’s simplistic mind sidetracks easily. Whenever he rolls a Will save to resist a charm effect, the rabbit prince must roll two dice and use the worse of the two results.

Section 15: Copyright Notice – Pathfinder Module: The Harrowing

Pathfinder Module: The Harrowing. © 2011, Paizo Publishing, LLC; Author: Crystal Frasier.
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