The Rabbit Prince CR 9
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
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.
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 )
The Rabbit Prince always counts as having a running start when making Acrobatics checks to jump.
The Rabbit Prince gains one bonus move action every round.
Section 15: Copyright Notice – Pathfinder Module: The Harrowing