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Predatory RabbitCreature -1

Source Pathfinder Book of the Dead
Perception +5 (darkvision, sense companion)
Languages none
Skills Acrobatics +6, Athletics +2, Stealth +6
Str +0, Dex +4, Con +2, Int -4, Wis +1, Cha -1

AC 16; Fort +4; Reflex +8; Will +3;
HP 6 (negative healing)
Speed 40 feet
Immunities death effects, disease, paralyzed, poison, sleep

Jaws One Action +8 (+3, -2) to hit (finesse, reach 0) 1d4 Piercing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Sense Companion (detection, divination, occult)

A predatory rabbit knows the direction of its past owner or family (as long as they're both on the same plane), but not the distance.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Stench (aura, olfactory)

10 feet Aura

A creature entering the aura or starting its turn in the aura must succeed at a DC 13 fortitude save or become Sickened 1 (plus Slowed 1 for as long as it's sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Feral Leap Two Actions (move)

The predatory rabbit jumps with a maximum height and distance each equal to half its Speed. This movement doesn't trigger reactions. At any point, the predatory rabbit attempts a jaws Strike.

Skittish in life, predatory rabbits are fast and nimble predators in unassuming forms. They most enjoy hunting birds, squirrels, cats, and other rabbits.

Bonds of loyalty that endure beyond death reanimate pets to crawl from their graves within days of dying, returning to the side of their past owners, family, or pack. Unfortunately, death irrevocably changes a risen pet. They return as aggressive, predatory beasts, difficult to control and easy to anger. Even the most friendly and docile of pets becomes sadistic and violent in undeath— fixating first on those it views as competition for the attention of its owners. When a risen pet is jilted, rebuffed, or offended by its owner, it turns on them.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.