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Easterholdian Bunrab

by Geoff Gander

Armour Class: 6
Hit Dice: 2 (M)
Move: 120' (40')
Attacks: By weapon or kick
Damage: By weapon +1 or 1d8
No. Appearing: 1d8 (3d10)
Save As: F2
Morale: 6
Treasure Type: U (B)
Intelligence: 12
Alignment: Neutral
XP Value: 10

Bunrabs are a race of humanoids who greatly resemble human-sized, bipedal rabbits. On average, they stand 5 to 5 1/2 feet in height, and have an athletic leanness to them. Highly adaptable creatures, bunrabs are capable of making almost any environment their home - an essential survival skill, given that their high fecundity almost ensures the colonisation of new territories due to population pressures. Being fairly intelligent, most bunrabs do not hunt and gather their food; rather, they tend to live in small villages and towns, farming the surrounding lands extensively to provide them with the crispy lettuce and carrots they love so much.

In combat, bunrabs can be very fierce, indeed. Due to their inherent strength and toughness, and the fact that they have hands with opposable thumbs (and not paws), they are capable of using any weapon available to them, and of inflicting considerable damage. Even when unarmed, an angered bunrab can be formidable, as their large feet can bludgeon opponents to senselessness with a well-placed kick. Due to their high agility and natural stealth, bunrabs are blessed with a higher armour class, though in battle some do wear breastplates with arms and leg greaves (lowering their AC to 5), and occasionally they use shields, as well. Despite their skill in battle, however, bunrabs are an inherently skittish, even cowardly, race. When confronted with a foe, a bunrab must make a Morale check to determine if it is even willing to fight, and must make another every time it is wounded. The only time such requirements do not apply is when a battle is taken to a bunrab's own home; there, they will often fight to the death (Morale rises to 9).

Being very clannish creatures, bunrabs tend to keep to themselves, and do not actively seek out contact with other races. For every 15 bunrabs, there is a group leader, who has 5 Hit Dice.