A species of rabbit that lives only in particular environments. Its lack of sunlight leads to their pale color and lower body temperature. They always carry edible plants for them to consume, but because they require only a minimal amount of nutrients, they often freeze their plants to retain its freshness. They may be docile, but they are very keen of enemies. If they enter a frenzied state, they will bite using their sharp front teeth, so one will need to be cautious around them.
Pale Bunny (CR 1)
XP 400
N Small Magical Beast
Init +3; Senses Low-light vision; Perception +2
DEFENSE
AC 16, touch 14, flat-footed 13 (+3 dex, +2 natural, +1 size)
hp 16 [25] (2d10+5)
Fort +4, Ref +6, Will +2
Weakness Fire
OFFENSE
Speed 50 ft.
Melee Bite +4 (1d6+1)
Special Attacks Blood Drain, Carrot
STATISTICS
Str 12, Dex 17, Con 13, Int 3, Wis 14, Cha 5
Base Atk +2; CMB +1; CMD 14
Feats Run, Toughness*
*Bonus Feat
Skills Acrobatics +7 (Jumping +15), Stealth +11; Racial Modifiers +8 Jumping;
SQ Large Teeth
SPECIAL ABILITIES
Blood Drain (Su)
Once per day, a pale bunny can drain the blood from a target within 30 feet. The target must make a Fortitude save (DC 13) or take 1d8 points of shadow damage and the pale bunny is healed for that much. Blue mages may learn this ability as a 1st level spell (Knowledge: Arcana DC 17).
Carrot (Su)
Once every 1d4 turns and as a standard action, the pale bunny pulls a carrot out and chews on it healing herself for 1d4+2 point of damage.
Large Teeth (Ex)
Pale bunny has slightly larger teeth for her size which increases her damage die by one size.