Manic-Depressive Spell Bunny

Manic-depressive Spell Bunny                                                    CR 4

XP 12

NE Diminutive Magical Beast

Init +5; Senses Low-Light Vision, Darkvision 60ft; Perception +10

DEFENSE
AC 19, touch 19, flat-footed 14 (+4 size, +5 Dex)

hp 21 (6d10-12)

Fort +3, Ref +10, Will +3

Defensive Abilities Evasion

SR 15

OFFENSE
Speed 15 ft.

Melee bite +9 (1d2-1)

Space 2-1/2 ft.; Reach 2-1/2 ft.

Sorcerer spells known: (CL 4, Concentration +8)

2nd-(4/day, DC 16) Summon Monster II

1st-(7/day, DC 15) Floating Disc, Magic Aura, Magic Missile

0th-(at will, DC 14) Message, Distrupt Undead, Daze, Acid Splash, Read Magic, Prestidigitation

STATISTICS
Str 7, Dex 20, Con 6, Int 10, Wis 12, Cha 18

Base Atk +6; CMB +1; CMD 16 (20 vs. trip)

Feats Endurance, Run, Skill Focus (Stealth)

Skills: Perception +13, Stealth +14

Languages Common

SQ Magical Beast Traits

SPECIAL ABILITIES
Evasion (Ex)

A Manic-depressive Spell Bunny can avoid even magical and unusual attacks with great agility. If a Manic-depressive Spell Bunny makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the Manic-depressive Spell Bunny is wearing light armor or no armor. A helpless Manic-depressive Spell Bunny does not gain the benefit of evasion.

Magical Beast Traits

Magical Beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the creature knows at least one language, but can’t necessarily speak). Magical Beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits.

-Darkvision 60 feet.

-Low-light vision.

-Magical beasts breathe, eat, and sleep.

ECOLOGY
Environment: Any Magical

Organization: Solitary or Pair

Treasure: V