Chương 34: Bonus Content - Bestiary Entry — Bunny Hill Giant
Isekai'd Too Late: Please Don't Eat the Guinea Pig · Taliorn · 36 chương · ~10 phút đọc · Tạo 29/08/2026
BUNNY HILL GIANT Huge giant, typically neutral Armor Class 13 (natural armor) Hit Points 105 (10d12 + 40) Speed 40 ft. STR DEX CON INT WIS CHA 21 (+5) 9 (−1) 19 (+4) 5 (−3) 9 (−1) 7 (−2) Skills Perception +2 Senses: darkvision 60 ft., passive Perception 12 Languages: understands simple instructions in Common and Lagomorph, but speaks little. Challenge 5 (1, 800 XP) · Proficiency Bonus +3 Unstoppable Momentum. The giant is slow to start and hard to stop once going.
If it moves at least 20 feet in a straight line toward a target before hitting it with a Fist attack on the same turn, the attack deals an extra 9 (2d8) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone. Building that momentum uses the giant's whole move, and it can't turn sharply while doing so. Too Big to Hold. When the giant fails a saving throw against an effect that would paralyze, restrain, stun, hold, or otherwise stop a single creature, it isn't stopped.
Instead, its speed is halved, and it has disadvantage on attack rolls until the end of its next turn. Patient. In forest or hill terrain where it can conceal itself, the giant can take the Hide action and wait without impatience for as long as it takes. While it holds still, creatures relying on movement or sound to notice it have disadvantage on the check. Reading on this site? This novel is published elsewhere. Support the author by seeking out the original. Actions Multiattack.
The giant makes two attacks: two with its Fist, or one Fist and one Stomp. Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone target. Hit: 24 (4d8 + 5) bludgeoning damage. Sweeping Blow (Recharge 5–6). The giant swings a massive limb in a low arc. Each creature within 10 feet must make a DC 16 Strength saving throw.
On a failure, a creature takes 16 (3d6 + 5) bludgeoning damage, is knocked prone, and is hurled up to 15 feet away. On a success, it takes half damage and isn't moved. Ecology & Behavior What it is. A Huge, upright, hulking rabbit — white-furred, heavy through the chest and shoulders, with slab-muscled arms, oversized paws, and the powerful hind legs of its smaller cousins scaled up past all reason.
It stands two to three stories tall and moves with the unbothered slowness of something that has never in its life needed to hurry. It is a giant, not one of the clever rabbit-folk it resembles; the resemblance ends at the silhouette. Intelligence & temperament. Slow, patient, and literal.
Left to itself, a Bunny Hill Giant has no agenda more pressing than the next mouthful of forage, and it will wait motionless for hours with the calm of a creature that experiences boredom the way a hill experiences weather — which is to say, not at all. It is not aggressive by nature. It becomes dangerous only when pointed, and once pointed, it commits completely. Diet. Pure herbivore. A body that size runs on enormous volumes of green — browse, bark, whole shrubs, the crowns of young trees stripped in passing.
It doesn't hunt and doesn't eat what it fights; violence and food are unrelated categories in the giant's understanding, and it keeps them that way. As hired muscle, this is the role the giant most often turns up in. Cleverer, smaller creatures — bandit crews, strong-arm operations, anyone who needs a wall that walks — hire or direct a Bunny Hill Giant as living siege equipment.
It understands simple, concrete instructions and follows them to the letter and no further: told to hit a particular target, it will hit that target and only that target, thoroughly, for as long as the target keeps existing. The limitation is the same as the asset. It cannot improvise, cannot reassess, and will keep executing the last clear order it was given while the situation changes around it. A giant told to hit the grey thing is superb until the day the grey thing turns out to be a bad idea to hit.
In a fight. It starts slow and gathers speed, and by the time it arrives, it is very hard to stop. It slams with its fists, drives downed opponents into the ground with a stomp, and sweeps low to take the legs out from under anything still standing, launching it clear. Its real weapon is durability: it absorbs punishment that would end most things and keeps swinging, working its slow way toward the only two conclusions it knows — the target stops, or it does.
It is too large for single-target binding magic to grip fully; a hold that would freeze a person lands on the giant as a suggestion it is free to lumber through. Habitat. Forested hills and the treelines at their edges are places with tall enough hills or trees for the giants to hide behind, where they can browse and wait. It is most active from dusk into the night, patient in the dark until something gives it a reason to move. Reproduction & society.
Solitary and long-lived, slow to breed and slower to mature — nothing like the explosive fertility of ordinary rabbits. A giant is a fixture of a region for a long time, which is part of why local operators come to know one, name it, and put it to work. Standing in the world. It's considered a person, as all mammals are. Giants, though, are in the realm of monsters. Some of the giants are intelligent and can be considered good.
The Bunny Hill Giants are neutral, dim-witted, and likely end up as cannon fodder for another's plans.

Giữ khẩu khí thanh khiết — không văn tục, không phá chính trị.
Nhập môn