We rarely attempt to post house D&D stats here on Geek Native, but we are inspired by the annual Easter trend of Xenomorph Easter Bunnies. Let’s shake it up for 2025!
For the record, I think the 2016 Xenomorph easter bunny post was hard to beat.
Art by Maku Felix.

Xenomorph Easter Bunny
Medium monstrosity, chaotic evil
Armor Class 15 (Natural Armor)
Hit Points 90 (12d8 + 36)
Speed 40 ft., climb 30 ft.
Saving Throws Dex +7, Con +6
Skills Stealth +10, Perception +4, Athletics +5
Damage Resistances Acid
Condition Immunities Frightened
Senses Darkvision 120 ft., Passive Perception 14
Languages —
Challenge 6 (2,300 XP) Proficiency Bonus +3
Acid Blood. When the Xenomorph Easter Bunny takes piercing or slashing damage while below half its maximum hit points (45 HP), each creature within 5 feet of it takes 7 (2d6) acid damage.
Ambusher. The Xenomorph Easter Bunny has advantage on attack rolls against any creature it has surprised.
Standing Leap. The Xenomorph Easter Bunny’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Spider Climb. The Xenomorph Easter Bunny can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The Xenomorph Easter Bunny makes three attacks: one with its Bite and two with its Claws, or it makes one attack with its Inner Jaw.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Inner Jaw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) acid damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the Xenomorph Easter Bunny can’t use its Inner Jaw on another target.
Acid Spit (Recharge 5–6). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 18 (4d8) acid damage.
Implant Egg (1/Day). The Xenomorph Easter Bunny targets one incapacitated humanoid grappled by it. The target must succeed on a DC 14 Constitution saving throw or be implanted with a parasitic egg. The egg gestates inside the host for 24 hours. If the egg is not removed before gestation ends (e.g., via *lesser restoration* spell or similar magic), the host instantly drops to 0 hit points, and a Xeno-Bunny Larva (use **Quipper** stats, but it’s a Tiny monstrosity with 5 ft. speed, climb 5 ft., and Acid Blood dealing 1d4 acid damage) bursts forth.
Bonus Actions
Aggressive Hop. The Xenomorph Easter Bunny moves up to half its speed toward a hostile creature that it can see or hear.
It know. It’s stupid!