I have a rabit here that I picked up from the wotc boards
Rabbit
Tiny animal
HD: 1/4 d8 (2 hp)
Init: +4 dex
Speed: 40 ft.
AC: 14 (+4 dex)
Attacks: bite +4 melee
Damage: bite 1d3-4
Special Qualities: low light vision
Face/Reach:
Saves: reflex +6, fort +0, will +0
Abilities: str 3, dex 18, con 11, int 2, wis 10, cha 4
Skills: listen +7, spot +7, escape artist +9, jump + 4,
Feats: alertness B, weapon finesse (bite)
CR: 1/10
Dire Rabbit
Medium Animal
Hit Dice: 3d8 (13 hp)
Initative: +4 (Dex)
Speed: 50 ft., burrow 10 ft.
AC: 16 (+4 Dex, +2 Natural)
Attacks: Bite (+6 Melee)
Damage: Bite 1d6+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Leap Attack
Special Qualities: Scent
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 12, Dex 19, Con 12,
Int 2, Wis 12, Cha 10
Skills: Hide +10, Move Silently +8,
Spot +8, Listen +14
Feats: Weapon Finesse (bite)
Climate/Terrain: Any forest, hill,
and plains
Organization: Solitary or Warren (20-50)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Large)
Dire rabbits normally flee at the first sign of danger and can leap 80 ft. once every three rounds to aid their escape, they sometimes associate with halflings. Young dire rabbits can be trained and are prized by some halflings as mounts. If trained for battle they can use their leap as a charge attack and gain an additional +2 to damage beyond normal charge bonuses. Training a dire rabbit as a war mount requires a successful Handle Animal check (DC 25 for a young one or DC 35 for an adult). Riding a dire rabbit requires an exotic saddle and imposes a -4 to Ride checks while running and jumping due to the odd gait of the creatures. Dire rabbits receive a +6 racial bonus to listen checks. The voracious appetite of an entire warren, a pelt worth 30 gold pieces, and their tastiness to humanoids and predators keeps their numbers low outside areas protected by halflings.