Maybe take a look at HPA* (hierarchal A* - partition the map, pathfind on high-level map, then pathfind at lower granularity).
You can also encode into the hierarchy information about whether a rabbit exists in the chunk in the first place, to reduce the initial search for nearest-rabbit.
Factorio had a good blog post on it [1], and Rimworld too but it also enabled arbitrary-sized partitions. [2]
I'm kind of just guessing based on your basic description though; what's the full scenario in mind?
[0] http://www.gameaipro.com/GameAIPro2/GameAIPro2_Chapter14_JPS...