Charge. If the jackalope moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Mimicry. The jackalope can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Description
A jackalope can mimic any sounds it hears, even voices. It has a beautiful singing voice, akin to a human male tenor regardless of the jackalope’s sex, and will sing along with any songs it hears. When chased, the jackalope will use its vocal abilities to elude capture, throwing its voice to trick its pursuers into running a different direction.
The best way to catch a jackalope is to lure it with dwarven whiskey, as they have a particular fondness for this drink. A single ounce of the stuff will intoxicate it, granting it the poisoned condition and reducing its speed to 25 feet.
Though accustomed to roaming in herds called flaggerdoots, lone jackalopes are occasionally encountered. These rogue jackalopes are usually exiles from their flaggerdoot, or lost souls that were left behind in the wild as children.
I really like this creature, great work!