Shapechanger. The werehare can use its action to polymorph into a hare-humanoid hybrid or into a giant hare, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Smell. The werehare has advantage on Wisdom (Perception) checks that rely on smell.
Burrow. The werehare can move through loose ground or dirt (not stone) at half-speed.
Multiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.
Bite (Hare or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereHare lycanthropy.
Shortsword or Handaxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing or slashing damage.
Sling (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 2) bludgeoning damage.
Lucky . When a creature the Werehare can see hits it with an attack roll, the Werehare can use its reaction to force that creature to reroll. Once it has used this ability, the werehare can’t use it again until it rolls initiative at the start of combat or until it finishes a short or long rest.
Lair and Lair Actions
Werehares live in large, rural colonies underground. due to their burrowing habits, they have had altercations with Dwarven communities in the past, and have build up a dislike for Dwarven folk due to a long history of poor relations.
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