Tiny Beast, Unaligned
Armor Class 13 Natural armor
Hit Points 28 (5d6 + 10)
Speed 20 ft., Fly 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
4 (-3)
WIS
10 (+0)
CHA
6 (-2)
Skills Acrobatics +2, Perception +2, Stealth +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision, Passive Perception 12
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Regeneration. The wererabbit regains 2 hit points at the start of its turn. If the the wererabbit takes fire, acid or necrotic damage this trait doesn’t function at the start of the wererabbit’s next turn. The wererabbit dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Keen hearing. The wererabbit has advantage on Wisdom (Perception) checks that rely on hearing.

Pack Tactics. The Were Rabbit has advantage on an attack roll against a creature if at least one of the Were Rabbit’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Multi-attack.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6(2d4 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 2) piercing damage.

Bonus Actions

Escape. The wererabbit can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.

Reactions

Rabbit’s Fury. When the wererabbit is damaged it can use its reaction to increase its size for 1 minute. When using this trait its STR is 12, gains proficiency in the Athletics skill, gains a +2 bonus to attack and damage rolls, 10 temporary Hit Points and loses its flight ability. The wererabbit can use this trait once every long rest.

Description

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Habitat: ForestGrasslandHill

jordanreiter

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