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.
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.
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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