Airwalk. Without conscious thought, an airwalk jackrabbit creates tiny, flat discs of force under itself, allowing it to walk, slide or hop across liquid or gas. In effect, this allows the creature to "fly" by hopping from disc to disc, "hover" by standing or sitting on a disc, or "fall" without plummeting in the direction of gravity. If they are knocked unconscious, the disc they are standing on will slowly move them 60' per round in the direction of gravity and settle them gently on the next non-gaseous surface available.
Keen Senses. Jackrabbits of all sorts have advantage on Wisdom (Perception) checks that rely on hearing or sight.
Familiar. With the DM's permission, the find familiar spell can summon an airwalk jackrabbit.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Thump. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Escape. Jackrabbits can take the Dash, Disengage, or Hide action as a bonus action on each of its turns. Should they choose to Hide, they may roll for stealth as normal even if they are in plain sight.
Description
Hopping across the sky on tiny, short-lived, invisible discs of force, the airwalk jackrabbit's translucent fur makes it difficult to make out. Small clans of these dwell in caves or high tree hollows and venture out to find good forage wherever they can hop to. They are typically passive grazers, but will defend themselves and their clans ferociously if assaulted.
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