Small Monstrosity, Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 40 ft., Burrow 80 ft. The jackalope can dash or burrow (your choice) up to 80ft. If the jackalope dashes or burrows directly to another creature, it can spend one attack action to try to knock the creature prone. That target must make a DC12 Dexterity Saving throw or be knocked prone until the end of their next turn.
STR
20 (+5)
DEX
15 (+2)
CON
18 (+4)
INT
16 (+3)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws CON +7
Skills Intimidation +2, Perception +3, Stealth +2
Damage Vulnerabilities Acid, Fire, Thunder
Damage Resistances Psychic, Ranged Attacks
Damage Immunities Cold, Lightning, Necrotic, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight Radius of 10-200 ft. Cannot see 5ft away, sense gets hazy further the radius., Darkvision 60 ft., Passive Perception 12
Languages All Understands all languages, cannot speak, telepathically 100ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Keen Senses. The jackalope has advantage on Wisdom (Perception) checks that rely on sight, sound, or smell. 

Nimbleness. A jackalope can move through the space of any creature that is of a size larger than it is.

 
Actions
  • Multiattack. The jackalope makes two attacks: one with its rack and one with its bite.
  • Rack. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
  • Bite can administer poison, the target must succeed on a DC10 Constitution Saving throw or be poisoned and take 10 (3D6.) After this effect is used, there's a recharge of 5-6. Those immune to poison by magic, or racial features are unaffected.
 
Legendary Actions

The jackalope can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The jackalope regains spent legendary actions at the start of its turn.

  • Bite. The jackalope makes one bite attack.                                                               
  • Movement Attack (Costs 2 Actions). When making a dash or burrow directly to an enemy, the jackalope can make a direct attack (either bite or rack attack) for an extra hit die (Bite +1D8: Rack +1D10.) This attack replaces the knock prone ability.  
  • Lightning Storm (Costs 3 Actions). The jackalope calls Lightning Storm. 

Description

Just because something's small, doesn't mean it isn't dangerous. This monstrous cross between a jackrabbit and an antelope, is an example of failed magical experimentation via arcanists. The jackalope's reputation for ferocity and aggression makes it one of the most feared predators of the wild. Some have claimed to see these little demons in groups, but they are known to oppose each other. Although it's not unheard of for groups of them, most are seen alone. Some people even claim to witness these creatures taking down some of the biggest and strongest of creatures, including Bulettes, Displacer Beasts, some Giants, Owlbears, Trolls, Yetis, even Wyrds and Young Dragons.  

Lair and Lair Actions

Always keep an eye out, they can be anywhere! Whenever in the presence of a jackalope's lair, you never know what could happen, or where. They have been seen in groups as well as solitary, and are very resourceful in finding a home. They can be anywhere, from a badger burrow in a meadow, to an uprooted tree in the forest, an old winter wolf cave, or an abandoned dwarf mine. On initiative count 20 (losing initiative ties), the jackalope rolls a D20. On a result of 11 or higher, the jackalope takes a lair action to cause one of the following effects. It can't use the same effect two rounds in a row.

  • The jackalope targets one creature it can see within 60 feet of it. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.
  • Lightning arcs, forming a 5-foot-wide line between two of the areas solid surfaces that the jackalope can see. They must be within 120 feet of the jackalope and 120 feet of each other. Each creature in that line must succeed on a DC15 Dexterity saving throw or take 10 (3d6) lightning damage.
  • Each creature within 60 feet of the jackalope that can see it must succeed on a DC13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends, the target is immune to this jackalope's action for the next 24 hours.

Regional Effects.

  • Creatures within 1 mile of the jackalope's lair sometimes feel as if they're being watched even when they aren't.
  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the jackalope's lair, the jackalope can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the jackalope upon waking.
  • Intelligent creatures within 1 mile of the jackalope's lair are prone to fits of giggling. Even serious matters suddenly seem amusing.
  • Near its lair, the jackalope can set illusory sounds, such as soft music and strange echoes, and that can be heard in various parts of the area. 

Monster Tags: Misc CreatureDemon

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwamp

MrBullybear16