Small Beast
AC 13 Natural    Initiative +3 (13)
HP 5 (2d4)
Speed 40 ft., Burrow 5 ft.
Mod Save
STR 2 −4 −4
DEX 16 +3 +3
CON 10 +0 +0
Mod Save
INT 2 −4 −4
WIS 12 +1 +1
CHA 8 −1 −1
Skills Perception +15, Stealth +21
Senses Passive Perception 11
Languages None
CR 0 (XP 10; PB +2)
Traits

Ember Step.

Once per short rest, when the Ash Hare takes the Dash or Disengage action, it may ignite a trail of glowing embers behind it. This trail lasts until the start of the Ash Hare's next turn. Any creature that moves through this space takes 1 fire damage and treats the space as difficult terrain.

Cinder Sense.

The Ash Hare has advantage on Wisdom (Perception) checks that rely on smell. In addition, it can detect areas that have been scorched or burned within the past year within a 10-foot radius, which appear to glow faintly to it.

Flicker Fade.

When the Ash Hare is reduced to 0 hit points, it disappears in a swirl of harmless ash and cannot be targeted or revived until it is resummoned. It leaves behind a small scorch mark where it vanished.

Kindred Grief.

Once per long rest, if the Ash Hare is in physical contact with its bonded summoner during a moment of emotional distress (such as grief, fear, or sorrow), the summoner gains advantage on their next Wisdom saving throw against being frightened or charmed.

Spellcasting.

The Ash Hare is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The Ash Hare has the following druid spells prepared:

Cantrips (at will): Druidcraft, Produce Flame

Actions

Ash Puff.

The Ash Hare kicks up a cloud of warm cinders in a 5-foot radius. Creatures in the area must succeed on a DC 11 Constitution saving throw or have disadvantage on their next attack roll before the end of their next turn. The ash cloud dissipates immediately after use. This action can be used once per short rest.

Ember Bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) fire damage.
The Ash Hare bites with smoldering teeth, searing the target slightly.

Reactions

Ash Veil.

When a creature the Ash Hare can see targets it with an attack, the Ash Hare can release a burst of ash. The attacker must succeed on a DC 11 Wisdom saving throw or have disadvantage on the triggering attack. This reaction can be used once per short rest.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A rabbit made from char and soil, born from the ashes of a destroyed grove.

The Ash Hare resembles a small rabbit woven from charcoal, gray bark, and smoldering embers. Its eyes glow with faint orange light, like coals under ash. When it hops, small puffs of soot trail behind it, vanishing after a few seconds. In silence, it hums with a warmth that reminds Luna of the grove—both what was lost, and what remains.

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Vicious_Meerkat

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