Jackalope

Tiny beast, unaligned

Armor Class 15
Hit Points 55 (10d4+30)
Speed 50 ft.

STR DEX CON INT WIS CHA
11 (+0) 21 (+5) 16 (+3) 8 (-1) 17 (+3) 14 (+2)

Saving Throws Str +2, Dex +7, Con +5
Skills Athletics +4, Deception +4, Perception +7, Stealth +7, Survival +5
Damage Resistances lightning
Condition Immunities stunned
Senses passive Perception 17
Languages Understands Common but cannot speak
Challenge 4 (1,100 XP)

SPECIAL TRAITS

  • Charge. If the jackalope moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
  • Evasion. If the jackalope is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the jackalope instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Keen Hearing. The jackalope has advantage on Wisdom (Perception) checks that rely on hearing.
  • Loves the Rye. The jackalope loves whiskey. A successful DC 8 Charisma check to present a bottle of whiskey convinces it to treat a creature as a friend. This check is made with disadvantage if the creature or its allies have damaged the jackalope.
  • Mimicry. The jackalope can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
  • Natural Finesse. The jackalope uses Dexterity for its attack and damage rolls.
  • Nimble Escape. The jackalope can take the Disengage or Hide action as a bonus action on each of its turns.

ACTIONS

  • Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.

REACTIONS

  • Uncanny Dodge. When an attacker that the jackalope can see hits it with an attack, the jackalope can use its reaction to halve the attack’s damage against it.

ABOUT

A jackalope can mimic any sounds it hears, even voices. It has a beautiful singing voice, akin to a human male tenor regardless of the jackalope’s sex, and will sing along with any songs it hears. When chased, the jackalope will use its vocal abilities to elude capture, throwing its voice to trick its pursuers into running a different direction.

The best way to catch a jackalope is to lure it with dwarven whiskey, as they have a particular fondness for this drink. A single ounce of the stuff will intoxicate it, granting it the poisoned condition and reducing its speed to 25 feet.

Though accustomed to roaming in herds called flaggerdoots, lone jackalopes are occasionally encountered. These rogue jackalopes are usually exiles from their flaggerdoot, or lost souls that were left behind in the wild as children.

A sudden flash of movement draws your attention to a clump of tall grass. Poking over the blades of grass are a pair of ivory antlers, but as you look closer, they are not attached to a stag but a four-foot long jackrabbit!

While walking through an unfamiliar forest, you hear a loud crack of breaking wood and are hit hard from behind. Whirling around you see nothing, but a large tree branch lays at your feet. Another crack sounds. Turning, you see another branch flying your way, as a villainous looking ape ducks behind the canopy of a withered tree.

Rumors spread of lumberjacks disappearing in an ancient and untouched woodlands, and a reward is put on their rescue. As the PCs investigate, they begin finding bodies folded into hollow trees.

While sitting around the campfire, the party’s bard begins their Song of Rest. The bard is unexpectedly joined by a chorus of jackalopes, singing from the edge of the firelight.

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