Small aberration, chaotic evil

Armor Class 14
Hit Points 40 (9d6 + 9)
Speed 40 ft., burrow 20 ft.

16 (+3) 18 (+4) 12 (+1) 7 (-2) 14 (+2) 7 (-2)

Skills Perception +4, Stealth +4
Damage Immunities poison
Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Jackolops, telepathy 120 ft.
Challenge 3 (700 XP)


  • Charge. If the jackolops moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
  • Mimicry. The jackolops can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.
  • Nimble Escape. The jackolops can take the Disengage or Hide action as a bonus action on each of its turns.
  • Pack Tactics. The jackolops has advantage on a melee attack roll against a creature if at least one of the jackolops’ allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Standing Leap. The jackolops’ long jump is up to 15 feet and its high jump is up to 10 feet, with or without a running start.
  • Telepathic Ray. The jackolops uses a green telepathic ray from its eye to communicate with other jackolopses.


  • Multiattack. The jackolops makes two attacks: one bite attack and one ram attack.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  • Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
  • Eye Ray. The jackolops can target one creature with a red ray from its eye within 60 feet of it. The targeted creature must make a DC 14 Constitution saving throw or take 10 (3d6) force damage.


A party of adventurers flees for their lives, screaming as they run over the crest of a hill. Pursuing them are a pack of bizarre monsters blasting them with red rays from their eyes. Rampaging jackolopses have scared the living daylights out of the heroes.

Rampant Rabbit. The chaotic, killer rabbits can cause pandemonium when they arrive on the scene. Working with others of their kind, they are formidable opponents. Some evildoers have begun to use packs of jackolopses to protect their territories.

One-Eyed Menace. Jackolops can take over large parts of the hills. They are a threat to hunters and farmers alike. Their homes are large hidden burrows, although their sentries can giveaway the location.

Section 15: Copyright Notice

Monsters of the Wilderness: A Collection of Monsters for 5th Edition Copyright 2022 Cawood Publishing Author Andrew Cawood

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