Armor Class 12
Hit Points 33 (6d8 + 6)
Speed 30 ft.
|12 (+1)||15 (+2)||12 (+1)||12 (+1)||10 (+0)||8 (-1)|
Skills Perception +2, Stealth +4
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses darkvision 60 ft., passive Perception 12
Languages Common, Sylvan
Challenge 2 (450 XP)
- Keen Hearing and Smell. The wererabbit has advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Innate Spellcasting. The wererabbit innate spellcasting ability is Wisdom (spell save DC 13). The wererabbit can innately cast the following spells, requiring no components.
- Shapechanger. The wererabbit can use its action to polymorph into a small rabbit-humanoid hybrid or into a giant rabbit, or back into its true form, which is humanoid. Its statistics, other than size and AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
- Bite (Rabbit or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wererabbit lycanthropy.
- Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Wererabbits are the chief messengers for both fey courts. Rather timid at heart, these odd lycanthropes prefer to stand aside once conflict breaks out.
Slaves to Time. As they are constantly rushing about, they are obsessed with time. They often carry hourglasses and fret about delivering the next message on time. These creatures also have a handful of spells that can help them in their duties.
Always Anxious. Wererabbits are very neurotic and extremely timid. This high sensitivity causes them much distress.
Monsters of Feyland A Collection Of Monsters For 5th Edition © 2018 Cawood Publishing, Author Andrew Cawood