Jackalops

Small aberration, chaotic evil

Armor Class

14

Hit Points

40 (9d6 + 9)

Speed

40 ft., burrow 20 ft.

Skills

Perception +4, Stealth +4

Damage Immunities

poison

Condition Immunities

charmed, paralyzed, poisoned

Senses

darkvision 60 ft.

Languages

Jackolops, telepathy 120 ft.

Challenge

3

Charge

If the jackalops 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 jackalops can use a bonus action to take the Disengage, or Hide action.

Pack Tactics

The jackalops has advantage on attack rolls against a creature if at least one of the jackalops' allies is within 5 feet of the creature and the ally isn't incapacitated.

Standing Leap

The jackalops' 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 jackalops uses a green telepathic ray from its eye to communicate with other jackalopses.

Actions

Multiattack

The jackalops makes two melee attacks: one bite and one ram attack.

Bite

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Ram

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Eye Ray

The jackalops can target one creature within 60 feet of it with a red eye ray. The targeted creature must make a DC 14 Constitution saving throw or take 10 (3d6) force damage.