14
40 (9d6 + 9)
40 ft., burrow 20 ft.
Perception +4, Stealth +4
poison
charmed, paralyzed, poisoned
darkvision 60 ft.
Jackolops, telepathy 120 ft.
3
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.
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.
The jackalops can use a bonus action to take the Disengage, or Hide action.
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.
The jackalops' long jump is up to 15 feet and its high jump is up to 10 feet, with or without a running start.
The jackalops uses a green telepathic ray from its eye to communicate with other jackalopses.
The jackalops makes two melee attacks: one bite and one ram attack.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
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.