Lycanthrope, Wererabbit

Medium lycanthrope (human, shapechanger), chaotic neutral

Armor Class

12

Hit Points

33 (6d8 + 6)

Speed

30 ft.

Skills

Perception +2, Stealth +4

Damage Immunities

bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Senses

darkvision 60 ft.

Languages

Common, Sylvan

Challenge

2

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. • 1/Day: expeditious retreat, haste, longstrider

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.

Actions

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.