12
33 (6d8 + 6)
30 ft.
Perception +2, Stealth +4
bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
darkvision 60 ft.
Common, Sylvan
2
The wererabbit has advantage on Wisdom (Perception) checks that rely on hearing or smell
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
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.
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.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.