15 (natural armor)
68 (8d10 + 24)
40 ft.
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
necrotic, poison
charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
darkvision 60 ft.
Common
5
The shadow rabbit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
The shadow rabbit's long jump is up to 15 feet and its high jump is up to 10 feet, with or without a running start.
While in sunlight, the shadow rabbit has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The shadow rabbit makes two attacks.
. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage plus 3 (1d6) necrotic damage.
Ranged Weapon Attack: +6 to hit, range 30/80 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 2 (1d4) necrotic damage.