Harefolk
Small Humanoid chaotic good
- Armor Class: 13 (leather armor)
- Hit Points: 18 (4d6+4)
- Speed: burrow 10 ft. walk 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: Tome of Beasts 2, page 194
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
15 (+2) |
12 (+1) |
10 (+0) |
12 (+1) |
13 (+1) |
- Skills: perception +3, survival +3
- Senses: passive Perception 13
- Languages: Common
Special Abilities
- Keen Smell: The harefolk has advantage on Wisdom (Perception) checks that rely on smell.
- Ready for Trouble: The harefolk can't be surprised, and it has advantage on initiative rolls if it isn't incapacitated or unconscious.
- Shapechanger Sensitivity: The harefolk has advantage on Intelligence (Investigation) and Wisdom (Insight) checks to determine if a creature is a shapechanger. It automatically succeeds when the shapechanger is a werewolf. In addition, the harefolk has advantage on its first attack roll each turn against a creature with the Shapechanger trait or Change Shape action, regardless of whether the harefolk was previously aware of the shapechanger's nature.
- Snow Camouflage: The harefolk has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
- Snow Walker: The harefolk can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
- Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Sling: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
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