# Jackalope *Tiny* *Beast* - **Armor Class:** 14 - **Hit Points:** 55 (10d4+30) - **Speed:** walk 50 ft. - **Challenge Rating:** 3 (700 XP) - **Source:** A5e Monstrous Menagerie, page 453 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 11 (+0) | 19 (+4) | 16 (+3) | 6 (-2) | 17 (+3) | 14 (+2) | - **Saving Throws**: Str +2, Dex +6, Con +5 - **Skills:** athletics +2, deception +4, perception +5, stealth +6, survival +5 - **Damage Resistances:** lightning - **Condition Immunities:** stunned - **Senses:** passive Perception 17 - **Languages:** understands Common but cannot speak ### Special Abilities - **Evasion:** If the jackalope is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the jackalope instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. - **Keen Hearing:** The jackalope has advantage on Perception checks that rely on hearing. - **Mimicry:** The jackalope can imitate sounds it hears frequently, such as a simple phrase or an animal noise. Recognizing the sounds as imitation requires a DC 14 Insight check. ### Actions - **Gore:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. If the jackalope moves at least 20 feet straight towards the target before the attack the attack deals an extra 7 (2d6) piercing damage. ### Bonus Actions - **Nimble Escape:** The jackalope takes the Disengage or Hide action. ### Reactions - **Uncanny Dodge:** When an attacker the jackalope can see hits it with an attack, the jackalope halves the attacks damage against it.