# 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.