Jackalope Peacekeeper
Medium Humanoid (Jackalope), Neutral Good
Armor Class 13
Hit Points 72 (16d8)
Speed 40 ft.
STR 10 (+0), DEX 16 (+3), CON 11 (+0), INT 12 (+1), WIS 14 (+2), CHA 16 (+3)
Skills Acrobatics +5, Deception +5, History +3, Insight +6, Perception +4, Persuasion +5, Medicine +4
Senses passive Perception 14
Languages Common
Challenge 1 (200 XP) Proficiency Bonus +2
Soothing Presence. While the jackalope is alive, creatures within 10 feet of the jackalope have advantage on saving throws against being charmed or frightened. The jackalope has advantage on Charisma checks when interacting with creatures within 10 feet of it.
Standing Leap. The jackalope’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Actions
Multiattack. The jackalope makes two attacks with its paws.
Paw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Antlers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) poison damage.
Jackalope Peacekeeper
Creature 1
Medium, Humanoid, Jackalope
Perception +7; low-light vision
Languages Common
Skills Acrobatics +5, Deception +5 (+9 to Create a Diversion), Diplomacy +7, Medicine +5, Society +7
Str +0, Dex +2, Con +1, Int +2, Wis +2, Cha +2
Items explorer’s clothing, healer’s toolkit
AC 15; Fort +4, Ref +7, Will +7
HP 15
Soothing Aura (aura, emotion, mental) 10 feet. The jackalope peacekeeper’s air of meditative calm fortifies allies and gives enemies pause. Allies of the peacekeeper who are in the emanation gain a +1 circumstance bonus to saves against emotion effects. The peacekeeper gains a +2 status bonus to attempts to change the attitudes of creatures within the emanation.
Speed 30 feet
Melee [one-action] paw +7 (agile, finesse, nonlethal, unarmed), Damage 1d4+2 bludgeoning plus Improved Push
Melee [one-action] antlers +5, Damage 1d6+2 piercing plus 1d4 poison
Bounding Leap [two-actions] The jackalope leaps through the air a horizontal distance equal to their Speed. This movement ignores penalties from difficult terrain and greater difficult terrain.
Soul Flurry [three-actions] The jackalope makes three paw attacks and adds 1d6 spirit damage to each attack. The jackalope may choose to remove the nonlethal trait from these attacks. Each attack counts toward the jackalope’s multiple attack penalty, but the penalty only increases after all the attacks have been made.
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