Armor Class 14
Hit Points 55 (10d4+30; bloodied 27)
Speed 50 ft.
Proficiency Bonus +2; Maneuver DC 14
Saving Throws Str +2, Dex +6, Con +5
Skills Athletics +2 (+1d4), Deception +4, Perception +5 (+1d4), Stealth +6, Survival +5
Damage Resistances lightning
Condition Immunities stunned
Senses passive Perception 17
Languages understands Common but cannot speak
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 attack’s damage against it.
Beasts are natural animals whose existence and abilities are nonmagical. A bear and a tyrannosaurus rex are both beasts.