Jackalope (3.5e Creature)
| Jackalope | |
|---|---|
| Size/Type: | Tiny Magical Beast |
| Hit Dice: | 1d10 (5 hp) |
| Initiative: | +2 |
| Speed: | 30 ft. (8 squares) |
| Armor Class: | 15 (+2 size, +2 dex, +1 natural), touch 14, flat-footed 13 |
| Base Attack/Grapple: | +1/–10 |
| Attack: | Gore +5 melee (1d3-3) |
| Full Attack: | Gore +5 melee (1d3-3) and 2 claws +0 melee (1d2–3) |
| Space/Reach: | 2-1/2 ft./0 ft. |
| Special Attacks: | Powerful Charge |
| Special Qualities: | Darkvision 60 feet, Low-Light Vision |
| Saves: | Fort +2, Ref +4, Will +1 |
| Abilities: | Str 5, Dex 15, Con 11, Int 3, Wis 12, Cha 6 |
| Skills: | Balance +6, Escape Artist +6, Hide +8, Jump +1, Move Silently +8 |
| Feats: | EnduranceB, Weapon Finesse |
| Environment: | Temperate Forests and Deserts |
| Organization: | Solo, Mated Pair, or Family (3-5) |
| Challenge Rating: | 1 |
| Treasure: | None |
| Alignment: | Always neutral |
| Advancement: | 2-3 HD (Tiny), 4-6 HD (Small) |
| Level Adjustment: | +0 (cohort) |
You here rustling in the nearby bush, and think see something out of the corner of eye as you turn to look.
A jackalope is a mythical beast that looks like a rabbit with horns or antlers.
Combat
Jackalopes are shy creatures and normally won't attack, but it can be dangerous if they provoked.
Powerful Charge (Ex): When a jackalope charges, its gore attack deals 1d6-3 points of damage.
Skills: Jackalopes have a +4 racial bonus on Balance, Escape Artist, Jump, and Move Silently checks.
Jackalopes as Familiars
A jackalope may be selected as a familiar if the character has the Improved Familiar feat and a caster level of at least three. It grants its master a +2 bonus on Hide and Move Silently checks.
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