Actions/Abilities/Traits: (D&D 5e)
Action
Bite (Rabbit or Hybrid Form Only)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wererabbit lycanthropy.
Action
Shortsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Special
1/day
expeditious retreat, haste, longstrider
Special
Innate Spellcasting
The wererabbit innate spellcasting ability is Wisdom (spell save DC 13). The wererabbit can innately cast the following spells, requiring no components.
Special
Keen Hearing and Smell
The wererabbit has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Special
Shapechanger
The wererabbit can use its action to polymorph into a small rabbit-humanoid hybrid or into a giant rabbit, or back into its true form, which is humanoid. Its statistics, other than size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.