Harefolk

Small Humanoid (harefolk), chaotic good

Armor Class 13 (leather armor)

Hit Points 18 (4d6+4)

Speed walk +30, burrow +10

Challenge 1/4

STR
10
+0
DEX
15
+2
CON
12
+1
INT
10
+0
WIS
12
+1
CHA
13
+1

Skills survival +3, perception +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.

Source: Tome of Beasts 2 · OGL/Open