Harefolk
Small Humanoid (harefolk), chaotic good
What appears to be an arctic hare given humanoid form is clad in leather armor and stands with its shortsword at the ready. Its bright eyes take everything in, while its nose quivers in search of predators._
Werewolf Foes. Harefolk have a long-standing hatred for Open Game License
Armor Class 13 (leather armor)
Hit Points 18 (4d6+4)
Speed 30 ft., burrow 10 ft.
- 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
Challenge 1/4
Traits
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.






