Jackalope (3.5e Creature)

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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.


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[edit]

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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