Lore & Background
Name: Wererabbit
Type: Shapechanger (Humanoid cursed with rabbit lycanthropy)
Alignment: Usually Chaotic Neutral or Chaotic Evil
Origins
The wererabbit curse is whispered among rural folk as a punishment from nature spirits for those who desecrate sacred groves. Unlike the more common werewolf, the wererabbit embodies primal fear and hunger. At first glance, it seems absurd—a rabbit curse—but those who have seen its true form know the horror: towering, muscular, and feral, with claws that can rip through armor and teeth that crush bone.
Behavior
Wererabbits are nocturnal predators, lurking in dense forests and ambushing travelers. They retain some rabbit instincts—burrowing, heightened senses, and explosive speed—but twisted by bloodlust. They often hunt in silence, then strike with terrifying ferocity. Villages plagued by wererabbits report mutilated livestock and claw marks on doors.
Legends
Some druids believe wererabbits were created as guardians of nature, but corrupted by dark magic. Others claim they are remnants of an ancient curse tied to lunar cycles. Unlike wolves, wererabbits are cunning and prefer psychological terror—scratching at windows, leaving trails of blood, and attacking when fear peaks.
Stat Block: Wererabbit
Medium Humanoid (Shapechanger), Chaotic Neutral/Evil
Armor Class: 15 (natural armor)
Hit Points: 105 (14d8 + 42)
Speed: 40 ft., burrow 10 ft.
STR | DEX | CON | INT | WIS | CHA
18 (+4) | 16 (+3) | 16 (+3) | 10 (+0) | 12 (+1) | 8 (-1)
Saving Throws: Dex +6, Con +6
Skills: Perception +4, Stealth +6
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Common (cannot speak in hybrid form)
Challenge: 6 (2,300 XP)
Traits
Shapechanger: The wererabbit can use its action to polymorph into a Medium rabbit-humanoid hybrid or a giant rabbit, or back to its humanoid form.
Keen Hearing: Advantage on Wisdom (Perception) checks relying on hearing.
Lunar Frenzy: Under a full moon, the wererabbit has advantage on attack rolls and saving throws.
Actions
Multiattack: The wererabbit makes two claw attacks.
Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 4) slashing damage.
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wererabbit lycanthropy.
Bonus Action
Burrow Dash: The wererabbit can move up to half its speed underground without provoking opportunity attacks.
Legendary Actions (Optional for Boss Variant)
Leap Strike (Costs 2 Actions): The wererabbit leaps up to 20 ft. and makes a claw attack with advantage.
Terrifying Screech (Costs 3 Actions): All creatures within 30 ft. must make a DC 14 Wisdom saving throw or be frightened until the end of their next turn.
Tags
Modellquelle
