b'Lycanthrope, Wererabbit \n'b'  Family:   Lycanthropes  \n'b'  Medium   lycanthrope  (human, shapechanger),  chaotic neutral  \n'b'  Armor Class  12  Hit Points  33 (6d8 + 6)  Speed  30 ft.\n'b' STATS STR: 12 (+1) DEX:  15 (+2)  CON:  12 (+1)  INT:  12 (+1)  WIS:  10 (+0)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +2,  Stealth  +4  Damage Immunities  bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons  Senses   darkvision  60 ft., passive  Perception  12  Languages  Common, Sylvan  Challenge  2 (450 XP) \n'b' Special Traits \n'b'\n'b'  Keen Hearing and Smell . The wererabbit has advantage on  Wisdom  ( Perception ) checks that rely on hearing or smell. \n'b'  Innate Spellcasting . The wererabbit innate spellcasting ability is  Wisdom  (spell save DC 13). The wererabbit can innately cast the following spells, requiring no components.\n'b'\n'b'\n'b'  1/day :  expeditious retreat ,  haste ,  longstrider  \n'b'\n'b'  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\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' Actions \n'b'\n'b'  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. \n'b'  Shortsword .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 5 (1d6 + 2) piercing damage.'