b'Jackolops \n'b'  Small   aberration ,  chaotic evil  \n'b'  Armor Class  14  Hit Points  40 (9d6 + 9)  Speed  40 ft., burrow 20 ft.\n'b' STATS STR: 16 (+3) DEX:  18 (+4)  CON:  12 (+1)  INT:  7 (-2)  WIS:  14 (+2)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +4,  Stealth  +4  Damage Immunities  poison  Condition Immunities   charmed ,  paralyzed ,  poisoned   Senses   darkvision  60 ft., passive  Perception  14  Languages  Jackolops, telepathy 120 ft.  Challenge  3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Charge . If the jackolops moves at least 20 feet straight toward a target and then hits it with a ram  attack  on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 11  Strength  saving throw or be knocked  prone . \n'b'  Mimicry . The jackolops can  mimic  any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 15  Wisdom  ( Insight ) check. \n'b'  Nimble Escape . The jackolops can take the  Disengage  or  Hide  action as a bonus action on each of its turns. \n'b'  Pack Tactics . The jackolops has advantage on a  melee attack  roll against a creature if at least one of the jackolops\xe2\x80\x99 allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t  incapacitated . \n'b'  Standing Leap . The jackolops\xe2\x80\x99 long jump is up to 15 feet and its high jump is up to 10 feet, with or without a running start. \n'b'  Telepathic Ray . The jackolops uses a green telepathic ray from its eye to communicate with other jackolopses. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The jackolops makes two attacks: one bite  attack  and one ram  attack . \n'b'  Bite .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 6 (1d6 + 3) piercing damage. \n'b'  Ram .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 6 (1d6 + 3) bludgeoning damage. \n'b'  Eye Ray . The jackolops can target one creature with a red ray from its eye within 60 feet of it. The targeted creature must make a DC 14  Constitution  saving throw or take 10 (3d6) force damage. \n'b'\n'b' ABOUT \n'b' A party of adventurers flees for their lives, screaming as they run over the crest of a hill. Pursuing them are a pack of bizarre monsters blasting them with red rays from their eyes. Rampaging jackolopses have scared the living daylights out of the heroes. \n'b'  Rampant Rabbit . The chaotic, killer rabbits can cause pandemonium when they arrive on the scene. Working with others of their kind, they are formidable opponents. Some evildoers have begun to use packs of jackolopses to protect their territories. \n'b'  One-Eyed Menace . Jackolops can take over large parts of the hills. They are a threat to hunters and farmers alike. Their homes are large hidden burrows, although their sentries can giveaway the location.'