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Wolpertinger (Jackalope)

D&D 5E Epic Monsters: Jackalope

Jackalope BANNER 5e.jpg

Whether you just like cute things, weird americana, or rabbits, or hate all three, you’ll find it hard to hate the jackalope!

D&D 5E – Epic Monsters: Jackalope | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

Also known as the ‘wolpertinger’ over there in Europe, the term jackalope (and for us headstrong americans therefore the creation of the myth, of course) is attributed to one Douglas Herrick of Douglas, Wyoming. During their teenage years he and his brother were into taxidermy—like all the cool kids are—and after throwing a jackrabbit’s corpse haphazardly somewhere in a taxidermy store they noticed it land beside some deer antlers and a truly brilliant very-American idea was born. The two put one together and sold it for $10 to Roy Ball who put it up in the La Bonte Hotel, and then it spread. Soon after Rapid City in South Dakota championed the jackalope and today, a fellow named Frank English just does this full-time, supplying mounted jackalope heads to Cabela’s (a real big retailer in the states that sells outdoor leisure and hunting gear). You can buy one for $150!

Tiny beast, unaligned
Armor Class 15
Hit Points 55 (10d4+30)
Speed 50 ft.

11 (+0)​21 (+5)​16 (+3)​8 (-1)​17 (+3)​14 (+2)​

Saving Throws Str +2, Dex +7, Con +5
Skills Athletics +4, Deception +4, Perception +7, Stealth +7, Survival +5
Damage Resistances lightning
Condition Immunities stunned
Senses passive Perception 17
Languages Understands Common but cannot speak
Challenge 4 (1,100 XP)

Charge. If the jackalope moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
Evasion. If the jackalope is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the jackalope instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Keen Hearing. The jackalope has advantage on Wisdom (Perception) checks that rely on hearing.
Loves the Rye. The jackalope loves whiskey. A successful DC 8 Charisma check to present a bottle of whiskey convinces it to treat a creature as a friend. This check is made with disadvantage if the creature or its allies have damaged the jackalope.
Mimicry. The jackalope can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Natural Finesse. The jackalope uses Dexterity for its attack and damage rolls.
Nimble Escape. The jackalope can take the Disengage or Hide action as a bonus action on each of its turns.

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.

Uncanny Dodge. When an attacker that the jackalope can see hits it with an attack, the jackalope can use its reaction to halve the attack’s damage against it.

By Rainer Zenz - Rainer Zenz, CC BY-SA 3.0,, Wolpertinger
By Rainer Zenz – Rainer Zenz, CC BY-SA 3.0,

This creature appears to be a large hare with long fangs, feathered wings, and a set of antlers.

[This content was created by Paizo Publishing LLC for the Pathfinder rules but is not from the Pathfinder RPG product line.]

Source: Pathfinder

Wolpertingers are a bizarre amalgamation of hare and bird with the antlers of a deer. A wolpertinger’s mottled fur ranges from light browns and tans to nearly black. A pair of brown-and-tan feathered wings sprouts from its back. While on the ground, wolpertingers fold these wings tight to their bodies. Fierce predators, wolpertingers hunt in packs using clever tactics. While capable of flight, they find prolonged flight taxing and tend to stay on the ground most of the time.

A wolpertinger has a 4-foot wingspan, is nearly 2 feet long, and weighs around 15 pounds.

Wolpertinger CR 1
XP 400

N Tiny magical beast

Init +2; Senses Darkvision 60 ft., Low-Light Vision; Perception +5
AC 14, touch 14, flat-footed 12 (+2 Dexterity, +2 size)

hp 15 (2d10+4)

Fort +5, Ref +5, Will +1
Speed 40 ft., Fly 40 ft. (average)

Melee bite +6 (1d3-1 plus bleed 1d4), gore +6 (1d3-1)

Space 2-1/2 ft.; Reach 0 ft.

Special Attacks bleed (1d4)
Strength 9, Dexterity 14, Constitution 15, Intelligence 4, Wisdom 13, Charisma 6

Base Atk +2; CMB +2; CMD 11 (15 vs. trip)

Feats Weapon Finesse

Skills Fly +6, Perception +5, Stealth +14
Environment temperate forests or hills

Organization solitary, pair, or pack (3-12)

Treasure none


Wolpertingers are usually encountered in temperate forests and hills, though scarcity of their favored foods can sometimes drive them to warmer or colder climes. Though they are omnivores, wolpertingers prefer fresh meat to grasses and berries. They typically hunt creatures smaller than themselves (favoring rabbits, mice, squirrels, and the like), but often take on larger predatory animals, such as foxes. Given a large enough pack, wolpertingers can even take down a solitary wolf.

Wolpertingers mate only once per year, in the spring. Kits stay with their packs until they are full-grown, but rarely remain with their birth-packs beyond a year, instead setting out to establish their own packs.

Habitat & Society

Though related to skvaders, wolpertingers are quite different beasts. Unlike their somewhat nomadic cousins, wolpertingers are aggressive and fiercely territorial. Packs stake out territories large enough for their hunting needs, and keep constantly vigilant against invaders. At the first indication of any significant threat, the pack mobilizes and attempts to kill or drive off the intruders. This territoriality extends to different packs of wolpertingers, though multiple packs have been known to coexist peacefully near one another as long as none of them violates another pack’s territory.

When on the hunt, wolpertingers vary their approaches, from slinking through the underbrush to flying in from above, as befits the terrain and the capabilities of their prey. When approaching from afar, they charge in quickly to get close enough to deal a forceful attack with their horns. Once in close combat, they gang up on their prey in flanking pairs. The strongest and oldest wolpertingers focus on melee, leaving the younger members of the pack to dart in for quick charges.

Given their antlers, it’s difficult for wolpertingers to create burrows like skvaders and normal hares. Instead, they seek shelter in naturally secluded areas as well as in the former dens of larger predators.

Skvaders and Wolpertingers as Familiars

While most skvaders and wolpertingers prefer the company of their families and packs, occasionally the more adventurous among them come to serve as familiars. Service to a powerful spellcaster brings with it protection and long-term companionship, which these creatures take advantage of. A neutral spellcaster can gain a skvader as a familiar at 3rd level by taking the Improved Familiar feat, and a neutral spellcaster can gain a wolpertinger as a familiar at 5th level by taking the Improved Familiar feat.

Section 15: Copyright Notice

Pathfinder Adventure Path #61: Shards of Sin © 2012, Paizo Publishing, LLC; Author: Greg A. Vaughan.

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