| MOD | SAVE | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 18 | +4 | +7 |
| CON | 10 | +0 | +0 |
| MOD | SAVE | ||
| INT | 16 | +3 | +6 |
| WIS | 12 | +1 | +1 |
| CHA | 10 | +0 | +0 |
Pack Tactics. The harengon has advantage on an attack roll against a creature if at least one of the harengon’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Standing Leap. The harengon’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Dagger. Melee Weapon Attack: 1d20+7 to hit, reach 5 ft., one target. 1d4+4 piercing damage. Sling. Ranged Weapon Attack: 1d20+7 to hit, range 30/120 ft., one target. 1d4+4 bludgeoning damage. Sneak Attack. When one of the Harengon's allies is within 5 feet of the target or they have Advantage on the attack they add 2d6 damage to the attack.
Hide. Attempt a Hide check with a stealth roll. Dash. Make a Dash Action with a Bonus Action. Disengage. Make a Disengage Action with a Bonus Action.