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.
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:4 (1d4 + 2) bludgeoning damage.
Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit:5 (1d4 + 3) bludgeoning damage.
Harengons are rabbit-folk native to the Feywild, through they often migrate to the Material Plane. They love to travel on foot and rarely stay in one place for long.