Foxin
Small Fey neutral
- Armor Class: 14 (natural armor)
- Hit Points: 16 (3d6+6)
- Speed: walk 40 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: Creature Codex, page 163
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
16 (+3) |
14 (+2) |
10 (+0) |
14 (+2) |
16 (+3) |
- Skills: perception +4
- Condition Immunities: charmed
- Senses: darkvision 60 ft., passive Perception 14
- Languages: understands Common and Sylvan but can't speak
Special Abilities
- Keen Senses: The foxin has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
- Neutral Presence: A foxin naturally emits an air of total belonging. It doesn't go unnoticed, but other creatures always behave as though the foxin's presence is normal and unobtrusive.
Actions
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone.
- Illusory Calm: The foxin targets any number of non-foxin creatures within 30 feet. Each creature in that area must succeed on a DC 13 Wisdom saving throw or be treated as charmed against all enemies and dangers for 1 minute. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the foxin's Illusory Calm for the next 24 hours. A creature has advantage on the saving throw if it suffers any harm while charmed.
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