Foxin
Creature Codex (3pp)
- Size
- Small
- Type
- fey
- Alignment
- neutral
- AC
- 14 (natural armor)
- Hit Points
- 16 (3d6+6)
- Speed
- walk 40 ft.
- Skills
- Perception +4
- Condition Immunities
- charmed
- Senses
- darkvision 60 ft.
- Passive Perception
- 14
- Languages
- Understands Common, Sylvan but can't speak
- Challenge
- 1/2
- Environment
- grassland
Traits
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.