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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Foxin/

Foxin

Foxin

Small fey, neutral
  • Armor Class 14 (natural armor)
  • Hit Points 16 (3d6+6)
  • Speed 40 ft.
  • STR
    14 (+2)
  • DEX
    16 (+3)
  • CON
    14 (+2)
  • INT
    10 (+0)
  • WIS
    14 (+2)
  • CHA
    16 (+3)
  • Skills Perception +4
  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 14
  • Languages understands Common and Sylvan but can't speak
  • Challenge 1/2 (100 XP)
  • 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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