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5ead/monsters/md/creature_codex/foxin.md
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# 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.