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.