Shapechanger. The werewolf can use its action to polymorph into a fox-humanoid hybrid or into a fox, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The werefox has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Multiattack. (Humanoid or Hybrid Form Only). The werefox makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).
Bite (Fox or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage and 4 (1d8) cold damage.
Claws. (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage and 6 (2d4+2) cold damage.
Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft. one creature. Hit: 12 (2d10+2) Cold damage.
Confusing Cry (Fox or Hybrid Form Only). The werefox lets out a series of incomprehensible cries. All unfriendly creatures within 30 feet of it that can hear must make a DC 14 Charisma saving throw. On a failed save, the target is so confused by the noise that they are incapacitated for one round. A creature that successfully saves against the effect is immune to any werefox's cry for the next 24 hours. Constructs and creatures immune to being charmed aren’t affected by it.
Description
Werefoxes are capricious Fey creatures that occasionally venture into the Material Plane to hire out their deadly services. They have the ability to shapeshift, and they are nearly indistinguishable from a normal fox, except for their claws made of ice.