Shapechanger. The werefox 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.
Innate Spellcasting. The werefox's innate spellcasting ability is Charisma (spell save DC 12). In humanoid or fox form, werefoxes can innately cast the following spells, without material components:
3/day: charm person (in humanoid form) or animal friendship (in fox form)
Multiattack. (Humanoid or Hybrid Form Only). The werefox makes two attacks, only one of which can be with its bite.
Bite (Fox or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with werefox lycanthropy.
Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage.
Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Description
Werefoxes are foxes that can change into human form. In human form, the werefox will have fox-like red hair. Werefoxes are clever and cunning. They live mainly by their wits. If combat is going against them they will prefer to trick or bribe their opponent rather than fight to the death.
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