Keen Hearing and Smell. The fox has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Innate Spellcasting. The fox's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no components:
1/summon each: Calm Emotions, Detect Evil and Good, Mind Sliver, Toll the Dead, Word of Radiance.
For spells that use the caster's level, use the Druid leader's level to determine the spell's extra abilities/damage. For spells that use spell levels, they can be cast up to half of the Druid leader's level, rounded down.
Limited Telepathy. The fox can magically communicate simple ideas, emotions, and images telepathically with any creature within 50 feet of it who can understand at least one language or that has an Intelligence score of 3 or higher.
Magic Resistance. The fox has advantage on saving throws against spells and other magical effects.
Pack Tactics. The fox has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.
Familiar. The fox can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the fox senses as long as they are within 1 mile of each other. While the fox is within 10 feet of its companion, the companion shares the fox's Magic Resistance trait. At any time and for any reason, the fox can end its service as a familiar, ending the telepathic bond.
Incorporeal Movement (Astral form). The astral form of the astral fox can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d8) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d6) slashing damage.
Astral Slash (Recharge 1-3). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (2d6) slashing damage. The astral form of the fox jumps forward from the physical form, extending the reach of the attack, before jumping back inside the body.
Stun Tackle (Recharge 1-3). Movement Attack: one target. 4 (1d8) cold damage. The astral form uses its movement speed to move through a target, causing them to shiver and become stunned for 1 turn. After that, the target must succeed a 12 WIS save or remain stunned.
Healing Kisses (1/short rest). The fox licks or 'kisses' another creature (or itself) and the target magically regains 10 (3d4+4) hit points. In addition, the kisses neutralize any poisons afflicting the target.
Transform Release. When the transformation is released, the creature's HP reaches 0, or time runs out on the transformation, this fox separates back into the individual Red Foxes that combined their power to create this creature, as mentioned in the Circle of the Fox Shepherd.
Astral Split. As a bonus action, the Astral Fox can split its astral form from its physical form, giving it two options to attack with, each form having separate hp equal to hp before the split and the astral form's turn right after the physical form. The astral form can not go beyond 100 ft. from the physical form. A bonus action is required by the astral form to merge the forms back together. If the astral form goes down to 0 hp, the physical form must get within 5 ft. and use a help action to merge back together and keeps what hp the physical form had left. If the physical form goes down to 0 hp, the astral form snaps back into the physical form instantly, and gains half the astral form's remaining hp, rounded down.
Canny. The fox can move up to half its speed as a reaction when an enemy ends its turn within 5 feet of it. This movement doesn’t provoke opportunity attacks.
Description
A fox that has touched its inner self, allowing it to draw its astral self out for aid.
Previous Versions
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8/27/2021 2:11:36 PM
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9/3/2021 1:03:12 AM
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9/4/2021 10:49:03 AM
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