Shapechanger. The werefox can use its action to polymorph into a fox-humanoid hybrid or into a giant fox (use the wolf stats block, or back into its true form, which is humanoid. Its statistics, other than its size, 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, only one of which can be a bite.
Bite (Fox or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werefox lycanthropy.
Claws. (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Description
Werefoxes are curious and agile tricksters that love to groom themselves. As humanoids, they are somewhat taller and skinnier than most, though they are also somewhat muscular. Werefoxes prefer to fight in their hybrid form, usually using their animal form when a quick escape is needed. They don't usually pass on their curse, but when they do, they usually induct the new werefox into a village or other small settlement usually composed of twenty or more individuals in a secluded natural environment, typically close to a forest or mountain. They also tend to keep foxes and giant foxes as pets and hunting companions.
Previous Versions
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