Shapechanger. The werefox can use its action to polymorph into a fox-humanoid hybrid or into a Small 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.
Keen Mind. While it is wearing light or no armor, the werefox adds its Intelligence modifier to its AC.
Scamper (3/Day). When the werefox moves, it can roll a d6, adding the result to its AC. This benefit lasts until the start of the werefox's next turn.
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: +6 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.
Dagger. (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.
Blowgun (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +6 to hit, range 25/100 ft., one creature. Hit: 4 piercing damage plus 7 (2d6) poison damage. If a creature is hit twice with this attack within 10 minutes, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour.
Exit Strategy (3/Day). The werefox can take the Disengage action as a bonus action. When it does, its speed increases by 30 feet until the end of its current turn.
Smoke Bomb (1/Day). The werefox throws a smoke bomb at a point up to 20 feet away, unleashing a 30-foot-radius cloud of smoke that heavily obscures the area. When the bomb explodes, each creature in that area must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. If a creature is concentrating and fails this saving throw, it loses concentration.
Description
Giving in to their curse and surrounding themselves with co-conspirators, werefox puppeteers lose sight of their own smaller plots and instead become engrossed with vast conspiracies spanning entire empires. They leave their humble lives behind in search of something more, convinced their abilities must be used for the good of their collective societies. They often travel from town to town as bards or swords-for-hire (though they rarely involve themselves with overt violence), whispering tales of revolt and orchestrating coups to overthrow corrupt monarchs. Like other werefoxes, puppeteers fail to see the larger scale damage they risk bringing to the region through their acts of subversive rebellion.
Previous Versions
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11/22/2021 8:00:54 PM
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11/22/2021 8:14:47 PM
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11/22/2021 8:17:50 PM
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11/28/2021 5:56:50 AM
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