Medium Or Small Beast (Demon), Lawful Evil
Armor Class 14 Natural Armor
Hit Points 90 (4d20 + 5)
Speed 45 ft., Burrow 5 ft., Climb 5 ft., Swim 10 ft.
STR
6 (-2)
DEX
18 (+4)
CON
12 (+1)
INT
16 (+3)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws STR +1, DEX +7
Skills Intimidation +5, Perception +6, Stealth +9, Survival +3
Damage Resistances Cold, Psychic
Damage Immunities Radiant
Condition Immunities Charmed, Poisoned
Senses Darkvision 120 ft., Passive Perception 19
Languages Abyssal, Telepathy
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Keen Senses: Foxes have advantage on Wisdom (Perception) checks that rely on sight or smell.

Shadow Stealth: while in dim light or darkness, the fox can take the hide action as bonus action

Fox Pack: If the Foxes are in a pack of 3+ every creature in sight must do a Charisma saving Throw or they will get Intimidated.

Radiant Touch: After every attack that hits, the hitted Creature must do a DC10 Con saving throw or they will get radiated(very low). If they get hit again and they are still radiated the radiation intensitiy stacks up by one up to Deadly.

 

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 7 ft., 1 target. Hit: 2d8 + 4 piercing damage

Claw attack(Slashing). Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit  3d6 + 1 slashing damage

Stealth. The creature attempts to retreat in the shadows and hide. The creature is not to be seen without being in a 5 ft. radius within it. While in this state the creature cannot attack. If it attacks then it will show again.

Clairvoyance. Casting Time: 1 act. , Range: 1mile, Duration: 2 Minutes, Choose between seeing or Hearing

Howling. Range: 60 ft. , buff duration: 1 minute ,Cooldown: 5h. The creature attempts to Howl and gets for 10 Minutes 2d10 + 3 temporary Hitpoints.

Hellfire. The creature calls for the vengeful flame of death with its black flames and attempts to burn it's enemies. The Targets must do a DC16 Dex saving throw, if it succeeds the Targets in range will get  2d10 + 2 Fire damage , on a failed throw the targets don't take damage. The flames are not extinguishable, Reach: 30 ft., up to 5 targets

Bonus Actions

Hide: make a Dexterity (Stealth) check in an attempt to hide.

Reactions

Abyssal Help: If 5 minutes passed after fighting and 3+ Foxes are still alive, they will call an abyssal deathworm. Abyssal deathworms are the same as normal deathworms but they have radiant, acid and poison immunity.

Soulstealing. If the creature is below 5 hp it attempts to steal the soul of a single hostile creature within a 15 ft. radius of and consume it it. The creature must do a DC 20 charisma check. If it succeeds it steals the Soul of one target and consumes. The target will die instantly and it's soul will not wander of to another plane of existance. If it fails the creatures soul will crumble apart and the creature is now only an empty vessel without life.

Description

Black Foxes are renowned as clever animal demons, able to avoid the hunter's hounds wich seek them for their valuable furs and teeth. Black Foxes are most active at night, but they can also be seen by day.

-They live in radioactive regions of the abyss and are considered the Strongest of all.

-Their tails are always tipped red or violet, while their legs, feet, and tips of the ear are black or grey. The rest of their coat is pitch black.

 

Lair and Lair Actions

Black Foxes mainly lives in the abyss, however they can also be found in the mountains and in forests. In the abyss Black Foxes have other color variations than in the Forest/Mountains.

Black Foxes in the abyss commonly build Lairs in hazardous/irradiated areas.

Black Foxes in the Forest commonly build Lairs underground.

Black Foxes in the Mountains commonly build Lairs in cave systems.

Black Foxes encounterd in their lairs have a challenge rating of 15. Outside of their lair they have challenge rating of 8.

Regional Effects

When Creatures are entering the Lair they get one or more of the following effects:

  • If a creature tries to enter for the first time the Abyss Lair it must succeed a DC15 Con saving throw or take 1d20+50 radiant damage.
  • If a creature tries to enter for the first time the Mountain Lair it must succeed a DC14 Con saving throw or take 1d20+50 cold damage.
  • If a creature tries to enter for the first time the Forest Lair it must succeed a DC13 Con saving throw or take 1d20+50 acid damage.
  • All good or neutral aligned creatures within the area have disadvantages on their charisma, intelligence and wisdom saves and checks.
 

Previous Versions

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Monster Tags: Demonbeast companion

Habitat: ForestMountainUnderdark

Sprixx1231

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