Shapechanger. The werefox can use its action to polymorph into a fox-humanoid hybrid (Hisuian, if in arctic region) or into a Foox (Hisuian, if in arctic region), 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.
Innate Spellcasting. The werefox's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
At will: Disguise Self, Fear, Blur, Alter self
1/day each: Animal Shapes, Polymorph (self only)
Keen Hearing and Smell. The werefox has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The werefox has advantage on attack rolls against a creature if at least one of the werefox's allies is within 5 feet of the creature and the ally isn’t incapacitated.
Snow Camouflage. The werefox has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. (If Hisuian)
Multiattack (Foox or Hybrid Form Only). In Foox form, the werefox makes two claw attacks or one claw attack and one bite attack. In hybrid form, it can attack like a humanoid or make two claw attacks.
Bite (Fox or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werefox lycanthropy. The werefox can choose the targets that succed or fail.
Claw (Fox or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Cold Breath (Recharge 5–6). The werefox exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. (If Hisuian)
Invisibility Cloak (3/Day). The werefox and two creature within 15 feet (chosen by the werefox) magically turn invisible. This effect lasts until the werefox or a creature hiding it attacks or casts a spell. Any equipment worn or carried by the invisible creatures is also invisible for the duration of the Invisibility Cloak.
The Werefox can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Werefox regains spent legendary actions at the start of its turn.
Claw Attack. The werefox makes one claw attack.
Teleport (Costs 2 Actions). The werefox magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Cast a Spell (Costs 1 Actions). The werefox casts a spell from its list of innate spellcasting spells.
Description
A pact made between humanoids and the Horned King, these generals take on the missions assigned by The Prince of Beasts and also follow their own convictions. They prove their worth by completing their first mission with crushing success. The missions consist on prophesize on Baphomet sayings and dealing mighty blows on Lord Baphomet's side like recruiting servants or acquire a powerful artifact from a dreaded enemy. These lycanthropes have all the powerful attributes given by the king to be potential spies to ravishing warlords.
Only the most experienced in dealing with lycanthropy can manage to knock out a werefox since they are cunning and strong. They inspire fear and awe into subjects. The people who want to inherit the powers must first receive an audience from the great leaders or the Horned King himself. All who have the powers of the fox have recognisable features about it like a tail or ears in humanoid form. Every Werefox has the remarkable mane which is unique to each and every one of them. In hybrid form, any scars, birthmarks or noticables features get passed on.
Comments