Keen Hearing and Smell. The Fox has advantage on Wisdom (perception) checks that rely on hearing or smell.
Spellcasting. The Fox is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The Fox has the following Wizard spells prepared:
Cantrips (at will): Frostbite, Ray of Frost,
1st level (3 slots): Jump, Longstrider
2nd level (1 slot): Invisibility
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Action Melee Attack. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 7 (2d4 + 2) piercing damage.
Frostbite
Casting Time:
1 action
Range/Area:
60ft.
Components:
V, S
Duration:
Instantaneous
Attack/Save:
CON
Source:
EE, pg. 156
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Ray of Frost
Casting Time:
1 action
Range/Area:
60ft.
Components:
V, S
Duration:
Instantaneous
Source:
PHB, pg. 271
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
Jump
Casting Time:
1 action
Range/Area:
Touch
Components:
V, S, M(a grasshopper's hind leg)
Duration:
1 minute
Source:
PHB, pg. 254
You touch a creature. The creature's jump distance is tripled until the spell ends.
Longstrider
Casting Time:
1 action
Range/Area:
Touch
Components:
V, S, M(a pinch of dirt)
Duration:
1 hour
Source:
PHB, pg. 256
You touch a creature. The target’s speed increases by 10 feet until the spell ends.
Invisibility
Casting Time:
1 action
Range/Area:
Touch
Duration:
Concentration, up to 1 hour
Source:
PHB, pg. 254
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
Invisible Cold Companion (Costs 0 Action).
While invisible, if the Fox is within 5ft of an enemy it gives an additional cold damage dice and sneak attack cold damage dice to the Companions Controllers attack damage rolls.
Starting at 3rd Level.
Additional Sneak Attack Damage: 1d6 Cold Damage
Additional Attack Damage: 1d4
Add an additional damage dice to the extra damage every two levels
(Level 5 is 2d6 Sneak/ 2d4 Attack Damage, Level 7: 3d6 Sneak/ 3d4 Attack Damage...etc)
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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