Charge. If the deerfox moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.
Keen Senses. The deerfox has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The deerfox has advantage on an attack roll against a creature if at least one of the deerfox's allies is within 5 feet of the creature and the ally isn’t incapacitated.
Quick Reflexes. The deerfox can take the Disengage action as a bonus action.
Sure-Footed. The deerfox has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Antlers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3 ) piercing damage.
Description
Deerfoxes resemble a cross between a deer and fox. They often appear as foxes with deer-like heads, antlers, hooves and long tails. They can understand simple Sylvan and Common, but cannot speak. With the DM’s permission, the find familiar spell can summon a deerfox.