Small Beast, Lawful Neutral
Armor Class 12 (natural armor)
Hit Points 18 (5d6 + 2)
Speed 30 ft.
STR
6 (-2)
DEX
14 (+2)
CON
10 (+0)
INT
6 (-2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CHA +5
Damage Vulnerabilities Cold
Damage Resistances Fire
Senses Darkvision 60 ft, Passive Perception 12
Languages understands but cannot speak Common
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Smell. Vulpix has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Ember. Ranged Spell Attack: +4 to hit, range 120 ft., one target.  Hit: 1d10 fire damage.

Confuse Ray (Recharge 5-6)Ranged Spell Attack: Target one creature within 90 foot range; the target must succeed on a DC 12 Wisdom saving throw when you cast this spell or be confused.

A confused creature must roll a d10 at the start of its turn to determine its behavior that turn.

 

D10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 The creature dances in place and does not take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

 

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Vulpix can use Confuse Ray again if they roll a 5 or 6 to recharge the ability but can only have one creature affected at a time.

Description

At the time of birth, it has just one tail. The tail splits from its tip as it grows older. As its body grows larger, its six warm tails become more beautiful, with a more luxurious coat of fur.

Previous Versions

Name Date Modified Views Adds Version Actions
6/17/2024 12:47:39 AM
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phudnuggets

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