Keen Hearing and Smell. The werefox has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Regeneration. The werefox regains 1d10 hit points at the start of its turn. If the werefox takes necrotic damage or bludgeoning, piercing, or slashing damage from a silvered weapon, this trait doesn't function at the start of the werefox's next turn. The werefox dies only if it starts its turn with 0 hit points and doesn't regenerate
Multiattack. (Humanoid or Hybrid Form Only). The werefox makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).
Bite (Fox or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Instead of dealing damage, the werefox can grapple the target (escape DC 11). If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws. (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, or 6 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
Shapechange. The werefox polymorphs into a fox-humanoid hybrid or into a fox, 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 melds into the new form. It reverts to its true form if it dies.
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Posted Jan 29, 2025This is based off a werewolf format, but the regeneration only occurs in hybrid form.