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Foxin 2014

CR 1/2 fey

Small fey, neutral


Armor Class
14 (natural armor)
Hit Points
16 (3d6+6)
Speed
40 ft.

STR14 (+2)
DEX16 (+3)
CON14 (+2)
INT10 (+0)
WIS14 (+2)
CHA16 (+3)

Saving Throws
Skills
Perception +4
Condition Immunities
charmed
Senses
darkvision 60 ft., passive Perception 14
Languages
understands Common and Sylvan but can't speak
Challenge
1/2 (100 XP) · Proficiency Bonus +2

Keen Senses.

The foxin has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Neutral Presence.

A foxin naturally emits an air of total belonging. It doesn't go unnoticed, but other creatures always behave as though the foxin's presence is normal and unobtrusive.

Actions

Bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone.

Illusory Calm.

The foxin targets any number of non-foxin creatures within 30 feet. Each creature in that area must succeed on a DC 13 Wisdom saving throw or be treated as charmed against all enemies and dangers for 1 minute. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the foxin's Illusory Calm for the next 24 hours. A creature has advantage on the saving throw if it suffers any harm while charmed.

Source: Creature Codex (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details