Foxfolk Noble

Small humanoid (foxfolk, ozian), lawful neutral

Armor Class 12
Hit Points 28 (8d6)
Speed 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (+0) 16 (+3) 16 (+3) 16 (+3)

Skills Perception +5, Stealth +4, Survival +5
Senses darkvision 30 ft., passive Perception 15
Languages Common
Challenge 1 (200 XP)

SPECIAL TRAITS

ACTIONS

  • Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
  • Leadership (Recharges after a Short or Long Rest). For 1 minute, the foxfolk noble can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the foxfolk noble . A creature can benefit from only one Leadership die at a time. This effect ends if the foxfolk noble is incapacitated.

ABOUT

This fox wears a green jacket and yellow pantaloons, and its little round cap and high boots are a bright red color.

There is a big red bow tied about the middle of its long, bushy tail. The foxfolk is armed with a wooden sword having an edge of sharp teeth set in a row.

Foxfolk are foxes that work hard to be civilized in manner and appearance. Despite their apparent civilized society, they are still foxes, and eat what foxes like to eat, which inevitably involves some sort of fowl. They are led by King Renard IV, who feels being a fox is a pinnacle of achievement.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

This is not the complete section 15 entry - see the full license for this page