Foxfolk, Soldier

Small humanoid (foxfolk, ozian), lawful neutral

Armor Class 12
Hit Points 7 (2d6)
Speed 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (+0) 10 (+0) 14 (+2) 10 (+0)

Skills Perception +4, Stealth +4, Survival +4
Senses darkvision 30 ft., passive Perception 14
Languages Common
Challenge 1/4 (50 XP)

SPECIAL TRAITS

  • Familiar. With the GM’s permission, the find familiar spell can summon this creature.
  • Keen Hearing and Smell. The foxfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell

ACTIONS

  • Sawtooth Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  • Musket. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 8 (1d12 + 2) piercing damage.

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.

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