Glass Fox

Family: The Glass Menagerie

Medium construct, lawful neutral

Armor Class 13 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 40 ft.

12 (+1) 17 (+3) 12 (+1) 12 (+1) 13 (+1) 12 (+1)

Skills Perception +3, Stealth +5
Damage Resistances poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Sylvan
Challenge 1/2 (100 XP)

Special Traits

  • Emerald Heart. The fox has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Fey Materials. The essence of the feylands resides in each fox, causing them to be fey as well as constructs.
  • Shattered Dreams. When the fox reaches 0 hit points, it shatters. Nonfey creatures within 5 ft. must succeed on a DC 13 Charisma saving throw or suffer 2 (1d4) psychic damage, suffering half as much damage on a successful saving throw.


  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  • Mirrorwalking (Recharge 4-6). The fox creates a shimmering mirror at its location and a location it can see within 40 ft. The fox can walk through these locations as if they were adjacent. The mirrors are not physical objects and remain until the fox is slain or the sun next rises or sets.


An emerald heart pulses within each glass fox, marking them as scouts and hunters. It is said that they are particularly adept at discovering mist otters. A number of glass foxes exist , having been given as gifts, or bought at exorbitant rates.

Section 15: Copyright Notice

The Seas of Vodari Copyright 2020, Tribality (Innovaworks Inc.) and Shawn Ellsworth.