Merfox

Tiny beast, unaligned

Armor Class 12 (natural armor)
Hit Points 5 (2d4)
Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 16 (+3) 11 (+0) 3 (-4) 12 (+1) 8 (-1)

Skills Perception +3, Stealth +5
Senses darkvision 60 ft., passive Perception 13
Languages
Challenge 0 (10 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Amphibious. The merfox can breathe air and water.
  • Underwater Senses. The merfox has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell, while it is underwater.

ACTIONS

  • Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

ABOUT

Native to coral reefs and the ruins of sunken cities, merfoxes are versatile amphibious beasts with the features of a fox and a fish both.

Sea elves and merfolk often seek merfoxes as their animal companions, valuing both their keen senses and their swift speed. Though faster and more perceptive underwater, merfoxes are perfectly capable of walking and functioning on land, making them all-round useful for ocean-born explorers that seek to traverse the dry lands beyond the sea.

Familiar. At the gamemaster’s discretion, a player character who can cast find familiar may choose the form of a merfox for their familiar.

Awakened Merfoxes. Merfoxes are eligible targets for the awaken spell. Awakened merfoxes often develop an interest in meeting other awakened animals to share experiences and stories from faraway places. A pack of awakened merfoxes might seek to restore a sunken city in its former glory and live there alongside their friends.

Section 15: Copyright Notice

Cure Creatures Compendium © 2022 Catilus RPG Author: Christina Kritikou / Catilus

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