Foxin

Small fey, Neutral

Armor Class

14 (natural armor)

Hit Points

16 (3d6+6)

Speed

walk 40 ft.

Skills

Perception +4

Condition Immunities

charmed

Senses

darkvision 60 ft.

Languages

Understands Common, Sylvan but can't speak

Challenge

1/2

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.