A long-eared fox-like fey creature sits serenely, its fur the color of morning’s first light.

Foxin come in a myriad of vibrant colors. Sometimes referred to as “the morning calm,” they cause an unnatural sense of false tranquility.

Serene Purpose. Foxin were originally created by a benevolent fey as a companion to healers. A foxin’s natural aura can remove pain, fear, and discomfort, providing a pleasant illusion to those hurt or dying.

Problematic Power. The foxin’s natural calming ability erases any perception of danger or harm. One could be attacked or imperiled in a foxin’s presence and remain blissfully unaware, smiling contentedly until it was too late.

Potential Misuse. An army with a foxin as an ally could decimate its enemies without resistance. Happily, foxin are difficult to convince to participate in such atrocities. Their desires are individual and unpredictable. Their motives are often inscrutable; they manifest their powers at random or for their own amusement.


Small fey, neutral
Armor Class 14 (natural armor)
Hit Points 16 (3d6 + 6)
Speed 40 ft.
14 (+2) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 16 (+3)

Skills Perception +4
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 14
Languages understands Common and Sylvan but can’t speak
Challenge 1/2 (100 XP)

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.


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.

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