Kitsune (5e Creature)

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Kitsune[edit]

Medium fey (shapechanger), any neutral alignment


Armor Class 16
Hit Points 178 (21d8 + 84)
Speed 35 ft. (40 ft., climb 30 ft. in fox form)


STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 19 (+4) 24 (+7) 22 (+6) 26 (+8)

Saving Throws Dex +12, Int +13, Wis +12, Cha +14
Skills Deception +20, History +19, Insight +18, Perception +12, Persuasion +20, Stealth +12
Proficiency Bonus +6
Damage Resistances acid, cold, force, fire, lightning, psychic
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks
Condition Immunities charmed, paralyzed, petrified
Senses darkvision 120 ft., truesight 60 ft., passive Perception 22
Languages Common, Elvish, Sylvan and any three others, telepathy 120 ft.
Challenge 19 (22,000 XP)


Brave. The kitsune has advantage on saving throws against being frightened.

Fey Senses. The kitsune always knows when any fey are within 30 feet of it.

Innate Spellcasting. The kitsune's innate spellcasting ability is Charisma (spell save DC 21). The kitsune can innately cast the following spells, requiring no material components:

At will: dancing lights, detect magic, faerie fire, light, mage hand (the hand is invisible), magic missile, mending, plane shift (self only), prestidigitation, purify food and drink, vicious mockery
3/day each: conjure fey, counterspell, cure wounds, detect thoughts, dispel magic, enhance ability, misty step, pass without trace, sleep
1/day: nondetection (self only)

Magic Resistance. The kitsune has advantage on saving throws against spells and other magical effects.

Magic Weapons. The kitsune's weapon attacks are magical.

Shapechanger. The kitsune can use its action to polymorph into a Medium fox, a Small or Medium humanoid, or back into its true form. Other than its size and speed, its statistics are the same in each form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the kitsune's choice).

Speak with Foxes. The kitsune can communicate with foxes as if they shared a language.

Spellcasting. The kitsune is a 20th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). The kitsune can cast false life and misty step at will and has the following wizard spells prepared.

Cantrips (at will): ray of frost, true strike
1st level (4 slots): grease, shield
2nd level (3 slots): blindness/deafness, rope trick
3rd level (3 slots): fear, tongues
4th level (3 slots): banishment, blight, dimension door, greater invisibility
5th level (3 slots): dominate person, greater restoration, mislead
6th level (2 slots): chain lightning, disintegrate, eyebite
7th level (2 slots): arcane sword, delayed blast fireball, forcecage, magnificent mansion, reverse gravity
8th level (1 slot): antimagic field, dominate monster, maze
9th level (1 slot): gate, time stop, wish

Personal Realm. A kitsune can teleport itself and up to ten others at any one time to a personal demiplane. This plane is a 15-foot cube. This realm can look however kitsune envisions it. Anything stored in the plane stays there even if the kitsune dies (need planar travel spell to access when kitsune dies) making it a useful storage space for spellcasters who have this familiar.

ACTIONS

Multiattack. The kitsune makes three attacks.

Longsword (Humanoid or True Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) slashing damage if used with two hands.

Bite (Fox Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Claws (True Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Fey Charm (3/Day). The kitsune targets one humanoid or beast that they can see within 30 feet of them. If the target can see the kitsune, it must succeed on a DC 21 Wisdom saving throw or be magically charmed. The charmed creature regards the kitsune as a trusted friend to be heeded, protected and followed. Although the target isn't under the kitsune's control, it takes the kitsune's requests or actions in the most favorable way it can.
Each time the kitsune or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the kitsune dies, is on a different plane of existence from the target, or ends the effect as a bonus action.
If a target's saving throw is successful, the target is immune to this kitsune's Fey Charm for the next 24 hours.
The kitsune can have no more than two humanoids and up to six beasts charmed at one time.

Heart Sight. The kitsune touches a creature and magically knows the creature's current emotional state. If the target fails a DC 21 Charisma saving throw, the kitsune also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Invisibility. The kitsune magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the kitsune wears or carries is invisible with it.


Kitsune 1616.JPG
A kitsune, Dinomaster337

The fox is heralded as a keen and cunning creature. This is true even in the Feywild, where the fox is not only a symbol of intelligence and tactics but also of power and trickery. The fey stand in awe of the Innari, the House of the Fox.

Yokai Cunning. A kitsune is a powerful type of fey that looks like a beautiful human. Otherwise, they have clawed digits and fox-like eyes, ears, and tail. The tail of a kitsune is a symbol of power and wisdom; when a kitsune is born, it has no tail but when it grows to 100 years of age it grows one. After 100 more, it grows a second tail and goes on until the kitsune has up to 9 tails. These are the among the most powerful and old of their kind and are both respected and feared.
Kitsune are the very embodiment of tricksters. They carry powerful magic and use it to play all sorts of tricks on the poor unfortunate mortals of the Material Plane. Their tricks can range anywhere from lifelong lessons, to irritating pranks, to deleterious deathtraps. Kitsune love their tricks and take joy in deceiving others and watching them scratch their heads at the sheer impossibility of what they are experiencing.

Faerie Daimyo. In the days when the Feywild was just beginning when the Faerie queens were but wee babes, it was the Innari, the kitsune, who ruled over the realm of the Fey. At least, that's what the kitsune say; Not many fey by into this story and the fairy queens will tell anyone they remember no such time, but no matter what, the Innari are still a powerful force in the Feywild. The Innari stand outside of the Courts of the Fey as their own governing body, and kitsune don't think of themselves as either seelie or unseelie.
Kitsune only abide by law if it serves their interests. Otherwise, a kitsune will regularly lie, cheat, and steal to their heart's content. While they don't like to be ruled over or told no, kitsune absolutely adore attention, good or bad, and revel in being in power. In the Material Plane, a kitsune may shift into a person of power, be it a politician, a noble, a priest, or a warlord, they love to have beings underneath their heels that they can tell what to do. In fact in the Feywild, a kitsune will organize a multitude of lesser fey to act out it's every little whim and command. A weak fey may have a group of sprites under their whim to annoy foes, while a particularly powerful one will assemble an army of some of the most powerful beings in the Feywild to crush their foes and frighten those who'd dare challenge them.

Fearless Fox. Kitsune care little for the gods and their decrees. While they acknowledge their existence and power, they could care less. Kitsune don't easily scare and often will pester powerful creatures into attacking them. This one of the downfalls of a kitsune, their cockiness leaves many a possibility for them to make a critical mistake, such as leaving a small hole in a magical trap or overlooking an obvious tactical error. A common mistake that every kitsune has made at least once in its long life is not hiding its tails when it transforms. However, if they notice the mistake, they will either quickly act upon correcting it or make sure they never make it again.
However, any and all kitsune shutter at the uttering of the name Amaterasu. She is one, if not the, oldest kitsune in all creation and has attained so much power from her age and wisdom she walks among the gods, though she herself is not one. She is more of a very powerful demigod if she had to be classified, but she is undoubtedly the most powerful kitsune in existence. She is so powerful that there are kitsune who have formed devote cults in her name and even the Faerie Queens tend to stay out of her way.

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