Vulpinal

Vulpinal

Creature 6

Perception +15; darkvision

Languages Celestial, Common, Draconic, Infernal; 

Skills Acrobatics +12, Arcana +15, Deception +14, Medicine +11, Nirvana Lore +15, Performance +16, Religion +13, Society +13, Stealth +12

Str +2, Dex +4, Con +4, Int +5, Wis +3, Cha +6

Items handheld instrument

AC 24; Fort +12, Ref +14, Will +15

HP 105; Weaknesses evil 5

Speed 30 feet

Melee jaws +15 (finesse, good, magical), Damage 2d10+4 piercing plus 1d6 good

Melee claw +15 (agile, finesse, good, magical), Damage 2d6+4 slashing plus 1d6 good

Divine Innate Spells DC 24; 4th 

; 3rd , ; 2nd  (at will, evil only),  (at will, self only); Constant (5th) 

Champion Focus Spell DC 24, 1 Focus Point; 3rd 

Fox’s Cunning A vulpinal’s core value is cunning. They can apply their knowledge and stories from their extensive travels to just about any situation in an instant. Before spending any other action on their turn, the vulpinal can Recall Knowledge as a free action.

Vulpinal (Fox Agathion)

Vulpinals serve as the cunning and clever musicians and minstrels of the agathions. Incredibly far-ranging, these fox-like humanoids love traveling to learn and teach about all the unique songs, dances, myths, and traditions they can find. Though they prefer to travel alone, vulpinals are extremely gregarious toward those they meet on their journeys. They enjoy participating in the festivities of cultures they encounter, and they’re known to form small traveling groups of like-minded individuals if they believe that their shared expertise can prove beneficial.