Werefox (Foxwoman) (CR 3)
Medium Humanoid (Human and Shapechanger)
Alignment: Always chaotic evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: low-light vision, scent, Listen +6, and Spot +6
AC: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Hit Dice: 3d8+6 plus 1d8+3 (30 hp); DR: 10/silver and magic
Fort +7, Ref +1, Will +7
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +3
Attack: bite +3 melee, short bow +3 ranged
Full Attack: bite +3 melee, shortbow +3 ranged
Damage: bite 2d6 (vixen), shortbow 1d6/x3
Special Attacks/Actions: Charm, curse of lycanthropy
Abilities: Str 13, Dex 16, Con 14, Int 12, Wis 17, Cha 18
Special Qualities: Alternate form, SR 18 to sleep and charm spells,
Feats: Improved Initiative, Skill Focus (Bluff), Spell Focus (Enchantment), Weapon Finesse (bite)
Skills: Concentration +8, Hide +8, Listen +6, Move Silently +7, Spellcraft +12, and Spot +6
Advancement: By character class
Organization: 1 foxwoman with 1d4+1 charmed human and/or elf males
The silver fox's bite inflicts 1-2 points of damage but is otherwise harmless. The vixen's more savage bite causes 2d6 points of damage. Human or elven women who are bitten by a vixen for 50% or more of their hit points become foxwomen within three days unless both a cure disease and a remove curse spell are cast upon the victim by a priest of at least 12th level.
In elven form, the foxwoman relies on weapons. She gains a +1 bonus with bow or sword. Her best weapon is her incredible beauty. Any human, humanoid, or demihuman males whose Wisdoms are 13 or less are effectively caught by a charm spell. Those whose Wisdoms are 14 or greater are not charmed but still find the foxwoman extremely attractive. In elven form, the foxwoman has magic use as a wizard of level 1d4. She has SR 18 to sleep and charm spells and DR 10/silver and magic.
In any form, the foxwoman has darkvision (60-foot range). Scars from nonfatal wounds vanish within a month.
Foxwomen dwell in lonely woodlands far from humanoid communities. Their homes may be hidden cottages or comfortably furnished cave complexes; in either case their homes are filled with typical human comforts. Foxwomen are solitary in regard to their own kind. They are self-serving, vain, and hedonistic. Foxwomen serve their vanity by enslaving humanoid males. Those males become servants and companions.
Werefoxes do not keep dwarves, gnomes, or halflings; such males are slain quietly as soon as the opportunity arises.
Each foxwoman is always accompanied by 1d4+1 charmed males. At least one of the males is a fighter (70%) or ranger (30%) of level 1d4+1. There is a 50% chance that any one of the other males is also a fighter of level 1d4. There is a 10% chance that one of the remaining males is a cleric (10%), druid (45%), mage (10%), thief (25%), or some other class (10%) of level 1d4. Of her elven or half-elven companions, 25% are multi-class characters. All males who do not fit into any of the above categories are 0-level fighters and elves or half-elves of 1 Hit Die. The males may use such magical items as they possessed prior to being charmed into the foxwoman's service.
Foxwomen are barren. They must kidnap or adopt their children. There is a 10% chance that a foxwoman has a "daughter." The foxwoman has stolen an elven girl, infected her with lycanthropy, and is raising her as a foxwoman. Such a child will be 1d8+5 years old. If she is 12-13, she is treated the same as a normal foxwoman; otherwise she is a noncombatant.
Non-elven women who are afflicted with lycanthropy undergo a slow transformation that alters their normal form. Over a period of one to two years, such women turn into elven women; only their faces and odd marks (tattoos, birthmarks) provide faint proof of their old identities.
Foxwomen are unique among the lycanthropes. They have no major goals or desires aside from pampering themselves and feeding their vanity. They have little contact with other foxwomen (whom they see as rivals), real foxes (irrelevant beasts), or other lycanthropes (crude, unattractive, and uncharmable).
Vulnerabilities: Surprisingly, most werefoxes are vulnerable to bludgeoning or piercing weapons formed from the bones of any canine creature (dogs, coyotes, wolves, or jackals). I am intrigued by the possibility that this is a form of symbolic magic, since fox hunts using dogs to chase and kill the prey are common in several regions I have visited. In addition to the weapons described, many werefoxes seem vulnerable to juniper berries.
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.
Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).
- Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.
- Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.