Vulpinal

Creature 6
  • Small
  • agathion
  • celestial
  • holy
Perception
+15; darkvision
Languages
Common, Diabolic, Draconic, Empyrean, speak with animals, tongues
Skills
Acrobatics +12, Arcana +15, Deception +14, Medicine +11, Performance +16, Religion +13, Society +13, Stealth +12
Str +2, Dex +4, Con +4, Int +5, Wis +3, Cha +6
Items
musical instrument (handheld)

Constant Spells

AC
23; Fort +12, Ref +14, Will +15
HP
105; Weaknesses unholy 5
Speed
30 feet

Melee ◆ jaws +15 (finesse, holy, magical, unarmed), Damage 2d10+4 piercing plus 1d6 spirit

Melee ◆ claw +15 (agile, finesse, holy, magical, unarmed), Damage 2d6+4 slashing plus 1d6 spirit

Divine Innate Spells DC 24, attack +16; 4th divine wrath, translocate; 3rd calm, cleanse affliction; 2nd invisibility (at will, self only); Constant (5th) truespeech, speak with animals

Champion Focus Spells DC 24, attack +16; 1st lay on hands

Fox's Wile A vulpinal's core value is cleverness. 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.

Source: Pathfinder Monster Core 2

Running this fight? Add the vulpinal to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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