b'Foxfolk, Soldier \n'b'  Small   humanoid  (foxfolk, ozian),  lawful neutral  \n'b'  Armor Class  12  Hit Points  7 (2d6)  Speed  40 ft.\n'b' STATS STR: 6 (-2) DEX:  15 (+2)  CON:  10 (+0)  INT:  10 (+0)  WIS:  14 (+2)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +4,  Stealth  +4,  Survival  +4  Senses   darkvision  30 ft., passive  Perception  14  Languages  Common  Challenge  1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Familiar . With the GM\xe2\x80\x99s permission, the find familiar spell can summon this creature. \n'b'  Keen Hearing and Smell . The foxfolk has advantage on  Wisdom  ( Perception ) checks that rely on hearing or smell \n'b'\n'b' ACTIONS \n'b'\n'b'  Sawtooth Sword .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 5 (1d6 + 2) slashing damage. \n'b'  Musket .  Ranged Weapon Attack : +4 to hit, range 40/120 ft., one target.  Hit : 8 (1d12 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' This fox wears a green jacket and yellow pantaloons, and its little round cap and high boots are a bright red color. \n'b' There is a big red bow tied about the middle of its long, bushy tail. The foxfolk is armed with a wooden sword having an edge of sharp teeth set in a row. \n'b' Foxfolk are foxes that work hard to be civilized in manner and appearance. Despite their apparent civilized society, they are still foxes, and eat what foxes like to eat, which inevitably involves some sort of fowl. They are led by King Renard IV, who feels being a fox is a pinnacle of achievement.'