Dire Werefox (5e Creature)
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Medium humanoid (human, shapechanger), chaotic neutral
Skills Perception +4,Persuasion +5, Stealth +6, Survival +4
Shapechanger. The dire werefox can use its action to polymorph into a fox-humanoid hybrid or into a large sized fox, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Fox Cunning. The dire werefox has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Multiattack (Humanoid or Hybrid Form Only). The dire werefox makes two attacks, only one of which can be a bite.
Bite (Fox or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with dire werefox lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) slashing damage.
Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Dire Werefoxes are curious and agile tricksters that love to groom themselves. As humanoids, they are somewhat taller, though they are also seem to be somewhat muscular. Dire Werefoxes prefer to fight in their hybrid form, usually using their animal form when a quick escape is needed. They don't usually pass on their curse, but when they do, they usually induct the new werefox into a village or other small settlement usually composed of twenty or more individuals in a secluded natural environment, typically close to a forest or mountain. They also tend to keep foxes and giant foxes as pets and hunting companions.
Characters as Dire Werefoxes
A character that becomes a Dire werefox gains a Dexterity of 18 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on whichever is higher of the character's Strength and Dexterity.