Kitsune Species in Muncaelo | World Anvil
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Kitsune (Kit-Soon)

Known as the fox spirits, the Kitsune are a race native to the faewild that transmigrated to Seishin during the earlier years of the realm. Settling across the many Southern isles of the archipelago, the kitsune utilize both strength and cunning to establish a mighty empire known as the Kemono Dynasty, Formed shortly after the establishment of Qitian Dasheng's great Hou Dynasty.  

Many Tails

As the kitsune age, they grow additional tails, upwards to a total of nine. These tails are often associated with a kitsune's standing within the empire, with more tails being considered a sign of wisdom and superiority. While other aspects of their cultures, such as their noble casts, are viewed or more prominent than their tails counts, the tail is viewed as an important part of a kitsune's social status within their respected casts.   Beyond the casts, however, kitsune that reach 7 or 8 tails are elevated, deemed more important than the cast they adhere to, with a 9 tailed kitsune being considered worthy of rulership, and having a right to the title of emperor or empress, with the Howaitoredi being the only existing 9 tailed kitsune within the Seishin Isles.  

Masked Warriors

Within the kitsune culture, a phenomenon involving the importance of masks exists. To the kitsune, their masks are an avid part of their lives, acting as a protective shield for their faces in combat, hiding their emotions and facial expressions during conversation and magic duels, and even allowing many kitsune to focus their innate magical skills. While not every kitsune wear a mask, most possess a personal mask, with the upper echelons and casts wearing more intrinsic and ornate masks and rarely--if ever--revealing their faces.  

Cunning Manipulators

The kitsune take pride in their seemingly superior wisdom and have developed a belief that cunning is one of the most important aspects of any member of a race, with battles of the mind often being a higher priority than battles of brawn.   This thought process even spreads into the kitsune's military and warriors, believing that the act of outsmarting an opponent will lead to easier victories than simply overpowering them. To this end, many kitsune utilize sly words and enact on apparent emotions to best and beguile their opponents.  

homebrew by Team Brievary

Kitsune CR: 1 (200 XP)

Medium fey, chaotic neutral
Armor Class: 13
Hit Points: 52 8d8+16
Speed: 30 ft

STR

12 +1

DEX

16 +3

CON

14 +2

INT

11 +0

WIS

9 -1

CHA

12 +1

Skills: Animal Handling +2, Deception +4
Condition Immunities: charmed
Senses: darkvision 60 ft., passive Perception 9
Languages: Common, Sylvian
Challenge Rating: 1 (200 XP)

Innate Spellcasting. The kitsunes's innate spellcasting ability is Charisma (spell save DC 13). The kitsune can innately cast the following spells, requiring no material components:

At will: dancing lights, flame, silent image

3/day: charm person, mirror image

Actions

Multiattack. The kitsune can make two shortsword attacks.   Shortsword. Melee Weapon Attack: 4+ to hit, reach 5ft., one target. Hit: 6 1d6+3 slashing damage.   Change Shape. As an action, the kitsune magically polymorphs into a fox, or back into its true form. Its statistics 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.

 

Inari

Within the vast military of the Kemono Dynasty, there is a force of elite warriors known as the Inari. The Inari is a division of the Kemono military situated within the capital city of Teruresuto (Tails Rest). The inari are the immediate line of defense for the capital of the kemono dynasty and double as the sword of the Tenko.   The Inari are made up of skilled warriors and generals from across the empire's many divisions and platoons, taking in promising personnel and training them to become the elite warriors of Teruresuto. To aid in their training, small platoons of the Inari are sent across the southern isles, and even to other kingdoms to garner experience and perform tasks for the empire. The Inari are further divided into two subgroups, based on their primary jobs within Teruresuto. These groups are the Inari Warriors and the Inari Guards.  

Inari Warriors

Inari warriors make up many of the specialized jobs within the Inari ranks, often acting as patrolling platoons or typical city watches, they practice their combat skills while being trained in the art of military strategy. If one were to come face to face with a member of the Inari, then it is most likely that the Inari is a member of the Inari warriors.  

homebrew by Team Brievary

Inari Warrior CR: 5 (1,800 XP)

Medium fey, chaotic neutral
Armor Class: 18 (plate)
Hit Points: 90 12d8+36
Speed: 30 ft

STR

18 +4

DEX

15 +2

CON

16 +3

INT

11 +0

WIS

14 +2

CHA

12 +1

Skills: Athletics +6, Intimidation +3
Condition Immunities: charmed
Senses: darkvision 60 ft., passive Perception 12
Languages: Common, Sylvian
Challenge Rating: 5 (1,800 XP)

Innate Spellcasting. The kitsunes's innate spellcasting ability is Wisdom (spell save DC 12). The kitsune can innately cast the following spells, requiring no material components:

At will: dancing lights, flame, silent image

3/day: charm person, mirror image


Martial Advantage. Once per turn, the kitsune can deal an extra 7 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the kitsune that isn't incapacitated.

Actions

Multiattack. The kitsune can make two greatsword attacks.   Greatsword. Melee Weapon Attack: 6+ to hit, reach 5ft., one target. Hit: 11 2d6+4 slashing damage.   Change Shape. As an action, the kitsune magically polymorphs into a fox, or back into its true form. Its statistics 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.

 

Inari Guards

The elite of the Elite, the Inari guard are members of the Inari that have been hand-picked by the Tenko herself to act as her personal guard, protecting her palace and ensuring that there are next to no problems within the city of Teruresuto. Rarely seen by the public, and found primarily within the walls of the Tenko's Palace and Shrine, the Inari Guard are the Tenko's last line of defense before intruders and assassins face off against the empress of the kitsune herself.  

Kitsune Illusionists

Kitsune are born with an inherent skill towards illusion magic, leading many to dabble in its field of study. Of the many kitsune sorcerers and wizards, the kitsune illusionists are those who have dedicated their lives wholly to the study of arcane phantasms and mirages.   While there are many kitsune who become exceedingly proficient with spells from the school of illusion, those who become Illusionists are the adepts and masters of the craft, learning newfound means to manipulate the arcane properties so as to protect themselves in battle, and better manipulate their opponents.  

homebrew by Team Brievary

Inari Guard CR: 6 (2,300 XP)

Medium fey, lawful neutral
Armor Class: 16 (medium armor)
Hit Points: 119 14d8+56
Speed: 40 ft

STR

20 +5

DEX

18 +4

CON

18 +4

INT

16 +3

WIS

16 +3

CHA

12 +1

Skills: Insight +6, Investigation +6, Perception +6
Condition Immunities: charmed
Senses: darkvision 60 ft., passive Perception 16
Languages: Common, Sylvian
Challenge Rating: 6 (2,300 XP)

Innate Spellcasting. The kitsunes's innate spellcasting ability is Wisdom (spell save DC 14). The kitsune can innately cast the following spells, requiring no material components:

At will: dancing lights, flame, silent image

3/day: charm person, mirror image

Actions

Multiattack. The kitsune can make two glaive attacks, and one kunai attack.   Glaive. Melee Weapon Attack: 8+ to hit, reach 5ft., one target. Hit: 10 1d10+5 slashing damage.   Kunai. Melee Weapon Attack: 5+ to hit, reach 5ft., one target. Hit: 6 1d4+4 piercing damage.   Change Shape. As an action, the kitsune magically polymorphs into a fox, or back into its true form. Its statistics 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.

Reactions

Parry. The kitsune adds 3 to its AC against one melee attack that would hit it. To do so, the kitsune must see the attacker and be wielding a melee weapon.

 

Destined Disguise

I must say that one must take extra caution when confronting a Kitsune well versed in illusion magic. Even now, I'm not entirely sure if the capital of the Kemonoans was real, or just a well-implemented ruse to make their capital appear as grand and majestic as it appeared
— Iorki P.
  It is hard to see through the works of a kitsune illusionist. Most kitsune, while transformed or utilizing their innate magical abilities can only transform and disguise so much of themselves or their surroundings, often with their own disguises still revealing their tails, however, a kitsune who has spent extended time researching the ways of the school of illusions are often so adept with their spells that these common missteps that their kin perform are never made, leaving the kitsune illusionist as the best of their race when it comes to arcane trickery and deceit.  

homebrew by Team Brievary

Kitsune Illusionist CR: 3 (700 XP)

Medium fey, chaotic neutral
Armor Class: 13 (16 mage armor)
Hit Points: 120 8d8+24
Speed: 38 ft

STR

12 +1

DEX

16 +3

CON

17 +3

INT

20 +5

WIS

16 +3

CHA

12 +1

Skills: Arcana +7, Perception +5
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: charmed
Senses: darkvision 120 ft., passive Perception 15
Languages: Common, Sylvian
Challenge Rating: 3 (700 XP)

Spellcasting. The Kitsune is a 7th-level spellcaster. its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The Kitsune has the following wizard spells prepared:   Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray   1st level (4 slots): color spray, disguise self, mage armor, magic missile   2nd level (3 slots): invisibility, mirror image, phantasmal force   3rd level (3 slots): major image, phantom steed   4th level (1 slot): phantasmal killer


Displacement (Recharges after the Kitsune Casts an Illusion Spell of 1st Level or Higher). As a bonus action, the Kitsune projects an illusion that makes the Kitsune appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the Kitsune. The effect ends if the Kitsune takes damage, it is incapacitated, or its speed becomes 0.

Actions

Kunai. Melee Weapon Attack: 5+ to hit, reach 5ft., one target. Hit: 3 1d4+1 piercing damage.   Change Shape. As an action, the kitsune magically polymorphs into a fox, or back into its true form. Its statistics 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.

 

Additional Information

Social Structure

the kitsune live within a cultural hierarchy, with a kitsunes status being determined/ depicted by their age, or more specifically, how many tails they have. Newborns or young kitsune with single tails often hold no political power within their culture, while the empress of the entire Kemono Dynasty has 9 tails.   While tails are denoted as important, there is a caste system within kitsune future, that makes tails irrelevant in some situations, though kitsune with additional tails exceeding 5 can often act as if they are of a higher caste.  

Civilization and Culture

Naming Traditions

Kitsune use names from their local culture, sounding quite different to those who do not hail from Seishin.
Male Kitsune Names: Akira, Kaien, Ren, Roku, Tsuki
Female Kitsune Names: Kauri, Kazane, Rumia, Shion, Yuna  

Major Organizations

Almost all kitsune find themselves as citizens of the Kemono Dynasty, and are members of the middle and upper class of their empire. Being created and maintained by the Tenko and her inari servants, the empire is designed to put kistune first, often leaving their otehr citizen with less opportunity for improvment.  
Genetic Descendants
Origin/Ancestry
Fey
Lifespan
675 years
Average Height
4'7" - 5'2"
Average Weight
116 lbs - 137 lbs
Body Tint, Colouring and Marking
While the skin color of their humanoid forms doesn't tend to vary much, their hair, and by proxy, their fur colors can appear within a range of reds, oranges, blues, browns, blacks, and whites.
Geographic Distribution
Related Ethnicities
Stat block link
Kitsune
Inari Warrior
Inari Guard
Kitsune Illusionist

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