Aura of Flame. The fox sheds bright light in a 60-foot radius and dim light for an additional 60 feet. Any creature that starts its turn within 20 feet of the fox takes 14 (4d6) fire damage. In addition, if the fox is grappled by a creature, that creature takes 21 (6d6) fire damage. The fox can dismiss or restore this effect as a bonus action.
Blazing Speed. The fox's movement does not provoke opportunity attacks. In addition, when the fox moves within 10 feet of a creature, it takes 14 (4d6) fire damage. A creature can only take this damage once per turn.
Evasion. When the fox is subjected to an effect, that allows it to make a Dexterity saving throw to take only half damage, it instead take no damage if it succeeds on the saving throw, and only half damage if it fails.
Flaming Retribution. Whenever a creature, within 20 feet of the fox, hits the fox with an attack it takes damage equal to half the damage the fox takes from the attack. In addition, if a creature forces the fox to make a saving throw, the creature must make a DC 23 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a successful one. If the foxes Aura of Flame is inactive, when this feature activates, it activates.
Heat Absorption. When the fox is subjected to fire damage the next time it deals fire damage the damage increases by 7 (2d6) fire damage, unless the fox has used its Erupting Inferno legendary action and has yet to recharge it.
Innate Spellcasting. The fox’s innate spellcasting ability is Wisdom (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: burning hands, continual flame, elemental bane (no concentration), enhance ability (fox’s cunning, no concentration), fire bolt
3/day each: flaming sphere, scorching ray
1/day each: fire storm, flaming sphere (as a 5th-level spell), wall of fire
Keen Hearing and Smell. The fox has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Legendary Resistance (3/Day). If the fox fails a saving throw, it can choose to succeed instead.
Master of Fire. The fox has advantage on Constitution saving throws that it makes to maintain its concentration on a spell, if its effect or the creature it is affecting is within 60 feet of the fox.
Speak with Beasts. The fox can communicate with beasts as if they shared a language.
Telepathic Bond. If the fox communicates with a creature telepathically, the creature can respond to the fox, and other creatures in the conversation, likewise.
Titan's Stability. The fox can only become prone if it wishes to be.
Ward against the Flame. At the end of its turn, the fox can grant any number of creatures it can see within 60 feet of it immunity to fire damage until the end of the foxes next turn or until it attacks the fox — or another creature under the affect of this trait, casts a spell on it, or deals damage to it by any means.
Wrath of the Fire. When the fox deals fire damage to an evil creature the fox ignores resistances. In addition, if the fox subjects an evil creature, that is immune to fire damage, to fire damage the fox can deal radiant damage instead.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 10 (3d6) fire damage.
Scorching Breath. The fox exhales flames in a 60-foot cone or in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 23 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much on a successful one. On a failed save the creature takes an additional 10 fire damage if it attacks a creature or casts a spell on it before the end of its next turn.
The fox can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The fox regains spent legendary actions at the start of its turn.
At-Will Spell. The fox casts one of its at-will spells.
Bite. The fox makes a bite attack. The fox can also dismiss or restore its Aura of Flame as part of this action.
Move. The fox moves up to its speed. The fox can also dismiss or restore its Aura of Flame as part of this action.
Scorching Breath (Costs 2 Actions). The fox uses its Scorching Breath.
Erupting Inferno (Costs 3 Actions). The fox releases an eruption of fire. Each creature within 30 feet of the fox must make a DC 23 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much on a successful one. The fox's Aura of Flame is then extinguished, and it cannot be activated until the end of its next turn or until it is subjected to fire damage. The fox cannot take this action again until it has been subjected to a total of 50 fire damage.
Description
Colossal foxes are curious and sharp witted creatures; which can reach lengths of seventy-five feet (not including its tail) and heights of fifty-five feet (with its head up). They roam the fields and hills of the region they call their home — keeping their distance from humanoid settlements — in search of other creatures. Around creatures it deems to be kind and responsible, it comes across as friendly and energetic. Toward such creatures it will offer what it can — typically this is knowledge. If the fox takes an interest in the creatures goal it may even accompany it on its travels. Conversely, creatures it deems to be malicious are not met with friendliness but rather with the foxes burning wrath. Such creatures tend to leave the encounter as nothing more than a charred corpse — left behind to send a message, unless the creature can some how manage to convince the fox it has misjudged it (which the fox rarely does). In these cases the fox will task an animal or other creature with watching the creature, it had deemed malicious, staying close by so it can dart back (to finish the creature off) when the creature's actions prove the fox was correct (which is almost always the case).
Like most colossal beasts, colossal foxes do not need to eat, drink or sleep. The lack of a need to sleep, allows colossal foxes to keep on the move day and night. The flames that wreath its body lights up the night, and can be spotted from miles away. This has given rise to legends of creatures of fire that roam at night.
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