Gargantuan Celestial, Chaotic Good
Armor Class 18
Hit Points 990 (60d20 + 360)
Speed 60 ft.
STR
13 (+1)
DEX
27 (+8)
CON
22 (+6)
INT
25 (+7)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws INT +15, WIS +11
Skills Acrobatics +14, Arcana +14, Perception +10
Damage Vulnerabilities Necrotic
Damage Resistances Force
Senses Truesight 150 ft., Passive Perception 20
Languages Celestial, Primordial, Sylvan
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance. When Alune fails a saving throw, she can choose to succeed instead. When doing so, one of her tails die.

Limited Magic Immunity. Alune can’t be affected by spells of 6th level or lower belonging to any of these schools of magic: Conjuration, Evocation, Illusion, Transmutation; unless she wishes to be. She has advantage on saves against all other spells and magical effects.

Wild Magic. At the start of Alune's turn, roll twice on the Wild Magic Table. Alune chooses one of the two effects to come into effect.

Actions

Multiattack. Alune makes one bite attack and two claw attacks, in any order. She can teleport before or after each attack. Alternatively, she can replace both claw attacks with Faerie Fire.

Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., 1 target. Hit: 15 (4d6 + 1) piercing damage, and the target must make a DC 23 Constitution saving throw against the effect of Flesh to Stone.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., 1 target. Hit: 21 (3d8 + 8) slashing damage and 11 (2d10) force damage. The target must also succeed on a DC 23 Wisdom Saving Throw or be teleported to a random space within 30 ft. of it.

Faerie Fire (Recharge 5-6). Alune shakes silvery dust out of her fur, and all creatured within 20 ft. of her must succeed on a DC 23 Dexterity Saving Throw against the effect of Faerie Fire.

Change Shape. Alune magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Alune's choice).

In a new form, Alune retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Teleport. Alune teleports up to 30 ft. to an unoccupied space she can see.

Who am I? (1/day). Alune summons 8 illusory duplicates of herself, which all appear within 100 ft. of her. All duplicates move independently and can use their own movement, but gain no additional actions, bonus actions, reactions or legendary actions. Whenever Alune takes one of the actions mentioned above, she can choose to make any duplicate take the action instead. The duplicates retain all of Alune's stats, but disappear if they take any damage. Whenever an Alune is targeted by any effect, the attacker rolls a d8, if they roll 8, they targeted the real Alune.

Reactions

No u. When Alune is hit by an attack, she can swap places with another creature she can see within 60ft. of her, this creature takes the hit instead.

Legendary Actions

At the end of another creatures turn, Alune can take one legendary action. She has three actions total.

Vanish (Costs 1 Action). Alune uses her teleport action and turns invisible until the start of her next turn.

Revestreker (Costs 2 actions). Alune casts Polymorph (DC 23), targeting a creature. If they fail, they are polymorphed into a fox.

Phantasmal Party (Costs 3 Actions). Alune summons illusory duplicates of up to 6 hostile creatures she can see, which appear within 5 feet of the creature which was duplicated. Each duplicate performs the exact same actions as the original, at the same time, but targets the original with all harmful actions, and Alune with all helpful actions. A duplicate has 1 hp and all the damage done by the duplicate is psychic damage.

Description

Alune is the companion of Volirael, the Chaotic Good god of magic and the spell schools Conjuration, Evocation, Illusion and Transmutation. She (Alune) is a nine-tailed fox, and a true embodiment of the trickery of foxes and Volirael. Her tails are all guardian nagas, which, unless dealt necrotic damage, will regrow as two when killed. Alune has a silvery blue fur, and likes to disguise herself as a normal-sized fox with only one tail.

(My party has gotten too powerful, they did 700 damage in two turns, I am desperately trying to kill them)

Lair and Lair Actions

Alune's lair lies at the base of a towering tree in Arborea, where she guards magical items deemed too powerful by Volirael for mortals to acquire. Thick, twisting roots permeate the lair, and Large rocks float in the air.

Lair Actions

On initiative count 20 (losing initiative ties), Alune takes a lair action to cause one of the following effects; Alune can’t use the same effect two rounds in a row:

  • 6x20ft spheres appear randomly around the lair. At the end of the current round of combat, they explode, and all creatures within the spheres must make a DC 23 saving throw, taking 20d6 damage on a failure and half as much damage on a successful one. Each sphere does a different damage type: acid(Dexterity Saving Throw), cold(Constitution Saving Throw), fire(Dexterity Saving Throw), lightning(Dexterity Saving Throw), poison(Constitution Saving Throw), or thunder(Constitution Saving Throw).
  • Two portals appear in random locations within the lair, functioning like the portals created by the spell Arcane Gate. When any creature enters one portal, it is teleported to a new random location within the lair.
  • The ground is transformed into lava, and a maelstrom opens leading 100 feet down to flat ground. The rocks which were floating in the air fall down, floating on the lava. All creatures within the lair have to make saving throws against Extreme Heat (DC 10 + 5 each turn) at the end of each of their turns.
  • All creatures and objects within the lair, not part of the ground or any building, become invisible until it takes damage.
  • All creatures within the lair are teleported to the location of one of the others, chosen randomly.
  • Gravity reverses within the lair, and all creatures and objects start falling. They continue falling until Alune is defeated.

 

Previous Versions

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