Gargantuan Celestial, Neutral
Armor Class 20 (natural armor)
Hit Points 525 (22d20 + 252)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
18 (+4)
DEX
28 (+9)
CON
22 (+6)
INT
30 (+10)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws DEX +18, CON +15, WIS +18, CHA +19
Skills Arcana +10, Deception +10, Insight +10, Perception +10, Persuasion +16, Stealth +10
Damage Resistances All
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Prone
Senses Truesight, Passive Perception 27
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Magic Resistance. The gold fox has advantage on saving throws against spells and other magical effects.

Spellcasting. The gold fox is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 25, +20 to hit with spell attacks). The gold fox can cast control-weather and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): lightmage hand, thaumaturgyshocking grasptrue-strike

1st level (4 slots): detect magicidentifycommand

2nd level (3 slots): detect thoughtsmirror imagemisty stepzone-of-truth

3rd level (3 slots): counterspellflydispel-magic, hypnotic-pattern

4th level (3 slots): banishmentfire shield

5th level (3 slots): scryingwall of forcemodify-memory

6th level (1 slot): globe of invulnerabilityforbiddance

7th level (1 slot): plane-shift

8th level (1 slot): mind blank

9th level (1 slot): wish

Amphibious. The gold fox can breathe air and water.

Eather native. The gold fox can survive in the earher.

Legendary Resistance (3/Day). If the gold fox fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The fox can use its Celestial Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Celestial Presence. Each creature of the fox's choice that is within 120 feet of the fox and aware of it must succeed on a DC 25 Wisdom saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the fox's Celestial Presence for the next 24 hours.

Beams (Recharge 5–6). The fox uses one of the following beams.

Red Beam. The fox shoots a beam in a 90-foot cone. Each creature in that area must succeed on a DC 25 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or the minimum amount of damage on a successful one.

Orange Beam. The fox shoots a beam in a 90-foot cone. Each creature in that area must succeed on a DC 25 Dexterity saving throw, taking 71 (13d10) force damage on a failed save, or the minimum amount of damage on a successful one.

Yellow Beam. The fox shoots a beam in a 90-foot cone. Each creature in that area must succeed on a DC 25 Dexterity saving throw, taking 71 (13d10) lightning damage on a failed save, or the minimum amount of damage on a successful one.

Green Beam. The fox shoots a beam in a 90-foot cone. Each creature in that area must succeed on a DC 25 Dexterity saving throw, taking 71 (13d10) poison damage on a failed save, or the minimum amount of damage on a successful one.

Blue Beam. The fox shoots a beam in a 90-foot cone. Each creature in that area must succeed on a DC 25 Dexterity saving throw, taking 71 (13d10) thunder damage on a failed save, or the minimum amount of damage on a successful one.

Purple Beam. The fox shoots a beam in a 90-foot cone. Each creature in that area must succeed on a DC 25 Dexterity saving throw, taking 71 (13d10) psychic damage on a failed save, or the minimum amount of damage on a successful one.

 

Change Shape. The fox magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form.

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

Legendary Actions

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.

Rainbow Beam. The fox shoots a beam in a 90-foot cone. Each creature in that area must succeed on a DC 25 Dexterity saving throw, taking 71 (13d10) radiant damage on a failed save, or half as much damage on a successful one.

Black Beam. The fox shoots a beam in a 90-foot cone. Each creature in that area must succeed on a DC 25 Dexterity saving throw, taking 71 (13d10) necrotic damage on a failed save, or half as much damage on a successful one.

White Beam. The fox shoots a beam in a 90-foot cone. Each creature in that area must succeed on a DC 25 Wisdom saving throw, on a failed save the creatures fall into a deep slumber for 24h and can't be harmed or awoken by anything but a wish spell, on a successful one they are paralyzed for one round.

Mythic Actions

The Ancient Gold Fox can enter it's Mythic state at any moment in battle, when in the mythic form the fox can perform its two mytic actions. The fox can use it's mytic actions once, after which it returns to it's realm to recuperate.

Mythic Action: Spiritual Absorption (Costs 2 Actions)The body of the Ancient Gold Fox starts to eminate a strong force that pulls all creatures in a 150-foot radius towards it. All creatures must make a DC 20 Constitution saving throw, they immediatly are severed from their bodies and their souls are absorped by the fox becoming one of it's spirit warriors, on a successful saving throw the creatures are shot out of the fox's realm(to which they can not return to for d12 months) and are paralyzed for 1 hour.

Mythic Action: Anastasis. When the fox drops to 0 HP in the Mythic state it resurrects and all creatures around it become bound to it. After their death the creatures go to the Ancient Gold Fox pantheon, and during their lives they are obliged to be followers of the Ancient Gold Fox.

 

Lair and Lair Actions

The Ancient Gold Fox’s Lair

The Ancient Gold Fox makes it's home in out-of-the-way places, where it can do as it please without arousing suspicion or fear. Most of the time it dwells near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins. Almost always the lair exists on another plane, but occupies the space in the material realm.

Lair Actions

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

  • The fox glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • One creature the fox can see within 120 feet of it must succeed on a DC 25 Charisma saving throw or be banished to a dream plane, a different plane of existence the fox has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the fox’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

Regional Effects

The region containing the ancient fox’s lair is warped by the fox’s magic, which creates one or more of the following effects:

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the fox’s lair, the fox can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the fox upon waking.
  • Banks of beautiful, opalescent mist manifest within 6 miles of the fox’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.
  • Gems and pearls within 1 mile of the fox’s lair sparkle and gleam, shedding dim light in a 5-foot radius.

If the fox dies, these effects end immediately.

Habitat: ArcticForestGrasslandMountainUnderwater

VaivoraGrimlock

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