Keen Sight. The Phoenix has advantage on Wisdom (Perception) checks that rely on sight.
Flame Affinity. The phoenix has resistance to fire damage, and if the attacker has disadvantage on the attack roll, the phoenix is immune to fire damage.
Legendary Resistance.(3/day) If the phoenix fails a saving throw, it can choose to succeed.
Rebirth. If the phoenix dies from combat or disease, it bursts into flame and collapses as a pile of ash, from which it is reborn within (1d4) days. The only way for a phoenix to truly die is from old age, or from the effects of a wish spell, being cast over it's ashes.
Multiattack. The high phoenix makes three attacks: one with its beak and two with its talons.
Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (3d8 + 5) piercing damage and (3d8+9) fire damage.
Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 6) slashing damage.
Spellcasting: The high phoenix can innately cast spells.
Infinite Use: Fire Bolt, Light, Scorching Ray, Gust of Wind, Detect Evil and Good, Dispel Curse, Cure Disease, Cure Wounds(Can only be used on others), Gate.
3/day:Flame Strike, Fireball
Celestial Heat: The phoenix changes the weather to a dry environment resembling the power of the Elemental Plane of Fire. This magical heat results in fire resistance being removed in a 5 mile radius of the Phoenix's lair.
The high phoenix gets 3 legendary actions.
Spellcasting(2 Actions): The phoenix can innately cast spells.
Infinite Use: Fire Bolt, Light, Scorching Ray, Gust of Wind
3/day:Flame Strike, Fireball
Multiattack: the phoenix attacks three times, once with its beak and twice with its claws.
Description
Phoenixes resemble massive birds of flame, often being confused with elementals, but are in fact celestials that inhabit the Elemental Plane of Fire.
Lair and Lair Actions
Radiant Blast(Recharge 5-6). The phoenix draws on the energy of the area to blast opponents with radiant and heat energy. Every creature in the lair must make a constitution saving throw(Save DC 20) or take (6d20) radiant damage and (4d10) fire damage, or half damage on a successful save. This action grants disadvantage on attack rolls to the targets for their next attack. This action ignores resistances.
Celestial Heat: The phoenix changes the weather to a dry environment resembling the power of the Elemental Plane of Fire. This magical heat results in fire resistance being removed in a 5 mile radius of the Phoenix's lair.
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