Fire Form. A creature that touches the conjured phoenix or hits it with a melee attack while with in 5 feet of it takes 11 (3d6) fire damage. Anything 10 ft. around the conjured phoenix catches fire except worn equipment.
Illumination. The conjured phoenix sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Magic Resistance. The conjured phoenix has advantage on saving throws against spells and other magical effects.
Keen Sight. The conjured phoenix has advantage on Wisdom (Perception) checks that rely on sight.
Flyby. The conjured phoenix doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Multiattack. The conjured phoenix makes two attacks: one with its beak and one with its talons, or one with its fire ray and one with its talons.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage, plus 7 (2d6) fire damage.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage, plus 7 (2d6) fire damage.
Fire Ray. Range Spell Attack: +6 to hit, range 30/90 ft., one target. Hit: 10 (3d6) fire damage.
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