Fiery Death and Rebirth. When the phoenix dies, it explodes. Each creature within 60-feet of it must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t worn or carried.
The explosion destroys the phoenix’s body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 (6d6) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it hatches a new phoenix.
Fire Form. The phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the phoenix can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage. With a touch, the phoenix can also ignite flammable objects that aren’t worn or carried (no action required).
Fire Absorption: the Chromaphoenix is immune to fire and instead heals for the amount of any fire damage done to it.
Flyby. The phoenix doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Illumination. The phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet.
Legendary Resistance (3/Day). If the phoenix fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The Chromaphoenix's spellcasting ability is Wisdom. (spell save DC 19, +5 to hit with spell attacks). The Chromaphoenix has following Sorcerer spells prepared:
Cantrips (at will): Firebolt, True Strike, Shocking Grasp
3/day: Scorching Ray, Fireball, Shield, Lightning Bolt
2/day: Wall of Fire, Hold Person, Chain Lightning
1/day: Fire Storm
Multiattack. The phoenix makes two attacks: one with its beak and one with its fiery talons.
Beak. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Fiery Talons. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) fire damage.
Heat Wave: (Recharge 6) The Chromaphoenix beats it's wings creating a wave of fire outward in a 30 foot radius. Each creature in that area must make a DC 19 Dexterity saving throw, taking 63 (18d6) fire damage and being knocked prone on a failed save, or half as much damage on a successful one. The Chromaphoenix can then move up to half it's fly speed.
Elemutation. When the Chromaphoenix takes non-physical damage it transforms into it's respective form matching the type of damage done. It maintains it's current Hit Points and status of it's respective Wave recharge.
Fire, Thunder, Lightning > Fire
Cold > Cold
Acid, Poison > Toxic
Necrotic, Psychic > Necro
Radiant, Force > Radiant
The phoenix 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 phoenix regains spent legendary actions at the start of its turn.
Peck. The phoenix makes one beak attack.
Claw. The phoenix makes one talon attack.
Move. The phoenix moves up to its speed.
Swoop (Costs 2 Actions). The phoenix moves up to its speed and attacks with its fiery talons.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Chromaphoenix lives upon the cliffs of a dormant volcano towering over the Preserved Emeraldwood, a luscious forest deep within the Fey Wilds. It is by the Chromaphoenix's power that the natural order of the Preserved Emeraldwood is maintained. In it's natural state it has long flowing feathers of a myriad of bright colors. When agitated it takes to the air, bursting into one of it's elemental forms.
Lair and Lair Actions
Near the peak of the volcano there is a flat outcropping of stone surrounded by several boulders of various size. From some of the larger boulders crystals of green, blue, red, white, and black can be seen protruding from their cracked surface. At the back end of the outcropping there is a shallow creek of clear water flowing from somewhere above. This creek winds lazily around the opening of a shallow cave filled with gravel and what appear to be embers, burning slowly as they transition through various colors as you watch them simmering the air within the cave entrance making your view within hazy.
Lair Actions
On initiative count 20, 15, 10, or 5, the Chromaphoenix takes a lair action to cause one of the following effects;
- (While in fire form) The phoenix can cause the rocky ground of the lair to heat up scorching temperatures, excluding the stream of water that mystically remains cool and unaffected.
Regional Effects
The region containing a legendary Chromaphoenix’s lair is elementally transmutable, which creates one or more of the following effects:
- (While in fire form) Any creature standing on the stone when the ground transmutes to it's burning form must make a DC 19 Dexterity saving throw taking 2d8 fire damage on a failed save or half as much and the ability to move up to half their movement speed on a successful one.
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