Large Elemental, Chaotic Neutral
Armor Class 18 Natural Armor
Hit Points 230 (19d12 + 120)
Speed
STR
15 (+2)
DEX
26 (+8)
CON
25 (+7)
INT
16 (+3)
WIS
19 (+4)
CHA
18 (+4)
Saving Throws WIS +10, CHA +10
Damage Vulnerabilities Acid, Poison
Damage Resistances Fire, Lightning, Thunder
Damage Immunities Cold
Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Prone
Senses Passive Perception 15
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Freezing 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) cold damage on a failed save, or half as much damage on a successful one.

The explosion destroys the phoenix’s body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is freezing, dealing 21 (6d6) cold 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.

Cold 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) cold 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) cold damage.

Cold Absorption:  the Chromaphoenix is immune to cold damage and instead heals for the amount of any cold damage done to it.

Flyby. The phoenix doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

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): Chill Touch, True Strike, Ray of Frost


3/day: Gust of Wind, Shatter, Sleet Storm

2/day: Ice Storm, Cone of Cold, Hold Monster

1/day: True Seeing

Actions

Multiattack. The phoenix makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) cold damage. If the target is a creature or organic material, the chill remains. Until a creature takes an action to warm up, the target takes 5 (1d10) cold damage at the start of each of its turns.

Icy Talons. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) cold damage.

Frost Wave: (Recharge 6)  The Chromaphoenix beats it's wings creating a wave of freezing mist outward in a 30 foot radius. Each creature in that area must make a DC 19 Dexterity saving throw, taking 63 (18d6) cold 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.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

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

Legendary Actions

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 talons.

Mythic Actions

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 Cold Form) The phoenix can cause the ground and stream to freeze.  All previous lair effects are removed.

Regional Effects

The region containing a legendary Chromaphoenix’s lair is elementally transmutable, which creates one or more of the following effects:

  • (While in toxic form) Any creature standing in or within the stream when the ground transmutes to it's toxic form must make a DC 19 Dexterity saving throw taking 2d8 cold damage and is frozen in place until they take an action to chip free on a failed save or half as much and the ability to move up to half their movement speed on a successful one.

Monster Tags: Elemental

Skizm

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