Tiny Celestial
Armor Class 12
Hit Points 5 (2d4)
Speed 60 ft., Walk 15 ft.
STR
6 (-2)
DEX
15 (+2)
CON
10 (+0)
INT
8 (-1)
WIS
12 (+1)
CHA
16 (+3)
Skills Perception +3, Stealth +4
Damage Vulnerabilities Cold
Damage Immunities Fire
Condition Immunities Charmed
Senses Blindsight 10, Darkvision 60, Passive Perception 13
Languages Understands Common, Celestial, and Ignan but Can't speak
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Limited Telepathy. Baby Phoenix can magically communicate simple ideas, emotions and images telepathically with any creature within 100 ft. of it that can understand Celestial.

Fire to Ash. When Baby Phoenix dies, Phoenix Egg appears in the space the Baby Phoenix previously occupied. If the Baby Phoenix was in flight, the Phoenix Egg ignores any damage resulting from the fall.

Phoenix Egg. The egg has a AC of 15, and 1 Hit Point. It will hatch into a Baby Phoenix during the next sunrise at full hit points. If it is destroyed, the phoenix contained within it will be banished to the celestial plane.

Actions

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 slashing damage plus 3 (1d6) fire damage. 

Fire Ray. Ranged Spell Attack: +5 to hit, range 15 ft., one target. Hit 4(1d8) fire damage.

Illumination. Baby Phoenix sheds bright light in a 30 ft. radius and dim light for an additional 30 ft. The effect lasts for an hour unless canceled with a bonus action or dispelled.

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Serristorm

Comments

Posts Quoted:
Reply
Clear All Quotes