Medium Elemental, Chaotic Good
Armor Class 16 Natural Armor
Hit Points 83 (11d8 + 33)
Speed 100 ft., walk 20 ft.
STR
14 (+2)
DEX
20 (+5)
CON
16 (+3)
INT
14 (+2)
WIS
20 (+5)
CHA
14 (+2)
Saving Throws DEX +9, WIS +9
Skills Arcana +6, Nature +6, Perception +9, Religion +6
Damage Resistances Cold, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Necrotic, Poison
Condition Immunities Exhaustion, Poisoned
Senses Blindsight 60 feet, Darkvision 120 feet, Passive Perception 19
Languages Celestial, Draconic, Ignan
Challenge 9 (5,000 XP)
Proficiency Bonus +4

Flaming Body. The phoenix sheds bright light in a 10 foot radius and dim light for another 10 feet. In addition, if a creature hits the phoenix with a melee attack or starts it's turn while grappling with the phoenix, it takes 2d6 fire damage.

Magic Weapons. The phoenix's weapon attacks are considered magical.

Regeneration. The phoenix regains 10 hitpoints at the start of it's turn if it is conscious.

From the Ashes. The phoenix will be reborn 2d4 days after death unless its ashes are scattered over an area of at least a mile, or interred in desecrated ground.

Legendary Resistance (3/day). If the Phoenix fails a saving throw, it may choose to automatically succeed.

Spellcasting. The Phoenix can cast the following spells innately. Wisdom is it's spellcasting ability, and it has a caster level of 11. The Spell Save DC is 17.

  • At Will: Sacred Flame
  • 3/day: Healing Word, Flame Strike
  • Raise Dead, Greater Restoration

(Note: if the DM wishes to alter the Phoenix, consider swapping some spells out. Some alternate spells could be Cure Wounds, Fireball, or Heal).

Actions

Multiattack. The phoenix makes a peck attack and a body slam attack.

Peck. +9 to hit, 1d10+5 piercing and 2d6 fire damage

Bodyslam. +6 to hit, 2d8+2 Bludgeoning and 3d6 fire damage

Phoenix Song (recharge on 6). The Phoenix begins singing, and the song has an effect on all creatures within a 60 foot radius that can hear it. Creatures with a Neutral alignment hear a song. Creatures with an Evil alignment are subjected to a 2nd level Dissonant Whispers spell (Save DC 17). Creatures with a Good alignment may, for the next minute, add a d4 to all attack rolls, saving throws, and skill checks. They may only gain this benefit once per day. Good aligned creatures also gain advantage during the next minute on all saves against fear effects.

 

Legendary Actions

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

Flare (Costs 1 Actions). The Phoenix casts Sacred Flame

Swift Flight (Costs 1 Action). The Phoenix moves up to half its movement speed

Shield (Costs 2 Actions). The Phoenix increases its AC by 4 until the end of it's next turn.

Description

The first Phoenix was created from a region in the Elemental Plane of Fire which overlapped by unknown means with the Positive Energy Plane. On the Material Plane, it is associated with life and rebirth, due to its healing powers and ability to reignite itself from the ashes.

Visually, the Phoenix resembles a crimson bird of prey with golden accents in its plumage. Most encounters that humanoids have with it involve either seeing it from afar, or hearing its otherworldly singing echoing throughout the mountains.

Lair and Lair Actions

The lair of a Phoenix is often decorated with artwork created by either itself or gifted by humanoids it has befriended. Such lairs are typically found in secluded mountains, with their location kept a secret from the outside world. That being said, a phoenix will often entrust the location to a select few, typically druids, priests, or the odd paladin.

Despite drawing power from the Elemental Plane of Fire, there will often be some sort of watery feature, such as a fountain or spring, which may be imbued with the Phoenix's potent life giving energy. Offerings of exotic wood can occasionally be found near the area where the Phoenix sleeps.

Lair Actions

On initiative count 20 (losing initiative ties), the Phoenix takes a lair action to cause one of the following effects; the Phoenix can’t use the same effect two rounds in a row:

  • The phoenix creates a 40 foot radius sphere of light at any point within the lair. Radiant damage dealt to creatures inside the sphere is maximized for one round.
  • The phoenix causes ashes to appear in a 15 ft square. Each creature in the square must make a DC 13 Constitution saving throw or be blinded for one round.

Regional Effects

The region containing a legendary Phoenix’s lair is warped by it's magic, which creates one or more of the following effects:

  • Water within five miles is unusually clear, and there is no risk of contracting diseases if it is not boiled.
  • Fire from sheds light with double the radius it usually does.
  • Death saving throws, when made by an a creature the Phoenix is inclined to be friendly towards or is friendly towards, are made with advantage within the lair itself.

If the Phoenix dies, these effects fade over the course of d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
2/20/2022 4:34:12 PM
1107
2
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Coming Soon

Environment: Mountain

Thucydides

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