Icy Death and Rebirth. If the phoenix dies, it explodes. Each creature in 60-foot-radius sphere centered on the phoenix must make a DC 14 Dexterity saving throw, taking 12 (2d10) cold damage on a failed save, or half as much damage on a successful one. The Ice freezes creatures in the area and puts thin sheet of ice on objects not being worn or carry.
The explosion destroys the phoenix’s body and leaves behind an egg-shaped cinder, which weighs 5 pounds. The cinder deals 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.
Ice 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.
With a touch, the phoenix can also Freeze metal objects that aren’t being worn or carried (no action required).
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 10-foot radius and dim light for an additional 10 feet.( can snuff)
Siege Monster. The phoenix deals double damage to objects and structures.
Multiattack. The phoenix makes one Beak attack and one Fiery Talons attack.
Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) cold damage.
Icy Talons. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) cold damage.
Breath Weapons (recharge 5-6). The Ice Phoenix uses one of the following breath weapons.
Ice Beam. The Ice Phoenix exhales an Icy Beam in a 30-foot line that is 5 feet wide. Each creature in that line must succeed a DC14 Dexterity saving throw, becoming frozen on a failed save.
Freezing Mist. The Ice Phoenix exhales freezing cold mist in a 15-foot cone. Each creature in that area must make a DC14 Constitution saving throw, Taking 18(4d8) cold damage on a failed save, or half on a successful one.
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