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

Keen Senses. The phoenix has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Magic Resistance. The phoenix has advantage on saving throws against spells and other magical effects.

Limited Telepathy. The phoenix can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Fire to Ash. When the phoenix dies, a phoenix egg appears from a burst of flame in it's previous location. If in flight, the egg ignores fall damage. The egg can be hatched starting as soon as the dawn of the next day. However, the Phoenix Egg can only be hatched by being placed directly into a powerful flame. 

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

Actions

Talons. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 2 (1d4) slashing damage plus 3 (1d6) fire damage. 

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

Protective Shroud. The phoenix can shroud a willing creature with a protective fiery aura. The creature shares it's magic resistance trait. The phoenix can not take any action while shrouding, and must stay within 5ft. of the creature or the effect ends. The phoenix regains the ability to use this feature after a short or long rest.

Illumination. The phoenix can shed bright light in a 30-foot radius. This effect can last for an hour unless canceled by an action or is dispelled. 

LizardKing0516

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