Large Elemental, Neutral
Armor Class 20
Hit Points 175 (10d20 + 70)
Speed 20 ft., Fly 120 ft.
STR
20 (+5)
DEX
26 (+8)
CON
25 (+7)
INT
2 (-4)
WIS
21 (+5)
CHA
20 (+5)
Saving Throws WIS +11, CHA +11
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Fire, Poison
Senses Darkvision Up to 60 ft of normal light and 90 ft of dim light., Passive Perception 15
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Fiery 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) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t worn or carried.

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

Fire 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) fire 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) fire damage. With a touch, the phoenix can also ignite flammable objects that aren’t 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 60-foot radius and dim light for an additional 30 feet.

Legendary Resistance (3/Day). If the phoenix fails a saving throw, it can choose to succeed instead.

Siege Monster. The phoenix deals double damage to objects and structures.

Elemental Nature. An elder elemental doesn’t require air, food, drink, or sleep.

Actions

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

Beak. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

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

Fiery Feather Bolt Attack. Ranged Weapon Attack: +8 to hit, range 10/80 ft., up to five targets. Hit: 19 (2d10 + 8) piercing damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. This attack may be used while flying.

Wing slash Attack. Melee Weapon Attack: +13 to hit reach 15 ft., up to three targets. Hit: 19 (2d10 + 8) slashing damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. This attack may be used while flying.

Reactions

Counter Attack.  As long as in movement range, this creature can move over to the attacker if they land a successful hit against said creature and launch a counter attack against them.

 

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.

Wing slash. The phoenix makes one wing attack.

Fiery Feather Bolt Attack. The Phoenix makes one Feather attack.

Move. The phoenix moves up to its speed.

Swoop (Costs 2 Actions). The phoenix moves up to its speed and attacks with its fiery 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

Color: metallic Grey

Eyes: Fiery Orange

Size: Large 

Height: 10'

Weight: 650 lbs

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.

Habitat: Mountain

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