Large Elemental, Typically Neutral
Armor Class 17
Hit Points 120 (10d10 + 70)
Speed 20 ft., Fly 120 ft.
STR
17 (+3)
DEX
20 (+5)
CON
25 (+7)
INT
2 (-4)
WIS
21 (+5)
CHA
18 (+4)
Saving Throws WIS +9, CHA +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Senses Darkvision 60 ft., Passive Perception 15
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Fiery Death and Rebirth. If the phoenix dies, it explodes. Each creature in 60-foot-radius sphere centered on the phoenix must make a DC 20 Dexterity saving throw, taking 11 (2d10); 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 being worn or carried.

The explosion destroys the phoenix’s body and leaves behind an egg-shaped cinder, which weighs 5 pounds. The cinder deals 14 (4d6); 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 being worn or carried (no action required).

Flyby. The phoenix doesn’t provoke opportunity attack;opportunity attacks when it flies out of an enemy’s reach.

Illumination. The phoenix sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Legendary Resistance (1/Day). If the phoenix fails a saving throw, it can choose to succeed instead.

Actions

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: 15 (2d6 + 8);{ fire damage.

Fiery Talons. Melee Weapon Attack: +9; to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8); fire damage.

Legendary Actions

The phoenix can take 2 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.

Move (Costs 1 Action). The phoenix moves up to its speed.

Peck (Costs 1 Action). The phoenix makes one Beak attack.

Swoop (Costs 2 Actions). The phoenix moves up to its speed and makes one Fiery Talons attack.

Habitat: DesertMountain

Nerdcastle

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