Small Elemental, Neutral Good
Armor Class 8
Hit Points 10 (1d6 + 3)
Speed 30 ft., Walk 20 ft.
STR
7 (-2)
DEX
12 (+1)
CON
8 (-1)
INT
10 (+0)
WIS
9 (-1)
CHA
9 (-1)
Damage Immunities Fire
Senses Passive Perception 10
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Resurgence; Once per day, the turn after the Pheonix is killed, it can use its turn to resurrected itself. Anything touching the Pheonix's corpse takes 1D6 fire damage and the Pheonix is brought back to life with full hitpoints. 

Actions

The Pheonix can choose either of these melee attacks to use.

Claw attack; +1 to hit, 1d4+1 Piercing damage.

Radiant attack; +1 to hut, 1d6+1 fire damage to everything within 5ft.

Reactions

As a reaction the baby pheonix can give any friendly living creature within 5ft resistance to fire until the start of the pheonix's next turn.

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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.

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.

brendonkinsey

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