Large Beast, Neutral Good
Armor Class 18
Hit Points 150 (15d10 + 75)
Speed
STR
18 (+4)
DEX
20 (+5)
CON
20 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +9, CON +9, WIS +7
Damage Resistances Fire, Radiant
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Passive Perception 17
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Fire Form. Celestial phoenix can move through a space as narrow as 1 inch wide without squeezing. A creature that touches or hits the phoenix with a melee attack within 5 feet of it takes 10 (3d6) fire damage.

Rebirth: When the phoenix dies, it bursts into flames and is reborn from its ashes after 24 hours. It returns to life with full hit points and gains temporary hit points equal to its hit point maximum. Once it has used this ability, it cannot use it again until it completes a long rest.

Actions

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

Beak: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 10 (3d6) fire damage.

Talons: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) slashing damage plus 10 (3d6) fire damage.

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Burst of Flame: The phoenix releases a burst of flames in a 15-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save or half as much damage on a successful one.

Blazing Wings: The phoenix beats its wings, creating a gust of hot wind. Each creature within 10 feet of the phoenix must succeed on a DC 17 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Healing Burst (Costs 2 Actions): The phoenix releases a healing burst in a 30-foot radius. Each friendly creature in that area regains 20 (4d8 + 2) hit points.

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

Enter a general description for your monster here.

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.

Doberjohn

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