Gargantuan Elemental, Any Evil Alignment
Armor Class 17 Flames of darkness
Hit Points 663 (34d20 + 306)
Speed 140 ft., Climb 20 ft., Walk 35 ft. In human form
STR
29 (+9)
DEX
17 (+3)
CON
28 (+9)
INT
20 (+5)
WIS
22 (+6)
CHA
17 (+3)
Saving Throws STR +17, CON +17, WIS +14
Skills Arcana +19, Insight +14, Intimidation +11, Perception +18
Damage Vulnerabilities Cold
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Fire, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Grappled, Poisoned, Prone
Senses Blindsight 60ft., Darkvision 120ft., Passive Perception 24
Languages All Can understand , Common Can speak, Primordial Can speak
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Aura Of Black Flames. A creature that touches the phoenix or hits it with a melee attack while with in 5 feet of it takes 22 (4d10) necrotic damage. Creatures whom are hostile towards the phoenix within 5 feet is under the effekt of a 4th level Darkness spell. Every time a creature starts its turn or moves within 5 feet of it for the first time, and takes 21 (6d6) necrotic damage.

Legendary Resistance (3/day). If the Phoenix fails a saving throw, it may choose to automatically succeed.

Regeneration. The phoenix regains 25 hitpoints at the start of it's turn if it is conscious or haven't taken any cold damage.

Creature Beyond Time Itself. According to some legends, a phoenix could live thousands of years before rebirth, each rebirth allows to grow larger and more powerful.

Human Form. Upon reaching an high age their power of their bodies has reach the control to transform the body into a humanoid being, Their mental stats stay the same, but their physical powers is reduced by 5, until it returns to its true from.

Keen Sight. The phoenix has advantage on Wisdom (Perception) checks that rely on sight.

Magical Weapons. (Human form) All weapons in the hands of the phoenix is infused with power, and deal an extra 3d6 necrotic damage and is considered magical. (phoenix form) All its attacks are considered magical in order to deal with resistances.

Rejuvenation.  When the phoenix dies, an egg can be found where it's heart should be. The egg hatches as a phoenix hatchling during the next sunrise, regaining all its hit points and becoming active again, within a year it returns to its former size. The new phoenix inherits all of the memories from its previous incarnation, although it is considered a new being.

Dense intense flames. Any item which attacks the phoenix which is not above uncommon in power, will take 1d10 damage, if the item takes more than 10 damage the item is melted.

Immortality. The phoenix race is almost impossible to kill once they have reach this 2nd to last stage of their lives, however it can be done, should someone break the Soul Crystal inside the hearth fire, and before a week as passed killed the phoenix then it would not get reborn and will die. Another way is to drop the egg to either the bottom of the deepest sea or inside the Elemental plane of water. However touching the either the hearth fire, Egg or the Soul crystal is the same heat as touching lava.

Actions

Multiattack. The Ancient Shadow Phoenix makes three attacks: one with its beak and two with its talons, or one with its Necrotic Ray and two with its talons.
Beak. Melee Weapon Attack: +16 to hit, reach 5 ft., one target.Hit: 19 (4d4+9) piercing damage plus 10 (3d6) necrotic damage. Is the target grappled in the talons, the target is shallowed by the Ancient Shadow Phoenix, the creature is stuck in the stomach until the Phoenix takes atleast 50 damage, the start of the targets turn the target takes 25 points of necrotic damage.
Talons. Melee Weapon Attack: +16 to hit, reach 5 ft., one target.Hit: 30 (6d6+9) slashing damage plus 14(4d6) necrotic damage and the target is grappled (escape DC 21). Until the grapple ends the target is restrained, and the phoenix can hold two targets.
Necrotic Ray. Ranged Spell Attack: +16 to hit, range 60ft., one target. Hit: 40 (10d6+5) necrotic damage.
Fury Of The Ancient Phoenix (Recharge 6). The Ancient Shadow Phoenix releases a burst of its necrotic energy in a 60-foot cone. Each Creature within the cone must a make a DC 22 Dexterity saving throw, taking 98 (15d12) necrotic damage on a failed save, or half as much damage on a successful one.
Song of sorrow. it releases a song which filled sorrow, all creature within 60ft must make DC 22 wisdom saving throw, on a fail all that hear the song is stunned for 10 mins or until taken more than 10 damage, on a success creatures takes 8d10 psychic damage.

 

 

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.
Detect. The Phoenix makes a Wisdom (Perception) check.
Ray Attack. The Phoenix makes a necrotic ray attack.
Devouring siphon (cost 3, recharges 6). The phoenix unless its necrotic fury, it lets out a terrifying scream which echoes inside the souls of it's preys very soul. Every foe within 30 feet must make a dc 22 con saving throw, on a failed targets takes 15d12 necrotic damage, and there maxium hitpoints is reduced by that amount, on a succs targets takes half damage instead. The phoenix heals for the amount it damaged, this can not go beyond its maxium hitpoints. Should this ability take target below 0 hitpoints target is slain.

Description

The phoenix how the come into being? great question but I am afraid that i do not answer as well, as many scholars do not know either, many have made theories regarding their Origin. Some believe it is fire whom obtain true intelligent, however others believe it is flame whom devoured an extraordinary amount of divine power to make obtain its power. Others believe it were blood of a god which drip into a pool of lava. But now, we do not know much about them even after all this time.
What we know are, that the shadow phoenix seems that it were either born inside shadow fell or been corrupted by immense power.

This huge bird is made of what seems to be black and dark purple flames which pulse with energy. its wing span is big enough to block out the sun for a city. When it flyings rays of black/purple trails behind his tail feathers. Its eyes are a deep black with pupil of crimson red. It sings with a beautiful voice which bring sadness and sorrow to every whom listen to them.

Lair and Lair Actions

An Ancient shadow Phoenix lair

The lair can be found near places of either natural flame or necrotic energy. The more powerful magicial aura/energies which can be found at this place the more the phoenix's of shadow crave it.

Each lair change depending on the personality of the phoenix, however must hoard magical items, or other items which will be close to its vanity. However every phoenix lair have the phoenix's greatest power and it's weakness. It's Hearthfire, which have its crystal of its soul.

The phoenix almost always have a cult following, in which the phoenix is the object of worship, so many idols and statue of honor af the phoenix

Lair Actions

On initiative count 18 (losing initiative ties), the Phoenix takes a lair action to cause one of the following effects; the Phoenix can’t use the same effect two rounds in a row:

  • The phoenix can animate any, up to 4targets, statue or dead being within 120ft of its Hearth fire, , they will act on the initiative of the lair. the animated creature have 10 hp, but keep the power they had in life.
  • A wave of black flames form in a 15-foot-radius sphere appear anywhere the phoenix can see. Any targets whom where within the radius, must make a DC 16 Constitution saving throw, taking 25 (7d6) necrotic damage on a failed save, or half as much damage on a successful one.
  • A searing hot wave of heat heats up the entirety of the lair, any creature whom is not either resistance or immune to fire, must make a 15 DC constitution saving thrown or take one point of exhaustion, as the heat makes it unbearable

Regional Effects

The region containing a legendary Phoenix’s lair is bathed in the corrupted divine powers which streams from the hearth fire, which creates one or more of the following effects:

  • The Sky within 12 miles of the lair, will lay be black, with cold ways of light from the sun
  • Water sources within 1 mile of the are turn into a black and silver colour, which is tainted with taste of decay
  • Rifts of the shadowfell summons and closes within 1 mile of the lair at random times.
  • People whom stays within 1 mile of the lair will slowly be drain of their vitality until their are mere husk of their former selves.
  • Magical items within ½mile of the lair seems to be more potent, might even be corrupted or cursed

If the Phoenix dies, these effects fade over the course of 2d6 days, the curse and corruption last until cleansed by magic or holy orders.

Habitat: DesertMountain

Walian

Comments

Posts Quoted:
Reply
Clear All Quotes