Tiny Celestial, Neutral
Armor Class 12 Natural Armour
Hit Points 4 (2d4 - 1)
Speed 15 ft., Fly 60 ft.
STR
6 (-2)
DEX
15 (+2)
CON
9 (-1)
INT
8 (-1)
WIS
12 (+1)
CHA
16 (+3)
Skills Perception +3, Stealth +4
Damage Immunities Fire
Senses Darkvision 60 ft., Passive Perception 13
Languages Understands Celestial and Common but cannot speak them
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Magic Resistance. The baby phoenix has advantage on saving throws against spells and other magical effects.

Fire Immunity. The baby phoenix is immune to fire damage.

Limited Telepathy. The baby phoenix can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Actions

Talons. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 1 slashing damage plus 3 (1d6) fire damage. 

Fire Ray. Ranged Spell Attack: +5 to hit, range 15ft., one target. Hit: 4 (1d8) fire damage.

Illumination. The baby phoenix sheds bright light in. 30-foot radius and dim light for an additional 30 feet. The effect lasts for an hour unless dismissed with a bonus action or dispelled.

Protective Shroud (1/Day). The baby phoenix can shroud a willing creature with a protective aura. The creature gains advantage to saving throws against spells that affect their mind. The baby phoenix cannot take any action while shrouding, and must stay within 5ft. of the creature or the effect ends after an hour. If the shrouded creatures hit points drop to 0, the baby phoenix can use its reaction to transfer all of its remaining hit points to the shrouded creature.

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.

ReneeConry23

Comments

Posts Quoted:
Reply
Clear All Quotes