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 25 Dexterity saving throw, taking 52 (5d20) fire damage and 52 (5d20) lightning damage on a failed save, or half as much damage on a successful one. The explosion 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 21 (6d6) fire damage and 21 (6d6) lightning 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 10 (1d20) fire damage and 10 (1d20) lightning 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 also takes this 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 attacks when it flies out of an enemy’s reach.
Illumination. The phoenix sheds bright light in a 60-foot radius and dim light for an additional 60 feet.
Legendary Resistance (3/Day). If the phoenix fails a saving throw, it can choose to succeed instead.
Siege Monster. The phoenix deals double damage to objects and structures.
Magic Nature. All damage the phoenix deals is magic
Multiattack. The phoenix makes one Beak attack and one Fiery Talons attack.
Beak. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 31 (2d20 + 10) fire damage and 31 (2d20 + 10) lightning damage.
Fiery Talons. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 31 (2d20 + 10) fire damage and 31 (2d20 + 10) lightning damage.
Ion Beam. The phoenix uses one action to charge the Ion Beam (in the first round of combat the release requires no charging). The next turn it uses an action to releases a beam of energy in a 200-foot line that is 10 feet wide. Every creature in that area makes a DC 25 Dexterity saving throw taking 105 (10d20) fire damage and 105 (10d20) lightning damage on a failed save or half as much on a successful one. The Ion beam ignites flammable objects that arent being worn or carried. A creature can take cover from the beam by standing behind a creature or object at least one size larger than itself provided this object or creature is suitable for the task and is not itself destroyed by the Ion Beam
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.
Move. The phoenix moves up to its speed.
Peck. The phoenix makes one Beak attack.
Swoop (Costs 2 Actions). The phoenix moves up to its speed and makes one Fiery Talons attack.
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