Reborn from the Ashes. Each time Ash Phoenix reaches 0HP it regains half its maximum HP and each creature within 30ft makes a DC 24 Dexterity Save, on a fail taking 10d8 Fire damage, or half as much on a pass, each time this is used Ash Phonex Max HP is reduced by Half, one it reaches max HP of 1 this no longer works.
Wildfire: Each time an attack misses all creatures within 5ft take 1d6 fire damage, this increase by 1d6 for each miss until Ash Phoenix hits then it resets.
Flyby: Movement Does not provoke Opportunity Attack
Burning Wind: Each creature that starts its turn with 15ft, or enters it for the first time on their turn takes 10 Fire Damage.
Supernatural Flames: Ash Phoenix Fire damage treats immunity as Resistance, and ignores resistance.
Multi Attack. Make 2 Ashen Claw and 1 Burning Beak or 3 Burning Barrage attacks.
Ashen Claws. Melee Attack, 5ft reach, 1d20+18 to hit, 3d6+10 Slashing Damage, 2d6 Fire Damage.
Burning Beak. Melee Attack, 10ft Reach, 1d20+18 to hit, 4d10+10 Piercing, 2d6 Fire Damage.
Burning Barrage: Ranged Attack, 60ft Range, 1d20+18 to hit, 2d8+10 Slashing Damage, 2d6 Fire.
Burning Quillstorm: (Recharge 5 or 6) Each creatrure with a 30ft sphere area makes a DC 24 Dexterity Save, on a fail they take 12d12 Fire Damage, and may only take an Action, Bonus Action, or Movement on their Next turn.
Gusting Flames: Each Creature makes a DC 24 Strength Save, on a fail they are knocked prone, if they are still prone at the start of their next turn they take 5d8 Fire Damage.
Wildfyre: One creature within 30ft makes a DC 24 Wisdom Save on a fail each attack they make this turn they take 2d8 Fire damage.
Fire and Flame. When a creature would be healed you can sue your reaction to turn the healing to Fire Damage.
Soaring Flames: When the target of an attack roll, may fly up to 50ft straight up, each creature within 10ft makes a DC 24 Dexterity Save, taking 5d8 Fire Damage on a fail, half as much of a pass.
Ash Phoenix has 3 Legendary Actions
Attack (Costs 1 Actions). Makes 1 Attack.
Ashen Blast (Costs 2 Actions) Each Creature in a 50ft Cone makes a DC 24 Dexterity Save, on a fail taking 5d8 Fire Damage and being Knocked 30 ft back, or half as much on a pass.
Inferno: (Costs 3 Actions) At the start of each creatures turn all creatures makes a DC 24 Dexterity save, taking 1d8 Fire Damage, this Damage Increases by 1d8 for each creatures turn, until Ash Phoenix's turn.
When Ash Phoenix would drop to 0 HP the first time they become clouded with a cloud of ash in 10ft around them, becoming heavily Obscured, any creature that starts its turn within, or enters the area for the first time on a turn, they cannot speak and take an additional 10 fire damage at the start of each turn.
Description
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Previous Versions
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9/16/2023 3:23:34 PM
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Posted Nov 17, 2023this is amazing, i wish i could print this
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Posted Nov 18, 2023Thanks, i make quite a few monsters, im always happy to try help make specific monsters for people if people have a request