Huge Celestial, Neutral Good
Armor Class 18 nature armor
Hit Points 175 (14d12 + 84)
Speed 120 ft., Walk 20 ft.
STR
19 (+4)
DEX
24 (+7)
CON
22 (+6)
INT
20 (+5)
WIS
20 (+5)
CHA
22 (+6)
Saving Throws DEX +12, CON +11, WIS +10, CHA +11
Skills Insight +10, Perception +15
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120ft, Passive Perception 15
Languages Celestial Common Ignan (the language of fire elementals) Telepathy 120 ft.
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Innate Spellcasting. The phoenix’s spellcasting ability is Charisma (spell save DC 19). The phoenix can innately cast the following spells, requiring no material components:

  • At will: Detect Magic, Cure Wounds
  • 3/day each: Lesser Restoration, Greater Restoration
  • 1/day each: Heal, Resurrection

Fiery Aura. At the start of each of the phoenix’s turns, each creature within 10 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the phoenix or hits it with a melee attack while within 10 feet of it takes 10 (3d6) fire damage.

Rejuvenation. If the phoenix dies, it explodes in a burst of fire and is reborn from its ashes in 1d6 days. The new phoenix has all the memories and experiences of the previous one.

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

Actions

Actions

Multiattack. The phoenix makes two attacks with its fiery talons.

Fiery Talons. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 7) slashing damage plus 14 (4d6) fire damage.

Fire Breath (Recharge 5-6). The phoenix exhales fire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one.

Healing Flames (Recharge 6). The phoenix emits a wave of healing flames in a 30-foot radius. All allies within this radius regain 50 hit points.

Bonus Actions

Bonus Actions

Flame Dash. The phoenix can use its bonus action to dash, leaving a trail of flames behind it. Any creature that moves through this trail within the same round takes 10 (3d6) fire damage.

Blazing Wings. The phoenix flaps its fiery wings, creating a gust of hot air. One creature within 30 feet of the phoenix that the phoenix can see must succeed on a DC 19 Dexterity saving throw or be pushed 10 feet away from the phoenix and take 7 (2d6) fire damage.

Healing Ember. The phoenix can heal an ally within 30 feet, granting them temporary hit points equal to 10 (3d6) plus the phoenix’s Charisma modifier (6). These temporary hit points last until the end of the target's next turn.

Reactions

Reactions

Blazing Rebirth. When the phoenix drops to 0 hit points, it explodes. Each creature within 30 feet of it must make a DC 19 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. The phoenix is then reborn from its ashes in 1d6 days.

Legendary Actions

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.

Fiery Talons. The phoenix makes one attack with its fiery talons.
Move. The phoenix moves up to its speed without provoking opportunity attacks.
Fiery Burst (Costs 2 Actions). The phoenix flares brightly. Each creature within 20 feet of it must make a DC 19 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

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

Armor Class: 18 (Natural Armor)
Hit Points: 175 (14d12 + 84)
Speed: 20 ft., fly 120 ft.

STR DEX CON INT WIS CHA
19 (+4) 24 (+7) 22 (+6) 20 (+5) 20 (+5) 22 (+6)
Saving Throws: Dex +12, Con +11, Wis +10, Cha +11
Skills: Perception +15, Insight +10
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Fire, Poison
Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Poisoned, Prone, Restrained
Senses: Truesight 120 ft., Passive Perception 25
Languages: Celestial, Common, Ignan, telepathy 120 ft.
Challenge: 16 (15,000 XP)
Proficiency Bonus: +5

Lair and Lair Actions

The Phoenix's Lair
Overview
The lair of the phoenix is situated within the heart of the Infernal Volcano, a towering and active volcanic mountain on a remote island. This majestic and dangerous location is infused with both natural and magical elements, creating an awe-inspiring and treacherous environment.

General Features
Intense Heat:
The entire lair is bathed in extreme heat. The air shimmers, and the walls glow with an orange-red hue from the flowing lava. Characters within the lair must make Constitution saving throws (DC 15) every hour to avoid gaining a level of exhaustion due to the oppressive heat.

Lava Pools and Rivers:
The floor of the lair is dotted with pools of molten lava and rivers of flowing magma. These areas deal significant fire damage (6d6 fire damage) to any creature that comes into contact with them.

Light:
The lair is brightly lit by the glow of the lava and the phoenix itself, providing bright light throughout the entire area.

Magical Resonance:
The lair has a strong magical aura, detectable by spells such as Detect Magic. The air crackles with energy, and fire-based spells cast within the lair have their duration doubled and their damage increased by one die.

Specific Areas
The Magma Chamber:
The primary chamber of the lair is a vast, cathedral-like cavern filled with flowing rivers of lava. The ceiling is high, and the walls are lined with glowing magma veins. Stalactites and stalagmites made of cooled lava provide cover and obstacles.

Lava Falls: Cascading streams of lava fall from the ceiling into pools below, creating treacherous hazards and stunning visual effects.
Heat Waves: Periodic waves of intense heat surge through the chamber, requiring creatures to make Dexterity saving throws (DC 18) to avoid taking 4d6 fire damage.
The Nesting Perch:
A raised platform of cooled magma serves as the phoenix's nesting perch. This area is where the Phoenix Feather rests, radiating a soft, golden glow. The perch is surrounded by a ring of fire, providing both light and a protective barrier.

Ring of Fire: The ring deals 4d6 fire damage to any creature that crosses it. The phoenix can pass through it unharmed.
The Ashen Gallery:
A side chamber filled with the ashes and remains of the phoenix’s previous rebirths. The air is thick with ash, and visibility is limited. This gallery contains ancient relics and treasures collected over the centuries.

Ash Clouds: Creatures moving through the area must succeed on a Constitution saving throw (DC 15) or be blinded for 1 minute due to the ash.
Ancient Treasures: Hidden among the ash are valuable items, including gold, gems, and magical artifacts.
The Ember Hall:
A long corridor leading to the main chamber, lined with columns of basalt and marked with ancient runes. The air is filled with floating embers, creating an ethereal and dangerous atmosphere.

Runes of Flame: The runes glow with an inner fire. Characters proficient in Arcana can decipher them to find clues about the lair and its traps.
Floating Embers: These embers deal 2d6 fire damage to any creature that comes into contact with them and can ignite flammable objects.
Lair Actions
On initiative count 20 (losing initiative ties), the phoenix can take a lair action to cause one of the following effects; the phoenix can’t use the same effect two rounds in a row:

Lava Surge:
A wave of lava surges through the lair. Each creature in the lair must make a DC 18 Dexterity saving throw, taking 4d6 fire damage on a failed save or half as much damage on a successful one.

Blazing Illumination:
The lava pools and rivers emit a blinding flash of light. All creatures within the lair must succeed on a DC 18 Constitution saving throw or be blinded until the end of their next turn.

Flame Shield:
The phoenix surrounds itself with a shield of flames. Until the next initiative count 20, any creature that hits the phoenix with a melee attack takes 3d6 fire damage.

Regional Effects
The region containing the phoenix's lair is warped by the creature’s magic, which creates one or more of the following effects:

Weather Anomalies:
The sky within 6 miles of the lair is frequently filled with storm clouds that rain ash and embers instead of water.

Increased Heat:
Temperatures within 10 miles of the lair are significantly higher than normal, causing unprotected creatures to suffer from heat exhaustion and dehydration.

Fire Elemental Activity:
Fire elementals and other fire-based creatures are drawn to the area within 10 miles of the lair, often resulting in increased encounters with these creatures.

These effects fade within 1d10 days if the phoenix dies.

This description provides a detailed and immersive environment for the players, full of thematic elements and challenges that reflect the power and majesty of the phoenix.

Habitat: Mountain

JosephThornburg

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