Illumination. The phoenix sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Innate Spellcasting. The phoenix's spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:
At Will: Detect evil and good, detect magic, guiding bolt 3/day each: blindness/deafness, daylight, dispel magic, lesser
restoration, shield
1/day each: flame strike, raise dead, greater restoration.
Wings. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 8(1d6 + 5) slashing damage plus 22 (5d8) radiant damage and 22 (5d8) fire damage.
Flaming Burst (Recharge 6). The phoenix releases a burst of flames in a 10-foot radius around itself. Each creature in the area must succeed on a DC 16 Dexterity saving throw or take 22 (5d8) radiant damage and 22 (5d8) fire damage, half damage on a success.
Rejuvenation. If it dies, the phoenix returns to life in 1d6 days as a young phoenix with full hitpoints. Only a wish spell can prevent this trait from functioning.
Description
Phoenixs are wise and powerful avians born from flame. They have brilliantly colored wings that are wreathed in fire, showing their elemental origins.
The first phoenixs were created by powerlul wizards greatly knowledgeable in the elemental magic of fire. Although their methods have been long lost to history, the few phoenixs that they created have survived for thousands of years into the present day, where they forever continue their cycle of death and rebirth
Cycle of Rebirth. Phoenixs are reborn every thousand years, or whenever they are slain. A phoenix is reborn in a burst of flame, where it then rises from the ashes as a young phoenix, which is far less powerlul than its older counterpart. It takes about 5 years for a young phoenix to mature into an adult.
Immortal Nature. A phoenix does not require air, food, drink, or sleep.
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.