Fiery Death and Rebirth. When the antimatter phoenix dies, it explodes. Each creature within 60-feet of it must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t worn or carried.
The explosion destroys the antimatter phoenix’s body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 (6d6) fire 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 antimatter phoenix. The new antimatter phoenix must find its own rifle and stylish hat, although it is born knowing how to use them.
Fire Form. The antimatter phoenix can move through a space as narrow as 1 inch wide without squeezing, although its rifle and hat will not fit. Any creature that touches the antimatter phoenix or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the antimatter 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 takes 5 (1d10) fire damage. With a touch, the antimatter phoenix can also ignite flammable objects that aren’t worn or carried (no action required).
Flyby. The antimatter phoenix doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Illumination. The antimatter phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet.
Legendary Resistance (3/Day). If the phoenix fails a saving throw, it can choose to succeed instead.
Siege Monster. The antimatter phoenix deals double damage to objects and structures, including with its Antimatter Rifle.
Magical Gear. The antimatter phoenix carries an Antimatter Rifle sized for a gargantuan creature, and is wearing a small, stylish hat.
Mental Aptitude. Figuring out how to use an Antimatter Rifle has made it marginally smarter than the rest of its kind, increasing its intelligence by one-Now it is as smart as a brick and a half, rather than a single brick.
Multiattack. The antimatter phoenix makes two attacks: one with its beak and one with its fiery talons.
Beak. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Fiery Talons. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) fire damage. The phoenix cannot make this attack while it is holding its antimatter rifle.
Antimatter Rifle. Ranged Weapon Attack: +14 to hit, range 120/360 ft., one target. Hit: 116 (24d8 + 8) necrotic damage. After making two attacks with the Antimatter Rifle, the Antimatter Phoenix must use an action to reload it.
The antimatter 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 antimatter phoenix regains spent legendary actions at the start of its turn.
Reload. The antimatter phoenix reloads its Antimatter Rifle.
Move. The antimatter phoenix moves up to its speed.
Rifle (Costs 3 Actions). The antimatter phoenix makes one attack with its Antimatter Rifle.
Description
Many things about the dreaded Antimatter Phoenix remain a mystery: Why does it have an antimatter rifle? How did it learn to use an antimatter rifle? Who in the name of all that is holy made a gargantuan antimatter rifle that could be operated by an extremely dumb bird? Where did it find that incredibly stylish hat? Alas, some things are beyond even the gods' knowledge.
Previous Versions
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