Huge Undead (Cursed, Fire, Spirit), Chaotic Evil
AC 20 Natural Armor    Initiative +6 (16)
HP 225 (8d12 + 108)
Speed
Mod Save
STR 24 +7 +7
DEX 22 +6 +6
CON 22 +6 +6
Mod Save
INT 10 +0 +0
WIS 16 +3 +3
CHA 20 +5 +5
Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Passive Perception 13
Languages Languages its master knows.
CR 21 (XP 33,000; PB +7)
Traits

Undying Flame:
If the Ashen Phoenix is reduced to 0 HP, it explodes in a 40-foot radius sphere of necrotic flame, dealing 70 (20d6) fire and 70 (20d6) necrotic damage to all creatures in the area (DC 21 Dexterity save for half). It then revives at full health 1 minute later unless its remains are sanctified with holy water or consecrated ground.

Blackfire Aura (30-foot radius):
Any creature that starts its turn within 30 feet of the Ashen Phoenix takes 10 (3d6) cold damage and 10 (3d6) necrotic damage. Creatures that die within this aura cannot be resurrected unless Wish or True Resurrection is used.

Rebirth of Ash (Linked to Ashbane):
If Vaelthorn Ashbane is slain while the Ashen Phoenix still lives, the phoenix consumes his soul, healing 100 HP and gaining a +2 bonus to AC. It gains an additional action per round, fueled by Vaelthorn’s final, burning hatred.

Actions

Multiattack:
The Ashen Phoenix makes two talon attacks and one Firestorm Breath attack, or it casts a spell and makes one melee attack.


Melee Attacks

Blackfire Talons:
+13 to hit, reach 10 ft., one target.

  • Hit: 28 (4d10 + 7) slashing damage plus 21 (6d6) necrotic damage. The target must succeed on a DC 21 Strength saving throw or be grappled and burning (taking 3d6 fire damage each round until freed).

Beak of Ash:
+13 to hit, reach 5 ft., one target.

  • Hit: 32 (6d8 + 7) piercing damage plus 14 (4d6) cold damage.


Breath Weapon (Recharge 5-6)

Firestorm Breath:
The Ashen Phoenix exhales a 90-foot cone of swirling black fire and freezing cinders. Each creature in the area must make a DC 21 Dexterity saving throw.

  • On a fail: They take 66 (12d10) necrotic damage and 66 (12d10) cold damage.

  • On a success: Half damage.

Creatures that fail by 5 or more are blinded for 1 minute as their eyes burn with black flames (Repeat save at end of turns).

Legendary Actions

The Ashen Phoenix can take 3 legendary actions, choosing from the options below. Only one action can be used at a time and only at the end of another creature’s turn:

  • Wings of the Drowned (Costs 1 Action):
    The phoenix beats its wings. Each creature within 20 feet must succeed on a DC 21 Strength saving throw or take 20 (4d6) cold damage and 20 (4d6) necrotic damage and be knocked prone.

  • Necrotic Dive (Costs 1 Action):
    The phoenix flies up to half its flying speed and makes a Blackfire Talons attack.

  • Rise in Ashes (Costs 2 Actions):
    The phoenix bursts into swirling flame and mist, teleporting up to 60 feet to an unoccupied space it can see. It leaves behind a 20-foot radius of black fire that burns for 1 minute — creatures entering or starting their turn inside take 6d10 necrotic damage.

Mythic Actions

Mythic Reaction: Flame of the Forgotten (When Ashbane Dies)

If Vaelthorn Ashbane dies while commanding the Ashen Phoenix, the phoenix screeches a final, haunting wail. Each non-undead creature within 60 feet must make a DC 21 Wisdom saving throw or become paralyzed for 1 minute as they are overwhelmed with visions of drowning in black flames (save ends at end of turns).

The phoenix gains 50 temporary hit points and becomes immune to radiant damage for 1 minute.

Description

The Ashen Phoenix is a skeletal, undead version of a phoenix, its form wreathed in swirling black flames and smoke. Its feathers seem to be made of smoldering bone ash, leaving a trail of burning cinders and freezing mist in its wake. Its eyes burn with twin orbs of pale, necrotic fire.

It screeches not like a bird, but like a wailing hurricane, a sound that seems to echo from drowned sailors’ final breaths.

Sailors now call it the “Dawn of the Black Tide.”

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.

Monster Tags: undead

Habitat: Any

VanaSilverdawn

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