| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 20 | +5 | +10 |
| CON | 24 | +7 | +12 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 16 | +3 | +8 |
| CHA | 18 | +4 | +4 |
Rebirth from Ashes
When the phoenix drops to 0 HP, his body erupts into a burst of green flame. At the start of his next turn, he revives with 100 HP in the same spot. This can happen once per day unless the party destroys his Verdant Core (see Lair Actions).
Blazing Verdant Aura
At the start of each of the phoenixes turns, creatures within 15 ft. take 14 (4d6) fire damage + 7 (2d6) poison damage (DC 18 Con save for half). Plants in the aura sprout violently, creating difficult terrain.
Legendary Resistance (3/Day, or 4/Day in Lair). If the phoenix fails a saving throw, it can choose to succeed instead.
Multiattack
The phoenixmakes two attacks: one with Talon Rend and one with Corrupted Flame Strike.
Talon Rend
Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 16 (2d8 + 5) slashing damage + 7 (2d6) poison damage.
Corrupted Flame Strike
Ranged Spell Attack: +9 to hit, range 60 ft., one target.
Hit: 22 (4d8 + 4) fire damage, and the target must make a DC 18 Con save or be poisoned for 1 minute.
Verdant Eruption (Recharge 5–6)
The phoenix slams into the ground, causing a 20-ft-radius explosion of green fire and thorny vines. Each creature in the area takes 35 (10d6) fire + 14 (4d6) poison damage (DC 18 Dex save for half). The area becomes difficult terrain for 1 minute.
Legendary Actions
The phoenix can take 3 legendary actions, choosing from the following:
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Flame Lash (1 action cooldown) – A whip of green fire strikes a target within 30 ft. (12 (4d6) fire damage, Dex save negates).
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Rooting Screech (2 actions cooldown) – All creatures within 30 ft. must make a DC 18 Str save or be restrained by vines until the end of their next turn.
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Mana Surge (3 actions cooldown) – Absorbs energy from the corrupted lava, regaining 30 HP and gaining advantage on attacks until next turn.
Description
Tactics
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Phase 1 (Airborne) – Ignarius stays aloft, using Corrupted Flame Strike and Rooting Screech to control the battlefield.
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Phase 2 (Enraged, <50% HP) – Dives into melee, spamming Verdant Eruption and Mana Surge to sustain himself.
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Phase 3 (Rebirth) – If killed, he resurrects once, forcing the party to target his Verdant Core to end him permanently.
Lair and Lair Actions
Lair of the Corrupted Verdant Phoenix
Location: The heart of the volcanic caldera, where green-glowing lava pools around a massive crystalline nest woven from enchanted vines and molten obsidian. The air shimmers with wild magic, and the ground trembles with unstable energy.
Lair Actions
On initiative count 20 (losing ties), Ignarius twists the corrupted landscape to his will. Each effect lasts until the next lair action.
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Blighted Eruption
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Fissures split open, spewing toxic geysers in two 15-ft-radius areas. Creatures in the area must make a DC 18 Dexterity save or take 21 (6d6) fire + 7 (2d6) poison damage.
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Grasping Vines of the Caldera
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Thorned tendrils burst from the ground. Each creature of Ignarius’ choice within 30 ft. must succeed on a DC 18 Strength save or be restrained (escape with another save at end of turn).
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Soulflare Revelation (Once per battle)
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The green lava surges, exposing Ignarius’ Verdant Core—a pulsating ember in his chest. For 1 round:
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The core is vulnerable (critical hits deal ×3 damage).
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If the core takes 25+ damage in one turn, Ignarius cannot use Rebirth from Ashes.
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