Kryx RPGThemesCreatures
Phoenix

Phoenix

Gargantuan elemental
Challenge
16

STR
4
DEX
8
CON
7
INT
−4
WIS
5
CHA
4

175
10d20+70
21
Fort
+9
Ref
+11
Will
+9
Damage resistances bludgeoning, piercing, slashing from nonmagical attacks
Damage immunities fire, poison

Speed 4 m., fly 20 m.
Skills Insight +5 (16), Perception +5 (16), Primal (Cha) +9 (20)
Senses darkvision 10 m.
Languages Ignan

Fiery Death and Rebirth. When the phoenix dies, it explodes. Each creature within 20 meters of it must make a Difficulty 20 Reflex saving throw. On a failed save, a creature takes 28 (8d6) fire damage and is burning 2. On a successful save, a creature takes half as much damage and isn’t burning. The fire ignites flammable objects in the area that aren’t worn or carried.

The explosion destroys the phoenix’s body and leaves behind an egg-shaped cinder that weighs 2 kilos. 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 phoenix.

Fire Form. The phoenix can move through a space as narrow as 2 centimeters wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 1 meter of it takes 5 (1d10) fire damage. In addition, the phoenix can enter a hostile creature’s space and stop there. Whenever a creature starts its turn in the same space as the phoenix, that creature takes 5 (1d10) fire damage and is burning 2. With a touch, the phoenix can also ignite flammable objects that aren’t worn or carried (no action required).

Illumination. The phoenix sheds bright light in a 10-meter radius and dim light for an additional 5 meters. It can extinguish the light or relight it as an action.

Legendary Resistance (3/day). If the phoenix fails a saving throw, it can choose to succeed instead.

Maneuvers. The phoenix uses maneuvers (maneuver save Difficulty 21). It has 23 stamina dice which are d8s, a dice limit of 5, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: dive attack, spring attack

Siege Monster. The phoenix deals double damage to objects and structures.

Spellcasting. The phoenix uses Primal (Cha) to cast spells (spell save Difficulty 17, +9 to hit with spell attacks). It has 8 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 20th-level spellcaster): cauterize wound, control flames, produce flame

1 mana: ash fall, [burning hands](/spells/burning-hands), continual flame, fiery rebuke, flaming weapon, immolation, protection from fire, pyrotechnics, rising phoenix, scorching bolts, searing burst, searing strike

2 mana: animate flames, fireball, flame bane, flaming sphere, heat metal, incendiary cloud, minute meteors, molten upheaval, wall of fire

Actions (2)

Beak (1/turn). Melee Weapon Attack: +13 to hit, reach 3 m. Hit: 15 (2d6 + 8) fire damage. If the target is a creature or a flammable object, it is burning 2.

Fiery Talons. Melee Weapon Attack: +13 to hit, reach 3 m. Hit: 17 (2d8 + 8) fire damage, and the target is burning 1.

Legendary Actions (3)

Only one legendary 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.

Move. The phoenix moves up to its speed.

Peck. The phoenix makes one beak attack.

Swoop. The phoenix moves up to its speed and attacks with its fiery talons.

Desert, Mountainmtof

Maneuvers

As an action while flying, you can use the Dash action. If you move at least 4 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, you don’t provoke opportunity attacks when you fly out of the creature’s reach.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.