Kryx RPGThemesMonsters

Phoenix

Gargantuan elemental
Challenge
16 (15,000 XP)

STR
4
DEX
8
CON
7
INT
−4
WIS
5
CHA
4

175
10d20+70
18
Fort
+7
Ref
+6
Will
+9
Damage resistances bludgeoning, piercing, slashing from nonmagical attacks
Damage immunities fire, poison
Condition immunities exhausted, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned

Speed 6 m., fly 35 m.
Senses darkvision 18 m., passive Perception 15
Skills Primal +12
Languages Ignan

Fiery Death and Rebirth. When the phoenix dies, it explodes. Each creature within 18-meters of it must make a DC 20 Reflex 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 phoenix’s body and leaves behind an egg-shaped cinder that weighs 2.25 kilograms. 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 2.5 centimeters wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 1.5 meters 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 18-meters radius and dim light for an additional 9 meters.

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

Maneuvers. The phoenix uses maneuvers (maneuver save DC 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, and 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 is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 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, and knows the following spells:

Cantrips (at will): cauterize wound, control flames, produce flame

1 mana: animate flames, ash fall, burning hands, continual flame, fiery rebuke, flaming sphere, flaming weapon, heat metal, immolation, protection from fire, pyrotechnics, rising phoenix, scorching bolts, searing burst

2 mana: fireball, flame bane, incendiary cloud, minute meteors, molten upheaval, wall of fire

Actions

Multiattack. The phoenix makes two attacks: one with its beak and one with its fiery talons.

Beak. Melee Weapon Attack: +13 to hit, reach 4.5 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 4.5 m. Hit: 17 (2d8 + 8) fire damage.

Legendary Actions

The phoenix can take 3 legendary actions, choosing from the options below. 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 (Costs 2 Actions). The phoenix moves up to its speed and attacks with its fiery talons.

Desert, Mountainmtof