ᚠᛖᚾᛁᚲᛋ
“Fenix.” A creature of the warming, healing flames of God, the phoenix is both evidence of the beneficence of God—the phoenix’s blood heals the wounded and sick, the phoenix’s feathers are protective tokens—and of the wrath of God—the phoenix is a mighty warrior against evil. The phoenix is no angel, though, being a separate type of divine emissary altogether.
The phoenix is an enormous bird of prey made entirely of divine yellow-orange flame.
Gargantuan divine being, orderly, stern, and wrathful
Armor Class 18
Hit Points 203 (11d20+88)
Speed 20 ft, fly 120 ft
Str 19 (+4) Dex 26 (+8) Con 26 (+8)
Int 18 (+4) Wis 25 (+7) Cha 25 (+7)
Saving Throws DEX +13, WIS +12, CHA +12
Skills Insight +12, Intimidation +12, Perception +12, Persuasion +12, Religion (Christianity) +20
Senses darkvision 60 ft, passive Perception 17
Condition Immunities bleeding, charmed, dreamy, exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, tainted, woozy
Damage Immunities bludgeoning, piercing, and slashing from non-magical attacks; fire, necrotic, poison
Damage Resistance bludgeoning, piercing, and slashing from +1 weapons
Languages all; telepathy, 120 ft
Reaction to awe and joy, if the NPC is a Christian; terror, if the NPC is not
Challenge 16 (15,000 XP)
Death and Rebirth. When the phoenix dies, it instantly ignites. Each creature in a 45-foot-radius sphere centered on the phoenix must make a DC 21 DEX saving throw, taking 22 (4d10) fire damage and 22 (4d10) psychic damage on a failed saving throw and half as much damage on a successful save. The fire ignites flammable objects in the area that aren’t being worn or carried.
The phoenix’s corpse burns for 1 minute until transforming into a golden egg. In a week and a day the phoenix hatches from it, full-grown.
Fire Form. The phoenix can move through a space as narrow as 1 inch wide without squeezing.
The phoenix projects intense heat in a 5-foot-radius. Any creature that begins its turn within that area or moves into that area during their turn takes 6 (1d10) fire damage.
The phoenix can enter a hostile creature’s space and stop there. The first time the phoenix enters a creature’s space on a turn, the creature takes 6 (1d10) fire damage.
With a touch, the phoenix can also ignite flammable objects that aren’t being worn or carried.
Flyby. The phoenix doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Holy Vision. The phoenix can see through magical darkness.
Illumination. The phoenix sheds bright light in a 60-foot-radius and dim light for an additional 60 feet.
Innate Spellcasting. A phoenix’s innate spellcasting ability is CHA (spell save DC 20, spell attack bonus +12). It can innately cast the following spells:
- At-will: cure wounds, healing word, healing shout
- 3/day: mass cure wounds, mass healing word, remove lesser curse, revivify
- 2/day: heal, raise dead, remove major curse
- 1/day: clean body clean soul, remove great curse, true resurrection
Leave Holy Tokens (3/day). The phoenix can, when it chooses, leave tokens of itself with mortals it favors:
- Phoenix Blood. The phoenix can voluntarily bleed enough of its blood in one round to make the equivalent of ten potions of supreme healing.
- Phoenix Feathers. The phoenix can voluntarily shed up to ten of its feathers in one round. (They regrow instantly). Each feather, roughly a foot long, grants its bearer immunity to fire damage.
- Phoenix Talons. The phoenix can voluntarily shed its talons in one round. (They regrow instantly). The talons, when split into ten, grant their bearers an additional +1d8 fire damage on a successful melee or spell attack.
Legendary Resistance (3/day). If the phoenix fails a saving throw, it can choose to succeed instead.
ACTIONS
Multiattack. The phoenix makes one beak attack and one talon attack each round.
Beak. Melee Weapon Attack: +9 to hit, reach 15 ft, one target. Hit: 19 (2d10+8) fire damage.
Talon. Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 17 (2d8+8) fire damage.
LEGENDARY ACTIONS
The phoenix can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
- Attack. The phoenix makes a melee attack.
- Cast a Spell (costs 2 actions). The phoenix casts an at-will spell.
- Swoop (costs 3 actions). The phoenix moves its speed and makes a talon attack.
MOTIVES
The phoenix has its orders from God: heal the worthy, strike down the unworthy. The phoenix is happy to obey these orders.
ALLIES
The phoenix usually works alone, although it will come to the aid of those it deems worthy and fight alongside them until the battle is over.