Phoenix
Mordenkainen's Tome of Foes p. 199,
- Size
- Gargantuan
- Type
- elemental
- Alignment
- neutral
- AC
- 18
- Hit Points
- 175 (10d20+70)
- Speed
- walk 20 ft., fly 120 ft.
- Saving Throws
- Wis +10, Cha +9
- Resistances
- bludgeoning, piercing, slashing from nonmagical attacks
- Immunities
- fire, poison
- Condition Immunities
- exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
- Senses
- darkvision 60 ft.
- Passive Perception
- 15
- Challenge
- 16
- Lineage
- Phoenix
- Environment
- desert, mountain
Traits
Fiery Death and Rebirth
When the phoenix dies, it explodes. Each creature within 60-feet of it must make a DC 20 Dexterity 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 5 pounds. 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 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage. With a touch, the phoenix can also ignite flammable objects that aren't worn or carried (no action required).
Flyby
The phoenix doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Illumination
The phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet.
Legendary Resistance (3/Day)
If the phoenix fails a saving throw, it can choose to succeed instead.
recharge
3/DAY
Siege Monster
The phoenix deals double damage to objects and structures.
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 15 ft., one target. Hit: 15 (2d6 + 8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Fiery Talons
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) fire damage.
Legendary Actions
Legendary Actions (3/Turn)
The elemental 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 elemental regains spent legendary actions at the start of its turn.
recharge
3/TURN
Peck
The phoenix makes one beak attack.
Move
The phoenix moves up to its speed.
Swoop (Costs 2 Actions)
The phoenix moves up to its speed and attacks with its fiery talons.
Other data
description
To rise like a phoenix from the ashes—so many use that quaint colloquialism. Little do they know about the true horror of such a rebirth.
Phoenix: Releasing a phoenix from the Inner Planes creates an explosion of fire that spreads across the sky. An enormous fiery bird forms in the center of the flames and smoke—an elder elemental possessed by a need to burn everything to ash. The phoenix rarely stays in one place for long as it strives to transform the world into an inferno.
Elder Elementals: On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction.
Deadly When Summoned: The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end.
Elemental Nature: An elder elemental doesn't require air, food, drink, or sleep.