Firebird

Tome of Beasts (Third Party)

Tamaño
Pequeño
Tipo
celestial
Alineamiento
neutral bueno
CA
16 (natural armor)
Puntos de golpe
99 (18d6+36)
Velocidad
walk 20 ft., fly 100 ft.
Salvaciones
Dex +6, Con +4, Int +5, Wis +4, Cha +7
Habilidades
Acrobatics +6, Arcana +5, Insight +4, Medicine +4, Nature +5, Perception +7, Religion +5
Resistencias
lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Inmunidades
fire
Inmunidad a estados
charmed, frightened, invisible
Sentidos
truesight 60 ft.
Percepción pasiva
17
Idiomas
Celestial, Common, Elvish, Primordial, Sylvan
Desafío
4
FUE
12
+1
DES
19
+4
CON
14
+2
INT
16
+3
SAB
15
+2
CAR
21
+5

Rasgos

Innate Spellcasting

The firebird's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

  • At will: guidance, purify food and drink, speak with animals
  • 3/day each: charm person, cure wounds (2d8 + 5), daylight, faerie fire, heat metal, hypnotic pattern, tongues
  • 1/day each: geas, heal, reincarnate

Light of the World

The firebird's feathers glow with a warm light. The creature sheds light as dim as a candle or as bright as a lantern. It always sheds light, and any feathers plucked from the creature continue to shed light as a torch.

Warming Presence

The firebird and any creatures within a 5-foot radius are immune to the effects of natural, environmental cold. Invited into a home or building, a firebird can expand this warming presence to its inhabitants no matter how close they are to the creature.

Acciones

Multiattack

The firebird makes one bite attack and two claw attacks.

Bite

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 4) piercing damage.

Claw

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 4) slashing damage.

Blinding Ray (Recharge 5-6)

The firebird can fire a burning ray of light from its tail feathers in a line 5 feet wide and up to 50 feet long. Targets in the line must succeed on a DC 15 Dexterity saving throw or take 24 (7d6) fire damage and become blinded for 1d4 rounds. A successful saving throw negates the blindness and reduces the damage by half.

recharge

D5

Otros datos

description