Ash Phoenix
Large Undead neutral evil
- Armor Class: 15
- Hit Points: 105 (14d10+28)
- Speed: fly 90 ft. hover True ft. walk 0 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: Tome of Beasts 2, page 28
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 17 (+3) |
20 (+5) |
15 (+2) |
8 (-1) |
14 (+2) |
9 (-1) |
- Saving Throws: Wis +5
- Skills: perception +5, stealth +8
- Damage Vulnerabilities: radiant
- Damage Immunities: necrotic, poison
- Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities: exhaustion, paralyzed, petrified, poisoned, prone
- Senses: darkvision 120 ft., passive Perception 15
- Languages: —
Special Abilities
- False Appearance: While the ash phoenix hovers and remains motionless, except for drifting on air currents, it is indistinguishable from a normal cloud of ash and smoke.
- Rejuvenation: If the ash phoenix's birth site hasn't been purified by holy rites, a destroyed ash phoenix gains a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of its birth site.
- Shadow Stealth: While in dim light or darkness, the ash phoenix can take the Hide action as a bonus action.
- Wind Weakness: While in an area of strong wind (at least 20 miles per hour), the ash phoenix has disadvantage on attack rolls and ability checks.
Actions
- Multiattack: The ash phoenix makes two ash talon attacks. If both attacks hit the same target, the phoenix plunges its beak into the target, and the target must succeed on a DC 16 Strength saving throw or take 7 (2d6) necrotic damage. The ash phoenix regains hp equal to half the necrotic damage dealt.
- Ash Talons: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) fire damage.
- Ash Storm (Recharge 5-6): The ash phoenix furiously beats its wings, throwing clinging ash into a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 28 (8d6) necrotic damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn't blinded.
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