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2025-06-07 07:58:30 -05:00
# 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.