38 lines
2.2 KiB
Markdown
38 lines
2.2 KiB
Markdown
# Ash Phoenix
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*Large* *Undead* *neutral evil*
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- **Armor Class:** 15
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- **Hit Points:** 105 (14d10+28)
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- **Speed:** fly 90 ft. hover True ft. walk 0 ft.
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- **Challenge Rating:** 9 (5,000 XP)
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- **Source:** Tome of Beasts 2, page 28
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 17 (+3) | 20 (+5) | 15 (+2) | 8 (-1) | 14 (+2) | 9 (-1) |
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- **Saving Throws**: Wis +5
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- **Skills:** perception +5, stealth +8
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- **Damage Vulnerabilities:** radiant
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- **Damage Immunities:** necrotic, poison
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- **Damage Resistances:** bludgeoning, piercing, and slashing from nonmagical attacks
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- **Condition Immunities:** exhaustion, paralyzed, petrified, poisoned, prone
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- **Senses:** darkvision 120 ft., passive Perception 15
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- **Languages:** —
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### Special Abilities
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- **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.
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- **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.
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- **Shadow Stealth:** While in dim light or darkness, the ash phoenix can take the Hide action as a bonus action.
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- **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.
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### Actions
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- **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.
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- **Ash Talons:** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) fire damage.
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- **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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