Phoenix (3.5e Creature)

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Size/Type: Medium Magical Beast (Fire)
Hit Dice: 8d10 (44 hp)
Initiative: +9
Speed: 20 ft. (4 squares), fly 70 ft. (perfect)
Armor Class: 18 (+5 Dex, +1 natural, +2 deflection), touch 17, flat-footed 13
Base Attack/Grapple: +8/+9
Attack: Talons +9 melee (1d4+1 plus 1d4 fire damage)
Full Attack: 2 talons +9 melee (1d4+1 plus 1d4 fire damage) and bite +4 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burning claws, Spell-like abilities
Special Qualities: Force field, immunity to fire, rebirth, spell resistance 18, vulnerability to cold
Saves: Fort +10, Ref +15, Will +10
Abilities: Str 12, Dex 20, Con 11, Int 14, Wis 16, Cha 16
Skills: Appraise +9, Bluff +11, Sense Motive +11, Spellcraft +10
Feats: Empower Spell-like Ability (burning hands), Flyby Attack, Improved Initiative
Environment: Warm or temperate deserts (and other hot, dry places)
Organization: Solitary or small flock (5-6)
Challenge Rating: 7
Treasure: Standard coins, 50% goods, 150% items
Alignment: Usually chaotic neutral
Advancement: 9-11 HD (Medium), 12-22 HD (Large)
Level Adjustment: --

The creature in front of you looks like a large eagle, with one key difference: its talons and wings are covered with flame. With a flap of its wings, bright orange fire flies outward.

Phoenixes are rumored to come from the Elemental Plane of Fire. They know lots about magic, and pride themselves on being slightly smarter than humans. They are fascinated by magic and magic items, but only a few actually cast spells other than their spell-like abilities. They are also somewhat pyromaniacs, and love the huge displays of flame they make while flying. They will live near human settlement if it's similar enough to a desert environment. Phoenixes are mortal enemies of water elementals and will gladly enlist a spellcaster to help defeat it if it cannot itself. A phoenix is about 5 feet from tail to beak, and has a wingspan of 7 feet. It weighs about 80 pounds. Phoenixes speak Common, Draconic, and Ignan.


Phoenix will attack with their natural weapons if necessary, but much prefer to burn things up with their spell-like abilities. They would rather incapacitate a fire-oriented creature than kill it. Against water elementals, they will fight to the death. Otherwise, they prefer strategy. A phoenix's natural weapons are treated as magic for the purpose of overcoming damage reduction.

Spell-Like Abilities At will - burning hands (DC 13); 3/day - scorching ray, produce flame; The save DC's are Intelligence-based

Burning Claws (Su): A phoenix deals 1d4 points extra fire damage when it hits with a talons attack. Also, a creature grappling a phoenix takes 1d6 points fire damage each turn.

Force Field (Su): A phoenix can shield itself with magical energy, giving it a deflection bonus to AC equal to its Intelligence modifier.

Rebirth (Ex): Upon death, a phoenix is consumed in flame, dealing 1d6 fire damage to all targets within 5 feet. The phoenix is then reborn from the ashes as a Tiny hatchling, which grows to full size in 1d4 days. The reborn phoenix retains all of its memories. If the ashes are gathered up and cast into a body of water directly after death (i.e. before rebirth), the phoenix will die permanently.

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