User:ConcealedLight/phoenix

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Design Note: My Players. Look no further.

Phoenix Egg[edit]

Phoenix_Egg.png
A phoenix egg, from the fully illustrated edition of Harry Potter and the Chamber of Secrets

Phoenix eggs are glossy green or blue in color with golden flakes that embellish it. When a phoenix is first born it remains in its egg for up to 6 months during which time it must be kept at a steady temperature of 1,538°C, the melting point of iron. Failure to do causes the egg to stop developing and become dormant losing all progression towards its eventual hatching. However, as a phoenix grows and dies over and over again these times become significantly shorter until the heat of a phoenix's own death is enough to birth a hatchling.

A phoenix egg is a Tiny object with 1 hit point, an AC of 7 and is immune to all damage. 1d6 days after the phoenix egg first forms it is blazingly hot, dealing 21 (6d6) fire damage to any creature that touches it, though no more than once per round.

Phoenix Hatchling[edit]

While the first month of a hatchlings life is the most stressful on its parent(s), as it grows it slowly becomes more independent over the next year and eventually becomes a young phoenix.

Phoenix Hatchling/ Nestling[edit]

Tiny elemental, chaotic neutral


Armor Class 14
Hit Points 5 (2d4)
Speed 15 ft., fly 30 ft.


STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 9 (-1)

Saving Throws Wis +3, Cha +1
Skills Perception +3
Damage Vulnerabilities cold
Damage Resistances posion
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 13
Languages understands Common and Ignan but doesn't speak
Challenge 1/8 (25 XP)


Fiery Death. When the phoenix dies, it explodes. Each creature within 10-feet of it must make a DC 11 Dexterity saving throw, taking 5 (1d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't worn or carried. The explosion destroys the phoenix.

Fire Form. The phoenix hatchling can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 2 (1d4) fire damage. In addition, the phoenix hatchling can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 2 (1d4) fire damage. With a touch, the phoenix hatchling can also ignite flammable objects that aren't worn or carried (no action required). The phoenix hatchling can suppress this feature at will (no action required).

Flyby. The phoenix hatchling doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Illumination. The phoenix hatchling sheds bright light in a 10-foot radius and dim light for an additional 5 feet.

ACTIONS

Talons. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit: 1 slashing damage.


Phoenix Fledgling[edit]

After 10 years a phoenix fledgling transitions into an adult phoenix, its form growing significantly larger than most humanoids.

Phoenix Fledgling[edit]

Medium elemental, choatic neutral


Armor Class 16
Hit Points 52 (8d8+16)
Speed 20 ft., fly 60 ft.


STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 15 (+2) 10 (+0) 15 (+2) 12 (+1)

Saving Throws Wis +5, Cha +3
Skills Perception +5
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 15
Languages understands Common and Ignan but doesn't speak
Challenge 4 (1,100 XP)


Fiery Death and Rebirth. When the phoenix dies, it explodes. Each creature within 20-feet of it must make a DC 14 Dexterity saving throw, taking 12 (2d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't worn or carried. The explosion destroys the phoenix's body and leaves behind a phoenix egg that weighs 5 pounds.

Fire Form. The young phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. In addition, the young phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 3 (1d6) fire damage. With a touch, the young phoenix can also ignite flammable objects that aren't worn or carried (no action required). The young phoenix can suppress this feature at will (no action required).

Flyby. The young phoenix doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Illumination. The young phoenix sheds bright light in a 15-foot radius and dim light for an additional 15 feet.

ACTIONS

Multiattack. The young phoenix makes two attacks, one with its beak and one with its fiery talons.

Beak. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d6+4) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns.

Fiery Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+4) fire damage.


Adult Phoenix[edit]

After 100 years a pheonix becomes an elder pheonix and will live until it is roughy 500 before it begins the process anew.

Adult Phoenix[edit]

Large elemental, choatic neutral


Armor Class 18
Hit Points 140 (13d10+65)
Speed 20 ft., fly 90 ft.


STR DEX CON INT WIS CHA
15 (+2) 22 (+6) 20 (+5) 12 (+1) 18 (+4) 15 (+2)

Saving Throws Wis +8, Cha +6
Skills Perception +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 18
Languages understands Common and Ignan but doesn't speak
Challenge 10 (5,900 XP)


Fiery Death and Rebirth. When the phoenix dies, it explodes. Each creature within 30-feet of it must make a DC 17 Dexterity saving throw, taking 18 (3dl0) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't worn or carried. The explosion destroys the phoenix's body and leaves behind a phoenix egg that weighs 5 pounds.

Fire Form. The adult phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage. In addition, the adult phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 4 (1d8) fire damage. With a touch, the adult phoenix can also ignite flammable objects that aren't worn or carried (no action required). The adult phoenix can suppress this feature at will (no action required).

Flyby. The adult phoenix doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Illumination. The adult phoenix sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

ACTIONS

Multiattack. The adult phoenix makes two attacks, one with its beak and one with its fiery talons.

Beak. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d8+5) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 4 (1d8) fire damage at the start of each of its turns.

Fiery Talons. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (2d6+5) fire damage.


Elder Phoenix[edit]

Elder Phoenix[edit]

An elder phoenix is stats as seen in MToF as a CR16 Phoenix. However, it has the following amendments:

  • Alignment. chaotic neutral
  • Intelligence Score. 14
  • Languages. understands Common and Ignan but doesn't speak
  • passive Perception. 20
  • Fiery Death and Rebirth. The cinder...
  • The Firey Form trait gains the following additional line: " The phoenix can suppress this feature at will (no action required)."

Durgeddin's Warhammer: Forge[edit]

Weapon (warhammer), rare (requires attunement by a dwarf)
This durable, rune marked warhammer once belonged to Durgeddin the Black and forged weapons of surpassing quality in his quest against orckind.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. At will, an attuned creature may transform this weapon into a smithing hammer or back into a warhammer. You have advantage on smith's tools checks using while this item is a smithing hammer and while attuned to this item you may imbue a random minor property in magic weapons you craft with it; Dungeon Master's Guide p.143.

Dragsal's Axe Hammer: Fury[edit]

Weapon (warhammer), rare (requires attunement)
Forged by Durgiddin the Black, this keen bladed warhammer still smells of orc blood. Wielded by Dragsal Blackblade until his final breath.

You gain a +1 bonus to attack and damage rolls made with this magic weapon and can deal bludgeoning or slashing damage when you make an attack. In addition, whenever you roll the maximum result on your damage roll with this weapon, you can roll your damage die again and add it to the total damage dealt.

Decanter of Endless Ale[edit]

Wondrous item, uncommon
This stoppered flask sloshes when shaken as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of ale (your choice) pours out of the flask. The ale stops pouring out at the start of your next turn. Choose from the following options:

  • "Pour" produces enough ale to fill a pint.
  • "Fill" produces a gallon of ale.
  • "Geyser" produces 30 gallons of ale that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action, while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Constitution saving throw or fall prone and become poisoned until the end of their next turn. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Lightning Elemental[edit]

Lightning Elemental[edit]

Large elemental, neutral


Armor Class 13
Hit Points 102 (12d10 + 36)
Speed 0 ft., fly 90 ft. (hover)


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 16 (+3) 6 (-2) 10 (+0) 7 (-2)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Primordial
Challenge 5 (1,800 XP)


Lightning Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) lightning damage and must make a DC13 Constitution saving throw or be stunned until the end of its next turn or it takes damage.

Illumination. The elemental sheds bright light in a 10-foot radius and dim light in an additional 30 feet.

ACTIONS

Multiattack. The elemental makes two arch attacks.

Arch. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) lightning damage.

Stormwave (Recharge 4-6). Each creature in the elemental's space must make a DC 13 Constitution saving throw. On a failure, a target takes 15 (3d8 + 2) lightning damage and is paralysed until the end of its next turn or until it takes damage.
If the saving throw is successful, the target takes half the lightning damage and isn't paralysed.


87c78eb9801fb248f91844881259e0ac.jpg

A faint humanoid shape threads through the core of this wild storm.