Phoenix

Large Magical Beast
Hit Dice: 20d10+40 (150 hp)
Initiative: +7
Speed: 15 ft., fly 200 ft. (average)
Armor Class: 23 (–⁠1 size, +3 Dex, +6 natural, +5 deflection), touch 17, flat-footed 23
Base Attack/Grapple: +20/+28
Attack: Claw +23 melee (1d8+4/19–20), or bite +23 melee (2d6+4)
Full Attack: 2 claws +23 melee (1d8+4/19–20), or bite +23 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Shriek, spell-like abilities
Special Qualities: Darkvision 60 ft., defensive aura, damage reduction 15/magic and cold iron, immolation, improved uncanny dodge, low-light vision, planar travel, spell-like metamagic, spell resistance 35, telepathy
Saves: Fort +14, Ref +15, Will +11
Abilities: Str 18, Dex 16, Con 15, Int 18, Wis 17, Cha 21
Skills: Concentration +25, Diplomacy +28, Knowledge (arcana) +27, Knowledge (history) +27, Spellcraft +29, Spot +26
Feats: Empower Spell, Enlarge Spell, Extend Spell, Flyby Attack, Heighten Spell, Improved Critical (claw), Improved Initiative [bonus], Iron Will [bonus], Maximize Spell
Environment: Any land
Organization: Solitary
Challenge Rating: 24
Treasure: None
Alignment: Always neutral good
Advancement:
Level Adjustment:

The phoenix, or firebird, is a creature of tremendous power and potent omen. Many intelligent races look upon it as a god, or at least as a god’s messenger.

Physically, a phoenix resembles an immense bird of prey. It measures between 10 and 15 feet from beak to tail, but its wingspan can be as wide as 40 feet. By far its most striking feature, however, is its plumage. All of its feathers are the colors of fire—primarily scarlet, crimson, and orange. In flight or at rest, a phoenix looks like a bird made of flame.

When a phoenix reaches the end of its natural life, or when it finds itself in an extreme, life-threatening situation, it immolates itself with intense fire. After its death, a new phoenix arises from the ashes.

Because of its traditional association with renewal and rebirth, most cultures ascribe some symbolic meaning to the sighting of a phoenix. Some consider it a positive omen⁠—​a sign of the gods’ favor and a promise of renewed life and increased prosperity in the coming years. Others (usually those with a darker outlook on life) see the firebird as a sign of approaching death and destruction⁠—​an ordeal that only the strongest will survive. Whatever meaning a particular culture associates with this creature, there’s no doubt that it is on the side of good. A phoenix doesn’t involve itself in worldly affairs or join in mundane conflicts, but neither does it shy away from attacking evil.

Combat

In battle, a phoenix usually begins by shrieking to soften up its enemies before joining melee with its claws and beak. It has no fear of fighting to the death, since its immolation ability ensures its later rebirth.

Shriek (Ex): Once per minute, a phoenix can utter a war shriek that forces every opponent within 30 feet to succeed at a Will save (DC 22) or be slowed (as the slow spell) for 1 round. This is a sonic, mind-affecting effect.

Spell-Like Abilities: Always active⁠—​detect evil, detect magic, protection from evil; at will⁠—​blindness/deafness, blink, blur, color spray, cure light wounds, dancing lights, death ward, find the path, find traps, fire seeds (using drops of its own blood rather than holly berries as a material component; no acorn grenades), heal, invisibility, misdirection, neutralize poison, produce flame, remove fear, remove curse, see invisibility; 1/day⁠—​incendiary cloud, reincarnate, pyrotechnics, summon nature’s ally IX, veil, wall of fire. Caster level 20th; save DC 15 + spell level.

After 10 rounds of ritual and preparation⁠—​dismissal, dispel evil, dispel magic. Caster level 40th; save DC 15 + spell level.

Defensive Aura (Su): A phoenix has a +5 deflection bonus to Armor Class. This ability is always in effect.

Immolation (Su): When it knows that death is near, a phoenix immolates itself as a full-round action. This produces a cloud of flame in a 20-foot-high, 15-foot-radius spread. Each creature in the area takes 40d6 points of damage (Reflex DC 22 half). Half of this damage is fire; the rest results directly from divine power and is therefore not subject to reduction by protection from energy (fire), fire shield (chill shield), or similar magic. This action kills the original phoenix and produces a new one, fully grown and unharmed, from the ashes. This new bird arrives at the end of the round.

Improved Uncanny Dodge (Ex): A phoenix retains its Dexterity bonus to AC even when flat-footed, and it cannot be flanked. Even if it fails a Spot check, it still knows that something is in the area; it merely lacks any details as to its exact location or description.

Planar Travel (Su): A phoenix can enter and exit the Astral Plane or the Ethereal Plane at will and navigate through these planes without error or risk.

Spell-Like Metamagic (Ex): A phoenix can apply any one of its metamagic feats (Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximize Spell) to a spell-like ability by using that ability as a full-round action.

Telepathy (Su): A phoenix can communicate telepathically with any nonavian creature within 60 feet. It can also speak normally with any avians. See Telepathy.

Source: Monster Manual II, page 168. This creature’s statistics block has been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II. Renamed some referenced spells to match their version 3.5 replacements.