The Phoenix (SaF)
Huge celestial, neutral good
Armor Class
21 (natural armor)
Hit Points
243 (18d10 + 144)
Speed
30 ft., fly 3,450 ft. (hover)
STR
25 (+7)
DEX
22 (+6)
CON
26 (+8)
INT
25 (+7)
WIS
25 (+7)
CHA
29 (+9)
Damage Immunities
necrotic, poison
Damage Resistances
radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened, poisoned
Senses
truesight 120 ft., passive Perception 24
Saving Throws
Int +14, Wis +14, Cha +16
Skills
Perception +14
Languages
all, telepathy 120 ft.
Challenge
21 (33,000 XP)
Born of Fire. The phoenix radiates sunlight in a 60-foot radius and dim light in a further 180- foot radius.
Magic Resistance. The phoenix has advantage on saving throws against spells and other magical effects.
The Fire Is Alive. At the start of each of its turns, the phoenix regains 3d12 hit points.
Dazzling Plumage. The phoenix’s feathers cycle through every color in the rainbow. Any evil creature that begins its turn within 60 feet of the Defender of All the Earth and does not avert its gaze must succeed on a DC 15 Wisdom saving throw or be charmed until the end of its next turn. Charmed targets are stunned. If a target’s saving throw is successful, it is immune to the phoenix’s Dazzling Plumage for the next 24 hours.
Actions
Multiattack. The phoenix makes two talon attacks and one bite attack.
Talon. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) slashing damage.
Bite. Melee Weapon Attack: + 14 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 9 (2d8) fire damage.
Light of All Colors (Recharge 4–6). The phoenix exhales a beam of brilliant, prismatic light in a line that is 10 feet wide and 1,000 feet long. Each creature in that line must make a DC 22 Dexterity saving throw, taking 45 (10d8) fire and 35 (10d6) radiant damage on a failed save, or half as much damage on a successful one.
In battle, the phoenix is a unit with Attack +17 and Power +15 and can affect every unit in the battle.