Actions/Abilities/Traits: Basic Fantasy
Offense
2 claws
Circumstance: Combat
1d6 claw, 2d6 bite
Offense
1 bite
Circumstance: Combat
1d6 claw, 2d6 bite
Special
Magical Weapon Immunity
Can only be harmed by magical weapons.
Special
Magic Immunity
Immune to any hold or charm magic, as well as all fire damage (both mundane and magical).
Special
Telepathy
Can telepathically communicate with nearly any other intelligent creature.
Special
Flame Cloak
When threatened, a phoenix cloaks itself in flames, which deal, 3d6 points of damage to any creature within 10 feet each round. Undead creatures and infernals suffer double damage from the flames of a phoenix due to its celestial nature.
Special
Rebirth
When a phoenix dies, its body vanishes in a burst of flame equivalent to a fireball spell, dealing 9d6 points of damage; a save vs. Spells is allowed for half damage, but note that this effect also deals double damage to undead and infernals. After this explosion a single egg will be found in the ashes, and in 2d12 hours a new phoenix will hatch from this egg. No power short of a wish can prevent the phoenix's rebirth.
Special
Tail Feather Gift
A phoenix will occasionally grant a tail feather as a gift to those who aid it. This feather can be brewed into a potion with the combined effect of the raise dead and heal spells.
Environments
any
A huge, magnificent scarlet-plumed magical bird of surprising intelligence
A Phoenix is a huge, magnificent scarlet-plumed magical bird of surprising intelligence. An adult has a wingspan of over 25 feet and a body about 10 feet long from beak to tail, not counting a few long reeves like those of a pheasant, and weighs just under 2,000 pounds. A phoenix can telepathically communicate with nearly any other intelligent creature.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Very rare
any
Offense
1 or 2 Attacks
Circumstance: Combat
1d12 or 1d8/1d8
Offense
Special Attacks
Circumstance: Combat
See below
Defense
Special Defenses
Circumstance: Combat
See Below
Resistance
Magic Resistance
Circumstance: innate
50%
Special
Hit Only By Magical Weapons
Due to its other-planar nature, the phoenix can only be hit with +3 or better weapons.
Special
Constant Detection Abilities
The creature can constantly and automatically detect charm, detect evil, and detect magic.
Special
Protection from Fear
Constantly radiates protection from fear, 10-ft radius.
Special
Planar Travel
The phoenix can become astral or æthereal at will, and once per week can transport itself and up to 10 man-sized creatures to its home plane (it can also reach its home dimension through the use of its astral and æthereal ability).
Special
Cannot Be Surprised
A phoenix has finely-honed senses and therefore cannot be surprised. It receives +3 to all initiative rolls.
Special
Superior Vision
The phoenix has 120-ft range in both infravision and low-light vision.
Special
Healing Touch
This amazing being can heal itself or another creature spontaneously, up to 100 hit points total per day.
Special
Cure Disease
It can also cure disease with but a touch of its beak, limited to one cure disease per creature per day.
Special
Cure Light Wounds
It can also cast cure light wounds at will with a brush of its wingtips, though any human or humanoid can only be healed thus twice during any one day.
Special
Tremendous Heat
A phoenix has the innate ability to cause a tremendous heat up to thrice per day; igniting all flammable materials, boiling liquids, and blistering exposed skin.
Special
Dissipate Energy
It can also dissipate any energy based attack, ranging from spells to dragon breath, up to thrice per day and taking no damage therefrom.
Special
Dispel Abilities
Its powerful voice can dispel illusion and dispel magic at a level equal to a 40th level magic user, and cast exorcise as a 40th level cleric.
Special
Spell-Like Abilities (At Will)
The phoenix can use the following spell-like abilities at will, once per round at a 20th level of ability, unless otherwise noted: affect normal fires, audible glamour, blink, blindness, blur, control temperature 50-ft radius, continual light, find traps, fire charm, fire shield, improved invisibility, misdirection, produce flame, pyrotechnics, remove curse, remove fear 10-ft radius, snake charm.
Special
Spell-Like Abilities (Once Per Day)
Once per day, the phoenix can use the following spell-like abilities, again at 20th level: call woodland beings, duo-dimension, find the path, fire quench (reverse of the druid spell produce fire), fire seeds, fire storm, neutralise poison, reincarnate, veil and wall of fire.
Special
Spell-Like Abilities (Thrice Per Day)
Thrice per day the phoenix can cast colour spray, heat metal, polymorph self.
Special
Spell-Like Abilities (Once Per Week)
Once per week can cast incendiary cloud.
Special
Feather Attack
The phoenix has two final special abilities it will only use when great need is upon it. First, it can fire up to 8 of its feathers at its opponents per round. These feathers will sap 5 hp apiece from the phoenix and explode as a holly berry fire seed.
Special
Retributive Strike
If overcome in battle, the phoenix can release its version of a retributive strike—invoking a hellish firestorm of destruction equal in power to a firestorm combined with an incendiary cloud, each cast at 40th level of ability. This mega-firestorm can be created even if both spell abilities have already been used that day. This attack will kill the phoenix (and most likely everything else within range) but leaves behind a crystalline egg the size of an adult human head. A new phoenix will arise from the egg in 3d8 days.
Special
Communication
The phoenix speaks the language of its kind; the language of any feathered, flying creature; and can communicate with other creatures with either telepathy or telempathy, as appropriate to the level of intelligence of the other creature.
A huge, magnificent scarlet-plumed magical bird of surprising intelligence
The phoenix is a creature that sages believe originates from one of the good aligned Outer Planes. Information provided here applies to Prime Material Plane encounters only. Often referred to by the common folk as a "firebird" or "bennu bird," sighting a phoenix is believed to be a good omen and a mark of divine favour. Though the phoenix is a creature of the Outer Planes, it finds great joy in scenes of tranquil beauty and is therefore most often encountered deep in sylvan woods, in the company of fey creatures and woodland animals. Though a phoenix is a formidable foe many of its body parts are prized by alchemists and wizards and as a result, a phoenix in the Prime Material Plane avoids contact with most living creatures besides the fey denizens of the deep woods. Even good-aligned characters seeking its help will be viewed with a degree of mistrust, at least initially.
In combat, the phoenix employs one of two attack routines; either two clawing attacks when airborne or one beak attack if not. What makes the phoenix even more imposing in combat, however, are its myriad spell-like abilities and special powers. Through the use of these abilities, it is difficult even to engage t
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e
Ability
+1 status to all saves vs. magic
Ability
Flaming Strafe
(evocation, fire, primal) The phoenix blazes with superheated flame and Flies up to its Speed. It deals 6d6 fire damage to each creature within 20 feet of each square it moves through (DC 37 basic Reflex save).
Ability
Primal Innate Spells
DC 39; 8th continual flame (at will), dispel magic (x3), flame strike, heal (x3), remove curse, wall of fire (x3); 7th dispel magic (at will); 6th restoration (x3); Cantrips (8th) light; Constant (8th) detect magic; (6th) see invisibility
Ability
Self-Resurrection
(healing, necromancy, primal) When a phoenix dies, it collapses into a pile of smoldering ashes before returning to life fully healed 1d4 rounds later, as if subject to a 7th-level resurrect ritual. Self-resurrection happens only if there are some remains to resurrect; for instance, a phoenix killed by a disintegrate spell can't use this ability. A phoenix whose remains rest within an area devoted to an evil deity by consecrate can't self-resurrect until its remains are no longer in that area. A phoenix can self-resurrect only once per year.
Ability
Shroud of Flame
(aura, evocation, fire, primal) 20 feet. 4d6 fire, DC 37 basic Reflex save. While this aura is active, any adjacent creature that hits the phoenix with a melee attack or otherwise touches it takes 2d6 fire damage. The phoenix can activate or deactivate the aura with a single action, which has the concentrate trait.
Offense
Melee
Circumstance: combat round (melee)
beak +30 [+25/+20] (finesse, fire, magical, reach 20 feet), Damage 1d12+9 piercing plus 3d8 fire and 2d10 persistent fire
Offense
Ranged
Circumstance: combat round (ranged)
flame jet +30 [+25/+20] (fire, range increment 40 feet), Damage 6d6 fire plus 2d10 persistent fire
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Language
Auran
Celestial
Common
Ignan
Perception
darkvision
detect magic
see invisibility
Weakness
cold 10
evil 10
Actions/Abilities/Traits: Pathfinder 2e