The Great Fire Bird - 5e Monster

by billyd1993

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The Great Firebird

The Firebird appears in many stories throughout history, and in with many abilities different.

The prize at the end of a difficult quest. Adventurers set-off to find the creature responsible for a rather unique and powerful feather, maybe to save their people or kingdom, or perhaps selfish gain. The Firebird is always a marvel, a powerful guardian, or tremendous terror.

Some folk tales say that the Firebird is a mystical bird that flies around a king's castle and at night swoops down and eats all the king's golden apples, burning fields and killing people as it feels. Others say that the firebird is a being of light and life his eyes sparkling and with pearls falling from its beak, giving hope to those who need it.

The Great Firebird holds a natural connection to the creatures of the world and can call on them for aid, or protect them from harm.

The Great Firebird drops feather as it flies across the skies, and some of these can hold magical properties. The Great Firebird can also choose to gift any one of these feathers and release it on command. The properties of these feathers are:

  • All Feathers: As an action you can activate the feathers light (as the Light Cantrip). This property is no lost unless the feather is destroyed.
  • Orange Feather: Requires Attunement. When activated the feather leads the attuned user to the location of Minokowa. Minokowa will grant 1 request within its power to the attuned user of the feather. Once you have reached the destination the feather loses its magic.
  • Red Feather: If the creature holding the feather dies, the feather burns up and is destroyed as it applies the effects of the Revivify spell.
  • Dark Green Feather: Requires Attunement. 1/Day it can be activated to grant the attuned creature the ability to communicate with Beasts or Monstrosities for 1 hour. The feathers magic can be consumed to cast the Dominate Monster spell on any creature with the Beast or Monstrosity type. The creature has disadvantage on the saving throw if it chooses to make one due to the origin of the feather.
  • Light Green Feather: Requires Attunement. 1/Day can cast Goodberry. The attuned user can choose to consume the magic of the feather to simultaneously cast Lesser Restoration and Greater Restoration on up to 3 targets within 10 ft.
  • Purple Feather: Requires Attunement. Grants the user a 40ft flying speed whilst the feather in on their person.
  • Pink Feather: Requires Attunement. 1/Day cast of Telekinesis. At will: Mage Hand cantrip (Bonus action to cast and use, invisible, can lift up to 200 pounds).
  • Light Blue Feather: Requires Attunement. Grants the attuned user +1 to all ability checks and saving throws that it does not apply any proficiency to.
  • Electric Blue Feather: Spending 10 minutes you can choose to consume the magic of the feather and cast the spell Find Greater Steed.


The Great Firebird

Gargantuan


  • Armor Class 22 (natural armor)
  • Hit Points 533 (26d20 + 260)
  • Speed 50 ft., climb 40 ft., fly 150 ft.

STR DEX CON INT WIS CHA
26 (+8) 22 (+6) 30 (+10) 25 (+7) 30 (+10) 25 (+7)

  • Saving Throws Con +17, Wis +17, Cha +14
  • Skills Animal Handling +17, Medicine +17, Nature +14, Perception +17
  • Damage Resistances necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, fire, radiant
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 27
  • Languages all, telepathy 120 ft.
  • Challenge 26 (62,000 XP)

Abilities

  • Magic Resistance. 'The Great Firebird' has advantage on saving throws against spells and other magical effects.
  • Legendary Resistance (3/day). If 'The Great Firebird' fails a saving throw, it can choose to succeed instead.
  • Speak with Creatures. 'The Great Firebird' can speak with all Beasts & Monstrosities.
  • Innate Spellcasting. 'The Great Firebird''s spell casting ability is Wisdom (spell save DC 25). It can innately cast the following spells, requiring no material components:
  • At will: detect evil and good, invisibility (self only), druid craft, prestidigitation, dancing lights, light, telekinesis, calm emotions
  • 3/day each: blade barrier, dispel evil and good, reincarnate, spirit guardians (5th Level), cure wounds (5th Level), conjure woodland beings (5th level, no concentration required), find greater steed, goodberry
  • 1/day each: commune, control weather, mass cure wounds, wrath of nature, true resurrection
  • Calling Aide. When casting the Conjure Animals spell, 'The Great Firebird' can choose to affect nearby creature of the beast or monstrosity type or conjure any beast or monstrosity type. Any creature affected by this spell must meet the CR requirements of the spell and gain the following benifits:
  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
  • Firey Aura. When 'The Great Firebird' is reduced to half its hit points, it begins to radiate extreme heat. Any creature that ends its turn within 60 feet of the 'The Great Firebird' and at the start of each of the ‘The Great Fire Birds’ turns, must make a DC 25 Constitution Saving Throw. The creature takes 27 (6d8) fire damage on a failed save, or half as much damage on a successful one and flammable objects in the aura that aren’t being worn or carried ignite. A creature also takes 18 (4d8) fire damage from touching 'The Great Fire Bird’ or making a successful melee or ranged attack while within 10 feet of it.
  • Titanous Form. 'The Great Firebird' is immune to any spell or effect that would alter its form. 'The Great Fire Bird’ can choose to shed bright light in a 60-foot radius and dim light for an additional 60 feet.
  • Titanous Regeneration. 'The Great Firebird' regains 10 hit points at the start of its turn if it has at least 1 hit point.
  • Titanous Weapons. 'The Great Firebird''s weapon attacks are magical. When the 'The Great Firebird' hits with any weapon, the weapon deals an extra 6d8 fire damage (included in the attack) and deals double damage to objects and structures.
  • Fiery Death and Rebirth When 'The Great Firebird' dies, it explodes. Each creature within 120-feet of it must make a DC 20 Dexterity saving throw, taking 22 (4d10) 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 being worn or carried.
  • The explosion destroys the firebird's body and leaves behind an egg-shaped boulder that weighs 50 tons. The boulder is blazing hot for up to 2d10 hours, dealing 21 (6d6) fire damage to any creature that touches it, though no more than once per round. The boulder is immune to all damage, but can be destroyed by the Disintegrate spell or similar. The egg hatches a reincarnated ‘Great Fire Bird’ after 6d8 weeks (or longer at the Dungeon Masters discretion).



Actions

Multiattack. The solar makes two attacks with any combination of: Claw, Bite or Feather Throw.

  • Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) fire damage.
  • Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (3d12 + 8) piercing damage plus 27 (6d8) fire damage.
  • Feather Throw. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) fire damage.
  • Flying Feather. 'The Great Firebird' releases its large golden feather from its head to hover magically in an unoccupied space within 5 ft. of it. If 'The Great Firebird' can see the feather, 'The Great Firebird' can mentally command it as a bonus action to fly up to 50 ft. and either make one attack (Same as a claw attack) against a target or return to 'The Great Firebird'' head. If the hovering feather is targeted by any effect, 'The Great Firebird' is considered to be holding it. The hovering sword falls if 'The Great Firebird' dies.
  • Feather Burst. 'The Great Firebird' spins at incredible speeds and launches feathers. Each creature of 'The Great Firebird''s choice in a 30 -foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) piercing damage plus 14 (6d8) fire damage on a failed save, or half as much damage on a successful one.
  • Healing Touch (4/Day). 'The Great Firebird' touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, deafness. The target will also regrow limbs over the next 24 hours.

Reactions

  • Reactive Movement. As a reaction to taking damage, 'The Great Firebird' can move up to half of its current movement speed to an unoccupied space.

Legendary Actions

'The Great Firebird' can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. 'The Great Firebird' regains spent legendary actions at the start of its turn.

  • Quick Sprint 'The Great Firebird' can move its movement speed, not provoking opportunity attacks.
  • Wing Attack (Costs 2 Actions). 'The Great Firebird' beats its wings. Each creature within 30 ft. of 'The Great Firebird' must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. 'The Great Firebird' can then fly up to half its flying speed.
  • Feathery Burst (Costs 2 Actions). 'The Great Firebird' uses its Feathery Burst attack
  • Blinding Gaze (Costs 3 Actions). 'The Great Firebird' targets one creature it can see within 30 ft. of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
  • Innate Cast (Costs 3 Actions). 'The Great Firebird' can cast one of its Innate spells or cantrips.
 

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