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### Phoenix The Phoenix stands as a radiant emblem of rebirth, perseverance, and the undying cycle of life. This magnificent creature is often depicted as a large bird adorned with vibrant plumage that dances with hues of fiery red, golden yellow, and brilliant orange, mirroring the sunlit blaze of a setting sun. Its eyes shimmer like polished gemstones, holding millennia of wisdom and tales of countless rebirths. The life cycle of a Phoenix is a testament to its mythical status. Believed to live for several centuries, as its life nears its end, the Phoenix builds a nest made from aromatic branches and spices. Once settled, the bird will burst into flames, reducing both itself and the nest to ashes. But from these ashes, a new Phoenix will arise, reborn and renewed. This cyclic rebirth symbolizes the eternal nature of the soul and the indomitable spirit of life that can never be extinguished. \pagebreak ### Tier 4
___ ___ > ## Young Phoenix >*Medium, Beast/ Celestial/ Elemental* > >*Tier 4, Challenge Point 40, XP: 160* > > ### Attributes >|**AC** 20 |**AP** 0 | >|:-|:-| > |**HP** 87 | **Posture** 50 | > - **Damage Immunities:** Fire, Light > - **Passive Insight/ Perception** 18 > - **Senses** True Vision > - **Language** Celestial Speech, Elemental Speech(Ignan) > ### Movement >|**Base/ Fly** 45 | **Climb/ Swim** 0 | **Dash** 40 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +7 |**DEX** +10 |**INT** -2 | **WIS** +8 |**CHA** -2 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > ### Villain Actions > - **Revive (3):** When you die, you revive with full HP and Posture. You have 3 halos floating around you, and each time you use this ability, 1 of them disappears. > - You cannot use this ability once all 3 of them disappear. You regain all halos during a Long rest. > > ### Abilities > - **Beyond Time:** You are unaffected by the effects of chronomancy spells. > - **Curse Immunity** You are immune against being cursed > - **Death Blow** When you die, all creatures within 60 feet of you must make an Agility Save (DC 18). > - On a fail, a creature takes 6d8 fire damage and becomes Ignited (1d8). On a success, the creature only takes half that damage. > - **Fire Aura** At the start of your turn, all creatures within 30 feet of you must succeed on an Agility Save (DC 18) or take 1d8 fire damage and become Ignited (1d8). > - **Fire Form** Any creature that touches you directly (like grappling or mounting) becomes Ignited (1d8). You also take 10 cold damage for every 5 feet you move on water, or whenever you take damage from a spell or similar effect that splashes a lot of water. > > - **Immortality** Once you die, you revive as a Young Phoenix from your ashes after 24 hours. If your ashes are completely gone, you revive as a Young Phoenix in the Fire Realms. > > ### Actions (3) > - **Fire Talons** *Hit* +10, *Dmg* 1d8 slash + 1d8 fire > - *Light Attack:* You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage. > - *Aerial Grab:* If you hit 2 Attacks against the same creature on your turn, you can grab that creature. > - You can only grab 1 creature at once. If you drop that creature, it must succeed on a Brawling Save (DC 18) to keep holding you and avoid falling. That creature must then repeat this Save at the start of your turns. > - *Ignite:* On a hit, that target must make an Agility Save (DC 18) or be Ignited (1d8). \pagebreak ### Tier 5
___ ___ > ## Phoenix >*Large, Beast/ Celestial/ Elemental* > >*Tier 5, Challenge Point 60, XP: 300* > > ### Attributes >|**AC** 21 |**AP** 0 | >|:-|:-| > |**HP** 129 | **Posture** 71 | > - **Damage Immunities:** Fire, Light > - **Passive Insight/ Perception** 19 > - **Senses** True Vision > - **Language** Celestial Speech, Elemental Speech(Ignan) > ### Movement >|**Base/ Fly** 45 | **Climb/ Swim** 0 | **Dash** 50 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +9 |**DEX** +11 |**INT** -2 | **WIS** +9 |**CHA** -2 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > ### Villain Actions > - **Revive (3):** When you die, you revive with full HP and Posture. You have 3 halos floating around you, and each time you use this ability, 1 of them disappears. > - You cannot use this ability once all 3 of them disappear. You regain all halos during a Long rest. > - **Villain Save:** When you fail a Save, you can succeed on it instead, but you lose 40 HP if you do so. > > > ### Abilities > - **Beyond Time:** You are unaffected by the effects of chronomancy spells. > - **Curse Immunity** You are immune against being cursed > - **Death Blow** When you die, all creatures within 60 feet of you must make an Agility Save (DC 19). > - On a fail, a creature takes 8d10 fire damage and becomes Ignited (1d10). On a success, the creature only takes half that damage. > - **Fire Aura** At the start of your turn, all creatures within 30 feet of you must succeed on an Agility Save (DC 19) or take 1d10 fire damage and become Ignited (1d10). > - **Fire Form** Any creature that touches you directly (like grappling or mounting) becomes Ignited (1d10). You also take 10 cold damage for every 5 feet you move on water, or whenever you take damage from a spell or similar effect that splashes a lot of water. > > - **Immortality** Once you die, you revive as a Young Phoenix from your ashes after 24 hours. If your ashes are completely gone, you revive as a Young Phoenix in the Fire Realms. > > ### Actions (3) > - **Fire Talons** *Hit* +11, *Dmg* 1d10 slash + 1d10 fire > - *Light Attack:* You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage. > - *Aerial Grab:* If you hit 2 Attacks against the same creature on your turn, you can grab that creature. > - You can only grab 1 creature at once. If you drop that creature, it must succeed on a Brawling Save (DC 19) to keep holding you and avoid falling. That creature must then repeat this Save at the start of your turns. > - *Ignite:* On a hit, that target must make an Agility Save (DC 19) or be Ignited (1d10).