The Phoenix
From the AD&D Deities & Demigods, the phoenix is reborn for use in your 5E D&D game.
The phoenix was said to exist and be watching at the time of the creation of the universe, and it stands for everlasting life beyond even the power of gods to attain. (Deities & Demigods, pages 52-53)
Phoenix
Huge elemental, neutral
Armor Class 17 (natural armor)
Hit Points 126 (12d12+48)
Speed 30 ft., fly 60 ft. (hover)
Ability Scores STR 24 (+7), DEX 14 (+1), CON 18 (+4), INT 7 (-2), WIS 12 (+1), CHA 11 (+0)
Saving Throws DEX +6, CON +9, WIS +6, CHA +5
Skills Perception +6
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Ignan
Challenge 14 (11,500 XP)
Flames. At the start of each of the phoenix’s turns, each creature within 30 feet of it takes 22 (5d8) fire damage, and flammable objects in that aura that aren’t being worn or carried ignite. A creature that touches the phoenix or hits it with a melee attack within 5 feet of it takes 22 (5d8) fire damage.
Immortal Nature. The phoenix doesn’t require air, food, drink, or sleep.
Immutable Form. The phoenix is immune to any spell or effect that would alter its form.
Legendary Resistance (3/Day). If the phoenix fails a saving throw, it can choose to succeed instead.
Magic Resistance. The phoenix has advantage on saving throws against spells and other magical effects.
Magic Weapons. The phoenix’s weapon attacks are magical.
Regeneration. The phoenix regains 10 hit points at the start of its turn as long as it has more than 0 hit points.
Rejuvenation. If it dies, the phoenix’s own flames consume its body in a massive conflagration. Each creature in a 50-foot radius sphere around the phoenix must make a DC 18 Constitution saving throw. If the saving throw fails, the creature is instantly reduced to 0 hit points and becomes unconscious. Otherwise, the creature takes 55 (10d10) fire damage. The phoenix returns to life in 3d6 rounds and regains all of its hit points. No known power can prevent this from happening.
Actions
Multiattack. The phoenix makes three attacks: one with its beak and two with its talons.
Beak. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (4d6+7) piercing damage plus 22 (5d8) fire damage.
Talons. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (3d6+7) slashing damage plus 22 (5d8) fire damage.
Legendary Actions
The phoenix can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at time and only at the end of another creature’s turn. The phoenix regains spent legendary actions at the start of its turn.
Destroy Weapon. Any nonmagical weapon that hits the phoenix is destroyed after it inflicts damage. A creature using a magical weapon to hit the phoenix must make a DC 18 Dexterity saving throw after a successful attack roll to avoid having its weapon destroyed. Weapons that are immune to fire damage, legendary weapons, and artifacts are immune to this effect.
Grasp. The phoenix makes a talon attack. If it hits, the target takes damage as normal, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the phoenix can’t use those talons on another target.
Flyby. The phoenix move up to half its fly speed, and it doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.