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This immense bird seems to be made of living flame. It spreads its wings and gives vent to a musical cry as it takes to the air.

Phoenix Spawn (CR 15)

XP 51,200
NG Gargantuan Magical Beast (Fire)
Init +11; Senses Darkvision 60 ft., detect magic, low-light vision, see invisibility; Perception +37
Aura Shroud of Flame (20 ft., 4d6 fire, DC 25)

DEFENSE

AC 28, touch 14; flat-footed 20 (+7 dex, +1 dodge, +14 natural, -4 size)
hp 210 (20d10+100); regeneration 10 (cold or evil)
mp 131
Fort +17, Ref +19, Will +14
Defensive Abilities Self-resurrection; DR 15/evil; Immune Fire; SR 26, Resist Holy 10; Strong Ice
Weakness Water

OFFENSE

Speed 30 ft., Fly 90 ft. (good)
Melee 2 Talons +24 (2d6+8/19-20 plus 1d6 fire) and Bite +24 (2d8+8 plus 1d6 fire)
Space 20 ft.; Reach 20 ft.
Special Abilities Death Force, Phoenix Tear
Special Attacks Flash, Healing Flame
Spells Known (FC CL 20th, concentration +26)

Constant — Detect Magic, See Invisibility
At will (DC 16) — Fire Orb,
1st (DC 17) – Cure, Fire, Light
2nd (DC 18) – Burning Arc, Cure II, Fire II, Grace, Light II
3rd (DC 19) – Cura, Cure III, Fira, Fire III, Light III, Lightra
4th (DC 20) – Blaze Spikes, Cure IV, Dispel, Fire IV, Holy, Light IV
5th (DC 21) – Bright, Burn, Curaga, Firaga, Lightaga
6th (DC 22) – Auto-Cure, Blaze Spikes II, Flare, Greater Dispel, Holy II, Radiance
7th (DC 23) – Bright II, Burn II
8th (DC 24) – Blaze Spikes III, Fire Storm, Flare II, Holy III, Radiance II
9th (DC 25) – Saintly Beam

STATISTICS

Str 27, Dex 25, Con 20, Int 23, Wis 22, Cha 22
Base Atk +20; CMB +32; CMD 50
Feats Blinding Critical, Combat Reflexes, Critical Focus, Dodge, Flyby Attack, Improved Critical (talon), Improved Initiative, Iron Will, Mobility, Quicken Spell-Like Ability (wall of fire)
Skills Acrobatics +30, Diplomacy +26, Fly +28, Intimidate +26, Knowledge (nature plus any one other) +26, Perception +37, Sense Motive +26; Racial Modifier +8 Perception
Languages Auran, Celestial, Common, Ignan

SPECIAL ABILITIES

Death Force (Su)

3/day, a phoenix spawn can make a creature within 30 ft. immune to Death spells and effects. A creature affected is immune to all Death spells and effects for 2d4 rounds. Blue mages may learn this ability as an 8th level spell (Knowledge: Arcana DC 31).

Flash (Su)

A phoenix spawn can cause itself to burst brightly, blinding those within a 30-ft.-radius. Creatures in the area of effect must make a Fortitude save (DC 26) or be inflicted with Blind status for 2d4 rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).

Healing Flame (Su)

Once every 1d2 rounds as a standard action, the phoenix spawn manifests a scared flame beneath his foe up to 30 feet away, dealing 6d6 points of damage (half holy/fire) and heals himself for half the damage dealt. The target must make a successful Fortitude save (DC 26) to take half damage and Ruby does not gain any hit points. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).

Phoenix Tear (Su)

1/day, a phoenix spawn can cause a single tear to drop upon a fallen creature. A creature affected is raised from the dead and at full health. Blue mages may learn this ability as a 9th level spell (Knowledge: Arcana DC 33).

Self-Resurrection (Su)

A slain phoenix spawn remains dead for only 1d4 rounds unless its body is completely destroyed by an effect such as disintegrate. Otherwise, a fully healed phoenix spawn emerges from the remains 1d4 rounds after death, as if brought back to life via raise. The phoenix spawn gains 1 permanent negative level when this occurs, although most use restoraga to remove this negative level as soon as possible. A phoenix spawn can self-resurrect only once per year. If a phoenix spawn dies a second time before that year passes, its death is permanent. A phoenix spawn brought back to life by other means never gains negative levels as a result.

Shroud of Flame (Su)

A phoenix spawn can cause its feathers to burst into fire as a free action. As long as its feathers are burning, it inflicts an additional 1d6 points of fire damage with each natural attack, and any creature within reach (20 feet for most phoenixes) must make a DC 27 Reflex save each round to avoid taking 4d6 points of fire damage at the start of its turn. A creature that attacks the phoenix spawn with natural or non-reach melee weapons takes 1d6 points of fire damage (no save) with each successful hit. The save DC is Constitution-based.