Library / Bestiary

Phoenix

CR 15.00 Magical Beast NG Gargantuan
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.

The phoenix is a legendary bird of fire that dwells in the most remote parts of the desert. As the birds are known to be great scholars, many seekers of rare lore search out particular phoenixes for advice. Yet it is the phoenix's ability to rebirth itself from its own dead body for which the creature is best known.

The phoenix is a benevolent creature, aiding those who do good and actively harming those who do evil.

STR
27
DEX
25
CON
20
INT
23
WIS
22
CHA
22
HP
210 (20d10+100); regeneration 10 (cold or evil)
AC
28, touch 14, flat-footed 20 (+7 Dex, +1 dodge, +14 natural, -4 size)
Speed
30 ft., fly 90 ft. (good)
Init
+11
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.
BAB
+20
CMB
+32
CMD
50
Fort
+17
Ref
+19
Will
+14
DR
15/evil
SR
26
Defensive Abilities
self-resurrection
Racial Modifiers
+8 Perception
Blinding Critical from Feat

<p class="stat-block-1"> Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by <i>heal</i>, <i>regeneration</i>, <i>remove blindness</i>, or similar abilities.</p>

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>

Critical Focus from Feat

<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>

Dodge from Feat

<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>

Improved Critical from Feat

<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Mobility from Feat

<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>

Acrobatics +30, Diplomacy +26, Fly +28, Intimidate +26, Knowledge (nature plus any one other) +26, Perception +37, Sense Motive +26

spell-like abilities:
Constant—Detect Magic, Constant—Detect Poison, Constant—See Invisibility, At will—Continual Flame, At will—Cure Critical Wounds, At will—Dispel Magic, Greater, At will—Remove Curse, At will—Wall Of Fire, 3/day—Fire Storm, 3/day—Restoration, Greater, 3/day—Heal, 3/day—Cure Critical Wounds, Mass, 3/day—Wall Of Fire
Details
Type
Magical Beast
Alignment
NG
Size
Gargantuan
Environment
warm desert and hills
Organization
solitary
Treasure
standard
Senses
darkvision 60 ft., detect magic, detect poison, low-light vision, see invisibility; Perception +37
Languages
Auran, Celestial, Common, Ignan
Source
Bestiary
Sources Used in This Record
21 House/Core
  • Uses feat: Blinding Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Critical Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Dodge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Mobility (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Poison (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: See Invisibility (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Continual Flame (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cure Critical Wounds (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dispel Magic, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Remove Curse (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Wall Of Fire (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fire Storm (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Restoration, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Heal (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cure Critical Wounds, Mass (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Wall Of Fire (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.