Phoenix
Description
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.
Combat Stats
- 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.
- DR
- 15/evil
- SR
- 26
- Defensive Abilities
- self-resurrection
- Aura
- shroud of flame (20 ft., 4d6 fire, DC 25)
- Racial Modifiers
- +8 Perception
Ability Scores
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)
Special Abilities
Special Abilities
Feats, Traits & Items
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 heal, regeneration, remove blindness, or similar abilities.
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.
You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
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.
When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
When using the weapon you selected, your threat range is doubled.
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.
Dodge bonuses stack with each other, unlike most types of bonuses.
Choose one of the creature's spell-like abilities, subject to the restrictions described in this feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability (but not another swift action)—in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 4. For a summary, see the table below.
A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.
Skills
Acrobatics +30, Diplomacy +26, Fly +28, Intimidate +26, Knowledge (nature plus any one other) +26, Perception +37, Sense Motive +26
Spells
- 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
- Aura
- shroud of flame (20 ft., 4d6 fire, DC 25)
- Languages
- Auran, Celestial, Common, Ignan
- Source
- Bestiary