Phoenix
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.
- 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, Combat Reflexes, Critical Focus, Dodge, Flyby Attack, Improved Critical (talon), Improved Initiative, Iron Will, Mobility, Quicken Spell-Like Ability (wall of fire)
<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>
<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>
<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>
<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>
<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>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<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
- 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
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Uses feat: Blinding Critical (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Critical Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Mobility (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Detect Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Poison (Spell)House/Core — covered by the site's Section 15.
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Knows spell: See Invisibility (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Continual Flame (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cure Critical Wounds (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dispel Magic, Greater (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Remove Curse (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Wall Of Fire (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Fire Storm (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Restoration, Greater (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Heal (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cure Critical Wounds, Mass (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Wall Of Fire (Spell)House/Core — covered by the site's Section 15.
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