Living Shadow: While in dim light or darkness, the phoenix has resistance to damage that isn’t force, psychic or radiant. Shadow Stealth: While in dim light or darkness, the phoenix can take the hide action as a bonus action. Sunlight Sensitivity: While in sunlight, the phoenix has disadvantage on attack rolls, as well as on wisdom (perception) checks that rely on sight. Shadowy Death & Rebirth: When the phoenix dies, it explodes. Each creature must within 60 feet of it must make a DC 20 Dex save throw, taking (4d10) necrotic damage on a failed save, or half as much on a successful one. The shadow flames ignite flammable objects in the area that aren’t worn or carried. The explosion destroys the phoenix’s body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot dealing (6d6) necrotic/fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it hatches a new phoenix. Shadow Form: The phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits with a melee attack within 5 feet of it takes 1d10 necrotic/fire damage. In addition the phoenix can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn that creature takes 1d10 necrotic/fire damage. With a touch the phoenix can also ignite flammable objects that aren’t worn or carried (no action required) Flyby: The phoenix sheds darkness in a 60 foot radius when it flies out of an enemy’s reach. (Creatures in range must make wisdom save DC 15 or be blinded for 1 round) Darkness: The Phoenix spreads darkness in a 60 foot radius and dim shadows for an additional 30 feet. (Creatures in the radius are blinded unless they have magical darkvision) Legendary Resistance: 3/day If the phoenix fails a saving throw, it can choose to succeed instead. Siege Monster: The phoenix deals double damage to objects and structures.
MultiAttack. The Phoenix makes 2 attacks: one with its beak and one with its talons Beak: Melee weapon attack: +13 to hit, reach 15 one target. Hit 15 (2d6+8) necrotic/fire damage. If the target is a creature or a flammable object it ignites. Until a creature takes an action to douse the shadowy fire, the target takes 5 (1d10) necrotic/fire damage at the start of each of its turns. Shadowy Talons: Melee weapon attack: +13 to hit, reach 15 ft., one target Hit: 17 (2d8+8) necrotic/fire damage. Shadow Breath (Recharge 5/6). The phoenix exhales shadowy necrotic fire in a 30 foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the phoenix in the initiative count. The shadow is under the phoenix control.
The phoenix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The phoenix regains spent legendary actions at the start of its turn. Peck:The phoenix makes one beak attack Move: the phoenix moves up to its speed. Swoop: (Costs 2 actions).The phoenix moves up to its speed and attacks with it’s shadowy talons.
A bird made entirely of dark purple flames resembling a phoenix.
Dark Forests, Forbidden caverns, Realm of fire, Shadowfell