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Firebird 2014

CR 4 celestial

Small celestial, neutral good


Armor Class
16 (natural armor)
Hit Points
99 (18d6+36)
Speed
20 ft., fly 100 ft.

STR12 (+1)
DEX19 (+4)
CON14 (+2)
INT16 (+3)
WIS15 (+2)
CHA21 (+5)

Saving Throws
Dexterity +6, Constitution +4, Intelligence +5, Wisdom +4, Charisma +7
Skills
Acrobatics +6, Arcana +5, Insight +4, Medicine +4, Nature +5, Perception +7, Religion +5
Resistances
lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
fire
Condition Immunities
charmed, frightened, invisible
Senses
truesight 60 ft., passive Perception 17
Languages
Celestial, Common, Elvish, Primordial, Sylvan
Challenge
4 (1,100 XP) · Proficiency Bonus +2

Innate Spellcasting.

the firebird's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

at will: guidance, purify food and drink, speak with animals

3/day each: charm person, cure wounds (2d8 + 5), daylight, faerie fire, heat metal, hypnotic pattern, tongues

1/day each: geas, heal, reincarnate

Light of the World.

The firebird's feathers glow with a warm light. The creature sheds light as dim as a candle or as bright as a lantern. It always sheds light, and any feathers plucked from the creature continue to shed light as a torch.

Warming Presence.

The firebird and any creatures within a 5-foot radius are immune to the effects of natural, environmental cold. Invited into a home or building, a firebird can expand this warming presence to its inhabitants no matter how close they are to the creature.

Actions

Multiattack.

The firebird makes one bite attack and two claw attacks.

Bite.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 4) piercing damage.

Claw.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 4) slashing damage.

Blinding Ray (Recharge 5–6).

The firebird can fire a burning ray of light from its tail feathers in a line 5 feet wide and up to 50 feet long. Targets in the line must succeed on a DC 15 Dexterity saving throw or take 24 (7d6) fire damage and become blinded for 1d4 rounds. A successful saving throw negates the blindness and reduces the damage by half.

Environments: Arctic or Tundra, Caves, Coast, Desert, Forest or Jungle, Grassland or Plains, Hills, Laboratory, Lake, Mountain, Ocean, Ruins, Sewer, Shadowfell, The Abyss, Astral Plane, Elysium, Ethereal Plane, Feywild, Hell, Material Plane, Plane of Air, Plane of Earth, Plane of Fire, Plane of Water, Swamp or Marsh, Temple, Badlands, Tomb, Underworld, Urban

Other versions

Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details