Firebird
Firebird
Small celestial, neutral good
- Armor Class 16 (natural armor)
- Hit Points 99 (18d6+36)
- Speed 20 ft., fly 100 ft.
- STR
12 (+1) - DEX
19 (+4) - CON
14 (+2) - INT
16 (+3) - WIS
15 (+2) - CHA
21 (+5)
- Saving Throws Dex +6, Con +4, Int +5, Wis +4, Cha +7
- Skills Acrobatics +6, Arcana +5, Insight +4, Medicine +4, Nature +5, Perception +7, Religion +5
- Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical weapons
- 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)
- 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.