Pigeon the Phoenix

Through the trials and tribulations of his companion, and a Wish spell combined with hope beyond measure, Pigeon the Phoenix was born. After rising from the ashes of his white feathered form, Pigeon was, at last, a phoenix. Not that he had any doubt, of course.

Reality made Actuality

Now there is no doubt as to Pigeon's mental state, save for keeping the name. After climbing out of the ashes of his former, incinerated, self breathing small plumes of flame and weeping with joy. Out of gratitude for his companion? Not in the slightest. T'was ashes that stung his eyes and the smoke of his reincarnation.

Proud and exactly Noble

Still carrying the thoughts of Pigeon, despite the change in biology, he believes himself to be a proud beast, haughtily lording his immorality over others as before, and believeing himself a benevolent spirit lending aid more than the other way around as it had been.

In Pigeon's mind, all is been as it has been, with little difference other than a color change, not that Pigeon can see colors as more than shades of gray anyway, so he is completely unaware of his companion's hardships and sacrifices on his behalf, still acting as ruler of the roost.

Valour within reason

Pigeon was not built for battle, or much in general save for scavanging for scraps, not that he'd do it! But, now, with his most recent adventure, he is capable of helping, at least in his own, misguided right. Whenever called or compelled to battle, Pigeon must make a DC 11 Wisdom Saving throw at the start of his turn.

  • On a failure, Pigeon flies off the handle, coming under DM control for that round as he behaves like the Phoenix her is, albeit poorly.
  • Roll a d4 on the Phoenix Table to determine the action Pigeon takes.
  • These actions, unlike before, have a chance (albeit small) to succeed. Still a loose cannon without any care for his or others' personal safety.
Phoenix Table
Roll Action
1 Flies 30 ft high and screeches majestically.
2 Swoops within 15 ft of an enemy to breathe flames.
3 Cries on the ally with lowest HP to restore their health.
4 Sings a soul-shivering song of beauty to calm enemies.

The Condescending Moron

Tiny monstrosity, neutral good


  • Armor Class 13
  • Hit Points 7 (2d4+2)
  • Speed 15ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 2 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages Common

Flaming Familiar. While Pigeon is within 10 feet of his companion, the companion gains resistance to fire damage.

Illumination. Pigeon the Phoenix casts dim light in a 10-foot radius.

Rebirth. If he is reduced to 0 hit points, Pigeon explodes into ashes and comes back to life in 1d4 hours. Only a wish spell can stop this trait from functioning.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 1 piercing and 2 (1d4) fire damage.

Talons. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 1 slashing and 2 (1d4) fire damage.

Tears of the Phoenix. Brimming with despair over the potential loss of his allies, Pigeon cries with sacred energies threaded though his tears. Any creature adjacent to Pigeon of his choice regains 25 (6d8-2) Hit Points.

Lord Pigeon the Phoenix

Madness can envelop those who seem least able to be affected. Including those too moronic to know what blood flows through their avian veins. Addled by madness and a thirst for power, Pigeon could confidently be seen as a colossal jackass.

Unintended Consequences

Deals with demons, fiddling with the forces of
nature, and disturbing the Weave are indeed a
poor way to go about things. Especially when
it comes to fufilling the mad delusions of a
bothersome winged rat.

Collective magic stockpiled and building inside
Pigeon left him fitful and sporadic as his mind
and instincts coalesced with that of his new
Phoenix self. Combinging his regal and
combative personality with the power
granted by the Phoenix blood running
through his veins.

Pigeon the God-King

With the complete rejection of his
Companion, Pigeon fled elsewhere,
seeking places where the Weave was thinnest
using his newfound magical connection to
guide him. However, this place was
also tainted by the Shadowfell after
a long-standing occupation by a
Shadow Dragon. Though the Dragon out
of the way and the nearby city at peace, the
unsuspected Pigeon made this place his home.

Bathing in shadow-tainted lands and absorbing the energy flowing from the Weave, Pigeon grew. Stronger, faster, and much, much crazier. Renaming himself Lord Pigeon the God-King, he took control of the nearby city chanting;

"Peace is a lie, there is only passion.
Through passion, I gain strength.
Through strength, I gain power.
Through power, I gain victory.
Through victory, my chains are broken.
The Flames shall complete me."


Repeating this mantra as the insane Pigeon
wrought hell and flame upon his once-friends,
allies, and compatriots. Those whom aided
him and those he knew were likely burnt to
cinders and ash by his unholy flame.



Lord Pigeon the
God-King

Huge monstrosity, chaotic evil


  • Armor Class 18 (natural armor)
  • Hit Points 241 (21d12 + 105)
  • Speed 40ft., fly 90ft.

STR DEX CON INT WIS CHA
18 (+4) 21 (+5) 20 (+5) 8 (-1) 15 (+3) 16 (+3)

  • Saving Throws Dex +11, Wis +9
  • Skills Acrobatics +11, Insight +9, Perception +9
  • Damage Resistances nonmagical bludgeoning, piercing, or slashing
  • Damage Immunities fire
  • Senses Blindsight 60 ft., passive Perception 18
  • Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, stunned
  • Senses passive Perception 20
  • Languages Auran, Celestial, Common, Ignan
  • Challenge 17 (18,000 XP)

Legendary Resistance. Keen Senses. The phoenix has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Rebirth. If he is reduced to 0 hit points, Pigeon explodes into ashes and comes back to life in 1d4 hours in the amnesiac form of Pigeon the Phoenix. Only a wish spell can stop this trait from functioning.

Pack Tactics. These guys work together. Like super well, you don't even know.

Actions

Tilt-a-whirl Chin Sleeper. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Turnbuckle Roll. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Tilt-a-whirl Eye Takedown. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Crossed Splash. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Turnbuckle Roll. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Airplane Hammer. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)