Feng-Huang, Lord of Roosters
Large celestial, chaotic good
- Armor Class 18 (natural armor)
- Hit Points 114 (12d10 + 48)
- Speed 40ft., fly 80 ft.
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 19 (+4) 12 (+1) 11 (+0) 16 (+3)
- Saving Throws Con +8, Cha +7
- Skills Perception +4
- Damage Resistances fire, cold, lightning
- Damage Immunities radiant
- Condition Immunities petrified
- Senses passive Perception 14
- Languages Celestial, telepathy 120 ft.
- Challenge 11 (7200 XP)
Change Form. The feng-huang is a legendary creature that while possessing celestial origins, embodies the energies of the universe. As a bonus action, the feng-huang can change its elemental nature into either a fire form, lightning form, frost form, or metallic form.
Fire Form. The feng-huang becomes engulfed in flames. A creature that touches the feng-huang or hits it with a melee attack while within 5 feet of it takes 10 (2d10) fire damage. In addition, the feng-huang 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 10 (2d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 10 (2d10) fire damage at the start of each of its turns.
Frost Form. The feng-huang becomes encased in crystalline ice. While in this form, it gains damage immunity to slashing damage. The feng-huang has an aura of icy wind, creatures that start their turn within 5 feet of it takes 12 (3d8) cold damage and must make a DC 16 Dexterity saving throw. On a failed save, the creature is restrained until the end its next turn as ice forms over their flesh. On a sucessful save, the creature isn't affected. If a creature fails this save three times, it becomes a frozen statue until it thaws.
Innate Spellcasting. The feng-huang's innate spellcasting ability is Charisma (spell save DC 16). The feng-huang can innately cast the following spells, requiring no components:
At will: detect evil and good, guidance, light, spare the dying
1/day: daylight, death ward, greater restoration
Lightning Form. The feng-huang surges with electrical energy. A creature that touches the feng-huang or hits it with a melee attack while within 5 feet of it takes 10 (2d10) lightning damage. In addition, the feng-huang 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 10 (2d10) lightning damage and must make a DC 16 Constitution saving throw or be stunned until the end of its next turn.
Magic Resistance. A feng-huang has advantage on saving throws agianst spells and other magical effects.
Magic Weapon. A feng-huang's weapon attacks are magical.
Metallic Form. A feng-huang becomes encased in living metal. While in this form, it gains a +2 bonus to Armor Class, has damage immunity to poison damage and the poisoned condition. The feng-huang's bite and claws attacks deal an additional 1d6 piercing and slashing damage respectively. In addition, the feng-huang gains has disadvantage on saving throws against spells and effects that deal lightning damage.
Rejuvenation. If a feng-huang is destroyed, it regains all its hit points in 1 hour unless demon blood is sprinkled on its remains or a dispel magic or bestow curse spell is cast on them.
Multiattack. The feng-huang makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 6 (2d6) radiant damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Breath Weapon (Recharges 5 - 6). The feng-huang exhales fire (in fire form), ice (in frost form), lightning (in lightning form), or poison gas (in metallic form) in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw (or Constitution saving throw if in metallic form), taking 36 (8d8) fire, cold, lightning, or poison damage on a failed save, or half as much on a successful one.
Summon the Roost (1/Day). The feng-huang summons 2d6 cockatrices. A summoned cockatrice appears in an unoccupied space within 60 feet of the feng-huang, acting as allies. The cockatrices remain for 10 minutes, until the feng-huang dies, or until the feng-huang dimisses them as a bonus action.
The feng-huang 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 feng-huang regains spent legendary actions at the start of its turn.
Flight. The feng-huang flies up to half its flying speed. Change Form. The feng-huang can change into one of many forms.
Remove Condition (Costs 2 Actions). The feng-huang removes a debilitating effect from itself.
Heal Self (Costs 3 Actions). The feng-huang regains 12 (2d8 + 3) hit points.