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> ## 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. 
> ### Actions
> ***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. 
> ### Legendary Actions
> 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.