Anz Macabre, the Phoenix (5e Creature)

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Anz Macabre, the Phoenix[edit]

Medium humanoid (tiefling), lawful evil


Armor Class 18 (natural armor)
Hit Points 535 (63d8 + 252)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 16 (+3) 16 (+3) 15 (+2)

Proficiency Bonus +5
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 13
Languages Common, Elvish, Infernal, Undercommon
Challenge 16 (15,000 XP)


Innate Spellcasting. Anz's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: thaumaturgy
3/day each: darkness, hellish rebuke, scorching ray
1/day each: fireball, heat metal

Mark of the Phoenix. When Anz drops below 250 hit points for the first time, he sprouts a pair of flaming phoenix wings from his back. The wings give him a flying speed of 40 feet, and any creature that attempts to touch the wings takes 5 (1d10) fire damage.

From Ashes. When Anz is killed, his body dissolves into ashes, charcoal, and smoke. He can also will his body to do so if he is incapacitated. After 1 minute, his remains coalesce and form a fire elemental. After surviving for 10 minutes, he can use an action to regain his true form with 50 hit points.

ACTIONS

Multiattack. Anz makes two attacks with Draketongue or inferno lash. He can replace one of those attacks with two infernal claw attacks.

Draketongue (Flame Tongue Greatsword). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, plus 7 (2d6) fire damage if the command word was spoken.

Inferno Lash. Ranged Weapon Attack: +9 to hit, range 20 ft., one target. Hit: 11 (2d6 + 4) fire damage.

Infernal Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Hellish Recess. Anz uses Hellish Recess as soon as he is able after dropping below 400 hit points for the first time, and again after dropping below 300 hit points for the first time; he will not use it at any other point. Anz moves a distance of up to double his speed without provoking opportunity attacks, to a safe location away from enemies. Then, he is surrounded by a 15-foot radius column of flame that is 10 feet high. Additionally, 8 tiny fire elementals appear around Anz in the column of flame.
For as long as Anz remains in the column of flames, he has resistance to all damage, cannot be moved against his will, and spends each of his actions to regain 3 (1d6) hit points.
The column of flames cannot be extinguished by normal means and remains until all 8 of the summoned elementals are defeated, at which point it instantly dissipates. A creature that steps into the column of flames or starts its turn in the column of flames must make a DC 20 Constitution saving throw, taking 16 (3d10) fire damage, or half as much on a successful save.

BONUS ACTIONS

Prepare Hellflame Pillar. If Anz did not prepare a hellflame pillar on his previous turn, has not yet triggered Mark of the Phoenix, and he is not currently inside the column of flames, he prepares a hellflame pillar. A 10-foot radius circle on the ground he can see within 60 feet of him is marked with a charred magical circle.

Hellflame Pillar. If Anz prepared a hellflame pillar on his previous turn, he ignites the magical circle. Any creature standing on the circle takes 11 (2d10) fire damage, and the circle disappears.

Prepare Phoenix Swoop. If Anz did not prepare a phoenix swoop or hellflame pillar on his previous turn, has triggered Mark of the Phoenix, and he is not currently inside the column of flames, he prepares a phoenix swoop. Two 10-foot wide lines—one vertical and one horizontal, both stretching the entire length of the arena—are marked by rising steam and lingering ash.
After Anz has dropped below 150 hit points, this creates four lines—two vertical and two horizontal—instead. After Anz has dropped below 50 hit points, this creates six lines—three vertical and three horizontal—instead.

Phoenix Swoop. If Anz prepared a phoenix swoop on his previous turn, he assaults the marked areas with flames. A magical fire in the form of a phoenix swoops across the marked areas, dealing 11 (2d10) fire damage to any creature it touches. The areas cease to be marked.


The cruel king of a dying kingdom, Anz rules over his people with a flaming fist. He has no qualms hurting or sacrificing his people to amass his own power and wealth, and even conducts criminal activities such as the black market and slave trade within his lands. Anz's life is a perpetual cycle: he rules over a land, he ruins that land, the people of the land rebel against him, and he razes his opposition. Collecting his amassed wealth and leaving his own lands as nothing more than ashes and cinders, he moves on to the next kingdom to plunder.
Anz is designed with unique mechanics and multiple phases to allow him to function as a boss fight. Keep this in mind if he is used in an encounter.
When Anz is defeated, players should be able to obtain his weapon, Draketongue. Draketongue is a flame tongue greatsword.

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