Phoenix, Variant (5e Creature)

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Please refrain from making major edits to this page, as it it more or less complete. If you feel that a major contribution is worthy of being made, discuss it on the talk page before editing. If it is a minor edit, go ahead and make it.

Broadbarrel Disclaimer

This content is a supplement of Broadbarrel. It may not fit into your campaign setting. Additionally, it may be unbalanced, but it is because technology is powerful, advanced, and available to most people in Broadbarrel.

Broadbarrel Contents
Player's Guide
A quick look at the classes in Broadbarrel.
Various gear, goods, equipment and magical items available to characters.
Information on spells and enchantments, as well as the nature, uses and practices of magic.
Descriptions of the races within Broadbarrel and how they interact with one another and the rest of the world.
A list of all of Broadbarrel’s Technology, not the technology itself, but descriptions of how some of it works.
Factions and Organizations
Detailed information of the different groups of the world and how they all interact with each other and the rest of the world.
World of Broadbarrel
An examination of monsters and beasts in the world of Broadbarrel and how they've adapted to the world.
World's interactions and connections with the broader multiverse and planes.
The World and Locales
The world of Broadbarrel and the nations cultures and peoples within it.
The broad history of Broadbarrel (no pun intended), divided into general eras
A quick look at common societal trends and laws found in the world of Broadbarrel.
Or lack there of; The only real religion is The Cult of The Forgotten Phoenix.
Dungeon Master's Guide
A general explanation of Broadbarrel and the general world building mindset, along with various outside resources and examples to use as references in developing a campaign or understanding the world. As well as a to-do list.
Artifacts of great power and importance, as well as magic items.
General maps for the DM's use.
Variant Rules
Optional rules for DMs to implement while playing a campaign in Broadbarrel.
Adventures & Tables
Ideas for quests, dungeons, campaigns and conflicts. Also tables for random encounters and other things.
Adding to the world of Broadbarrel
A page for submitting ideas, advice and anecdotes from your campaigns for the development of the setting.

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This is an extremely powerful creature, and isn’t supposed to be dealt with in a regular fight. Exercise caution when making an encounter with this monster.
Scales.png This page is of questionable balance. Reason: This creature literally has 10000 hit points, and it should have 6050, meaning that it's hit dice are miscalculated. Also, it's proficiency bonus is technically +26, and it looks like it is +5 by this stat block.

You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
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Titanic elemental, lawful evil

Armor Class 30 (Natural Armor)
Hit Points 10000 (100d100 + 1000)
Speed 60 ft., fly 200 ft.

30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10)

Saving Throws Strength +15, Dexterity +15, Constitution +15, Intelligence +15, Wisdom +15, Charisma +15
Skills All Skills +15
Damage Resistances Magical damage, except magical Fire, Lightning, and Radiant; Cold
Damage Immunities All except those listed in the damage resistances section of this page
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses passive Perception 30, truesight 10000 ft.
Languages All, telepathy 10000 ft.
Challenge 99 (355000 XP)

Legendary Resistance (7/day). If the Phoenix fails a saving throw, it can choose to succeed instead.

Rebirth. If the Phoenix is dropped to 0 hit points, instead of dying, it hardens into indestructible obsidian which functions as an egg which will hatch into a fully grown Phoenix in 25d4 years. Additionally, it regenerates 1d20 hit points at the end of every round.

Blazing Aura. All creatures and objects that enter the Phoenix space or end their turn there take 1d20 fire and radiant damage. Additionally, the Phoenix emits bright light up to 100 ft., and dim light 200 ft. beyond that.

Innate Spellcasting. The Phoenix can innately cast 9th level or lower spell (Except wish, Save DC 25), requiring no material, somatic or verbal components.

Limited Magic Immunity. The Phoenix can't be affected or detected by spells of 8th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Heat Absorption. Whenever the shambling mound is subjected to lightning, fire, or radiant damage, it takes no damage and regains a number of Hit Points equal to the damage dealt.

Siege Monster. The Phoenix deals double damage to objects and buildings.


Full Multiattack. The Phoenix makes a Talon Multiattack, a Supercharge Multiattack, and a Bite Multiattack.

Talon Multiattack. The Phoenix makes two Fiery Talons attacks and deals 1d20 fire damage to all creatures and objects in its space.

Fiery Talons. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 27 (2d12 + 20) fire damage and 27 (2d12 + 20) slashing damage. If the target is a creature, it is Grappled (escape DC 20). Until this grapple ends, the Phoenix cannot use it’s Talon Multiattack attack, and 1 hand is used. If two hands are used(Fiery Talons is used twice) and the victims are still grappled, the Phoenix cannot use it’s Fiery Talons either.

Supercharge Multiattack (Recharge 6). The Phoenix makes a Solar Ray, Fire Breath, and Electric Pulse attack.

Fire Breath (Recharge 4-6). The Phoenix exhales fire in a 100-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. Additionally, they are Ablaze.

Solar Ray (Recharge 4-6). The Phoenix spews a ray of solar energy in a 15 ft. wide 200 ft. long line. Each creature in that area must make a DC 30 Strength saving throw, taking 63 (18d6) radiant damage on a failed save, or half as much on a successful one. Additionally, they are blinded for 1d4 rounds.

Electric Pulse (Recharge 4-6). The Phoenix creates a pulse of electricity that runs through it’s body. All creatures and objects in the Phoenix’s space must make a DC 25 Constitution saving throw, taking 130 (20d12) lightning damage on a failed save, or half as much on a successful one. Additionally, they are stunned for 1d4 rounds.

Bite Multiattack. The Phoenix makes a Peck and Swallow attack.

Peck. Melee Weapon Attack: +20 to hit, reach 20 ft., one target. Hit: 22 (1d12 + 25) radiant damage and 35 (3d12 + 15) piercing damage. If this attack is made against a creature that the Phoenix is grappling, if the Phoenix so chooses, it is still grappled but the Phoenix’s hand is no longer used, and it’s mouth is full. While it’s mouth is full, it cannot make peck attacks, and the victim is restrained.

Swallow. The target is swallowed by the Phoenix, who has a demiplane of flames for a stomach, and those who die in this it’s stomach plane grant the Phoenix their soul, healing it 1d100 hit points. While in it’s stomach plane, a creature takes 25d4 fire damage upon entry and at the end of every round. If the Phoenix is destroyed(remember it it cannot be killed because it is reborn) and a creature is alive inside, then the demiplane will collapse, sending all creatures and objects inside all over the realms.


Inferno Form. The Phoenix turns into raw fire. As a reaction to being attacked, they can fly up to half of their flying speed with the ability to move through gaps as small as 1 inch wide and take no damage.

Ashen Rend. The Phoenix turns something into obsidian for a short time. As a reaction to making an attack, the Phoenix can petrify their target into obsidian for the rest of the round.

Phoenix Fury. The Phoenix enters a rage. As a reaction to taking or dealing damage, it can enter a rage for 1 minute. When raging, it takes half damage, deals double damage, moves twice as fast, and can use recharging attacks. Additionally, at the start of its rage, all creatures within 1000 ft. must make a DC 30 Wisdom saving throw or be frightened for the rest of the Phoenix’s rage.


The Phoenix can take 7 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 Phoenix regains spent legendary actions at the start of its turn.

Wing Attack. The Phoenix beats its wings. Each creature within 20 ft. of the dragon must succeed on a DC 26 Dexterity saving throw or take 19 (2d8 + 10) fire damage and 19 (2d8 + 10) bludgeoning damage and be knocked prone. The Phoenix can then fly up to half its flying speed.

Tail Attack. Melee Weapon Attack. +20 to hit, reach 30 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage and 24 (4d6 + 10) fire damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be knocked prone.

Act (Costs 2 Actions). The Phoenix takes an action that doesn’t have the word “Multiattack” in its name. Recharges still apply.

Multiattack (Costs 3 Actions, Recharge 5-6). The Phoenix takes an action that has the word “Multiattack” in its name, except full multiattack. Recharges still apply.

Supreme Multiattack (Costs 4 Actions, Recharge 6). The Phoenix makes a Full Multiattack, if it can, because remember it can only be used once in between short rests.

Recharge (Costs 7 Actions, Recharge 6) The Phoenix recharges an ability/attack that is recharging.

Detect. The Phoenix makes a Perception check with advantage.

Cast(Costs 2 Actions). The Phoenix casts a spell that is available to it.

A drawing of the Phoenix, by Kanon

The Phoenix is the scourge of Broadbarrel. Composed of crimson flames and obsidian masterfully designed with intricate runes, lined with spikes, it finds Broadbarrel in its entirety as it’s lair. It spends its time patrolling Broadbarrel’s Volcanic Wall. The Phoenix was created when Broadbarrel dried, as it’s surrounding underwater mountains explode to reveal that were volcanoes and the mountaintops flew into The Fiery Shell, causing the Blood Sky that scorched it. From the ashes of the scorched, it rose and began it’s reign of terror. It is extremely territorial, and will always attack at full force. It wants nothing but to see the world burn. Slowly, and painfully. As it is annihilation incarnate.

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