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2009-2010 Regular Season Stats - Points - Phoenix Coyotes - Statistics
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LargeMagical Beast
Hit Dice:
20d10+40 (150 hp)
Initiative:
+7
Speed:
15 ft., fly 200 ft. (average)
AC:
23 (–1 size, +3 Dex, +6 natural, +5 deflection), touch
17, flat-footed 23
Attacks:
2 claws +23 melee, or bite +23 melee
Damage:
Claw 1d8+4/19–20, bite 2d6+4
Face/Reach:
10 ft. by 15 ft./5 ft.
Special Attacks:
Shriek, spell-like abilities
Special Qualities:
Darkvision 60 ft., defensive aura, DR
20/+3, immolation, low-light vision, planar travel, spelllike
metamagic, SR 35, telepathy, uncanny dodge
Saves:
Fort +14, Ref +15,Will +11
Abilities:
Str 18, Dex 16, Con 15, Int 18,Wis 17, Cha 21
Skills:
Knowledge (arcana) +20, Knowledge (history) +20,
Spot +25
Feats:
Empower Spell, Enlarge Spell, Extend Spell, Flyby
Attack, Heighten Spell, Improved Critical (claw),
Improved Initiative, IronWill,Maximize Spell
Climate/Terrain:
Any land
Organization:
Solitary
Challenge Rating:
24
Treasure:
None
Alignment:
Always neutral good
Advancement:
—
The phoenix, or firebird, is a creature of tremendous power
and potent omen. Many intelligent races look upon it as a
god, or at least as a god’s messenger.
measures between 10 and 15 feet from beak to tail, but its
wingspan can be as wide as 40 feet. By far its most striking
feature, however, is its plumage. All of its feathers are the
colors of fire—primarily scarlet, crimson, and orange. In
flight or at rest, a phoenix looks like a bird made of flame.
When a phoenix reaches the end of its natural life, or
when it finds itself in an extreme, life-threatening situation,
it immolates itself with intense fire. After its death,
a new phoenix arises from the ashes.
Because of its traditional association
with renewal and rebirth,
most cultures ascribe some
symbolic meaning to the
sighting of a phoenix. Some
consider it a positive omen—
a sign of the gods’ favor and a
promise of renewed life and
increased prosperity in
the coming years. Others
(usually those with a
darker outlook on life) see
the firebird as a sign of
approaching death and
destruction—an ordeal
that only the strongest
will survive. Whatever
meaning a particular culture
associates with this creature,
there’s no doubt that it is
on the side of good. A phoenix doesn’t
involve itself in worldly affairs or join
in mundane conflicts, but neither does
it shy away from attacking evil.
COMBAT
In battle, a phoenix usually begins by shrieking to soften up
its enemies before joining melee with its claws and beak. It
has no fear of fighting to the death, since its immolation
ability ensures its later rebirth.
Shriek (Ex):
Once per minute, a phoenix can utter a war
shriek that forces every opponent within 30 feet to succeed
at a Will save (DC 22) or be slowed (as the
slow spell) for 1
round. This is a sonic, mind-affecting effect.
Spell-Like Abilities:
Always active—detect evil, detect magic,
protection from evil;
at will—blindness, blink, blur, color spray, cure
light wounds, dancing lights, find the path, find traps, fire seeds
(using
drops of its own blood rather than holly berries as a material
component; no acorn grenades),
heal, invisibility, misdirection,
negative energy protection, neutralize poison, polymorph self, produce
flame, remove fear, remove curse, see invisibility;
1/day incendiary
cloud, reincarnate, pyrotechnics, summon nature’s ally IX, veil, wall
of fire.
Caster level 20th; save DC 15 + spell level.
After 10 rounds of ritual and preparation—
dismissal, dispel
evil, dispel magic.
Caster level 40th; save DC 15 + spell level.
Defensive Aura
(Sp): A phoenix has a +5 deflection bonus
to Armor Class. This ability is always in effect.
Immolation (Su):
When it knows that death is near, a
phoenix immolates itself as a full-round action. This produces
a cloud of flame in a 20-foot-high, 15-foot-radius
spread. Each creature in the area takes 40d6 points of
damage (Reflex DC 22 half ). Half of this damage is fire;
the rest results directly from divine power and is therefore
not subject to reduction by
protection from elements (fire), fire
shield (chill shield),
or similar
magic. This action kills the
original phoenix and produces
a new one, fully
grown and unharmed,
from the ashes. This new
bird arrives at the end of
the round.
Planar Travel (Su):
A
phoenix can enter and
exit the Astral Plane or
the Ethereal Plane at will
and navigate through
these planes without error
or risk.
Spell-Like Metamagic
(Ex):
A phoenix can apply
any one of its metamagic
feats (Empower Spell, Enlarge
Spell, Extend Spell,
Heighten Spell, Maximize
Spell) to a spell-like ability
by using that ability as a fullround
action.
Telepathy (Su):
A phoenix can
communicate telepathically with any
nonavian creature within 60 feet. It can
also speak normally with any avians.
Uncanny Dodge (Ex):
A phoenix retains its Dexterity
bonus to AC even when flat-footed, and it cannot be
flanked. Even if it fails a Spot check, it still knows that something
is in the area; it merely lacks any details as to its exact
location or description.
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Phoenix :
Magical Beast; 10 ft./5 ft.; 15/magic cold iron; Concentration +25,
Diplomacy +28, Knowledge (arcana) +27, Knowledge (history) +27, Spellcraft
+29, Spot +26; Empower Spell, Enlarge Spell, Extend Spell, Flyby Attack,
Heighten Spell, Improved Critical (claw), Improved Initiative
B, Iron WillB,
Maximize Spell; LA —;
Spell-Like Abilities: replace negative energy protection
with death ward.
Defensive Aura: Change to supernatural rather than spell-like.
Improved uncanny dodge.
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