Firebird
Small celestial, neutral good
Armor Class
16 (natural armor)
Hit Points
99 (18d6 + 36)
Speed
20 ft., fly 100 ft.
STR
12 (+1)
DEX
19 (+4)
CON
14 (+2)
INT
16 (+3)
WIS
15 (+2)
CHA
21 (+5)
Damage Immunities
fire
Damage Resistances
lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
charmed, frightened, invisible
Senses
truesight 60 ft., passive Perception 17
Saving Throws
Dex +6, Con +4, Int +5, Wis +4, Cha +7
Skills
Acrobatics +6, Arcana +5, Insight +4, Medicine +4, Nature +5, Perception +7, Religion +5
Languages
Celestial, Common, Elvish, Primordial, Sylvan
Challenge
4 (1100 XP)
Innate Spellcasting. The firebird’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: guidance, purify food and drink, speak with animals
3/day each: charm person, cure wounds (2d8 + 5), daylight, faerie fire, heat metal, hypnotic pattern, tongues
1/day each: geas, heal, reincarnate
Light of the World. The firebird’s feathers glow with a warm light. The creature sheds light as dim as a candle or as bright as a lantern. It always sheds light, and any feathers plucked from the creature continue to shed light as a torch.
Warming Presence. The firebird and any creatures within a 5-foot radius are immune to the effects of natural, environmental cold. Invited into a home or building, a firebird can expand this warming presence to its inhabitants no matter how close they are to the creature.
Actions
Multiattack. The firebird makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 4) slashing damage.
Blinding Ray (Recharge 5-6). The firebird can fire a burning ray of light from its tail feathers in a line 5 feet wide and up to 50 feet long. Targets in the line must succeed on a DC 15 Dexterity saving throw or take 24 (7d6) fire damage and become blinded for 1d4 rounds. A successful saving throw negates the blindness and reduces the damage by half.