Phoenix
Large Outsider (Good)
Hit Dice: 20d8+40 (130 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20 ft., fly 100 ft. (average)
AC: 23 (–1 size, +2 Dex, +12 natural)
Attacks: Bite +26 melee ; or 2 claws +26 melee
Damage: Bite 2d6+7; claw 1d8+5
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Spell-like abilities, shriek, ritual dance, burning blood, immolation
Special Qualities: Damage reduction 25/+3, SR28, lay on hands, plane shift, empathy, uncanny dodge
Saves: Fort +14, Ref +14, Will +17
Abilities: Str 21, Dex 15, Con 15, Int 17, Wis 20, Cha 18
Skills: Animal Empathy +27, Concentration +25, Escape Artist +25, Hide +21, Knowledge (any two) +21, Listen +34, Move Silently +25, Sense Motive +28, Spot +34
Feats: Alertness, Blind-Fight, Dodge, Flyby Attack, Improved Initiative, Power Attack
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Climate/Terrain: Any land and underground
Organization: Solitary or pair
Challenge Rating: 12
Treasure: No coins; double goods; standard items
Alignment: Always neutral good
Advancement: 21–30 HD (Large); 31–60 HD (Huge)

The phoenix is a legendary bird native to the planes of Good. To many cultures, phoenixes represent the spirit of freedom and rebirth 
	A phoenix appears as a large, striking bird with multi-colored feathers of bright violet, scarlet, crimson and flaming orange. Phoenixes are about 10 feet long, with a wingspan approaching 40 feet.
	A phoenix speaks its own language and can converse with all avians as the spell speak with animals. It can communicate with all creatures using a form of empathy.

COMBAT
The phoenix does not derive pleasure from attacking others, but will fight fiercely to defend good beings and animals or to vanquish evildoers. The phoenix is highly intelligent and uses all its abilities to maximum effect. It rakes foes with its claws while airborne; on the ground it bites with its sharp beak.
	Spell-Like Abilities: At will—animal trance, blindness, blink, blur, continual flame, daylight, dancing lights, flare, ghost sound, invisibility, misdirection, produce flame, pyrotechnics, remove curse, remove fear; 3/day—color spray, polymorph self; 1/day—find the path, fire seeds, neutralize poison, reincarnate, summon nature’s ally VII, veil, wall of fire; 1/week—incendiary cloud. These abilities are as the spells cast by an 18th-level sorcerer (save DC 14 + spell level).
	The following abilities are always active on the phoenix’s person, as the spells cast by an 18th-level sorcerer: detect evil, detect magic, detect snares and pits, and magic circle against evil. They can be dispelled, but the phoenix can reactivate them as a free action.
	Shriek (Su): Each round, as a free action a phoenix can emit a piercing shriek with a burst radius of 30 feet. Any hostile creature within the area must succeed at a Will save to resist its effects. Those who fail suffer a –2 morale penalty to attacks, AC, and saves for 1d3 rounds.
	Ritual Dance (Su): By spreading its wings and performing a ritual dance, a phoenix can perform the following spell-like abilities as a full-round action: dismissal, dispel evil, dispel magic. These abilities are as a 30th-level sorcerer (save DC 14 + spell level).
	Burning Blood (Su): As a free action, a phoenix is able to cause spilled droplets of its own blood to act as fire seeds of the holly berry type. One fire seed is created for every five points of damage taken by the phoenix.
	Immolation (Su): In extreme situations, a phoenix can consume itself in a fiery conflagration. The effect of this is as a combination of fire storm and incendiary cloud as cast by an 18th-level sorcerer (save DC 14 + spell level). This ability is a full-round action with the effects centered on the phoenix. This destroys the adult phoenix but leaves behind a young phoenix (10 HD) with all the powers and abilities of its predecessor.
	Lay on Hands (Su): This works just like the paladin’s ability, but the phoenix can heal as much damage per day as its own undamaged hit point total.
	Plane Shift (Su): A phoenix can enter the Astral Plane or Ethereal Plane at will. This ability is otherwise similar to the spell of the same name.
	Empathy (Su): A phoenix can communicate in urges and emotions with any creature within 100 feet. This ability is similar to the empathy of intelligent magic items (see page 228, Dungeon Master’s Guide).
	Uncanny Dodge (Ex): Phoenixes are never caught flat-footed and cannot be flanked.
	Skills: Extremely alert, phoenixes receive a +4 racial bonus to Listen and Spot checks.

Converted by Ryan McQuade, rmcquade@prodigy.net