Phoelarch
Medium Monstrous Humanoid (Fire) — CR 6
Phoelarch is a D&D 3.5 monster from —. CR 6, HD 7d8+14 plus 7 (52 hp).
- Hit Dice
- 7d8+14 plus 7 (52 hp)
- Initiative
- +3
- Speed
- land 30 ft, 30 ft.
- Base Attack / Grapple
- +7/+9
- Attack
- Masterwork falchion +10 melee
- Full Attack
- Masterwork falchion +10/+5 melee
- STR
- 14
- DEX
- 17
- CON
- 15
- INT
- 10
- WIS
- 12
- CHA
- 17
- Fort / Ref / Will
- +6 / +8 / +6
- Challenge Rating
- 6
- Alignment
- Always chaotic good
- Organization
- Solitary
- Treasure
- Standard, plus masterwork falchion
- Level Adjustment
- +5
- Spell Resistance
- 18
Special Abilities
Death ThroesHeatHealing FireImmunitiesRise From the Ashes
Feats
Description
The ash and chrysalis left behind when a phoelarch dies can be used to resurrect the phoelarch, but the creature cannot be raised by any means. Once a phoera has burst free from its chrysalis, the phoelarch cannot be brought back to life by any means. A gentle repose spell or similar magic cast on a chrysalis can keep the egg from hatching, allowing the phoelarch to possibly be brought back to life at a later time. Once the gentle repose effect ends, however, the egg hatches 24 hours later.
A wish or miracle spell used in conjunction with a resurrection effect can restore a phoelarch to life after its chrysalis has hatched.
A phoelarch is a deadly combatant at a distance and in melee. In a fight, it prefers to rely on its empowered scorching ray and other spell-like abilities as long as possible, engaging in melee with its falchion only if necessary. Charismatic and engaging, a phoelarch is rarely encountered alone. One is frequently accompanied by companions of similar interests, or by loyal followers.
Fire Subtype
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.