Alternate Phoenix - Tiny Magical Beast, MLP:FiM Conversion

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Alternate Phoenix - Tiny Magical Beast, MLP:FiM Conversion

Postby EquestrianScholar » Tue Jun 09, 2015 3:14 pm

A small bird with red and orange plumage perches nearby. It looks towards you with an intelligence that would surprise some, and seems to have an aura of majesty around it as though it is something to be respected.

XP 600
NG Tiny magical beast (fire)
Init +4; Senses darkvision 60 ft., detect magic, detect poison, low-light vision; Perception +5
Aura shroud of flame (2 1/2 ft., 1d2 point of fire, DC 10)

AC 17, touch 16, flat footed 13 (+2 size, +4 Dex, +1 natural)
hp 11 (2d10); regeneration 2 (cold/evil)
Fort +3, Ref +7, Will +1
Defensive Abilities immolation, self resurrection; DR 5/evil; Immune fire
Weaknesses vulnerability to cold

Speed 5 ft. (1 square), fly 60 ft. (perfect)
Melee 2 talons +8 (1d3 plus 1d2 fire) and bite +8 (1d4 plus 1d2 fire)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 2)
Constantdetect magic, detect poison
3/daysee invisibility
1/daycontinual flame, cure light wounds

Str 11, Dex 18, Con 10, Int 13, Wis 12, Cha 14
Base Attack +2; CMB 0; CMD 14
Feats Flyby Attack, Weapon Finesse (bite)
Skills Acrobatics +9, Fly +13, Perception +6; Racial Modifiers +4 Perception
Languages Celestial, Common

Familiar Service
Willingly serving spellcasters as familiars, alizarin phoenixes play the role of dutiful protectors and sentries, providing information on the road ahead or enemies who venture into the immediate vicinity of their masters.

Unlike others of its kind, if an alizarin phoenix familiar dies again before a year’s time has passed since its last self-resurrection, it does not permanently die. Instead, its master must gather its ashes and carry them with him for 1 week. After 1 week has passed, the master can resurrect his familiar by incorporating the ashes into a special ritual that costs 200 gp per wizard level. Once the ritual is complete, the alizarin phoenix familiar immediately self-resurrects. The ritual takes 8 hours to complete as normal. If the alizarin phoenix familiar is dismissed or lost, it can also be replaced in the same manner. An alizarin phoenix familiar can be self-resurrected multiple times by performing the same ritual. The alizarin phoenix does not gain a negative level when resurrected in this way.

In addition, whenever its master is reduced to 0 or fewer hit points, an alizarin phoenix familiar can transfer a number of hit points equal to its master’s wizard level to its master, once per day.

An alizarin phoenix can be summoned via the Improved Familiar feat by a non-evil spellcaster of 7th level or higher.

Immolation (Su)
When an alizarin phoenix is slain, it spontaneously bursts into flame. Any creature adjacent to the alizarin phoenix takes 3d6 points of fire damage and catches on fire. A successful Fortitude save (DC 14) reduces this damage by half and prevents the target from catching on fire. Each round on the alizarin phoenix’s turn, a burning target can attempt a new save to extinguish the flames; otherwise it takes another 1d6 fire damage.

Self Resurrection (Su)
Like its greater cousin, a slain alizarin phoenix remains dead for only a short time unless its body is completely destroyed by an effect such as disintegrate. Otherwise, a fully healed phoenix emerges from its remains 1d4 rounds after its death, as if brought back to life via resurrection. The alizarin phoenix gains 1 permanent negative level when this occurs, although most use greater restoration to remove this negative level as soon as possible. An alizarin phoenix can self-resurrect only once per year. If an alizarin phoenix dies a second time before that year passes, its death is permanent. An alizarin phoenix that dies within the area of a desecrate spell cannot self-resurrect until the desecrate effect ends, at which point the phoenix immediately resurrects. A phoenix brought back to life by other means never gains negative levels as a result.

Shroud of Flame (Su)
An alizarin phoenix can cause its feathers to burst into fire as a free action. As long as its feathers are burning, it inflicts an additional 1d2 point of fire damage with each natural attack, and any creature within reach (0 feet) must make a DC 10 Reflex save each round to avoid taking 1d2 points of fire damage at the start of its turn. A creature that attacks the phoenix with natural or non-reach melee weapons takes 1 points of fire damage (no save) with each successful hit. The save DC is Constitution-based.

Environment warm desert, forests, and hills
Organization solitary
Treasure standard

The alizarin phoenix is a cousin to the great fiery birds of legend that dwell in the deep, remote deserts of the world. Like their greater cousins, these creatures are rare, but are more commonly seen in the company of adventuring humanoids. Many keep alizarin phoenixes as pets, and since they can never truly die, this avoids the heartbreak associated with the deaths of most beloved animals.

Alizarin phoenixes are not often seen in combat, but when forced to engage an enemy, they fearlessly attack head on, since they do not fear death. They will often fly as close to enemies as possible, so that when they die, their slayer also takes damage from their immolation ability.

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