(Generated 150 times)
Namelist None
Rank Veteran
Race Eagle, Giant
Cult rank None
Notes Phoenix lives in the hottest of deserts, nobody has seen more than one in existence. Every hundred years it builds itself a nest from cypress blocks and rare ingredients that are necessary for the rebirth and renews itself in a conflagration of fire of intensity 5. Fire cultists have thruout the history been looking for the phoenix nest and often found it. They consider the phoenix a holy beast and the renewal the holiest of events. If the nest is found before renewal they start to form a Burning Man event nearby and will protect the beast against any unholy intruders whether they are knowledge seekers, protagonist against the fire cults or ones who seek immortality or a unique plaything for their masters. Before the conflagration phoenix might be vulnerable to water (in very, very large quantities) - very large water elementals might be able to intimidate phoenix. Heat and fire caused by phoenix will ignite anything flammable in 1d2 rounds - burning all the leather straps, wooden parts of weapons and cause heat and fire damage 2d6 to 1d4+1 hit locations. All fire damage is protected against only by magic. Rebirth on fiery pyre of material in 1d10 years if killed.
STR 1d6+12
CON 1d6+12
SIZ 1d6+12
DEX 2d6+12
INT 2d6+6
POW 2d6+6
D20Hit locationArmor
01-03 Right leg 4
04-06 Left leg 4
07-10 Abdomen 4
11-14 Chest 4
15-16 Right Wing 4
17-18 Left Wing 4
19-20 Head 4
Movement 2m (15m flying)
Natural armor Yes

Non-random features

Ability ***Diving Strike*** Increases both the Size of the attack and the creature’s Damage Modifier by one step, for this attack only. Once per round. Must be at least one full round of Movement above its target (or possibly below if submerged) in order to use the diving strike.
Ability ***Intimidate*** May intimidate opponents as a prelude to combat or to avoid it altogether. Unopposed Willpower roll - a failure - spend the next round moving farther from creature. Fumble - flee at max speed. A critical ignore intimidation during that encounter. Continues for as long as the creature continues to act in a threatening manner
Ability ***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task
Ability ***Immunity to fire***
Ability ***Vulnerable*** The creature’s natural and magical protection cannot mitigate damage caused by a named source.
Ability ***Immolation*** Either burst into flames or cause target to burst into flames. Flames are rated as specific Fire Intensity (Mythras Core pg 79). Target will continue to burn until extinguished which takes an action point.
Ability ***Magic Sense*** detect magical emanations within a Willpower number of metres. If the creature touches another and makes a successful Perception roll, it learns of the target’s current magic points, carried enchantments and active spells.

Standard skills

Athletics STR+DEX+4D10 Brawn STR+SIZ+4D10 Endurance CON+CON+36
Evade DEX+DEX Perception INT+POW+12D10 Willpower POW+POW+8D10

Custom skills

Fly STR+CON+10D10 Passion: Hate Water 80

Combat styles

Fire From The AboveSTR+DEX+8D10

Weapon options

1-handed weapons

Amount: 3
Peck (1)
Claw (1)
Wing Buffet (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Peck 1h-melee 1d8 M M - Immolate, Bleed, Grip Y Y 4 9 Head
Claw 1h-melee 1d6 M M - Immolate Y Y 4 9 Leg
Wing Buffet 1h-melee 1d10 L L - Immolate Y Y 4 9 Wing