Phoenix (CR 24)
Large Magical Beast
Alignment: Always neutral good
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low-light vision, and Spot +26
AC: 23 (-1 size, +3 Dex, +6 natural, +5 deflection), touch 17, flat-footed 23
Hit Dice: 20d10+40 (150 hp); DR: 15/magic, cold iron
Fort +14, Ref +15, Will +11
Speed: 15 ft., fly 200 ft. (average)
Space: 10 ft./5 ft.
Base Attack +20; Grapple +19
Attack: 2 claws +23 melee, or bite +23 melee
Full Attack: 2 claws +23 melee, or bite +23 melee
Damage: Claw 1d8+4/19-20, bite 2d6+4
Special Attacks/Actions: Shriek, spell-like abilities
Abilities: Str 18, Dex 16, Con 15, Int 18, Wis 17, Cha 21
Special Qualities: defensive aura, immolation, planar travel, spell-like metamagic, SR 35, improved uncanny dodge
Feats: Empower Spell; Enlarge Spell; Extend Spell; Flyby Attack; Heighten Spell; Improved Critical (claw); Improved Initiative; Iron Will; Maximize Spell
Skills: Concentration +25, Diplomacy +28, Knowledge (arcana) +27, Knowledge (history) +27, Spellcraft +29, and Spot +26
Climate/Terrain: Any land
Monster Manual II
In battle, a phoenix usually begins by shrieking to soften up its enemies before joining melee with its claws and beak. It has no fear of fighting to the death, since its immolation ability ensures its later rebirth.
Shriek (Ex): Once per minute, a phoenix can utter a war shriek that forces every opponent within 30 feet to succeed at a Will save (DC 22) or be slowed (as the slow spell) for 1 round. This is a sonic, mind-affecting effect.
Spell-Like Abilities: Always active - detect evil, detect magic, protection from evil; at will - blindness, blink, blur, color spray, cure light wounds, dancing lights, find the path, find traps, fire seeds (using drops of its own blood rather than holly berries as a material component; no acorn grenades), heal, invisibility, misdirection, negative energy protection, neutralize poison, polymorph self, produce flame, remove fear, remove curse, see invisibility; 1/day - incendiary cloud, reincarnate, pyrotechnics, summon nature's ally IX, veil, wall of fire. Caster level 20th; save DC 15 + spell level.
After 10 rounds of ritual and preparation - dismissal, dispel evil, dispel magic. Caster level 40th; save DC 15 + spell level.
Defensive Aura (Sp): A phoenix has a +5 deflection bonus to Armor Class. This ability is always in effect.
Immolation (Su): When it knows that death is near, a phoenix immolates itself as a full-round action. This produces a cloud of flame in a 20-foot-high, 15-foot-radius spread. Each creature in the area takes 40d6 points of damage (Reflex DC 22 half). Half of this damage is fire, the rest results directly from divine power and is therefore not subject to reduction by protection from elements (fire), shield (chill shield), or similar magic. This action kills a original phoenix and produces a new one, full grown and unharmed from the ashes. This new bird arrives at the end of the round.
Planar Travel (Su): A phoenix can enter and exit the Astral Plane or the Ethereal Plane at will and navigate through these planes without error or risk.
Spell-Like Metamamagic (Ex): A phoenix can use any one of its metamagic feats (Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximize Spell) to a spell-like ability by using that ability as a full-round action.
Telepathy (Su): A phoenix can communicate telepathically with any non-avian creature within 60 feet. It can also speak normally with any avians.
Uncanny Dodge (Ex): A phoenix retains its Dexterity bonus to AC even when flat-footed, and it cannot be flanked. Even if it fails a Spot check, it still knows that something is in the area; it merely lacks any details as to its exact location or description.