Phoera (CR 3)
AC: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Hit Dice: 3d10+3 (19 hp)
Fort +4, Ref +6, Will +2
Speed: 20 ft., fly 60 ft. (average)
Space: 5 ft./5 ft.
Base Attack +3; Grapple +4
Attack: Bite +4 melee
Full Attack: Bite +4 melee and claws +2 melee
Damage: Bite 1d6+1 plus 1d6 fire, claw 1d4 plus 1d6 fire
Special Attacks: Breath weapon, heat, ignite
Abilities: Str 12, Dex 17, Con 13, Int 2, Wis 12, Cha 15
Special Qualities: healing fire, immunity to fire, rise from the ashes, vulnerability to cold
Feats: Alertness; Flyby Attack; Multiattack
Skills: Listen +6 and Spot +6
Advancement: 4-9 HD (Medium)
Climate/Terrain: Temperate forests
Monster Manual III
This brilliantly plumed bird has feathers of red and gold. In contrast to its beauty, its wickedly hooked beak and talons look capable of rending flesh from bone. A long tail of feathers streams behind the creature as it flies, leaving a shimmering of heat in the wake of its passage.
Once hatched, a phoera typically finds a comfortable, remote stretch of forest in which to nest. It preys on small mammals, and tends to shy away from larger creatures, Being very territorial, however, it attempts to frighten off intruders in its claimed area of forest. If pushed, a jealous phoera will not hesitate to set its forest home ablaze to keep it from the hands of intruders.
These creatures do not willingly risk their lives. They seem to have no knowledge of their power to rise from the ashes.
A phoera measures 7 feet long from its beak to the tip of its long tail. It weighs around 250 pounds.
A phoera in battle uses its Flyby Attack feat liberally, relying on the attrition of several fire attacks to weaken foes in the hopes of driving them off.
Breath Weapon (Su): 30-foot line of fire, 3/day, damage 5d4 fire, Reflex DC 12 half The save DC is Constitution-based.
Heat (Ex): A phoera generates so much heat that merely touching it deals 1d6 points of fire damage to the toucher. A phoera can suppress or resume this ability as a free action.
Ignite (Ex): A creature struck by a phoera's bite or claw attacks must make a successful DC 12 Reflex save or catch on fire. The flames burn for 1d4 rounds. A burning creature can take a move action to put out the flames. The save DC is Constitution-based.
Healing Fire (Su): Any fire attack that would normally deal damage instead heals a phoera. Any fire effect targeted on a phoera heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the phoera to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a phoera exposed to a fireball that deals 30 points of damage would heal up to 10 points of damage, or provide the phoera with up to 10 temporary hit points.
Rise From the Ashes (Su): When a phoera is slain (reduced to -10 hit points or below), its body is immolated, leaving nothing but ash and a chrysalis form in the shape of a small black glass egg roughly 6 inches across. The egg remains dormant for 24 hours, after which time it hatches, releasing another fully grown phoera. If the slain phoera had advanced to 4 Hit Dice or more, the new one only has the Hit Dice (3) of an unadvanced phoera.
The ash and chrysalis left behind when a phoera dies can be used to resurrect the phoera, but the creature cannot be raised by any means. Once a phoera has burst free from the chrysalis, the previous phoera 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 phoera 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 phoera to life after its chrysalis has hatched.
Phoelarches And Phoeras In Faerûn
Whenever a people's freedom is threatened, a phoelarch maybe drawn to the scene to help in the struggle for freedom and justice. Phoelarches staunchly oppose slavery in Faerûn. Consequently, they are most active in places such as Calimshan, Mulborand, and other nations where slavery is legal. They also form alliances with organizations and bands of adventurers opposed to powerful tyrants or slave rings.