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Firebird

Small · Celestial · CR 4 · Neutral Good

Source. Tome of Beasts
Armor Class
16 (natural armor)
Hit Points and Hit Dice
99 (18d6+36)
Challenge Rating CR
4

Ability Scores

Core attributes and their modifiers.

STR
12
+1
DEX
19
+4
CON
14
+2
INT
16
+3
WIS
15
+2
CHA
21
+5

Overview

Category Monsters
Size Small
Type Celestial
Alignment Neutral Good
XP 1100
Initiative Bonus +4

Movement

Walk 20 ft (6.1 m)
Fly 100 ft (30.5 m)
Swim 10 ft (3 m)
Climb 10 ft (3 m)
Crawl 10 ft (3 m)

Senses

Truesight 60 ft (18.3 m)
Passive Perception 17

Saving Throws

Dexterity +6 Constitution +4 Intelligence +5 Wisdom +4 Charisma +7

Skills

Acrobatics +6 Arcana +5 Insight +4 Medicine +4 Nature +5 Perception +7 Religion +5

Languages

Celestial, Common, Elvish, Primordial, Sylvan

Resistances & Immunities

Damage Immunities
fire
Damage Resistances
lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, frightened, invisible

Environments

Arctic or Tundra Caves Coast Desert Forest or Jungle Grassland or Plains Hills Laboratory Lake Mountain Ocean Ruins Sewer Shadowfell The Abyss Astral Plane Elysium Ethereal Plane Feywild Hell Material Plane Plane of Air Plane of Earth Plane of Fire Plane of Water Swamp or Marsh Temple Badlands Tomb Underworld Urban

Traits

Innate Spellcasting

the firebird's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

at will: guidance, purify food and drink, speak with animals

3/day each: charm person, cure wounds (2d8 + 5), daylight, faerie fire, heat metal, hypnotic pattern, tongues

1/day each: geas, heal, reincarnate

Light of the World

The firebird's feathers glow with a warm light. The creature sheds light as dim as a candle or as bright as a lantern. It always sheds light, and any feathers plucked from the creature continue to shed light as a torch.

Warming Presence

The firebird and any creatures within a 5-foot radius are immune to the effects of natural, environmental cold. Invited into a home or building, a firebird can expand this warming presence to its inhabitants no matter how close they are to the creature.

Actions

Bite

+6 to hit, reach 5 ft (1.5 m). Hit: 1d8 piercing damage.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 4) piercing damage.

Blinding Ray

Recharge 5–6

The firebird can fire a burning ray of light from its tail feathers in a line 5 feet wide and up to 50 feet long. Targets in the line must succeed on a DC 15 Dexterity saving throw or take 24 (7d6) fire damage and become blinded for 1d4 rounds. A successful saving throw negates the blindness and reduces the damage by half.

Claw

+6 to hit, reach 5 ft (1.5 m). Hit: 2d8 slashing damage.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 4) slashing damage.

Multiattack

The firebird makes one bite attack and two claw attacks.

About Firebird

Firebird is a small celestial with a Challenge Rating of 4. It has a neutral good alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 99 hit points (derived from 18d6+36).

Firebird has communication capabilities including Celestial, Common, Elvish, Primordial, Sylvan. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Firebird

2 tips available

When using Firebird in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.

Player Guide: Facing Firebird

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 4.

Solo Encounter:

A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 2,000 XP
  • Hard: 3,000 XP
  • Deadly: 4,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Firebird?
Firebird has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
What type of creature is Firebird?
Firebird is a Small Celestial, which affects how certain spells and abilities interact with it.
What languages does Firebird speak?
Firebird can communicate in Celestial, Common, Elvish, Primordial, Sylvan.

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