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Phoelarches are a race of monstrous humanoids connected to elemental fire that are believed to be descendants of phoenixes.[2] Each of them shares a soul with a bird-like creature known as a phoera. Whenever a phoelarch dies, the phoera tied to it shows up to exact revenge, and vice versa.[1]


These humanoids are generally slender and stand taller than humans, on average reaching heights of 6​ to ​6.5 feet (1.8​ to ​2 meters) and weighing around 180 pounds (82 kilograms). Their skin tone varies, with some having the color of dark rust and others having a hint of gold. Brilliant feathers of varying shades of red and gold line their jaw, as well as the backs of their arms and legs. Much thicker feathers grow on their heads in place of hair. Their eyes have a slight glow to them.[2] Some describe their feathers as being like rippling flames.[1]

When engaging enemies in combat, a phoelarch often wears studded leather armor.[2]


Phoelarches are almost universally possessed of a terrible wanderlust and are very passionate about freedom, both their own and that of others. They treasure freedom almost more than anything else.[2] Because of this they are often drawn to scenes of freedom being threatened and are in staunch opposition to any slavery.[3]

Phoelarches are often rigidly honorable, though their customs and sense of honor vary greatly with each community and individual.[4]

They only have a vague sense of the personality and emotions of the phoera tied to them.[1]


Phoelarches are impervious to harm from fire, their bodies instead being healed by it. However, they are vulnerable to cold-based spells and abilities. They are also immune to most diseases and poisons.[2]

Phoelarches can generate so much heat that touching them will burn a creature.[2] They are also capable of casting a number of spell-like abilities, including light and scorching ray at will, produce flame three times per day, and fire shield once per day.[2]

When killed, a phoelarch explodes, sending flames flying outward. In the wake of their death, all that's left is ash and a chrysalis in the form of a small, black glass egg roughly 6 inches (0.15 meters) across.[2] These eggs radiate a faint transmutation magic, but otherwise have no magical properties.[5] A phoelarch cannot be raised by any means, though their ash and chrysalis can be used to resurrect them. Casting gentle repose or a similar spell on their chrysalis will stop it from hatching. Otherwise, after 24 hours have passed, the egg hatches and a fully grown phoera emerges.[2] This phoera is an entirely new creature, possessing none of the phoelarch's memories.[5] Once hatched, the only way to bring the previous phoera back to life is by using the spells miracle or wish in conjunction with some resurrection effect.[2] There is another, naturally occurring method by which phoelarches return to life, though exact details on this are unknown.[1][note 1]

This ability to rise from the ashes like a phoenix seems to be tied to the phoera they share a soul with, meaning that if they die before their phoera can return to life they will likely remain dead.[1]


Phoelarches are deadly combatants, whether they are fighting from a distance or in close-quarters. They typically fight with their spell-like abilities and falchions,[2] though those that take up the role of a mage are known to wield daggers. Both types of weaponry often have the flaming enchantment.[1] All phoelarches generally prefer to rely upon their spell-like abilities in combat.[2]

Phoelarch warriors deliberately take risks, provoking opportunity attacks to test an enemy's willingness to be harmed by their heated bodies.[1]


In the ancient past, phoelarches helped free elven slaves from their giant masters on Xen'drik. In more recent years, they have been seen helping kalashtar escape from the tyranny of the Inspired and assisting warforged in their struggle for equality.[3]


Due to their race's innate wanderlust, phoelarches typically don't have their own societies and instead live a nomadic life.[2] A few have managed to establish villages, which take little interest in outsiders but are not innately hostile.[4]

Phoelarch warriors often act as mercenaries, but refuse work from those that keep slaves. Phoelarch mages often adventure with a mentor to research ancient knowledge or seek out their phoera counterpart in hope that doing so can help them to improve their fire magic.[1]


Much like a phoera,[5] a phoelarch's preferred environment is temperate forests. However, they can tolerate almost any habitable climate and, owing to their wanderlust, they never confine themselves to one type of land for long, instead seeking out new places and people.[2]

Phoelarches typically inhabit the plane of Fernia[6] and often make their lairs near portals to it.[3] They can also sometimes be found in the Elemental Chaos searching for their phoera counterparts.[4]


Phoelarches typically speak Common, Primordial,[1] and Ignan. They often pick up other languages during their wanderings, such as Celestial, Draconic, Elven, Sylvan, and so forth.[2]


Phoelarches often ally themselves with adventuring groups and organizations that are opposed to powerful tyrants or slave rings.[3]


See Also[]


  1. 4th edition's reimagining of phoelarches avoids all mention of chrysalises and simply states that "As long as its other half survives, a slain phoelarch or phoera eventually returns to life."


  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 Rob Heinsoo, Stephen Schubert (May 19, 2009). Monster Manual 2. (Wizards of the Coast), pp. 174–175. ISBN 0786995101.
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 2.21 2.22 Andrew Finch, Gwendolyn F.M. Kestrel, Chris Perkins (August 2004). Monster Manual III. (Wizards of the Coast), p. 121. ISBN 0-7869-3430-1.
  3. 3.0 3.1 3.2 3.3 Andrew Finch, Gwendolyn F.M. Kestrel, Chris Perkins (August 2004). Monster Manual III. (Wizards of the Coast), p. 123. ISBN 0-7869-3430-1.
  4. 4.0 4.1 4.2 Ari Marmell, Bruce R. Cordell, Luke Johnson (December 2009). The Plane Below. (Wizards of the Coast), p. 65. ISBN 978-0786952496.
  5. 5.0 5.1 5.2 Andrew Finch, Gwendolyn F.M. Kestrel, Chris Perkins (August 2004). Monster Manual III. (Wizards of the Coast), p. 122. ISBN 0-7869-3430-1.
  6. Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), p. 100. ISBN 0-7869-3274-0.