Simurg
Gargantuan Celestial neutral good
- Armor Class: 15 (natural armor)
- Hit Points: 108 (8d20+24)
- Speed: fly 80 ft. walk 20 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: Creature Codex, page 339
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
11 (+0) |
17 (+3) |
14 (+2) |
17 (+3) |
16 (+3) |
- Saving Throws: Dex +3, Con +6, Wis +6, Cha +6
- Skills: perception +6
- Damage Resistances: radiant
- Senses: darkvision 120 ft., passive Perception 16
- Languages: all, telepathy 120 ft.
Special Abilities
- Flyby: The simurg doesn't provoke an opportunity attack when it flies out of an enemy's reach.
- Keen Sight: The simurg has advantage on Perception (Wisdom) checks that rely on sight.
- Innate Spellcasting: The simurg's innate spellcasting ability is Wisdom (spell save DC 14). The simurg can innately cast the following spells, requiring no material components:
At will: detect poison and disease, detect thoughts, spare the dying
2/day each: cure wounds, lesser restoration, purify food and drink
1/day each: greater restoration, remove curse
Actions
- Multiattack: The simurg makes three attacks: one with its bite and two with its claws.
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
- Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
- Forceful Gale (Recharge 5-6): The simurg beats its wings, creating wind in a 30-foot cone. Each creature in that area must make a DC 15 Strength saving throw. On a failure, a creature takes 27 (6d8) bludgeoning damage, is pushed 10 feet away from the simurg and is knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone.
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