Dakini, Simhamukha
Creature Codex (3pp)
- Size
- Huge
- Type
- celestial (dakini)
- Alignment
- Good Chaotic
- AC
- 16 (natural armor)
- Hit Points
- 115 (11d12+44)
- Speed
- walk 50 ft.
- Saving Throws
- Str +8, Cha +7
- Skills
- Perception +6
- Resistances
- cold, fire, lightning, psychic; bludgeoning, slashing from nonmagical weapons
- Immunities
- necrotic, poison, radiant
- Condition Immunities
- poisoned
- Senses
- truesight 120 ft.
- Passive Perception
- 16
- Languages
- All, telepathy 120 ft.
- Challenge
- 8
Traits
Magic Weapons
The simhamukha's weapon attacks are magical.
Magic Resistance
The simhamukha has advantage on saving throws against spells and other magical effects.
Smite (3/Day)
When the simhamukha hits a creature with a melee attack, it can choose to deal an additional 9 (2d8) radiant damage.
recharge
3/DAY
Innate Spellcasting
The dakini, simhamukha's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: aid, guidance, spiritual weapon
- 2/day each: confusion, searing smite, thunderous smite
Actions
Multiattack
The simhamukha makes two attacks with its kartika, or one with its kartika and one with its bite.
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
If this damage reduces the target to 0 hit points, the simhamukha kills the target by decapitating it.
Kartika
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage.
Staff Sweep (Recharge 5-6)
Each creature within 15 feet of the simhamukha must succeed on a DC 16 Strength saving throw.
On a failure, a creature takes 13 (3d8) bludgeoning damage and is knocked prone. On a success, it takes half the damage and isn't knocked prone.
recharge
D5
Weird (Recharge 6)
The simhamukha draws upon the deepest fears and regrets of the creatures around it, creating illusions visible only to them. Each creature within 40 feet of the simhamukha, must succeed on a DC 15 Charisma saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, taking 11 (2d10) psychic damage on a failure or ending the effect on itself on a success.
recharge
D6
Spells
aid, guidance, spiritual weapon, confusion, searing smite, thunderous smite