Simurg
Creature Codex (3pp)
- Size
- Gargantuan
- Type
- celestial
- Alignment
- Good Neutral
- AC
- 15 (natural armor)
- Hit Points
- 108 (8d20+24)
- Speed
- walk 20 ft., fly 80 ft.
- Saving Throws
- Dex +3, Con +6, Wis +6, Cha +6
- Skills
- Perception +6
- Senses
- darkvision 120 ft.
- Passive Perception
- 16
- Languages
- All, telepathy 120 ft.
- Challenge
- 5
Traits
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). It 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.
recharge
D5
Spells
detect poison and disease, detect thoughts, spare the dying, cure wounds, lesser restoration, purify food and drink, greater restoration, remove curse