Dakini, Simhamukha

Creature Codex (3pp)

Tamaño
Enorme
Tipo
celestial (dakini)
Alineamiento
Good Chaotic
CA
16 (natural armor)
Puntos de golpe
115 (11d12+44)
Velocidad
walk 50 ft.
Salvaciones
Str +8, Cha +7
Habilidades
Perception +6
Resistencias
cold, fire, lightning, psychic; bludgeoning, slashing from nonmagical weapons
Inmunidades
necrotic, poison, radiant
Inmunidad a estados
poisoned
Sentidos
truesight 120 ft.
Percepción pasiva
16
Idiomas
All, telepathy 120 ft.
Desafío
8
FUE
21
+5
DES
15
+2
CON
19
+4
INT
12
+1
SAB
17
+3
CAR
19
+4

Rasgos

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

Acciones

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

Conjuros

aid, guidance, spiritual weapon, confusion, searing smite, thunderous smite

Otros datos

description