Simhamukha

Huge Celestial, chaotic good. CR 8, AC 16, 115 HP. Traits: Magic Weapons, Magic Resistance, Smite, Innate Spellcasting.

Armor class
16
Hit points
115
Challenge
8
Creature type
Celestial
Size
Huge
Alignment
chaotic good

Stat block

Cha
19
Con
19
Dex
15
Int
12
Str
21
Wis
17
Speed
Walk: 50
Senses
truesight 120 ft., passive Perception 16
Skills
Perception: 6
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 ha 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.
  • 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.
Languages
all, telepathy 120 ft.
Saving throws
Charisma: 7; Strength: 8
Damage immunities
necrotic, poison, radiant
Special abilities
  • 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.
  • Innate Spellcasting. The 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
Damage resistances
cold, fire, lightning, psychic; bludgeoning, piericing, and slashing from nonmagical attacks
Condition immunities
poisoned

Source and licence

From Creature Codex.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.