Simurg
Gargantuan Celestial, neutral good. CR 5, AC 15, 108 HP. Traits: Flyby, Keen Sight, Innate Spellcasting.
- Armor class
- 15
- Hit points
- 108
- Challenge
- 5
- Creature type
- Celestial
- Size
- Gargantuan
- Alignment
- neutral good
Stat block
- Cha
- 16
- Con
- 17
- Dex
- 11
- Int
- 14
- Str
- 18
- Wis
- 17
- Speed
- Fly: 80; Walk: 20
- Senses
- darkvision 120 ft., passive Perception 16
- Skills
- Perception: 6
- 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.
- Languages
- all, telepathy 120 ft.
- Saving throws
- Wisdom: 6; Charisma: 6; Dexterity: 3; Constitution: 6
- 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
- Damage resistances
- radiant
Source and licence
From Creature Codex.
Licence: Open Game Content (OGL 1.0a).