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).

Every licence notice Tavern Bag relies on.