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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Simurg/

Simurg

Simurg

Gargantuan celestial, neutral good
  • Armor Class 15 (natural armor)
  • Hit Points 108 (8d20+24)
  • Speed 20 ft., fly 80 ft.
  • STR
    18 (+4)
  • DEX
    11 (+0)
  • CON
    17 (+3)
  • INT
    14 (+2)
  • WIS
    17 (+3)
  • CHA
    16 (+3)
  • Saving Throws Dex +3, Con +6, Wis +6, Cha +6
  • Skills Perception +6
  • Damage Resistances radiant
  • Senses darkvision 120 ft., passive Perception 16
  • Languages all, telepathy 120 ft.
  • Challenge 5 (1,800 XP)
  • 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

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.

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