Simurg

Gargantuan celestial, Good Neutral

Armor Class

15 (natural armor)

Hit Points

108 (8d20+24)

Speed

walk 20 ft., fly 80 ft.

Saves

Dex +3, Con +6, Wis +6, Cha +6

Skills

Perception +6

Senses

darkvision 120 ft.

Languages

All, telepathy 120 ft.

Challenge

5

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). It 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.