Simurg

Gargantuan Celestial, neutral good

Armor Class 15 (natural armor)

Hit Points 108 (8d20+24)

Speed fly +80, walk +20

Challenge 5

STR
18
+4
DEX
11
+0
CON
17
+3
INT
14
+2
WIS
17
+3
CHA
16
+3

Saving Throws cha +6, con +6, dex +3, wis +6

Skills perception +6

Damage Resistances radiant

Senses darkvision 120 ft., passive Perception 16

Languages all, telepathy 120 ft.

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

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.

Source: Creature Codex · OGL/Open