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<title>Simurg</title>
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<h1>Simurg</h1>
<p><em>Gargantuan</em> <em>Celestial</em> <em>neutral good</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 108 (8d20+24)</li>
<li><strong>Speed:</strong> fly 80 ft. walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 339</li>
</ul>
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<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
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<td>18 (+4)</td>
<td>11 (+0)</td>
<td>17 (+3)</td>
<td>14 (+2)</td>
<td>17 (+3)</td>
<td>16 (+3)</td>
</tr>
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</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +3, Con +6, Wis +6, Cha +6</li>
<li><strong>Skills:</strong> perception +6</li>
<li><strong>Damage Resistances:</strong> radiant</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 16</li>
<li><strong>Languages:</strong> all, telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Flyby:</strong> The simurg doesn't provoke an opportunity attack when it flies out of an enemy's reach.</li>
<li><strong>Keen Sight:</strong> The simurg has advantage on Perception (Wisdom) checks that rely on sight.</li>
<li><strong>Innate Spellcasting:</strong> 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</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The simurg makes three attacks: one with its bite and two with its claws.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.</li>
<li><strong>Claws:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.</li>
<li><strong>Forceful Gale (Recharge 5-6):</strong> 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.</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/creature_codex/simurg.md">Markdown Format</a></p>
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