The Simurgh (5e Creature)

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The Simurgh[edit]

Huge aberration, lawful evil


Armor Class 21 (natural armor)
Hit Points 217 (15d12 + 120)
Speed 20 ft., fly 60 ft.


STR DEX CON INT WIS CHA
16 (+3) 24 (+7) 26 (+8) 30 (+10) 20 (+5) 18 (+4)

Saving Throws Intelligence +16, Wisdom +11
Damage Resistances force, poison
Damage Immunities psychic; bludgeoning, slashing, piercing from nonmagical attacks
Condition Immunities charmed, frightened, petrified, unconscious
Senses truesight 200ft., passive Perception 15
Languages understands all but cannot speak, telepathy 200 ft.
Challenge 20 (25,000 XP)


Circle of Wings The first time a creature makes a ranged attack roll against the Simurgh on its turn, it must succeed on a DC 20 Intelligence saving throw or make ranged attack rolls against the Simurgh with disadvantage until the start of its next turn.

Immutable Form The Simurgh is immune to any spell or effect that would alter its form.

Innate Spellcasting (Psionics) The Simurgh's innate spellcasting ability is Intelligence (spell save DC 22). The Simurgh can innately cast the following spells, requiring no material, verbal, or somatic components:

At Will: blur, detect evil and good, detect magic, detect thoughts, locate creature, locate object, major image, telekinesis (self only)
3/Day: animate objects, fear, greater invisibility, mislead, programmed illusion
1/Day: foresight (self only), gate, mind blank (self only), weird

Psychic Absorption Whenever the Simurgh is subjected to psychic damage, it takes no damage and instead regains a number of hit points equal to the psychic damage dealt.

Psychic Aura Each conscious creature within 200 feet of the Simurgh which understands a language must make a DC 20 Wisdom saving throw at the start of its turn. A failed save causes the creature to be affected as shown below, and failed saves accumulate until the creature either succeeds or doesn't make this saving throw on its turn, at which point they reset to 0.

1 Failure: The creature takes 11 (2d10) psychic damage.
2 Failures: The creature takes 11 (2d10) psychic damage and functions under the confusion spell until the end of their turn.
3 Failures: The creature takes 11 (2d10) psychic damage and must roll on the Short-Term Madness table, the madness lasting 1d10 minutes or until cured.
4 Failures: The creature takes 11 (2d10) psychic damage and must roll on the Indefinite Madness table.
5+ Failures: The creature drops to 0 hit points, becomes unconscious, and gains a level of exhaustion.

ACTIONS

Multiattack. The Simurgh makes 2 Wing attacks.

Wing Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage.


LEGENDARY ACTIONS

The Simurgh can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Simurgh regains spent legendary actions at the start of its turn.

Nimble Move The Simurgh moves up to its movement speed without provoking opportunity attacks.

Attack The Simurgh makes a wing attack.

Psychic Screech (Costs 2 Actions) The Simurgh forces all creatures that can hear it within 200 feet to make a DC 20 Wisdom saving throw. On a failure, the creature takes 11 (2d10) psychic damage and becomes frightened until the end of the Simurgh's next turn. A creature frightened this way makes saving throws against the Simurgh's Psychic Aura at disadvantage.

The Simurgh is one of the three original creatures known as Endbringers, created accidentally by the extraordinarily powerful psychic known as Eidolon. These Endbringers manifest across the plane, sowing chaos for months at a time, before retreating back into pocket domains.

She is obsessed with collecting information and controlling the shape of the future, often deciding on an outcome and manipulating current events to lead that outcome.

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