Simurgh

This massive creature has the body of a resplendent bird but the head of a regal canine.

Simurgh CR 18

XP 153,600
NG Gargantuan magical beast
Init +7; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +27; Aura peace (50 ft.)

DEFENSE

AC 34, touch 10, flat-footed 30 (+3 Dex, +1 dodge, +24 natural, -4 size)
hp 324 (24d10+192)
Fort +22, Ref +17, Will +14
Immune ability damage, ability drain, disease, fire, negative energy, petrification, poison, sleep; Resist acid 10, cold 10, electricity 10; SR 29

OFFENSE

Speed 40 ft., fly 120 ft. (good)
Melee bite +32 (2d8+12 plus 2d6 fire), 2 claws +32 (2d8+12 plus 2d6 fire), tail slap +30 (1d4+6 plus banishing swipe)
Ranged glaring ray +23 (20d6 fire)
Space 20 ft.; Reach 20 ft.
Special Attacks banishing swipe, glaring ray, radiant feathers
Spell-Like Abilities (CL 16th; concentration +22)

Constantdetect evil, detect magic, tongues
At willdaylight, zone of truth (DC 18)
3/dayflame strike (DC 21), mass cure critical wounds

STATISTICS

Str 34, Dex 16, Con 27, Int 16, Wis 19, Cha 23
Base Atk +24; CMB +40; CMD 54
Feats Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Hover, Improved Disarm, Improved Initiative, Iron Will, Mobility, Multiattack, Snatch, Wingover
Skills Diplomacy +26, Fly +7, Heal +14, Knowledge (arcana) +33, Knowledge (dungeoneering) +23, Knowledge (all others) +13, Perception +27, Perform (sing) +19, Survival +14; Racial Modifiers +10 Knowledge (all)
Languages Celestial, Common, Draconic; tongues

SPECIAL ABILITIES

Aura of Peace (Su)

Creatures within a 50-foot spread from a simurgh feel a sensation of peace wash over them, as if affected by calm emotions, except the simurgh can choose which creatures are affected. A DC 28 Will save negates the effects of this aura for 1 round, but a new save must be made each round to continue to resist the effects. The saving throw is Charisma-based.

Banishing Swipe (Su)

A simurgh can use its radiant tail to return creatures to their native planes. In addition to taking damage, any extraplanar creature touched by a simurgh’s tail must succeed at a DC 28 Will save or be affected as if by banishment. A creature that makes this save cannot be affected by the same simurgh’s banishing swipe for the next 24 hours. The save DC is Charisma-based.

Glaring Ray (Su)

A simurgh can blast a fiery ray of brilliant light from its eyes as a standard action to a range of 100 feet.

Radiant Feathers (Su)

Once per day as a standard action, a simurgh can fan out its glimmering tail feathers and blast its foes with a 100-foot cone of radiant light from its tail. Aside from its size, this attack is identical to a prismatic spray (DC 28). The save is Charisma-based.

ECOLOGY

Environment warm deserts or mountains
Organization solitary
Treasure standard

Regarded as living legends, simurghs are held in high regard by desert dwellers. Those who live in the desert lands where these benevolent creatures sometimes reside consider it a lifetime’s worth ofluck even to spot one soaring through the sky. Simurghs prefer to keep to themselves, well out of the way oflesser creatures and their often dubious morals, though they can be relied upon for aid when called by those in true need and with a pure heart. A simurgh can live for thousands of years, and frequent mentions of these giant avian beings throughout a region’s historical record are more often than not sightings of the same creature.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

scroll to top