Library / Bestiary

Simurgh

CR 18.00 Magical Beast NG Gargantuan
This massive creature has the body of a resplendent bird but the head of a regal canine.

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 of luck even to spot one soaring through the sky. Simurghs prefer to keep to themselves, well out of the way of lesser 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.

STR
34
DEX
16
CON
27
INT
16
WIS
19
CHA
23
HP
324 (24d10+192)
AC
34, touch 10, flat-footed 30 (+3 Dex, +1 dodge, +24 natural, -4 size)
Speed
40 ft., fly 120 ft. (good)
Init
+7
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 touch (20d6 fire)
Space
20 ft.
Reach
20 ft.
BAB
+24
CMB
+40
CMD
54
Fort
+22
Ref
+17
Will
+14
SR
29
Racial Modifiers
+10 Knowledge (all)

Banishing Swipe — 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 — 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 — 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.

Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Hover, Improved Disarm, Improved Initiative, Iron Will, Mobility, Multiattack, Snatch, Wingover

Combat Expertise from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by &ndash;1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.</p>

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>

Dodge from Feat

<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>

Improved Disarm from Feat

<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Mobility from Feat

<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>

Diplomacy +26, Fly +7, Heal +14, Knowledge (arcana) +33, Knowledge (dungeoneering) +21, Knowledge (all others) +15, Perception +27, Perform (sing) +19, Survival +14

spell-like abilities:
Constant—Detect Evil, Constant—Detect Magic, Constant—Tongues, At will—Daylight, At will—Zone Of Truth, 3/day—Flame Strike, 3/day—Cure Critical Wounds, Mass
Details
Type
Magical Beast
Alignment
NG
Size
Gargantuan
Environment
warm deserts or mountains
Organization
solitary
Treasure
standard
Senses
darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +27
Languages
Celestial, Common, Draconic; tongues
Source
Bestiary 3
Sources Used in This Record
14 House/Core
  • Uses feat: Combat Expertise (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Dodge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Disarm (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Mobility (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Evil (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Tongues (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Daylight (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Zone Of Truth (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Flame Strike (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cure Critical Wounds, Mass (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.