Dakini, Simhamukha

Those who say that the good and wise are meek and gentle have never seen the simhamuka in her full rage, striking down evil with the fury of a raging lion.

The simhamukha is a dakini of great vengeance and wrath but also of vast enlightenment. It appears as a titanic woman with blue-black skin and the head of a white lion with a golden mane. The lion’s face has three yellow or red eyes with the third in the center of its forehead.

Manifestations of Energy. Dakinis are lesser goddesses that take active roles in the world. They are an embodiment of enlightened awareness and wisdom and seek to help others to achieve a higher state of being. Of the dakinis, the simhamukha is the most wrathful, seeking to punish those who have harmed protected beings.

Simhamukha

Huge celestial (dakini), chaotic good
Armor Class 16 (natural armor)
Hit Points 115 (11d12 + 44)
Speed 50 ft.
STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 19 (+4) 12 (+1) 17 (+3) 19 (+4)

Saving Throws Cha +7, Str +8
Skills Perception +6
Damage Resistances cold, fire, lightning, psychic; bludgeoning, piericing, and slashing damage from nonmagical attacks
Damage Immunities necrotic, poison, radiant
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 16
Languages all, telepathy 120 ft.
Challenge 8 (3,900 XP)

Magic Weapons. The simhamukha’s weapon attacks are magical.

Magic Resistance. The simhamukha has advantage on saving throws against spells and other magical effects.

Smite (3/Day). When the simhamukha hits a creature with a melee attack, it can choose to deal an additional 9 (2d8) radiant damage.

Innate Spellcasting. The simhamukha’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: aid, guidance, spiritual weapon
2/day each: confusion, searing smite, thunderous smite

Actions

Multiattack. The simhamukha makes two attacks with its kartika, or one with its kartika and one with its bite.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If this damage reduces ha the target to 0 hit points, the simhamukha kills the target by decapitating it.

Kartika. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage.

Staff Sweep (Recharge 5-6). Each creature within 15 feet of the simhamukha must succeed on a DC 16 Strength saving throw. On a failure, a creature takes 13 (3d8) bludgeoning damage and is knocked prone. On a success, it takes half the damage and isn’t knocked prone.

Weird (Recharge 6). The simhamukha draws upon the deepest fears and regrets of the creatures around it, creating illusions visible only to them. Each creature within 40 feet of the simhamukha, must succeed on a DC 15 Charisma saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, taking 11 (2d10) psychic damage on a failure or ending the effect on itself on a success.

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