The titanic creature’s wolf-like paws reach for the ground, as its wings whip up a cloud of dust. Its canine muzzle releases an ear-splitting howl, while an incredibly long tail of multi-hued feathers drifts lazily on the wind.

Benevolent Guardians. Simurg are kind-hearted and protect those who dwell near them. When nesting atop a temple or sacred mountain, a simurgh often comforts and helps the local poor by healing their diseases and injuries and salving the passing of those it cannot help. After a time, the simurg flies away when too many pilgrims crowd its mountain or threaten to overwhelm a small country shrine.

Cycle of Life. When it dies, a simurg is consumed by a heatless flame and is reborn elsewhere on the same plane in a burst of light. This leads to it often being mistaken for a phoenix.

Enmity Towards Snakes. Simurg have a loathing of snakes and serpents and will attack them on sight. Even the lowliest of snakes understands this and will either hide from a simurg or be immediately hostile toward the simurg.


Gargantuan celestial, neutral good
Armor Class 15 (natural armor)
Hit Points 108 (8d20 + 24)
Speed 20 ft., fly 80 ft.
18 (+4) 11 (+0) 17 (+3) 14 (+2) 17 (+3) 16 (+3)

Saving Throws Dex +3, Con +6, Wis +6, Cha +6
Skills Perception +6
Damage Resistance radiant
Senses darkvision 120 ft., passive Perception 16
Languages all, telepathy 120 ft.
Challenge 5 (1,800 XP)

Flyby. The simurg doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Keen Sight. The simurg has advantage on Perception (Wisdom) checks that rely on sight.

Innate Spellcasting. 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


Multiattack. The simurg makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Forceful Gale (Recharge 5-6). 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.

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