The Simurgh (5e Creature)

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The Simurgh[edit]

Huge monstrosity, lawful evil

Armor Class 21 (natural armor)
Hit Points 277 (15d20+120)
Speed 20 ft., fly 60ft.

16 (+3) 24 (+7) 26 (+8) 30 (+10) 20 (+5) 18 (+4)

Saving Throws Int +16, Wis +11
Damage Resistances force, poison
Damage Immunities psychic, bludgeoning, slashing, piercing from nonmagical attacks
Condition Immunities charmed, frightened, petrified, unconscious
Senses truesight 120ft., passive Perception 15
Languages understands All languages but cannot speak it
Challenge 20 (25,000 XP)

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.

Circle of Wings The first time any creature attempts to make a ranged attack against the Simurgh on their turn must first make a DC 20 Intelligence saving throw. On a failure, that roll is made at disadvantage.

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

Psychic Aura Any conscious creature within 200 feet of the Simurgh that can hear it must make a DC 20 Wisdom saving throw at the start of each of their turns. The effects depend on how many failed saving throws in a row the creature has made to this effect (the counter dropping to 0 on a successful save or when the creature does not make the saving throw on their turn).

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 and becomes unconscious and unstable.


Multiattack. The Simurgh makes 2 Wing attacks.

Wing Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 20 (2d12+7)

Innate Spellcasting The Simurgh's innate spellcasting ability is Intelligence (spell attack bonus +16, 22 save DC). The Simurgh can innately cast the following spells, requiring no material, verbal, or somatic components:

At Will: detect evil and good, detect magic, augury, blur, detect thoughts, major image, locate creature, locate object

3/Day: fear, greater invisibility, phantasmal killer, animate objects, mislead, telekinesis, programmed illusion

1/Day: awaken, planar binding, gate


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.

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 a 200ft. radius 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 in this way makes saving throws against the Simurgh's Psychic Aura ability at disadvantage.

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