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From Pathfinder Bestiary, which isn't enabled.

Simurgh

CREATURE 18

Desert-dwelling people consider the sight of a simurgh a herald to a lifetime's worth of luck, and those who are unfamiliar with the majestic beast might mistake it for the avatar of a deity. Beautiful, graceful, and truly gargantuan, the simurgh resembles nothing so much as a massive multicolored bird with the head of an equally enormous and regal lupine. Simurghs act as intermediaries in world-threatening conflicts, serving as agents of good deities or vigilantes who spread their own brand of justice, typically by obliterating or banishing evil extraplanar beings.

Simurghs can live for thousands of years, and because these ancient beings are so rare many doubt their existence. But they are very real, as those who have been aided by a simurgh can enthusiastically attest. A simurgh does not show itself often, but when it does, it is typically in response to a truly grave threat, such as the incursion of an undead army or the rampage of some truly epic monster. Simurghs are nothing if not paragons of righteousness, and goodly heroes can hardly find a better ally in their quest to vanquish evil than a simurgh.


Perception +32; darkvision
Languages Common, Draconic, Empyrean; tongues
Skills Acrobatics +27, Arcana +28, Athletics +32, Diplomacy +34, Medicine +35, Performance +28, Religion +35, Survival +32
Str +8, Dex +3, Con +6, Int +3, Wis +6, Cha +5
Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.


AC 41; Fort +30, Ref +29, Will +32; +1 status to all saves vs. magic
HP 350; Immunities disease, fire, void, sleep
+1 Status to All Saves vs. Magic
Attack of Opportunity

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Aura of Peace (divine, emotion, incapacitation, mental)

50 feet. A creature that starts its turn in the aura must attempt a DC 37 Will save or be affected by Calm. Creatures that successfully save are unaffected, but must attempt another save each turn they start in the aura.


Speed 40 feet, fly 90 feet
Melee Jaws +34 (magical, reach 20, unarmed), Damage 4d12+12 piercing
Melee Claw +34 (agile, magical, reach 15, unarmed), Damage 4d8+12 slashing
Melee Tail +34 (magical, reach 20), Damage 4d8+10 slashing plus Banishing Swipe
Melee Glaring Ray +34 (magical), Damage 10d6 fire
Divine Innate Spells DC 42, attack +34; 9th Flame Strike, Heal; 3rd Zone of Truth (At Will); 2nd Detect Alignment (At Will) (Evil Only); 1st Dazzling Flash; Cantrips (9th) Detect Magic, Light; Constant (5th) Tongues
Banishing Swipe

If a creature hit by the simurgh's tail Strike is not currently on its home plane, it must succeed at a DC 42 Will save or be affected by Banishment, except that if the creature critically succeeds its save the simurgh is not Stunned.

Radiant Feathers (attack)
Frequency Once per day

Effect The simurgh fans out its glimmering tail feathers and blasts its foes with a 100-foot cone of radiant light. Aside from the size of the cone, this effect is identical to Prismatic Spray (DC 42).
Pathfinder BestiaryOGL