SimurghCreature 18
Source Pathfinder Bestiary
Perception +32 (darkvision)
Languages Celestial, Common, Draconic, 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
AC 41; Fort +30; Reflex +29; Will +32; +1 status to all saves vs. magic
HP 350
Speed 40 feet (fly 90 feet)
Immunities disease, fire, negative, sleep
Jaws +34 (+29, +24) to hit (magical, reach 20) 4d12+12 Piercing
Claw +34 (+30, +26) to hit (agile, magical, reach 15) 4d8+12 Slashing
Tail +34 (+29, +24) to hit (magical, reach 20) 4d8+10 Slashing
Glaring Ray +34 (+29, +24) to hit (magical, range 100) 10d6 Fire
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA 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.
+1 Status to All Saves vs. MagicAttack of OpportunityTrigger 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, enchantment, incapacitation, mental)50 feet Aura
A creature that starts its turn in the aura must attempt a DC 37 will save or be affected by Calm Emotions. Creatures that successfully save are unaffected, but must attempt another save each turn they start in the aura.
Banishing SwipeIf 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).
Divine Innate Spells (DC 42, +34 to hit)
Cantrips (9th Level): Detect Magic, Light
1st Level: Dazzling Flash, Detect Alignment (At Will) (Evil Only), Heal
3rd Level: Zone of Truth (At Will)
5th Level: Flame Strike, Tongues (Constant)
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.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.