Simurgh

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3E Material
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Colossal Magical Beast
Hit Dice: 25d10+125 (262HP)
Initiative: +11
Speed: 20’ (4 squares), Fly 120’ (24 squares, good maneuverability)
Armor Class: 37 (-8 size, +11 Dex, +6 deflection, +18 natural); touch 19; flat-footed 26
Base Attack/Grapple: +25/+58
Attack: Talon +32 melee (6d6+15)
Full Attack: 2 Talons +32 melee (6d6+15) & Bite +27 melee (4d6+7)
Space/Reach: 30’/20’
Special Attacks: Majesty, Spell-Like Abilities
Special Qualities: Aura of Power, Death’s Gate, Immunities, Magical Beast traits
Saves: Fort +19, Ref +25, Will +18
Abilities: Str 40 (+15), Dex 33 (+11), Con 20 (+5), Int 19 (+4), Wis 26 (+8), Cha 23 (+6)
Skills: Diplomacy +16, Hide +5, Intimidate +18, Knowledge (Arcana) +15, Knowledge (Geography) +14, Knowledge (Nature) +15, Knowledge (The Planes) +14, Listen +19, Move Silently +22, Sense Motive +18, Spellcraft +15, Spot +21, Survival +20, Tumble +21
Feats: Awesome Blow, Flyby Attack, Improved Bull Rush, Improved Flyby Attack, Iron Will, Leadership, Power Attack, Skill Focus (Spot), Wingover
Environment: any (Siraaj)
Organization: solitary, council (2-5), or court (6-12)
Challenge Rating: 20
Treasure: standard
Alignment: usually Lawful Neutral
Advancement: 26-50HD (Colossal)
Level Adjustment: N/A

Combat
Simurghs may be calm & reserved beings nowadays, but they are terrifying combatants, conjuring up the glory & terror of their imperial ancestors. They usually begin a battle with either Majesty or one of their mind-affecting spell-like abilities, preferring to stop a conflict before it can start. Failing that, it will often take flight, using more offensive magical attacks to control the fight, employing their natural weapons only as a last resort. They are loathe to retreat from a losing battle, but as prudent & wise beings, they will do so if it is necessary.

Majesty (Su): A simurgh can confound opponents with its imposing radiance. Three times per day, a simurgh can unveil its Majesty; all creatures within 60’ must make a Will save (DC28) or be dazzled, fascinated, or stunned (simurgh’s choice) for 1d4 rounds. The save DC is Charisma-based. Other simurghs are immune to Majesty.

Spell-Like Abilities
  • At Will: calm emotions (DC18), enthrall (DC18), obscuring mist, sound burst (DC18)
  • 3/Day: chain lightning (DC22), control weather, greater shout (DC24), mirage arcana (DC21)
  • 1/Day: dominate monster (DC25), mass charm monster (DC24), meteor swarm (DC25), whirlwind (DC24)
  • Caster level 21st. The save DCs are Charisma-based.

Aura of Power (Su): A simurgh has an invisible (yet nearly tangible) field of energy around its body, emitted by the sheer force of its personality. As such, a simurgh adds its Charisma bonus (if any) to their armor class as a deflection bonus.

Death’s Gate (Su): When a simurgh dies, a portal opens directly-adjacent to the simurgh’s body, pulling it onto Najmah. This portal acts just like a gate spell cast by the simurgh itself, except the simurgh need not concentrate on it for it to remain open (due to it being dead). This portal will remain open for 1d6+4 rounds before spontaneously closing.

Immunities (Ex): A simurgh is immune to disease, poison, sleep & paralysis effects; in addition, it is not subject to subdual damage, ability damage, ability drain, or death from massive damage

Magical Beast traits: All creatures with the Magical Beast type possess the following traits:
  • Darkvision out to 60’.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Magical Beasts eat, sleep, & breathe.

Simurgh Lore
Characters that have ranks in Knowledge (Arcana) can learn more about simurghs. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
  • DC25: “The largest of beasts lives in the sky, riding the wind, & it is hardly a beast at all.” A character making this check recalls all magical beast traits.
  • DC30: “Called a simurgh, this regal creature is mighty & magnificent, capable of laying waste to lesser beings.” A character making this check knows the workings of the Death’s Gate ability, as well as its immunities.
  • DC35: “Tranquil yet severe, simurghs are able to command the Small Ones through sheer force of personality.” A character making this check remembers the mechanics of Majesty & Aura of Power.
  • DC40: “Long ago they ruled the world, before their power was lost in a devastating civil war, whose initial cause has been lost & forgotten.” A character making this check is familiar with a simurgh’s spell-like abilities.

4E Material
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4E monster statistics provided by Alteran


Cutting across the sky is a magnificent & fearsome figure. Larger than a house, the avian creature soars through the air on wings that no horse could pull. Its enormous body is covered with multicolored plumage; the blues, whites, & browns mixing to produce an almost royal palette. The head of the gigantic form is like that of a great & terrible beast, yet its eyes glimmer with a composed intelligence.

Many birds fly through the air, but one creature rules over them all. Mightier than the homa, greater than the samandar, it is truly the Lord of the Skies. Imperious & frightening, this avian being is known as a Simurgh.

The wisdom of a simurgh (sih-MERG) is legendary. Some see them as benevolent & placid, other view them as stern & haughty, yet their acumen is unquestioned. Called by some the Hazaqan-Leqad (“King of the Birds”), their guidance is widely sought. They dispense advice & justice in equal measure from their mountain perches, & there are few individuals who could stand against their might; only the eldest of dragons would even dare incite a simurgh’s wrath.

Thousands of years ago, before the rise of the Empire of Admajai, even before the Age of Kingdoms, the simurghs ruled over the entirety of Siraaj, directly controlling the land-bound folk. Much more numerous that they are today, they were the god-kings of the sky. Worshipped by some & resented by others, they were opposed by none, so complete was their command of the land & sky. Yet their keen minds & long memories led to self-serving schemes & entrenched grudges, so thus were their undoing. Eventually a civil war of sorts erupted, wiping out their domain. Their numbers were decimated, & the survivors retreated to the far corners of the world, never to impose their will upon the Small Ones again.

A simurgh is about 36’-48’ long, with a 72’-96’ wingspan, & weighs around 24-32 tons. They speak Archaic, Auran, Common, Draconic, & Gnoll.

Plot Hooks
  • A new cult has formed in the mountains, centered on an avian god of wisdom & strength.
  • A dying simurgh needs a group of Small Ones to fulfill one last desire, a mission of great import & even greater peril.
  • A battle between two unbelievably large birds threatens to destroy a town full of terrified onlookers.