Rare NG Gargantuan Beast
Senses 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, Ref +29, Will +32; +1 status bonus to all saves vs. magic
HP 350; Immunities disease, fire, negative energy, sleep
Aura of Peace (divine, emotion, enchantment, 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 emotions. Creatures that successfully save are unaffected, but must attempt another save each turn they start in the aura.
Attack of Opportunity
Speed 40 feet, fly 90 feet
Melee jaws +34 (magical, reach 20 feet), Damage 4d12+12 piercing
Melee claw +34 (agile, magical, reach 15 feet), Damage 4d8+12 slashing
Melee tail +34 (magical, reach 20 feet), Damage 4d8+10 slashing plus banishing swipe
Ranged glaring ray +34 (magical, range 100 feet), Damage 10d6 fire
Divine Innate Spells DC 42; 9th flame strike, heal; 3rd zone of truth (at will); 2nd detect alignment (evil only; at will); 1st dazzling flash; Cantrips (9th) detect magic, light; Constant 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).
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.
Born of Sin
Unable to procreate themselves, sinspawn retreated from the world for many centuries following the collapse of the Runelords' empire, but in recent years they have emerged from ancient dungeons, strange magical pools, and other forgotten ruins. In certain cases, incredibly powerful artifacts crafted by the Runelords known as Runewells can siphon off fragments of sinful memories and emotions related to the Runewells' associated sins from the souls of people dying nearby, fueling the spontaneous creation of new sinspawn. When enough sinful energies have been gathered within a Runewell, it vomits forth a fully grown sinspawn with no prior loyalty to a long-lost Runelord. All sinspawn inherently understand the Runewells' role in the propagation of their kind, and they often establish small villages near awakened Runewells, hunting down sentient beings they can use to propagate their communities.