b'Simurg \n'b' The titanic creature\xe2\x80\x99s wolf-like paws reach for the ground, as its wings whip up a cloud of dust. Its canine muzzle releases an ear-splitting howl, while an incredibly long tail of multi-hued feathers drifts lazily on the wind. \n'b'  Gargantuan   celestial ,  neutral good  \n'b'  Armor Class  15 (natural armor)  Hit Points  108 (8d20 + 24)  Speed  20 ft., fly 80 ft.\n'b' STATS STR: 18 (+4) DEX:  11 (+0)  CON:  17 (+3)  INT:  14 (+2)  WIS:  17 (+3)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +3,  Constitution  +6,  Wisdom  +6,  Charisma  +6  Skills   Perception  +6  Damage Resistance  radiant  Senses   darkvision  120 ft., passive  Perception  16  Languages  all, telepathy 120 ft.  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'   Flyby . The simurg doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b'  Keen Sight . The simurg has advantage on  Perception  ( Wisdom ) checks that rely on sight. \n'b'  Innate Spellcasting . The simurg\xe2\x80\x99s innate spellcasting ability is  Wisdom  (spell save DC 14). The simurg can innately cast the following spells, requiring no material components:\n'b'\n'b'   At will :  detect poison and disease ,  detect thoughts , spare the dying \n'b'  2/day each :  cure wounds ,  lesser restoration ,  purify food and drink  \n'b'  1/day each :  greater restoration ,  remove curse  \n'b'\n'b'  Actions \n'b'   Multiattack . The simurg makes three attacks: one with its bite and two with its claws. \n'b'  Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 13 (2d8 + 4) piercing damage. \n'b'  Claws .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) slashing damage. \n'b'  Forceful Gale (Recharge 5-6) . The simurg beats its wings, creating wind in a 30-foot cone. Each creature in that area must make a DC 15  Strength  saving throw. On a failure, a creature takes 27 (6d8) bludgeoning damage, is pushed 10 feet away from the simurg and is knocked  prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed or knocked  prone . \n'b'  About \n'b'  Benevolent Guardians . Simurg are kind-hearted and protect those who dwell near them. When nesting atop a temple or sacred mountain, a simurgh often comforts and helps the local poor by healing their diseases and injuries and salving the passing of those it cannot help. After a time, the simurg flies away when too many pilgrims crowd its mountain or threaten to overwhelm a small country shrine. \n'b'  Cycle of Life . When it dies, a simurg is consumed by a heatless flame and is reborn elsewhere on the same plane in a burst of light. This leads to it often being mistaken for a phoenix. \n'b'  Enmity Towards Snakes . Simurg have a loathing of snakes and serpents and will attack them on sight. Even the lowliest of snakes understands this and will either hide from a simurg or be immediately hostile toward the simurg.'