Simurgh – The Ancient Skyborne Guardian of Wisdom and Fire
“Simurgh – Colossal celestial bird of molten feathers and piercing wisdom, guardian of ancient secrets and destiny itself.”

The Simurgh is a colossal, celestial bird of near-divine intelligence and unmatched majesty. Its shimmering feathers, piercing gaze, and ethereal presence mark it as both a guardian and healer, a rare entity whose appearance signals destiny-altering events. Encountering a Simurgh is an awe-inspiring and dangerous privilege.
Appearance:
A gargantuan avian, its wings span like mountain ridges, each feather glinting gold, copper, and sapphire. Its head blends eagle grace with subtle feline or canine features, exuding sentient intelligence. Talons curve like obsidian blades, capable of crushing stone or wood, while its faintly glowing feathers ripple with otherworldly energy even in stillness.
Behaviour:
Patient and deliberate, the Simurgh rarely acts without purpose. It observes mortals and creatures alike, guiding, testing, or teaching rather than striking hastily. Violence is reserved for threats to sacred places or cosmic balance, and even then, it strikes with overwhelming precision.
Habitat:
Simurghs dwell in remote, elevated sanctuaries: hidden mountain peaks, ancient world trees, and mystical groves suffused with magic. Their territories span vast distances, and they avoid unnecessary contact, making sightings exceedingly rare.
Modus Operandi:
Using aerial mastery and psychic influence, the Simurgh hunts or defends with lightning-quick talons, precise beak strikes, and ethereal wind currents. It can heal allies, repel intruders, or communicate through telepathy or haunting, song-like calls that convey wisdom beyond words.
Motivation:
Driven by cosmic order, the Simurgh protects sacred knowledge, nurtures worthy mortals, and preserves balance. Its actions are rarely self-serving, functioning instead as the hand of divine wisdom, testing, teaching, or guiding those it encounters toward their destiny.
Simurgh 5.5e
Simurgh, Pathfinder
Simurgh

Gargantuan celestial, lawful neutral
CR 35 (200,000 XP)
Armor Class: 24 (natural armor)
Hit Points: 640 (48d20 + 288)
Speed: 60 ft., fly 150 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 34 (+12) | 22 (+6) | 30 (+10) | 32 (+11) | 34 (+12) | 30 (+10) |
Saving Throws: Str +20, Dex +14, Con +18, Int +19, Wis +20, Cha +18
Skills: Insight +28, Perception +28, Persuasion +22, Religion +22
Damage Resistances: radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: fire, psychic, poison
Condition Immunities: charmed, frightened, paralyzed, stunned, poisoned
Senses: truesight 150 ft., passive Perception 38
Languages: all, telepathy 150 ft.
Traits
Legendary Resistance (5/Day). If the Simurgh fails a saving throw, it can choose to succeed instead.
Magic Resistance. Advantage on saving throws against spells and magical effects.
Magic Weapons. The Simurgh’s attacks count as magical.
Divine Awareness. The Simurgh senses disturbances in cosmic balance within 6 miles.
Innate Spellcasting. The Simurgh’s spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attacks). It can cast the following spells without components:
- Cantrips (at will): Guidance, Light, Sacred Flame, Thaumaturgy
- 1st–5th level (3/day each): Cure Wounds, Shield of Faith, Detect Evil and Good, Lesser Restoration, Spiritual Weapon
- 6th–9th level (3/day each): Heal, Sunbeam, Blade Barrier, Holy Aura, Mass Heal
- 10th–12th level (1/day each): Sunburst, True Resurrection, Gate, Time Stop, Miracle
Actions
Multiattack. The Simurgh makes two talon attacks, one beak attack, and one Celestial Breath attack (if recharged).
Beak. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 46 (6d12 + 12) piercing damage + 21 (6d6) radiant damage.
Talons. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 52 (6d14 + 12) slashing damage; DC 26 Strength save or knocked prone.
Celestial Breath (Recharge 5–6). Radiant fire in 150-ft. cone; DC 27 Constitution save, fail: 99 (18d10) radiant damage + blinded 1 min; success: half. Undead/fiends failing save are disintegrated.
Healing Song (3/Day). Up to six creatures within 150 ft. regain 75 (10d10 + 15) HP; undead/fiends DC 26 Wis save or frightened 1 min.
Spellcasting. The Simurgh may cast any of its innate spells during its turn, using one action per spell.
Legendary Actions
The Simurgh can take 5 legendary actions, regaining them at the start of its turn:
- Detect. Make a Wisdom (Perception) check.
- Wing Buffet. Each creature within 40 ft. must succeed on DC 27 Dex save or take 32 (6d10) bludgeoning damage and be knocked prone.
- Radiant Gaze. One creature within 150 ft. DC 27 Charisma save or stunned until end of its next turn.
- Divine Shift. Fly up to speed without provoking opportunity attacks.
- Cosmic Pulse (Costs 2 Actions). All hostile creatures within 60 ft. take 44 (8d10) radiant damage; DC 27 Con save or blinded 1 min.
Lair Actions
On initiative count 20 (losing initiative ties), the Simurgh can use one:
- Celestial Storm: Winds buffet all creatures except the Simurgh; DC 25 Strength save or knocked prone.
- Radiant Dome: Area within 120 ft. bathed in daylight; hostile undead take 15 radiant damage per round.
- Time Echo: One creature repeats last action or loses it (DC 27 Wisdom save).
Regional Effects
Within 12 miles, the Simurgh’s presence warps reality:
- Divine Aura of Courage: All creatures gain advantage on saving throws against fear and charm effects, bolstering morale and resilience.
- Celestial Winds: Flying creatures gain +20 ft. speed and advantage on maneuvering checks; the winds may buffet smaller airborne foes.
- Radiant Sky: Skies shimmer with golden, aurora-like light; this light counts as daylight, healing allies or harming undead and fiends over time (5 radiant damage per round).
- Sacred Equilibrium: Mortals and magical creatures in the area feel a subtle compulsion to act in harmony; chaotic or evil actions require a DC 27 Wisdom save to succeed.
- Weather Shaping: The Simurgh can alter weather patterns within the region subtly, creating clear skies, storms, or winds aligned with its will.
- Cosmic Resonance Fade: If the Simurgh dies, all regional effects gradually fade over 1d10 days.
Description
A being of legend, the Simurgh is a gargantuan celestial bird whose molten-gilded feathers shimmer like stars. Its piercing gaze discerns truth and destiny, and its wings stir winds that reshape mountains. Guardian of cosmic balance, it heals the worthy, punishes the corrupt, and intervenes only when the world itself hangs in the balance.
Simurgh


This massive creature has the body of a resplendent bird but the head of a regal canine.
Regarded as living legends, simurghs are held in high regard by desert dwellers. Those who live in the desert lands where these benevolent creatures sometimes reside consider it a lifetime’s worth of luck even to spot one soaring through the sky. Simurghs prefer to keep to themselves, well out of the way of lesser creatures and their often dubious morals, though they can be relied upon for aid when called by those in true need and with a pure heart. A simurgh can live for thousands of years, and frequent mentions of these giant avian beings throughout a region’s historical record are more often than not sightings of the same creature.
Simurgh CR 18
XP 153,600
NG Gargantuan magical beast
Init +7; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +27; Aura peace (50 ft.)
DEFENSE
AC 34, touch 10, flat-footed 30 (+3 Dex, +1 dodge, +24 natural, -4 size)
hp 324 (24d10+192)
Fort +22, Ref +17, Will +14
Immune ability damage, ability drain, disease, fire, negative energy, petrification, poison, sleep; Resist acid 10, cold 10, electricity 10; SR 29
OFFENSE
Speed 40 ft., fly 120 ft. (good)
Melee bite +32 (2d8+12 plus 2d6 fire), 2 claws +32 (2d8+12 plus 2d6 fire), tail slap +30 (1d4+6 plus banishing swipe)
Ranged glaring ray +23 (20d6 fire)
Space 20 ft.; Reach 20 ft.
Special Attacks banishing swipe, glaring ray, radiant feathers
Spell-Like Abilities (CL 16th; concentration +22)
Constant—detect evil, detect magic, tongues
At will—daylight, zone of truth (DC 18)
3/day—flame strike (DC 21), mass cure critical wounds
STATISTICS
Str 34, Dex 16, Con 27, Int 16, Wis 19, Cha 23
Base Atk +24; CMB +40; CMD 54
Feats Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Hover, Improved Disarm, Improved Initiative, Iron Will, Mobility, Multiattack, Snatch, Wingover
Skills Diplomacy +26, Fly +7, Heal +14, Knowledge (arcana) +33, Knowledge (dungeoneering) +23, Knowledge (all others) +13, Perception+27, Perform (sing) +19, Survival +14; Racial Modifiers +10 Knowledge(all)
Languages Celestial, Common, Draconic; tongues
SPECIAL ABILITIES
Aura of Peace (Su)
Creatures within a 50-foot spread from a simurgh feel a sensation of peace wash over them, as if affected by calm emotions, except the simurgh can choose which creatures are affected. A DC 28 Will save negates the effects of this aura for 1 round, but a new save must be made each round to continue to resist the effects. The saving throw is Charisma-based.
Banishing Swipe (Su)
A simurgh can use its radiant tail to return creatures to their native planes. In addition to taking damage, any extraplanar creature touched by a simurgh’s tail must succeed at a DC 28 Will save or be affected as if by banishment. A creature that makes this save cannot be affected by the same simurgh’s banishing swipe for the next 24 hours. The save DC is Charisma-based.
Glaring Ray (Su)
A simurgh can blast a fiery ray of brilliant light from its eyes as a standard action to a range of 100 feet.
Radiant Feathers (Su)
Once per day as a standard action, a simurgh can fan out its glimmering tail feathers and blast its foes with a 100-foot cone of radiant light from its tail. Aside from its size, this attack is identical to a prismatic spray (DC 28). The save is Charisma-based.
ECOLOGY
Environment warm deserts or mountains
Organization solitary
Treasure standard
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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