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Surma, guardian of the gates of the Underworld (Tuonela)

Surma, guardian of the gates of the Underworld (Tuonela)

Surma is a mythical creature that is often described as a large, fearsome dog with a snake-like tail. Its body is muscular and its fur is dark, with shades of black and brown. Its head is similar to that of a wolf, with sharp, pointed ears, a powerful jaw, and piercing yellow eyes that seem to glow in the dark. The snake-tail is long and slender, with scales that shimmer in the moonlight. It moves with an eerie grace, its movements fluid and agile.

One of the most terrifying traits of Surma is its ability to turn its prey into stone with just a stare. Its eyes have a hypnotic quality that can lure unsuspecting victims into its deadly grasp. Once he has you in its gaze, there is no escape. The victim’s body slowly turns to stone, petrifying them in place. It is said that the only way to avoid this fate is to avoid eye contact with the creature at all costs.

Despite its ferocious appearance and deadly abilities, Surma is not always malevolent. In some cultures, it is considered a guardian spirit, protecting the living from the dangers of the underworld. Its fierce loyalty and protective nature make it a valuable ally to those who seek its aid. However, its true nature remains shrouded in mystery, and many people fear the mere mention of its name.



Large monstrosity, neutral evil

Armor Class: 18 (natural armor)
Hit Points: 300 (24d10 + 144)
Speed: 50 ft.

24 (+7)16 (+3)22 (+6)5 (-3)10 (+0)8 (-1)

Skills: Perception +10
Senses: darkvision 60 ft., passive Perception 20
Languages: understands the languages of its summoner but can’t speak
Challenge Rating: 15 (13,000 XP)


Multiattack. Surma can use its Petrifying Gaze. It then makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 7) piercing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 26 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also restrained, and it must repeat the saving throw at the end of each of its turns. On a success, the effect ends on the target.

Petrifying Gaze. When a creature starts its turn within 30 feet of Surma and the two of them can see each other, Surma can force the creature to make a DC 20 Constitution saving throw if Surma isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends on the creature. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

Frightful Presence. Each creature of Surma’s choice within 30 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Surma’s Frightful Presence for the next 24 hours.

Legendary Actions (3/round). Surma can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Surma regains spent legendary actions at the start of its turn.

  • Move. He moves up to its speed without provoking opportunity attacks.
  • Attack. Surma makes one tail or bite attack.
  • Petrifying Gaze (Costs 2 actions). Surma uses its Petrifying Gaze.

Stone Camouflage. Surma has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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