Flyby. The young simurg doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Keen Sight. The young simurg has advantage on Perception(Wisdom) checks that rely on sight.
Innate Spellcasting. The young simurg's innate spellcasting ability is Wisdom (spell save DC 13). The young simurg can innately cast the following spells, requiring no material components:
At will: detect evil and good, detect poison and disease
2/day each: lesser restoration, purify food and drink
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) piercing damage.
Healing Hands (1/Day). A creature the young simurg touches restores 7 hit points.
Dismissal. The young simurg magically teleports to its sanctuary, designated at its birth.
Description
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.
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.
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.
Previous Versions
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1/19/2021 1:02:05 PM
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Coming Soon
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