Simhamukha
- Size
- Huge
- Type
- Celestial
- Challenge Rating
- 8
- Source
- Creature Codex
- Alignment
- Chaotic-Good
- Armor Class
- 16
- Speeds
- 50
- Walking Speed
- 50
- Strength Score
- 21
- Dexterity Score
- 15
- Constitution Score
- 19
- Intelligence Score
- 12
- Wisdom Score
- 17
- Charisma Score
- 19
- Saving Throws
- Strength, Charisma
- Skill Proficiencies
- Perception
- Vision
- True Sight (120ft)
- Languages Ref
- all, telepathy 120 ft.
- Hit Points
- 115
- Condition Immunities
- Poisoned
- Resistances
- Resistant to Cold Damage, Resistant to Fire Damage, Resistant to Lightning Damage, Resistant to Psychic Damage, Resistant to Non-Magical Damage, Immune to Necrotic Damage, Immune to Poison Damage, Immune to Radiant Damage
- Languages
- All, Telepathy (120ft)
Huge celestial (dakini), chaotic good
Armor Class 16 (natural armor)
Hit Points 115 (11d12+44)
Speed 50 ft.
- STR
- 21 (+5)
- DEX
- 15 (+2)
- CON
- 19 (+4)
- INT
- 12 (+1)
- WIS
- 17 (+3)
- CHA
- 19 (+4)
Saving Throws Str +8, Cha +7
Skills Perception +6
Damage Resistances cold, fire, lightning, psychic; bludgeoning, piericing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison, radiant
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 16
Languages all, telepathy 120 ft.
Challenge 8 (3,900 XP)
Magic Weapons. The simhamukha's weapon attacks are magical.
Magic Resistance. The simhamukha has advantage on saving throws against spells and other magical effects.
Smite (3/Day). When the simhamukha hits a creature with a melee attack, it can choose to deal an additional 9 (2d8) radiant damage.
Innate Spellcasting. The simhamukha's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: aid, guidance, spiritual weapon
2/day each: confusion, searing smite, thunderous smite
Actions
Multiattack. The simhamukha makes two attacks with its kartika, or one with its kartika and one with its bite.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If this damage reduces ha the target to 0 hit points, the simhamukha kills the target by decapitating it.
Kartika. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage.
Staff Sweep (Recharge 5-6). Each creature within 15 feet of the simhamukha must succeed on a DC 16 Strength saving throw. On a failure, a creature takes 13 (3d8) bludgeoning damage and is knocked prone. On a success, it takes half the damage and isn't knocked prone.
Weird (Recharge 6). The simhamukha draws upon the deepest fears and regrets of the creatures around it, creating illusions visible only to them. Each creature within 40 feet of the simhamukha, must succeed on a DC 15 Charisma saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, taking 11 (2d10) psychic damage on a failure or ending the effect on itself on a success.
Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.