Page 226 - Monster Manual Expanded III Dragonix
P. 226
Sarimanok Prismatic Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: Roll a d8 to determine which color tail affects the target.
Medium celestial, lawful good
1. Red. 17 (5d6) fire damage.
2. Orange. 17 (5d6) acid damage.
Armor Class 17 (natural armor)
3. Yellow. 17 (5d6) lightning damage.
Hit Points 75 (10d8 + 30)
4. Green. 17 (5d6) poison damage.
Speed 30 ft., fly 60 ft.
5. Blue. 17 (5d6) cold damage.
STR DEX CON INT WIS CHA 6. Indigo. The target must make a DC 14 Constitution saving throw.
10 (+0) 16 (+3) 16 (+3) 14 (+2) 17 (+3) 17 (+3) or become petrified for 1 hour. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a
Saving Throws Dex +6, Wis +6, Cha +6 success.
7. Violet. The target must make DC 14 Wisdom saving throw or
Skills Insight +6, Perception +6
be transported to another plane of existence of the GM's choosing.
Damage Resistances radiant; bludgeoning, piercing, and slashing
(Typically, a creature that is on a plane that isn't its home plane
from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened is banished home, while other creatures are usually cast into the
Astral or Ethereal planes.) A creature can repeat the saving throw
Senses darkvision 60 ft., passive Perception 16
at the end of each of its turns. On a success, the target reappears in
Languages Celestial, Common, Sylvan, telepathy 60 ft.
the space it left or in the nearest unoccupied space if that space is
Challenge 5 (1,800 XP) Proficiency Bonus +3
occupied.
8. Special. The target is struck by two tails. Roll twice more,
Illumination. The sarimanok sheds bright light in a 5-foot radius
rerolling any 8.
and dim light for an additional 5 feet.
Innate Spellcasting. The sarimanok's innate spellcasting ability is
Magic Resistance. The sarimanok has advantage on saving throws
Wisdom (spell save DC 14). It can innately cast the following spells,
against spells and other magical effects.
requiring no material components:
Magic Weapons. The sarimanok's weapon attacks are magical. At will: detect evil and good
Actions 3/day each: bless (no concentration required), dawn, plane shift
1/day each: control weather, heal
Multiattack. The sarimanok makes three attacks: one with its Beak,
Sarimanok's Crow (1/Day). The sarimanok emits a magical crow.
one with its Talons, and one with its Prismatic Tail.
Each creature of the sarimanok's choice that is within 120 feet of
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. it, can hear it, and not already affected by Sarimanok's Crow gains
Hit: 7 (1d8 + 3) piercing damage. 5 temporary hit points and advantage on initiative rolls, becomes
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. immune to being charmed and frightened, and can't be put to sleep by
Hit: 12 (2d8 + 3) slashing damage. magic for 1 minute.
Sarimanok, Greater Prismatic Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one
target. Hit: Roll a d8 to determine which color tail affects the target.
Large celestial, lawful good
1. Red. 35 (10d6) fire damage.
2. Orange. 35 (10d6) acid damage.
Armor Class 18 (natural armor)
3. Yellow. 35 (10d6) lightning damage.
Hit Points 114 (12d10 + 48)
4. Green. 35 (10d6) poison damage.
Speed 30 ft., fly 60 ft.
5. Blue. 35 (10d6) cold damage.
6. Indigo. The target must make a DC 16 Constitution saving throw
STR DEX CON INT WIS CHA
or become petrified for 24 hours. A creature can repeat the saving
14 (+2) 16 (+3) 19 (+4) 15 (+2) 18 (+4) 18 (+4)
throw at the end of each of its turns, ending the effect on itself on a
success.
Saving Throws Dex +7, Wis +8, Cha +8
7. Violet. The target must make DC 16 Wisdom saving throw or
Skills Insight +8, Perception +8
be transported to another plane of existence of the GM's choosing.
Damage Resistances radiant; bludgeoning, piercing, and slashing
(Typically, a creature that is on a plane that isn't its home plane
from nonmagical attacks
is banished home, while other creatures are usually cast into the
Condition Immunities charmed, exhaustion, frightened
Astral or Ethereal planes.) A creature can repeat the saving throw
Senses darkvision 60 ft., passive Perception 18
at the end of each of its turns. On a success, the target reappears in
Languages Celestial, Common, Sylvan, telepathy 60 ft.
the space it left or in the nearest unoccupied space if that space is
Challenge 10 (5,900 XP) Proficiency Bonus +4
occupied.
8. Special. The target is struck by two tails. Roll twice more,
Illumination. The sarimanok sheds bright light in a 5-foot radius rerolling any 8.
and dim light for an additional 5 feet.
Innate Spellcasting. The sarimanok's innate spellcasting ability is
Magic Resistance. The sarimanok has advantage on saving throws
Wisdom (spell save DC 16). It can innately cast the following spells,
against spells and other magical effects.
requiring no material components:
Magic Weapons. The sarimanok's weapon attacks are magical. At will: detect evil and good
Actions 3/day each: bless (no concentration required), dawn, plane shift
1/day each: control weather, heal, prismatic spray
Multiattack. The sarimanok makes three attacks: one with its Beak,
Sarimanok's Crow (1/Day). The sarimanok emits a magical crow.
one with its Talons, and one with its Prismatic Tail.
Each creature of the sarimanok's choice that is within 120 feet of
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. it, can hear it, and not already affected by Sarimanok's Crow gains
Hit: 12 (2d8 + 3) piercing damage. 10 temporary hit points and advantage on initiative rolls, becomes
Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. immune to being charmed and frightened, and can't be put to sleep by
Hit: 21 (4d8 + 3) slashing damage. magic for 1 minute.
225
Bestiary

