Simurgh (CR 7)

Large Magical Beast
Alignment: Always lawful good
Initiative: +3 (Dex); Senses: darkvision 60 ft., Listen +11, and Spot +12
Languages: languages of all birds, Auran, and Common

AC: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Hit Dice: 10d10+20 (75 hp)
Fort +9, Ref +10, Will +8
Speed: 20 ft., fly 50 ft.(clumsy)
Space: 10 ft./10 ft.
Base Attack +10; Grapple +15
Attack: Wing buffet +10 melee
Full Attack: 2 wing buffets +10 melee and bite +8 melee
Damage: Wing buffet 2d8+1, bite 1d4+1
Special Attacks/Actions: Peacock's tail, spell-like abilities
Abilities: Str 12, Dex 16, Con 14, Int 19, Wis 20, Cha 14
Special Qualities: All worldly lore, plane shift
Feats: Ability Focus (peacock's tail); Combat Casting; Multiattack; Wingover
Skills: Concentration +12, Diplomacy +10, Knowledge (arcana) +18, Knowledge (geography) +18, Knowledge (history) +18, Knowledge (local) +18, Knowledge (nature) +18, Knowledge (nobility and royalty) +18, Knowledge (religion) +18, Knowledge (the planes) +18, Listen +11, and Spot +12
Advancement: 7-12 HD (Large), 13-18 HD (Huge)
Climate/Terrain: Warm hills or mountains
Organization: Solitary or pair and offspring (2-5)
Treasure/Possessions: Half standard

Source: Dragon #334

Peacock's Tail (Sp): As a standard action a simurgh can spread its peacock-like tail to hypnotize its foes. This acts as the spell hypnotic pattern as if cast by a 10th-level caster and lasts for as long as the simurgh keeps shimmering its tail and for 1d4+1 rounds thereafter. A successful DC 22 Will save avoids the effect. The save DC is Wisdom-based.

Spell-like Abilities (Sp): At will - detect chaos, detect evil, light, polymorph (self only; Small bird or human form only), see invisibility, speak with animals, tongues; 3/day - create food and water, searing light; 1/day - lightning bolt (DC 18), persistent image (DC 20), true seeing. Caster level 10th. The save DCs are Wisdom-based.

All Worldly Lore (Ex): A simurgh's great age and wisdom allow it to discern the magical properties of any object at will (as the spell identify) , and grants it a +7 racial bonus on all Knowledge checks.

Plane Shift (Sp): A simurgh can transport itself and up to seven other willing creatures to any of the elemental planes, the Astral Plane, or the Material Plane. All of the creatures to be affected must link hands and touch the simurgh's tail It is otherwise similar to the spell plane shift.

Simurgh Tail Feathers

Simurghs are frequently pursued for their plumage, especially by bands of humans. If their tail feathers are freely given, they dazzle like a piece of the sun and radiate daylight in a 30-foot radius (as per the spell). If taken from a dead simurgh, the feathers lose their brilliance at the next dawn.

A simurgh feather can be used to make a robe of scintillating colors, reducing the cost to create it by 1,000 gp per feather used. If a simurgh feather is used to scribe a scroll of color spray, hypnotic pattern, rainbow pattern, prismatic sphere, prismatic spray, or prismatic wall, the caster need not pay any XP cost associated with that item's creation.

The tail feathers of a simurgh often fetch 1,000 gp if sold to an arcane caster, collector, or scribe.

A simurgh disdains combat whenever possible, preferring to fly away unless it has been physically assaulted, magically attacked, or seriously provoked, such as through blasphemy, oath-breaking, forgery, or the like. In that case, it flies above its foes and uses its hypnotic tail to slow down some foes while it prepares a lightning bolt or searing light to destroy those who have attacked it.

It never fights on the ground if it can be avoided, but strikes with razor-sharp wing buffets if cornered or pressed.