A multicolored rooster with a fabulous tail suddenly grows in size, becoming the height of a man, then just as suddenly changes form, becoming a handsome prince, resplendently garbed, with a glorious cape and a fantastical crown.
Sarimanok, the Rooster Prince, appears either as a handsome man in splendid raiment — always accessorized with an especially ostentatious hat, headdress, turban, or crown — or as a jaunty multicolored rooster, ranging anywhere in size from tiny to gargantuan. His voice is loud and his manner boastful.
Lover of Princesses, Wingman to Rajas
Sarimanok is as gallant as he is romantic. Sometimes a princess wishes for a handsome prince to take her away, and Sarimanok obliges, stealing her away to be one of his brides in his palace in the clouds. Other times a raja wishes to be reunited with his beloved, and Sarimanok will offer himself as a winged steed to fly him to her, even if she lives on the moon.
Call Up the Dawn
Sarimanok’s job is to call up the dawn. When he crows three times, the sun will rise, causing no end of trouble for undead and other creatures which depend upon night lasting long enough.
Death Brings Doomsday
It is said that when Sarimanok dies, Doomsday will come the next day, for there will be no Sarimanok to call up the dawn. But as has been also noted, Sarimanok has had many brides over the years and a great many sons, and so the Rooster’s Prince’s crown has passed to one heir or another, forestalling Doomsday.
Rouse All But Mortals & Fey
Sarimanok’s voice is loud enough to wake the whole world, all except for humans and the fey. Those two can sleep through his call, but all others will awaken, even from enchanted slumber.
High as the Seventh Heaven
In his rooster form, Sarimanok may be any size he wants, from as small as a bantam cock to tall enough that his comb touches the dome of heaven.
The Mysterious Papanok
Some sages speak of the mysterious Papanok, a female Sarimanok, though sages disagree as to whether Papanok is Sarimanok’s sister, wife, or Sarimanok himself taking female form via shapeshifting, fey glamour, or ordinary disguise. Neither Sarimanok nor Papanok have ever revealed the truth.
Sarimanok lives in a palace in the clouds which drifts about, sometimes appearing in the first of the Seven Heavens, sometimes in fairyland, sometimes floating high above the mortal realm.
5e D&D Stat Block:
Medium fey (diwata, shapechanger), chaotic neutral
Armor Class 18 (natural armor)
Hit Points 195 (17d8 + 119)
Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
27(+8) 22(+6) 25(+7) 13(+1) 14(+2) 21(+5)
Saving Throws Dex +11, Int +6
Skills Deception + 10, Perception +7, Performance +10, Persuasion +10
Damage Resistances radiant; bludgeoning, piercing, and slashing from weapons that aren’t made of cold iron
Senses Passive Perception 17
Languages Common, Celestial, Sylvan
Challenge 15 (13,000 XP)
Alternate Form. As a bonus action, Sarimanok can assume the form of a chicken beast as well as increase or decrease his size by one size category. In alternate form, Sarimanok can make beak and talon attacks. The damage of these weapon attacks vary depending on his size:
Tiny or small beast: reach 5 ft, no beak attack, talons deal 11 (1d6 + 8) slashing damage.
Medium beast: reach 5 ft, beak deals 10 (1d4 + 8) piercing damage, talons deal 12 (1d8 + 8) slashing damage.
Large beast: reach 5 ft, beak deals 13 (2d4 + 8) piercing damage, talons deal 17 (2d8 + 8) slashing damage.
Huge beast: reach 10 ft, beak deals 15 (3d4 + 8) piercing damage, talons deal 21 (3d8 + 8) slashing damage.
Gargantuan beast: reach 10 ft, beak deals 18 (4d4 + 8) piercing damage, talons deal 26 (4d8 + 8) slashing damage.
He remains in this form until he uses a bonus action to change size or return to medium fey form, or until he falls unconscious or dies.
Innate Spellcasting. The sarimanok’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At-will: disguise self, light, sacred flame (3d8 radiant damage)
3/day each: daylight, gust of wind, invisibility (self only)
1/day each: prismatic spray, sunbeam
Magic Resistance. Sarimanok has advantage on saving throws against spells and other magical effects.
Siege Monster. Sarimanok deals double damage to objects and structures if his size is huge or gargantuan.
Multiattack. Sarimanok makes two longsword attacks, or one beak and one talons attack.
Longsword (fey form only). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage, or 13 (1d10 + 8) slashing damage if used with two hands.
Beak (chicken form only). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d4 + 8) piercing damage, but see alternate form.
Talons (chicken form only). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage, but see alternate form.
Sarimanok can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Sarimanok regains spent legendary actions at the start of his turn.
Awaken the World (costs 3 actions). Each creature within 60 feet of Sarimanok must make a DC 20 Constitution saving throw, taking 22 (4d10) thunder damage and becoming deafened until the end of its next turn on a failed saving throw, or taking half damage on a success. In addition, all creatures within six miles of Sarimanok, except for humans and fey, wake up if they are currently under magical or mundane sleep.
Flight. Sarimanok flies up to half his speed.
Strike. Sarimanok makes one melee weapon attack.
On initiative count 20 (losing initiative ties), Sarimanok can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- Sarimanok suffuses his lair with soft sunlight, revealing those who attempt to hide. All invisible creatures within the lair become visible, and up to four instances of the darkness spell within the lair are dispelled.
- Music and illusory dancers fill a square area of ground that Sarimanok can see within the lair. The area can be up to 20 feet on a side. The dancers last for 10 minutes or until Sarimanok dismisses them as a bonus action. Creatures who enter or start their turn in the area must first succeed on a DC 18 Charisma (Performance) check – on a failure, they treat the area as difficult terrain. A creature can also spend an action to make a DC 18 Intelligence (Investigation) check to disbelieve the illusion and become immune to their effects for 24 hours.
- Sarimanok’s enemies within the area of illusory dancers are attacked with daggers. Melee Spell Attack: +10 to hit, reach 0 ft., all targets within illusory dancers. Hit: 6d4 + 5 psychic damage. Creatures who recognize the dancers as illusions are immune to this damage.
Lore: Kevin Andrew Murphy
Statblock: BJ Recio
Ink: Bien Flores
Colors: Carly Sorge
Sensitivity Editor: Pamela Punzalan
Art Director: Aaron Acevedo
This creature is from the upcoming Book of Beasts. Keep an eye out every Thursday for a new monster as part of our Monster of the Week series!