Lillend (5e Creature)

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Lillend[edit]

Large celestial, chaotic good


Armor Class 17 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 17 (+3) 13 (+1) 16 (+3) 18 (+4)

Saving Throws Dex +6, Con +6, Cha +7
Skills Deception +7, Nature +4, Perception +6
Proficiency Bonus +3
Damage Resistances cold, fire, lightning; bludgeoning, piercing and slashing from nonmagical attacks that aren't cold iron
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Celestial, Elvish, Sylvan
Challenge 6 (2,300 XP)


Song of Rest. The lilend can use soothing music or oration to help revitalize wounded allies during a short rest. If itself or any other creatures who can hear its performance regain hit points at the end of the short rest, each of those creatures gain another 1d6 hit points.

Spellcasting. The lillend is a 7th-level spellcaster, its spellcasting ability is Charisma (spell save DC 15, +8 to hit with spell attacks) that needs only verbal components to cast its spells. It has the following bard spells prepared:

Cantrips (at will): dancing lights, light, mage hand
1st Level (4 slots): charm person, cure wounds, identify, sleep, healing word
2nd Level (3 slots): enthrall, knock, suggestion
3rd Level (3 slots): plant growth, speak with plants
4th Level (1 slot): hallucinatory terrain

ACTIONS

Multiattack. The lillend makes three attacks: two with its longsword and one to constrict.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the lillend can’t constrict another target.

Countercharm. The lillend starts a performance that lasts until the end of its next turn. During that time, the lillend and any friendly creatures within 30 feet of it have advantage on saving throws against being charmed or frightened. A creature must be able to hear the lillend to gain this benefit. The performance ends early if the lillend is incapacitated or silenced or the lillend voluntarily ends it early (no action required).

BONUS ACTIONS

Inspiration. The lillend inspires one creature other than itself within 60 feet that can hear it through stirring words or music. That creature gains one inspiration die, a d8. Once within the next 10 minutes, the target can roll the die and add the number rolled to one ability check, attack roll or saving throw it makes. The target can wait until after it rolls the d20 before deciding to use the inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the die is rolled, it is lost. A creature can have only one inspiration die at a time.


Lillends are natives of Ysgard, though they can travel astrally to the Prime and may also be found on the planes of Arborea and Limbo. On the Prime Material Plane, they prefer to dwell in temperate or tropical woodlands. They are peaceful and delight in song and conversation—and far from harmless. Those who offend lillends may receive harsh treatment at their hands, and even blameless individuals are subject to their pranks. Lillends are particularly hostile toward those who seek to impose strict order on the wilderness. Lillends are the tale-tellers and chroniclers, gathering lore and recording stories in the form of epic poems and songs. They are generally peaceful, though they are swift to act if they believe a piece of rare art or a talented artist is threatened. A lillend's serpentine lower section is about 20 feet long, and a typical lillend weighs 3,800 pounds.

Celestial Bards. Although they have no need of mortal nourishment, it is said that lillends sup on the joy of music, art, and performance. They also love unspoiled wilderness and seek out places in the mortal realm that remind them of the beauty of their home plane. From the lore of numerous races come tales of these muses, particularly those that have taken a vested interest in the training of a single talented prodigy or the ongoing creation of some fantastic work of art. Such legends sometimes prove true, as all lillends have their favorite works, creations, and artists, and often visit the Material Plane to enjoy their splendor and make sure they remain safe. In the defense of such beauty, lillends prove passionate foes, calling upon the might of nearby allies or crushing philistines in their striking but deadly coils. Lillends hold a strong antipathy towards modrons and inevitables, as well as a fierce hatred towards devils.

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