Quillestial (5e Creature)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: This is a mess.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Quillestial[edit]

Medium celestial, chaotic good


Armor Class 25 (natural armor)
Hit Points 682 (65d8 + 390)
Speed 70 ft., fly 140 ft. (hover)


STR DEX CON INT WIS CHA
25 (+7) 30 (+10) 23 (+6) 27 (+8) 29 (+9) 30 (+10)

Saving Throws Dex +20, Int +18, Wis +19, Cha +20
Skills Animal Handling +19, Deception +20, Insight +29, Nature +28, Perception +19, Persuasion +20, Stealth +20
Proficiency Bonus +10
Damage Resistances see below
Damage Immunities poison; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses blindsight 120 ft., truesight 120 ft., passive Perception 29
Languages Celestial, Common, telepathy 120 ft.
Challenge 30 (155,000 XP)


Legendary Resistance (3/Day). If the quillestial fails a saving throw, it can choose to succeed instead.

Shape Change. The quillestial can use its action to change its form to a Medium or smaller beast or humanoid or back into its true form, which is a celestial. The Quillestial is also able to change their humanoid appearance, as well as traits not usually accustomed to humanoid figures (such as giving itself gills).

Magic Resistance. The Quillestial has advantage on saving throws against spells and other magical effects.

Magical Attacks. The Quillestial Katana and Punch/Kick attacks are magical for the purposes of bypassing nonmagical immunities

Divine Awareness. The Quillestial knows if it hears a lie.

Mass Detection. The Quillestial passively casts Detect Good and Evil, Detect Poison and Disease, and Detect Magic.

Reincarnated Moods. When the Quillestial dies, it returns to the place it was born. It's body will then transform into 1d8 Moodhogs.

Innate Spellcasting. The Quillestial’s innate spellcasting ability is Charisma (spell save DC 27) It can innately cast the following spells requiring no material components, as well as Verbal or Somatic actions.

Cantrip (at will): Druidcraft, Prestitditation, Thaumaturgy, Mending, Light, Shape Water, Sword Burst, Spare the Dying, Control Flames, Dancing Lights, Minor Illusion
1st level (8 slots): Create or destroy water, Purify Food and Drink, Cure wounds, Animal Friendship, Armor of Agathys (9th Level), Charm Person, Sleep, Protection From Evil and Good
2nd level (7 slots): Prayer of healing, Lesser restoration, Heat Metal, Moonbeam, Silence, Zone of Truth, Calm Emotions, Detect Thoughts
3nd level (6 slots): Aura of Vitality, Blink, Create Food and Water, Remove Curse, Counterspell, Lightning Bolt, Mass Healing Word, Tidal Wave, Dispel Magic
4th level (6 slots): Aura of Life, Aura of Purity, Ice Storm, Stone Shape, Storm Sphere, Control Water, Charm Monster, Greater Invisibility
5th level (5 slots): Commune with Nature, Control Winds, Creation, Hallow, Greater Restoration, Maelstrom, Mass Cure Wounds, Dominate Person, Telekinesis
6th level (5 slots): Chain Lightning, Move Earth, Disintegrate, Heal, Mass Suggestion, Sunbeam
7th level (4 slots): Fire Storm, Finger of Death, Prismatic Spray, Resurrection, Reverse Gravity, Teleport, Whirlwind, Plane Shift
8th level (3 slots): Control Weather, Demiplane, Earthquake, Holy Aura, Sunburst, Dominate Monster, Antipathy/Sympathy
9th level (2 slots): Meteor Swarm, Imprisonment, Prismatic Wall, Time stop, True Resurrection, Storm of Vengeance, Wish

Mood Element Change. The Quillestial changes based on its mood. When its mood changes, it changes to a different element reflecting that mood. Unlike the Moodhog, The Quillestial can access all of these powers at will, requiring only a bonus action to change moods. Attacking using the mood effect is considered an action, however, some moods can be triggered while you take other actions, such as touching a target. In these cases, the mood attack effect would activate without the need to spend an action on the effect itself.

Emotions/Forms Touch based activations can be accomplished by attacking with a Punch or Kick attack. In addition, the Quillestial gains resistance to the element of the mood it was previously in, and only the most recent.

Happy/Excited/color blue. When a Quillestial is happy or excited it releases electrical sparks from its spines and moves at incredible speeds. When attacked, on its turn for its action or when it touches someone it can make a range (or melee) spell attack roll with a range of 100 feet that does 8d8 lightning damage on a hit. The Target must make a DC 27 Dexterity saving throw, and takes half of the damage on the successful save. Quillestial’s movement speed is doubled while in this mood. While in this mood Quillestial gains immunity to Lightning damage. On a failed save, the target must then make a DC 23 Constitution Saving Throw or be paralyzed for one minute.

Mad/Angry/color red. The Quillestial hair and wings are engulfed in fire. Anything that is flammable may catch on fire when the Quillestial touches it. If someone touches the flaming Quillestial or if it touches someone or on its turn for its action, make a spell attack roll with a range of 100 feet. The target must make a DC 27 Dexterity saving throw and on a fail take 8d8 point of fire damage. While in this mood Quillestial gains immunity to Fire damage.

Sad/Upset/color ice blue. When the Quillestial is upset or saddened its hair and skin get covered in ice and it emits a chilling mist around it. Anyone starting its turn within 50 feet of it, or on its turn for its action, must make a DC 23 Constitution saving throw and take 8d8 points of cold damage on a failed save. While in this mood Quillestial gains immunity to Cold damage. On a failed save, the targets maximum movement speed is reduced to half of its original movement speed for one minute (This effect can be reduced if the target is able to heat themselves up, DM discretion).

Fear/color dark pink or bright purple. When the Quillestial is afraid it glows purple and emits Purple Psychic energy. Anyone trying to read the mind of another person, message someone, or use telepathy within 60 feet of the Quillestial without its permission must make a DC 26 Wisdom saving through and takes 8d8 points of Psychic damage on a failed save. While in this mood Quillestial gains immunity to Psychic damage, as well as gains the ability to read the minds of others it can see. In addition, the Quillestial may use it action on its turn to attack using this mood effect.

Surprise/Alarm/color silver. When the Quillestial is surprised it can choose to makes an attack roll, releasing a loud scream. Everyone in hearing range must past a DC 23 Constitution saving throw and take 8d8 points of Thunder Damage on a failed save or half as much on a successful save. While in this mood Quillestial gains immunity to Thunder damage. If a target fails their saving throw, they become surprised. This mood attack can only be activated if the Quillestial is surprised, and the Quillestial loses its surprised condition after using this effect.

Disgusted/color Green. When the Quillestial is disgusted its hair and wings turn green and it releases small clouds of toxic gas. People standing within 30 feet of the Quillestial must make a DC 23 Constitution saving throw and on a failed save take 8d8 points of Poison damage on a failed save. While in this mood Quillestial gains immunity to Poison damage. Targets that fail the saving throw are then prisoned. The Quillestial can use its action on its turn to attack with this mood.

Sick/Ill/color black. When the Quillestial is sick, it’s hair and wings turn black and is releases a dark aura. Anyone who touches the Quillestial or when it makes a melee attack roll while in this mood, the target must pass a DC 23 Constitution saving throw and on a failed save takes 8d8 point of Necrotic damage. While in this mood Quillestial gains immunity to Necrotic damage. Damage done in this mood lowers the maximum Hit Points of creatures, as well as heals the Quillestial by half the Necrotic damage dealt. When the Quillestial drops below half of its maximum Hit Points, it will automatically enter this mood.

Salty/color Orange. The Quillestial’s hair and nails start releasing an orange liquid. When it touches someone, or if someone touches it, or someone makes a successful melee attack on it, the Quillestial deals 8d8 Acid damage. While in this mood Quillestial gains immunity to Acid damage. Targets that take damage from this effect must make a DC 23 constitution saving throw, and on a failed save temporarily lose 3 AC until the acid can be cleaned off of them.

Pride/color gold. When the Quillestial is proud it glows gold and release a bright light. All enemies in sight range of the Quillestial must make a DC 23 Constitution saving throw and on a failed save the Quillestial deals 8d8 points of Radiant damage to all enemies within sight range. While in this mood Quillestial gains immunity to Radiant damage. Any undead within the area automatically fail the saving throw, and takes damage as if they were vulnerable to radiant damage.

Serious/color White. When the Quillestial becomes serious its hair turns white and it glows with magic. The Quillestial can make a spell attack roll and on a hit release a blast of magical energy around the Quillestial, with a range of 60 feet, that deals 7d12 Force damage. The target of the attack must make a DC 27 Dexterity saving throw and on a failed save, be blown back X Feet (DM discretion). While in this mood Quillestial gains Immunity to Force damage, and has advantage on all Spell attacks.

ACTIONS

Multiattack. The Quillestial makes 3 weapon attacks with its Katana or one with its Katana, one with its punch, and one with its kick or it can be two punches and one kick.

Prismatic Katana. Melee Weapon Attack: +17 to hit, reach 5 ft., one creature. Hit: 12 (1d10 + 10) Slashing damage. Quillestial can add 3d10 damage of any one of the elements it can use to its weapon attack with the Katana. (The Quillestial has access to 10 magical damage types, you can choose on of those at will to add, and, if you choose to make three attacks with the katana, you can use a different element for each strike)

Punch. Melee Weapon Attack: +17 to hit, reach 5 ft., one creature. Hit: 9 (1d4 + 7) Bludgoning damage.

Kick. Melee Weapon Attack: +17 to hit, reach 5 ft., one creature. Hit: 9 (1d4 + 7) Bludgoning damage.


LEGENDARY ACTIONS

Quillestial can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time. Quillestial regains Legendary Actions at the start of the next round.

Prismatic Blast. Quillestial pulls all its magic together and fires off a blast that does: 7d12 force damage, 7d12 Lightning damage, 7d12 Thunder damage, 7d12 Radiant Damage, 7d12 Acid Damage, 7d12 Poison Damage, 7d12 cold Damage, 7d12 Fire Damage, 7d12 Necrotic damage, and 7d12 Psychic Damage. It has a range of 250, is a line attack and the target can make a DC 27 Dexterity, on a success take half damage. This attack can only be used once a week. The Quillestial can also instead shape the attack into an area of effect attack, surrounding the Quillestial with a range of 60 feet, having the same requirements to meet. The Quillestial becomes drained and very weak during the aftermath of this attack. For three turns, the Quillestial loses all actions and bonus actions, cannot use legendary reactions or spells, and loses any immunity or resistances it may have. It also loses any mood trait it has and takes the normal appearance of a humanoid at this time. The Quillestial is still able to move at this time, but it's movement speed is reduced to half of its normal speed, and it cannot fly. Cast a Spell. Costs one Legendary action. The Quillestial casts a spell from its prepared slots. Quillestial Mood swing. The Quillestial can choose to either swap their mood, or, use this action to activate its attack. Prismatic Punch. Costs one Legendary action. Melee Weapon Attack: +19 to hit, reach 5 ft., one creature. Hit: 11 (1d8 + 7) Bludgeoning damage. Quillestial can add 1d4 damage of each of the elements it can use to this attack. (Same as listed for the katana) Prismatic Kick. Costs one Legendary action. Melee Weapon Attack: +19 to hit, reach 5 ft., 4 creature. Hit: 11 (1d8 + 7) Bludgeoning damage. Quillestial can add 1d4 damage of each of the elements it can use to this attack. (Same as listed for the katana) Move. Costs one Legendary Action. The Quillestial moves at their maximum movement triggering no attacks of opportunity Prismatic Burst Katana. Costs two Legendary actions. Melee Weapon Attack: +19 to hit, reach 5 ft., one creature. Hit: 12 (1d10 + 7) Slashing damage. Quillestial can add 1d10 damage of each type of element it can use to this weapon attack with the Katana. (This included the 10 Elements listed above, 1d10 for each)

Quillestials are created rarely when Moodhogs die. In order to be created, the Moodhog would have had to absorb a large quantity of emotional energy during its life, and, had to have died within close proximity to beings aligned with the good aligned spectrum that it had familiarity with. A quillestial takes the form of an adolescent human whose eyes change color to reflect their mood. It also has a pair of wings that, when not in use, simply phase out into the ethereal plain. Characters with the ability to do so can see the quillestial wings even when they are not materialized. Quillestial attitudes can vary but usually consist of child-like demeanour, favoring harmless activities such as games, or pranks of varying degrees. They are, however, very susceptible to mood swings, and as such can be unpredictable. Despite their appearances, they are able to become very serious when the need arises, and due to their immortal nature, can potentially be thousands, millions or more so old.

Quillestials as stated are rare beings, but those that do exist are very commonly found on the material plane. Quillestials commonly seek out people who have negative emotions, such as pain, sorrow, fear and such. They do this because a quillestial dislikes these emotions, so by seeking them out, they can try to remedy whatever is causing them. It is not unusual for a quillestial to locate a humanoid showing these signs of emotional distress, and spend several years, if not more to help the individual. The easiest way to procure a favor from a quillestial would be to challenge it, and defeat it at a game of its choice, but be wary for these beings could have spent thousands of years or more playing said game, and defeating them certainly won't be easy.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: