Lillend

MapTool Token

NameLillend
Sorted NameLillend
FamilyLillend
Size and TypeLarge Outsider (Chaotic, Extraplanar, Good)
Hit Dice Count7
Hit Dice7d8+14 (45 hp)
Random Hit Points7d8+14 - 14
Initiative+3
Speed20 ft. (4 squares), fly 70 ft. (average)
Armor Class17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple+7/+16
Attack

Short sword +11 melee (1d8+5/19-20)

Full Attack

Short sword +11/+6 melee (1d8+5/19-20) and tail slap +6 melee (2d6+2)

Space/Reach10 ft./10 ft.
Special AttacksConstrict 2d6+5, improved grab, spells, spell-like abilities
Special Qualities

Darkvision 60 ft., immunity to poison, fire resistance 10

SavesFort +7, Ref +10, Will +8
AbilitiesStr 20, Dex 17, Con 15, Int 14, Wis 16, Cha 18
Skills

Appraise +12, Concentration +12, Diplomacy +16, Knowledge (arcana) +12, Listen +13, Perform (any one) +14, Sense Motive +13, Spellcraft +14, Spot +13, Survival +17

Feats

Combat Casting, Extend Spell, Lightning Reflexes

EnvironmentA chaos-aligned plane
Challenge Rating7
Organization

Solitary or covey (2-4)

TreasureStandard
AlignmentAlways chaotic good
Advancement8-10 HD (Large); 11-21 HD (Huge)
Level Adjustment+6
VersionSRD
SourcesSystem Reference Document
Stat_Block

Lillend; CR 7; Large outsider (chaotic, extraplanar, good); HD 7d8+14; hp 45; Init +3; Spd 20 ft. (4 squares), fly 70 ft. (average); AC 17 (-1 size, +3 dex, +5 natural), touch 12, flat-footed 14; Base Atk +7; Grp +16; Atk +11 melee (1d8+5/19-20, short sword); Full Atk +11 /+6 melee (1d8+5/19-20, short sword) and +6 melee (2d6+2, tail slap); Space/Reach 10 ft./10 ft.; SA Constrict 2d6+5, improved grab, spells, spell-like abilities; SQ Darkvision 60 ft., immunity to poison, fire resistance 10; AL CG; SV Fort +7, Ref +10, Will +8; Str 20, Dex 17, Con 15, Int 14, Wis 16, Cha 18

Skills and Feats: Appraise +12, Concentration +12, Diplomacy +16, Knowledge (arcana) +12, Listen +13, Perform (any one) +14, Sense Motive +13, Spellcraft +14, Spot +13, Survival +17; Combat Casting, Extend Spell, Lightning Reflexes

Lillend

Lillend
Large Outsider (Chaotic, Extraplanar, Good)
Hit Dice:
7d8+14 (45 hp)
Initiative:
+3
Speed:
20 ft. (4 squares), fly 70 ft. (average)
Armor Class:
17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple:
+7/+16
Attack:
Short sword +11 melee (1d8+5/19-20)
Full Attack:
Short sword +11/+6 melee (1d8+5/19-20) and tail slap +6 melee (2d6+2)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Constrict 2d6+5, improved grab, spells, spell-like abilities
Special Qualities:
Darkvision 60 ft., immunity to poison, fire resistance 10
Saves:
Fort +7, Ref +10, Will +8
Abilities:
Str 20, Dex 17, Con 15, Int 14, Wis 16, Cha 18
Skills:
Appraise +12, Concentration +12, Diplomacy +16, Knowledge (arcana) +12, Listen +13, Perform (any one) +14, Sense Motive +13, Spellcraft +14, Spot +13, Survival +17
Feats:
Combat Casting, Extend Spell, Lightning Reflexes
Environment:
A chaos-aligned plane
Organization:
Solitary or covey (2-4)
Challenge Rating:
7
Treasure:
Standard
Alignment:
Always chaotic good
Advancement:
8-10 HD (Large); 11-21 HD (Huge)
Level Adjustment:
+6

A typical lillend's coils are 20 feet long. The creature weighs about 3,800 pounds. A few lillends have male torsos.

Lillends speak Celestial, Infernal, Abyssal, and Common.

Combat

Lillends are generally peaceful unless they intend vengeance against someone they believe guilty of harming, or even threatening, a favored art form, artwork, or artist. Then they become implacable foes. They use their spells and spell-like abilities to confuse and weaken opponents before entering combat. A covey of lillends usually discusses strategy before a battle.

A lillend's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.

Constrict (Ex): A lillend deals 2d6+5 points of damage with a successful grapple check. Constricting uses the entire lower portion of its body, so it cannot take any move actions when constricting, though it can still attack with its sword.

Improved Grab (Ex): To use this ability, a lillend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Spells: A lillend casts arcane spells as a 6th-level bard.

Typical Bard Spells Known (3/4/3; save DC 14 + spell level): 0- dancing lights, daze, detect magic, lullaby, mage hand, read magic; 1st- charm person, cure light wounds, identify, sleep; 2nd-hold person, invisibility, sound burst.

Spell-Like Abilities: 3/day-darkness, hallucinatory terrain (DC 18), knock, light; 1/day-charm person (DC 15), speak with animals, speak with plants. Caster level 10th. The save DCs are Charisma-based.

A lillend also has the bardic music ability as a 6th-level bard.

Skills: Lillends have a +4 racial bonus on Survival checks.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Short sword +11 melee (1d8+5/19-20), or Short sword +11/+6 melee (1d8+5/19-20) and tail slap +6 melee (2d6+2)

feats: COMBAT CASTING, EXTEND SPELL, LIGHTNING REFLEXES, ,