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LillendCreature 7


CGLargeAzataCelestial
Source Pathfinder Bestiary
Perception +16 (darkvision)
Languages Celestial, Draconic, Infernal, Speak With Animals, Speak With Plants, Tongues
Skills Acrobatics +14, Deception +16, Diplomacy +18, Nature +14, Performance +20, Religion +14, Survival +12
Str +4, Dex +3, Con +5, Int +2, Wis +3, Cha +5

AC 25; Fort +14; Reflex +16; Will +16;
HP 145
Speed 25 feet (fly 45 feet)
Weaknesses Coldiron 10, Evil 10

Longsword One Action +18 (+13, +8) to hit (chaotic, magical, versatile p) 1d8+10 Slashing + 1d6 Chaotic + 1d6 Good
Tail One Action +18 (+14, +10) to hit (agile, magical, reach 10) 1d6 Chaotic + 2d6+10 Bludgeoning + 1d6 Good

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Free Expression

A lillend's auditory and sonic effects attempt to counteract any effect that would directly control, manipulate, or prevent them from expressing themself freely, such as silence. She can also spend an action, which has concentrate trait, to speak forcefully and counteract such effects.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Divine Innate Spells (DC 26, +18 to hit)

Cantrips (4th Level): Daze, Detect Magic, Ghost Sound, Inspire Competence, Inspire Courage, Light
1st Level: Charm, Counter Performance, Heal, Sleep
2nd Level: Darkness, Invisibility, Sound Burst, Speak with Animals (Constant)
4th Level: Hallucinatory Terrain, Inspire Heroics, Speak with Plants (Constant), Suggestion
5th Level: Tongues (Constant)


Lillends are tale-tellers, chroniclers, and champions of freedom of expression. They are generally peaceful, but are quick to act if a masterful piece of art is threatened or free speech is suppressed. They pride themselves on inspiring mortals to greater heights of expression and creativity, and more than one bard looks to a lillend as their personal inspiration. Lillends sometimes secretly follow the adventures of mortal heroes to record their stories as epic poems and songs, which they then perform in the packed mead halls of Elysium. When pursuing such goals, lillends take pains to use their innate spells to remain in hiding, as they would rather observe and record events without "polluting" them with their own intervention. Nevertheless, a lillend who sees their charge faced with certain death often cannot resist the urge to intervene and save the day. Inevitably, this brings a close to the lillend's chronicles, as their relationship with their subject invariably shifts from one of detached observation to friendship or more. Yet lillends remain hesitant to involve themselves for overlong in a mortal's life, in part because they fear what sort of fiendish attention their presence might attract, but mostly out of respect for the mortal's own destiny. A lillend would, all things being equal, prefer to let mortals choose their own fate rather than run the risk of sending someone down a path to which their heart is not set.


Azatas are manifestations of freedom-kindly celestials with a penchant for curious exploration, spontaneous revelry, and whimsical quests. Born of the untamable wilds of Elysium, azatas are passionate and mercurial, but also fiercely loyal to those they hold dear. Azatas act quickly and directly against fiendish and otherworldly influences, but they tend to stay out of mortal affairs otherwise, allowing them the ultimate freedom to choose their own destiny. While all azatas cherish freedom, each type exemplifies a particular freedom above others. Many of their kind hold strange knightly and courtly titles that defy mortal classification and shift and change with time and on different occasions rather than following a strict hierarchy. This baffles archons and other more lawful creatures who haven't had much contact with azatas. In actuality, the azatas use their titles as personal flourishes and points of pride, rather than as excuses to order each other around.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.