Lillend (CR 7)
Large Outsider (Chaotic, Extraplanar, and Good)
Alignment: Always chaotic good
Initiative: +3 (Dex); Senses: darkvision 60 ft., Listen +13, and Spot +13
AC: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Hit Dice: 7d8+14 (45 hp)
Fort +7, Ref +10, Will +8
Speed: 20 ft., fly 70 ft. (average)
Space: 10 ft./10 ft.
Base Attack +7; Grapple +16
Attack: Short sword +11
Full Attack: Short sword +11/+6 melee and tail slap +6 melee
Damage: Sword 1d8+5/19-20, tail slap 2d6+2
Special Attacks/Actions: Improved grab, Constrict 2d6+5, spells, spell-like abilities
Abilities: Str 20, Dex 17, Con 15, Int 14, Wis 16, Cha 18
Special Qualities: Poison immunity, fire resistance 10
Feats: Combat Casting; Extend Spell; Lightning Reflexes
Skills: Appraise +12, Concentration +12, Diplomacy +16, Knowledge (arcana) +12, Listen +13, Perform (any one) +14, Sense Motive +13, Spellcraft +14, Spot +13, and Survival +17
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Climate/Terrain: Heroic Domains of Ysgard
Organization: Solitary or covey (2-4)
Spells: a lillend casts arcane spells as a 6th-level bard. Save DC is 14 + spell level.
Spell-Like Abilities: 3/day - darkness, hallucinatory terrain, knock, and light; 1/day - charm person, speak with animals, and speak with plants. These abilities are as the spells cast by a 10th-level bard (save DC 14 + spell level.
A lillend also has the bardic music ability as a 6th-level bard.
Improved Grab (Ex): To use this ability, the lillend must hit an opponent of up to Medium-size with its tail slap attack. If it gets a hold, it can constrict.
Constrict (Ex): A lillend deals 2d6+5 points of damage with a successful grapple check against opponents of up to Medium-size. This 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.
Fire Resistance (Ex): A lillend is immune to non-magical fire and has magic fire resistance 20.
Skills: Lillends receive a +4 racial bonus to Survival checks.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).