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: 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)
Treasure/Possessions: Standard

Source: Monster Manual

Lillends are mysterious visitors from another plane. Many are skilled in one or more forms of artistic expression.

A lillend looks like a human or elf female (rarely a male) with the lower torso of a multicolored serpent and huge, strikingly patterned wings like a bird's. The typical lillend's coils are 20 feet long.

Lillends are lovers of music and art. Cold, even food, means little to them, while a song, story or piece of artwork holds great value. The destruction of art and ill treatment of artists enrages them. Their grudges are infamous, and they are often encountered seeking violent retribution against enemies of their favorite arts.

Lillends also have a great love of unspoiled wilderness. The wilds remind them of the natural beauty of their home plane, and they occasionally visit and enjoy similar regions. A lillend is as protective of its chosen wilderness as it is of the arts. These beings sometimes form temporary alliances with rangers, druids, and bards to defend their favorite retreats against the encroachment of civilization. Sometimes a covey of lillends adopts a tract of wilderness, using any means necessary to drive off despoilers.

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.

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.