My level 15 party wanted to buy and sell some magic items so this was the perfect excuse to send them to the planes – a nice break from the technology heavy Iron Gods Adventure Path from Paizo. After much research and money spent they located an entrance to the Infinite Staircase. Easy they though – but nothing is easy on the planes, even for a high level party. I decided to run the first adventure from Tales from the Infinite Staircase called “Planewalkers”. This has them landing in the realm of Selûne with a Shard forming from nothingness to greet them with a palace made of silver and moonlight in the background. They freaked out. The right reaction for those entering the planes for the first time.
Lillend made only a cameo providing a “how-to” of the staircase – don’t go alone, fly and teleport at your own risk. My players were extremely paranoid about this and ended up tying a rope around each of them and not using any fly or teleport spell or spell-like ability (like shadow-step). A bit extreme but at least they took the lillend seriously.
LILLEND
Large celestial, chaotic good
Armour Class 18 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 20 ft., fly 70 ft.
STR 18 (+4) DEX 20 (+5) CON 20 (+5)
INT 18 (+4) WIS 16 (+3) CHA 20 (+5)
Saving Throws Str +9, Con +10, Wis +8, Cha +10
Skills Survival +10
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from non magical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120ft., passive Perception 13
Languages Celestial, Infernal, Abyssal, and Common.
Challenge 16 (15,000 XP)
Magic Resistance. The lillend has advantage on saving throws against spells and other magical effects.
Magic Weapons. The lillend’s weapon attacks are magical.
ACTIONS
Multiattack. The lillend makes four attacks: three with its shortswords and one with its tail. She then may take an Arcane Song action of her choice when avaialble.
Keen Shortsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 13 (3d6 + 4) slashing damage and critically hits on a natural 19 or 20.
Tail. Melee Weapon Attack: +9 to hit, reach 10ft., one creature.
Hit: 20 (3d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the lillend can automatically hit the target with its tail, and the lillend can ‘t make tail attacks against other targets.
Arcane Song (natural 16+). The lillend, using an instrument, may use any of the following abilities once per day. All are spell based effects with a save DC of 18. Damage is halved on a successful save.
- Chromatic Bolt, target takes 1d8+5 radiant damage and two adjacent creatures take half as much damage.
- Dazzling Light, create a column of light that deals 2d8 +5 radiant damage to all creatures in a 10 ft. sphere. The column remains for 1 minute and gives off bright light.
- Energy Strobe, 2d10 +5 energy damage. Determine the energy type randomly.
REACTIONS
Parry. The lillend adds 5 to its AC against one melee attack that would hit it. To do so, the lillend must see the attacker and be wielding a melee weapon.
TACTICS
If aroused to battle a lillend will happily lift a restrained creature into the air and drop them to their doom along the Infinite Staircase.
DESCRIPTION
This creature has the body of a seductive, winged elven woman from the waist up and that of a snake from the waist down.