Large celestial (eladrin), chaotic good
Armor Class 17 (natural armor)
Hit Points 105 (10d10+50)
Speed 30 feet, fly 60 feet
Saving Throws Dex +7, Con +9, Wis +7, Cha +8
Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons that aren't cold iron
Damage Immunities electricity, poison
Condition Immunities charmed
Skills Persuasion +8, Perform +8
Senses Darkvision 60 feet, passive Perception 13
Languages Celestial, Sylvan
Challenge 6 (2,300 XP)
Inspiration. The lillend can inspire others through stirring words or music. Using a bonus action on its turn, the lillend can choose one creature other than itself within 60 feet that can hear it. That creature gains one inspiration die, a d8.
Once within the next 10 minutes, the target can roll the die and add the number rolled to one ability check, attack roll or saving throw it makes. The target can wait until after it rolls the d20 before deciding to use the inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the die is rolled, it is lost. A creature can have only one inspiration die at a time.
Song of Rest. The lilend can use soothing music or oration to help revitalize wounded allies during a short rest. If itself or any other creatures who can hear its performance regain hit points at the end of the short rest, each of those creatures gain another 1d6 hit points.
Countercharm. The lillend can use musical notes or words of power to disrupt mind-influencing effects. As an action, the lillend can start a performance that lasts until the end of its next turn. During that time, the lillend and any friendly creatures within 30 feet of it have advantage on saving throws against being frightened or charmed. A creature must be able to hear the lillend to gain this benefit. The performance ends early if the lillend is incapacitated or silenced or the lillend voluntarily ends it early (no action required).
Spellcasting. The lillend is a 7th level spellcaster, its spellcasting ability is Charisma (spell save DC, + to hit with spell attacks) that needs only verbal components to cast its spells. It has the following bard spells prepared:
Cantrips (at will): dancing lights, light, mage hand
1st Level (4 slots): charm person, cure light wounds, identify, sleep
2nd Level (3 slots): enthrall, knock, suggestion
3rd Level (3 slots): plant growth, speak with plants
4th Level (1 slot): hallucinatory terrain
Multiattack. The lillend makes three attacks: two with its sword and one constrict.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 9 (1d8+5) type damage.
Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 9 (1d8 +5) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the lillend can’t constrict another target.
Lillends are the tale-tellers and chroniclers, gathering lore and recording stories in the form of epic poems and songs. They are generally peaceful, though they are swift to act if they believe a piece of rare art or a talented artist is threatened. A lillend's lower section is about 20 feet long, and a typical lillend weighs 3,800 pounds.
Although they have no need of mortal nourishment, it is said that lillends sup on the joy of music, art, and performance. They also love unspoiled wilderness and seek out places in the mortal realm that remind them of the beauty of their home plane. From the lore of numerous races come tales of these muses, particularly those that have taken a vested interest in the training of a single talented prodigy or the ongoing creation of some fantastic work of art. Such legends sometimes prove true, as all lillends have their favorite works, creations, and artists, and often visit the Material Plane to enjoy their splendor and make sure they remain safe. In the defense of such beauty, lillends prove passionate foes, calling upon the might of nearby allies or crushing philistines in their striking but deadly coils.