Quillestial (5e Creature)

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Quillestial[edit]

Medium celestial, chaotic good


Armor Class 23 (natural armor)
Hit Points 590 (65d8 + 70)
Speed 70 ft., fly 140 ft.


STR DEX CON INT WIS CHA
25 (+7) 30 (+10) 23 (+6) 27 (+8) 29 (+9) 30 (+10)

Saving Throws Dex +19, Int +16, Wis +18, Cha +19
Skills Animal Handling +18, Deception +19, Insight +27, Nature +26, Persuasion +19, Perception +18 and Sealth +19.
Condition Immunities charmed, poisoned, paralyzed, stunned
Senses passive Perception 28
Languages Celestial, Common, Dwarvish, Elvish
Challenge 30 (155,000 XP)


Shape Change. The Quillestial can use its action to change its form to a medium, small or tiny creature or Humanoid or back again.

Magic Resistance. The Quillestial has advantage on saving throws against spells and other magical effects.

Divine Awareness. The Quillestial knows if it hears a lie.

Mass Detection. The Quillestial passively casts Detect Good and Evil, Detect Poison and Disease, and Detect Magic.

Innate Spellcasting. The Quillestial’s inate spellcasting ability is Charsima (spell save DC 27) It can innately cast the following spells.

Cantrip (at will): Druidcraft, Prestitditation, Thaumaturgy, Mending, Light, Shape Water, Sword Burst, Spare the Dying, Control Flames, Dancing Lights, Minor Illusion.

1st Level(7 slots): Create or destroy water, Purify Food and Drink, Cure wounds, Searing Smite, Thunderous Smite, Wrathful Smite Disguise Self, Earth Tremor, Hellish Rebuke.

2nd Level(6 slots): Branding Smite, Prayer of healing, Lesser restoration Alter self, Heat Metal, Moonbeam, Silence, Zone of Truth.

3nd Level(5 slots): Aura of Vitality, Blink, Create Food and Water, Remove Curse, Counter spell, Lightning Bolt, Mass Healing Word Tidal Wave, Wall of Sand, Wall of Water, Wind Wall.

4th Level(5 slots): Aura of Life, Aura of Purity, Ice Storm, Stone Shape, Storm Sphere, Staggering Smite Control Water, Watery Sphere Wall of Fire.

5th Level(4 slots): Commune with Nature, Control Winds, Creation, Hallow, Greater Restoation, Maelstrom, Mass Cure Wounds, Wall of Force, Wall of Stone.

6th Level(4 slots): Chain Lightning, Move Earth, Wall of Ice, Wall of Thorns, Sunbeam.

7th Level (3 slots): Fire Storm,Finger of Death, Prismatic Spray, Resurrection, Reverse Gravity, Teleport, Whirlwind.

8th Level (2 slots): Control Weather, Demiplane, Earthquake, Holy Aura, Sunburst, Tsunami.

9th Level (1 slots): Meteor Swarm, Imprisonment, Prismatic Wall, Time stop, True Resurrection, Storm of Vengeance, Wish.


Mood element change. The Quillestial changes based on its mood. When its mood changes it changes to a different element. Unlike the Moodhog, The Quillestial can access all these powers at will and it takes a bonus action to change mood. Attacking tith the mood effects is a action.

Emotions/Forms

Happy/Excited/color blue. When a Quillestial is happy or excited it releases electrical sparks from its spines and moves at incredible speeds. When attacked, on its turn for its action or when it touches someone it can make a range spell attack roll with a range of 100 feet and does 7d8 lightning damage on a hit. The Target must make a DC 27 Dexterity saving throw and takes half of the damage on the success. Quillestial’s movement speed is doubled while in this mood. While in this mood Quillestial gains resistence to Lightning damage.

Mad/Angry/color red. The Quillestial hair and wings are engulfed in fire. Anything that is flammable or clothe may catch on fire when the Quillestial touches it. If someone touches the flaming Quillestial or the Quillestial makes a spell attack roll with a range of 100 feet. The target must make a DC 27 Dexterity saving throw and on a fail take 7d6 point of fire damage. While in this mood Quillestial gains resistence to Fire damage.

Sad/Upset/color ice blue. When the Quillestial is upset or saddened its hair and skin get covered in ice and it emits a chilling mist around it. Anyone within 50 feet of it or Quillestial makes a spell attack roll must make a DC 23 Constitution saving throw and take 7d6 point of cold damage on a failed save. While in this mood Quillestial gains resistence to Cold damage.

Fear/color dark pink or bright purple. When the Quillestial is afraid it glows purple and emits Purple Psychic energy. Anyone trying to read the mind of another person, message someone, or use telepathy within 30 feet when the Quillestial is like this must make a DC 26 Wisdom saving through and takes 7d6 point of Psychic damage on a failed save. While in this mood Quillestial gains resistence to Psychic damage.

Surprise/Alarm/color silver. When the Quillestial is surprised it makes an attack roll releases and lets out loud scream. Everyone in hearing range must past a DC 23 Constitution saving throw and take 7d8 point of Thunder Damage on a failed save or half as much on a successful save. While in this mood Quillestial gains resistence to Thunder damage.

Disgusted/color Green. When the Quillestial is disgusted its hair and wings turn green and it releases small clouds of toxic gas. People standing within 25 feet of the Quillestial must make a DC 23 Constitution saving throw and on a failed save take 7d6 point of Poison damage on a failed save. While in this mood Quillestial gains resistence to Poison damage.

Sick/Ill/color black. When the Quillestial is sick, it’s hair and wings turn black and is releases a dark aura. Anyone who touches the Quillestial or when it makes a melee attack roll while in this mood the target must pass a DC 23 Constitution saving throw and on a failed save takes 7d6 point of Necrotic damage. While in this mood Quillestial gains resistence to Necroctic damage.

Salty/color Orange. The Quillestial’s hair and nails start releasing an orange liquid. It can make a melee attack roll that deals 7d6 point of acid damage to anyone who touches the liquid. While in this mood Quillestial gains resistence to Acid damage.

Pride/color gold. When the Quillestial is proud it glows gold and release and bright light. All enemies in sight range of the Quillestial must make a DC 24 Constitution saving throw and on a failed save the Quillestial deals 7d8 points of Radiant damage to all enemies within sight range. While in this mood Quillestial gains resistence to Radiant damage.

Serious/color White. When the Quillestial becomes serious its hair turns white and it glows with magic. The Quillestial can make a spell attack roll and on a hit release a blast of magical energy, with a range of 100 feet, that deals 7d12 Force damage. The target of the attack must make a DC 27 Dexterity saving throw and on a success takes half damage. While in this mood Quillestial gains resistence to Force damage.

ACTIONS

Multiattack. The Quillestial makes 3 weapon attacks with its Katana or one with its Katana, one with its punch, and one with its kick or it can be two punches and one kick.

Prismatic Katana. Melee Weapon Attack: +17 to hit, reach 5 ft., one creature. Hit: 12 (1d10 + 10) Slashing damage. Quillestial can add 3d10 damage of any one of the elements it can use to its weapon attack with the Katana.


Punch. Melee Weapon Attack: +17 to hit, reach 5 ft., one creature. Hit: 9 (1d4 + 7) Bludgoning damage.


Kick. Melee Weapon Attack: +17 to hit, reach 5 ft., one creature. Hit: 9 (1d4 + 7) Bludgoning damage.

LEGENDARY ACTIONS

Quillestial can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time. Quillestial regains Ledgendary Actions at the start of the next round.


Prismatic Blast. Quillestial makes pulls all its magic together and fires off an blast that does: 7d12 force damage, 7d12 Lightning damage, 7d12 Thunder damage, 7d12 Radiant Damage, 7d12 Acid Damage, 7d12 Poison Damage, 7d12 cold Damage, 7d12 Fire Damage, 7d12 Necrotic damage, and 7d12 Psychic Damage. It has a range of 250, is a line attack and the target can make a DC 27 Dexterity, on a success take half damage. This attack can only be used once a week. It costs three legendary actions, three action, three bonus action, three movements, (Quillestial's movement for three turns.) three reaction and uses up one spell slot from every spell level, in other words it loses three turns plus the ledgendary actions and spell slot cost when it uses this power.


Prismatic Burst Katana. Costs two Ledgendary action. Melee Weapon Attack: +19 to hit, reach 5 ft., one creature. Hit: 12 (1d10 + 7) Slashing damage. Quillestial can add 1d10 damage of each type of element it can use to this weapon attack with the Katana.


Prismatic Punch. Costs one Ledgendary action. Melee Weapon Attack: +19 to hit, reach 5 ft., one creature. Hit: 11 (1d8 + 7) Bludgoning damage. Quillestial can add 1d4 damage of each of the elements it can use to this attack.


Prismatic Kick. Costs one Ledgendary action. Melee Weapon Attack: +19 to hit, reach 5 ft., 4 creature. Hit: 11 (1d8 + 7) Bludgoning damage. Quillestial can add 1d4 damage of each of the elements it can use to this attack.

Quillestials are created when the Moodhog dies or it absorbs an insanly large amount of magic and the people or creatures it stayed around had good alignment. Quillestial takes the form of a adolescent human with eyes that change color. It is also able to sprout angel like wings whitch it uses to fly. Quillestial tends to have a child like attitude(DM can change this depending on their campaign) but is able to be serious when the need arises.



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