Quillestial (5e Creature)
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Medium celestial, chaotic good
Saving Throws Dex +19, Int +16, Wis +18, Cha +19
Legendary Resistance (3/Day) If the Quillestial fails a saving throw, it can choose to succeed instead.
Shape Change. The Quillestial can use its action to change its form to a medium, small or tiny creature or Humanoid or back again. The Quillestial is also able to change their humanoid appearance, as well as traits not usually accustomed to humanoid figures (such as giving itself gills).
Magic Resistance. The Quillestial has advantage on saving throws against spells and other magical effects.
Magical Attacks. The Quillestial Katana and Punch/Kick attacks are magical for the purposes of bypassing non magical immunities
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.
Reincarnated Moods. When the Quillestial dies, it returns to the place it was born. It's body will then transform into 1d8 Moodhogs.
Innate Spellcasting. The Quillestial’s innate spellcasting ability is Charisma (spell save DC 27) It can innately cast the following spells requiring no material components, as well as Verbal or Somatic actions.
Cantrip (at will): Druidcraft, Prestitditation, Thaumaturgy, Mending, Light, Shape Water, Sword Burst, Spare the Dying, Control Flames, Dancing Lights, Minor Illusion.
1st Level(8 slots): Create or destroy water, Purify Food and Drink, Cure wounds, Animal Friendship, Armor of Agathys (9th Level), Charm Person, Sleep, Protection From Evil and Good.
2nd Level(7 slots): Prayer of healing, Lesser restoration, Heat Metal, Moonbeam, Silence, Zone of Truth, Calm Emotions, Detect Thoughts.
3nd Level(6 slots): Aura of Vitality, Blink, Create Food and Water, Remove Curse, Counter spell, Lightning Bolt, Mass Healing Word, Tidal Wave, Dispel Magic,
4th Level(6 slots): Aura of Life, Aura of Purity, Ice Storm, Stone Shape, Storm Sphere, Control Water, Charm Monster, Greater Invisibility.
5th Level(5 slots): Commune with Nature, Control Winds, Creation, Hallow, Greater Restoration, Maelstrom, Mass Cure Wounds, Dominate Person, Telekinesis.
6th Level(5 slots): Chain Lightning(9th Level), Move Earth, Disintegrate, Heal, Mass Suggestion, Sunbeam
7th Level (4 slots): Fire Storm, Finger of Death, Prismatic Spray, Resurrection, Reverse Gravity, Teleport, Whirlwind, Plane Shift.
8th Level (3 slots): Control Weather, Demiplane, Earthquake, Holy Aura, Sunburst, Dominate Monster, Antipathy/Sympathy.
9th Level (2 slots): Meteor Swarm, Imprisonment, Prismatic Wall, Time stop, True Resurrection, Storm of Vengeance, Wish.
Emotions/Forms Touch based activations can be accomplished by attacking with a Punch or Kick attack. In addition, the Quillestial gains resistance to the element of the mood it was previously in, and only the most recent.
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 (or melee) spell attack roll with a range of 100 feet that does 8d8 lightning damage on a hit. The Target must make a DC 27 Dexterity saving throw, and takes half of the damage on the successful save. Quillestial’s movement speed is doubled while in this mood. While in this mood Quillestial gains immunity to Lightning damage. On a failed save, the target must then make a DC 23 Constitution Saving Throw or be paralyzed for one minute.
Mad/Angry/color red. The Quillestial hair and wings are engulfed in fire. Anything that is flammable may catch on fire when the Quillestial touches it. If someone touches the flaming Quillestial or if it touches someone or on its turn for its action, make 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 8d8 point of fire damage. While in this mood Quillestial gains immunity 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 starting its turn within 50 feet of it, or on its turn for its action, must make a DC 23 Constitution saving throw and take 8d8 points of cold damage on a failed save. While in this mood Quillestial gains immunity to Cold damage. On a failed save, the targets maximum movement speed is reduced to half of its original movement speed for one minute (This effect can be reduced if the target is able to heat themselves up, DM discretion).
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 60 feet of the Quillestial without its permission must make a DC 26 Wisdom saving through and takes 8d8 points of Psychic damage on a failed save. While in this mood Quillestial gains immunity to Psychic damage, as well as gains the ability to read the minds of others it can see. In addition, the Quillestial may use it action on its turn to attack using this mood effect.
Surprise/Alarm/color silver. When the Quillestial is surprised it can choose to makes an attack roll, releasing a loud scream. Everyone in hearing range must past a DC 23 Constitution saving throw and take 8d8 points of Thunder Damage on a failed save or half as much on a successful save. While in this mood Quillestial gains immunity to Thunder damage. If a target fails their saving throw, they become surprised. This mood attack can only be activated if the Quillestial is surprised, and the Quillestial loses its surprised condition after using this effect.
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 30 feet of the Quillestial must make a DC 23 Constitution saving throw and on a failed save take 8d8 points of Poison damage on a failed save. While in this mood Quillestial gains immunity to Poison damage. Targets that fail the saving throw are then prisoned. The Quillestial can use its action on its turn to attack with this mood.
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 8d8 point of Necrotic damage. While in this mood Quillestial gains immunity to Necrotic damage. Damage done in this mood lowers the maximum Hit Points of creatures, as well as heals the Quillestial by half the Necrotic damage dealt. When the Quillestial drops below half of its maximum Hit Points, it will automatically enter this mood.
Salty/color Orange. The Quillestial’s hair and nails start releasing an orange liquid. When it touches someone, or if someone touches it, or someone makes a successful melee attack on it, the Quillestial deals 8d8 Acid damage. While in this mood Quillestial gains immunity to Acid damage. Targets that take damage from this effect must make a DC 23 constitution saving throw, and on a failed save temporarily lose 3 AC until the acid can be cleaned off of them.
Pride/color gold. When the Quillestial is proud it glows gold and release a bright light. All enemies in sight range of the Quillestial must make a DC 23 Constitution saving throw and on a failed save the Quillestial deals 8d8 points of Radiant damage to all enemies within sight range. While in this mood Quillestial gains immunity to Radiant damage. Any undead within the area automatically fail the saving throw, and takes damage as if they were vulnerable 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 around the Quillestial, with a range of 60 feet, that deals 7d12 Force damage. The target of the attack must make a DC 27 Dexterity saving throw and on a failed save, be blown back X Feet (DM discretion). While in this mood Quillestial gains Immunity to Force damage, and has advantage on all Spell attacks.
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.
Quillestial can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time. Quillestial regains Legendary Actions at the start of the next round.
Quillestial's are created rarely when Moodhogs die. In order to be created, the Moodhog would have had to absorb a large quantity of emotional energy during its life, and, had to have died within close proximity to beings aligned with the good aligned spectrum that it had familiarity with. Quillestial takes the form of a adolescent human who's eyes change color to reflect their mood. It also has a pair of wings that, when not in use, simply phase out into the ethereal plain. Characters with the ability to do so can see the Quillestial wings even when they are not materialized. Quillestial attitudes can very, but usually consist of child-like demeaner, favoring harmless activities such as games, or pranks of varying degree. They are, however, very susceptible to mood swings, and as such can be unpredictable. Despite their appearances, they are able to become very serious when the need arises, and due to their immortal nature, can potentially be thousands, millions or more so old.
Quillestial as stated are rare beings, but those that do exist are very commonly found on the material plane. Quillestial commonly seek out people who have negative emotions, such as pain, sorrow, fear and such. They do this because a Quillestial dislikes these emotions, so by seeking them out, they can try to remedy whatever is causing them. It is not unusual for a Quillestial to locate a humanoid showing these signs of emotional distress, and spend several years, if not more to help the individual. The easiest way to procure a favor from a Quillestial would be to challenge it, and defeat it at a game of its choice, but be wary for these beings could have spent thousands of years or more playing said game, and defeating them certainly wont be easy.