Royal Crooning Spellwing

Resembling a flamboyant and fantastical tropical bird, the royal crooning spellwing is the most common of the birds of paradise, with an enchanting song that can induce slumber in hapless creatures for years at a time. Victims of the spellwing usually return home alive, though rarely pleased at being effectively “kidnapped” for a year. The spellwing prefers to nest upon the heads of the elderly. It is said the birds know the old have less of a life to lose. However, a band of adventurers will do in a pinch, and the spellwing has more than enough magical abilities to handle most would-be heroes. When not seeking a suitable host upon which to nest, spellwings are visibly mischievous, putting on elaborate displays for birdwatchers and being as loud as possible in public spaces. The birds are exceptionally vain and egocentric and thrive upon attention in any form. Communities near a spellwing’s territory can expect to encounter the creature with alarming frequency and be subjected to its magic without their consent. However, the bird is clever enough to not drive off its neighbors, keeping its levels of obnoxiousness barely below intolerable.


ROYAL CROONING SPELLWING

Small fey, chaotic neutral

Armor Class 18 (natural armor)
Hit Points 150 (20d6 + 80)
Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
8 (-1) 23 (+6) 19 (+4) 18 (+4) 17 (+3) 23 (+6)

Saving Throws Con +8, Wis +7, Cha +10
Skills Arcana +8, Insight +7, Nature +12, Performance +14
Damage Resistances psychic, thunder
Condition Immunities charmed
Senses truesight 120 ft., passive Perception 13
Languages Common, Sylvan
Challenge 12 (8,400 XP)


TRAITS

Enchanting Song. When a creature that can hear the spellwing starts its turn, the spellwing can force it to attempt a DC 18 Wisdom saving throw if the spellwing isn’t incapacitated. A creature that fails the saving throw is charmed by the spellwing for 1 minute. Unless surprised, a creature can cover its ears to avoid the saving throw at the start of its turn. If the creature does so, it is deafened until the start of its next turn and cannot use any limbs it is using to cover its ears. If a creature has its ears uncovered in the meantime, it must immediately attempt the saving throw.

Eternal Slumber. If a creature fails three saving throws against the spellwing’s Enchanting Song in 1 minute, it immediately falls unconscious for 1 year. During this time, the creature does not need to eat or drink, effectively hibernating. This effect can be ended early by the greater restoration, heal, or wish spells.

Innate Spellcasting. The spellwing’s spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:

  • At will: charm person, greater invisibility, minor illusion, suggestion
  • 1/day each: dream, geas, seeming

Truesight Suppression. If a creature charmed by the spellwing has truesight, it is suppressed for the duration of the condition.


ACTIONS

Grand Performance (Recharge 10 Minutes). For 1 minute, the spellwing amplifies its voice to resonate across tremendous distances. The spellwing can be clearly heard by creatures up to 1 mile away, and the range of the spellwing’s spells and magical effects increases to 1 mile. The spellwing must concentrate (as though it were a spell) to maintain these effects for the duration.


REACTIONS

Threat Display. When the spellwing is attacked by a creature it can see, it can take a reaction to display its plumage in a threatening manner to impose disadvantage on the attack roll. If the attack misses, the spellwing may take an additional reaction after the end of that turn. This reaction is lost when the spellwing starts its next turn.


Ref: TPKB1 p66