Tiny Fey, Chaotic Neutral
Armor Class 16
Hit Points 10 (3d4)
Speed 70 ft., walk 5 ft. hop hop hop hop
STR
3 (-4)
DEX
17 (+3)
CON
20 (+5)
INT
17 (+3)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws WIS +13
Skills Insight +10, Investigation +4, Perception +8, Survival +6
Damage Resistances Damage from Spells
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Truesight 50ft, Passive Perception 19
Languages Understands all languages, but can only speak words they've heard before
Challenge 25 (75,000 XP)
Proficiency Bonus +8

Feyborn. Kishi is vulnerable to Slashing or Piercing damage done with a non-magical weapon made of pure iron.

Ethereal Beacon. Kishi's beak radiates a gentle, warm light at all times, though they can control the intensity of this light. At its lowest, they cast dim light for 1 ft. At its strongest, they cast bright light for 10 ft and dim light for another 10 ft.

Going To Need A Bigger Birdcage. Kishi is an Archfey, toeing the line of true godhood. They have no discernible sex, though their penchant for seemingly maternal behaviors often leads people to assume they are female. Their exact manner of intelligence is unclear, at times seeming to have the problem-solving skills of a toddler, while also occasionally letting on to an intelligence at least as complex as common humanoids. Their depth of power is also an unknown, with a rare display hinting at something of immense scale--though if this great power does exist inside this creature, it certainly does not manifest on anyone's agenda but Kishi's themselves.

The Eternal Star. Kishi is, in effect, undying. As part of this immortality, Kishi steadily regenerates any physical damage done to their body, and can regain all lost hit points during a Short Rest. If any part of their anatomy has been severed, it will regrow within a few days to a week at most, depending on how much mass was amputated.

When reduced to 0 hit points with all death saves failed, Kishi is simply rendered inert, appearing in every way to be deceased. Abilities used to investigate Kishi's status will always confirm they are fully deceased, though the fey essence they possess does not ebb. The damage points they took over their hit point threshold (which should be made note of as they occur) are converted into the hours it takes for them to regain consciousness (capped at 100 hours). This mechanic temporarily replaces Kishi's regenerative healing properties when they are rendered inert in this manner until they are restored to 1 hit point. While Kishi is inert, they cannot be healed by any means to reduce the hours they spend inert.

Cheeky Chatter. Kishi is able to understand any language they are exposed to, but can only speak using words they have heard before at some point in their lifetime. Even still, Kishi's speech mannerisms are strange, grammatically incorrect, and often bastardizations of real words into ones whose meaning can be inferred--but are most certainly not accurately spoken. Whether they know better than to speak with such obvious flaws or not is unclear.

Danger Sense. Kishi has an uncanny connection to the environment around them, and usually knows when something terrible is about to happen, even if there are no perceptible signs of danger.

Actions

Beneficial Boops. Kishi can touch a creature with their beak to either heal them 3d4 health or remove one condition from them.

Parental Fussing. Kishi can touch a creature with their beak to heal for 6d4 health, but only outside of combat (Kishi and the target creature cannot be in initiative).

Nearly-Divine Intervention. Once per long rest, Kishi can grant a creature a small dose of luck. For the next 24 hours, this creature can reroll any roll once. Only one dose of luck can exist at a time, and existing luck must be used or expired before Kishi can grant it again.

Reactions

Protector's Nature. If Kishi sees an ally about to take damage within 80 ft, they can move to intercept the attack and take that damage themselves. If this takes Kishi down to 0 hit points, the creature they saved is healed for the number of hit points Kishi had before the blow.

Legendary Actions

Uncanny Occurrences. As a legendary action (available once per round), Kishi can manipulate reality in subtle ways to serve their interests. There is no discernible boundaries around what can and cannot be done in this context, though it is rarely a straightforward solution, nor is it something that appears to be specifically Kishi's doing. While they do not seem to use whatever powers they possess to simply damage an enemy, they may elect to manifest a slow-burning illness in that enemy that will deteriorate their health over years. Likewise, something hanging out of reach is not remedied by that object floating down to Kishi, but a storm might spontaneously gather, where a bolt of lightning strikes it down to fall to the ground. Uncanny Occurrences are incredible coincidences that do not seem to originate directly from Kishi; and yet, wherever Kishi goes, there are always things that uncannily occur--and always in the little bird's favor.

Mythic Actions

Stop Hitting Them, They're Already Dead. If Kishi takes 300 points of damage beyond their HP threshold, their unconscious body collapses into a small black hole. Anyone within 1,000 ft who had dealt any part of that overkill damage must make a Wisdom saving throw (DC 17). On a failed save, each target is reduced to 1 HP and is Blinded and Deafened until the end of their next turn. On a successful save, the target is reduced to half their current HP. If an inanimate object or force of nature was responsible for any part of the overkill damage, it is destroyed--or, if destruction is impossible (as with forces of nature such as poisonous gasses), it is violently dispelled. 

At the conclusion of this drain effect (lasting 1 round), the black hole tears and Kishi is restored to 1 HP. If at least one thing of any nature was targeted by the black hole's drain, Kishi's return also pulses out healing magic in a radius of 100 ft, providing any allies in range with +10 Healing for every 1 character level they have.

Following this revival, Kishi's movement speed is halved until the end of their next turn.

Description

At a glance, Kishi seems to be some manner of aracari, a cousin of the toucan. But apart from their coloration being comprised of primarily indigo, violet, orange and yellow--very unlike any known bird that would resemble a toucan--a few other characteristics set them apart from an ordinary bird.

Their beak, traditionally toucan-like in style, is comprised of a material that resembles a sort of citrine gem. Furthermore, it produces a gentle glow of warm light at all times. Kishi's legs are also closer to the proportionate length of a jerboa's, though they still have toucan-like feet, with four zygodactyl toes each. The talons on these feet, while not sharp like would be on a bird of prey, seem to be made of the same material as Kishi's beak, and also radiate a more subtle glow. 

From beak tip to tail tip, Kishi measures 15 inches long, and weighs approximately 7 ounces.

Daarka