Medium Fey, Neutral
Armor Class 15 Natural
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
4 (-3)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
22 (+6)
CHA
18 (+4)
Saving Throws CON +5, WIS +10, CHA +8
Skills Perception +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Grappled, Restrained
Senses Darkvision, Truesight, Passive Perception 17
Languages All
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Heart Sight. The ancient killmoulis touches a creature and magically knows the creature's current emotional state and, if the creature fails a DC 16 Charisma saving throw, the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Ancient Wisdom. The ancient killmoulis automatically succeeds on all insight checks. Insight checks made against it automatically fail. 

ShapeshifterThe ancient killmoulis can change its appearance at will into any bipedal humanoid form. Its stats remain the same while transformed. 

Actions

Slam. Melee weapon attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

Fey Mass Cure Wounds (1/day). The ancient killmoulis can cast a more powerful version of mass cure wounds 1/day, healing up to 8 creatures it can see within 30 feet 4d10+6.

Blessing of Bountiful Generosity (1/day). The ancient killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target finishes a long rest, it regains all lost hit dice and hit points, and gains 15 temporary hit points.

Curse of Poor Hospitality (1/day). The ancient killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target completes a long rest, it awakens with half its hit points and zero hit dice.

Reactions

Curse of the Wicked TravelerIf the ancient killmoulis is attacked, the attacking creature and up to seven other creatures the ancient killmoulis can see within 100 feet fall under the Curse of the Wicked Traveler. Targets are reduced to 1 hit point and cannot be healed by any means for 48 hours. Those cursed are expected to retreat to a safe location and contemplate the choices they have made during that time. Additionally, the attacking creature has one magic item magically confiscated. If the weapon used to attack the ancient killmoulis is magic, the ancient killmoulis will take that, but otherwise will settle for another item. If the attacker has no magic items, the ancient killmoulis will take a magic item from one of the attacker's companions. The magic item is instantly teleported to the ancient killmoulis, after which the ancient killmoulis and its lair disappear back into its demiplane.

Description

A killmoulis arises spontaneously in the Feywild whenever someone commits an act of charity to help a tired or lost traveler. Emerging from the shadows near the site of the deed, the creature takes to the road, wandering to seek out travelers who might have food it can sneak away with in return for the benefits of its magic. It takes many centuries for a killmoulis to mature into the powerful ancient killmoulis. 

A killmoulis can be either a bane or boon to an adventuring party. While regular killmoulis only wish to be kept well fed with tasty treats, ancient killmoulis wish to engage in conversation, trade, and mutual hospitality. Ancient killmoulis are uninterested in coin, and instead trade for things they find entertaining and delightful, such as rare foods, performances, stories, books, and oddments. Especially prized is anything new to the ancient killmoulis. Ancient killmoulis have even been known to trade powerful magic items for an especially delightful song they've never heard or food they've never tasted. But if a party is rude, refuses to engage in conversation or trade, tries to trick the ancient killmoulis, or even abuses or attacks it, the creature responds with acts of furious vengeance that can include debilitating curses and confiscation of magic items the ancient killmoulis believes should not be in the hands of unkind and irresponsible people. While it is theoretically possible to fight and even kill an ancient killmoulis, it's far more likely that it and its lair will disappear back into its demiplane before you ever get the chance. 

 

Lair and Lair Actions

All killmoulis travel, but ancient killmoulis travel whilst never leaving their lairs. Ancient killmoulis lair in liminal demiplanes that can appear or disappear on the material plane at will, or even appear in multiple places on the material plane at once. Ancient killmoulis seek out locations where they are likely to encounter travelers, and prefer difficult, rugged terrain where their magic will be most needed. 

Regional Effects

While in an ancient killmoulis' lair, any creature than can understand a language understands all spoken and written language as if targeted by a comprehend languages spell. When the lair retreats to its demiplane, this effect ends instantly.

Within an ancient killmoulis' lair, all water in all forms, regardless of source, including, snow, ice, steam, rain, sleet, etc), is sparkling pure. After the lair retreats to the demiplane, this effect lasts for a tenday before fading. Any water carried by a creature into the lair is permanently purified unless the creature carrying the water falls under the Curse of Poor Hospitality or the Curse of the Wicked Traveler, in which case, the effect ends immediately and the water is returned to its original state. 

Within an ancient killmoulis' lair, all food is the best possible version of that food. Fruit becomes perfectly ripe; bread becomes fresh and warm and made of the highest-quality flour; wine becomes the finest aged vintage; bugs become plump and juicy. After the lair retreats to the demiplane, this effect lasts for a tenday before fading. Any food carried by a creature into the lair is permanently improved unless the creature carrying the food falls under the Curse of Poor Hospitality or the Curse of the Wicked Traveler, in which case, the effect ends immediately and the food is returned to its original state. 

If the ancient killmoulis dies, the lair dissipates immediately and the effects end. 

Monster Tags: fey

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwamp

BitterGertrude

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