Medium Celestial, Any Good Alignment
Armor Class 14 Leather
Hit Points 75 (10d10 + 20)
Speed 30 ft., Fly 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
16 (+3)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +5, CHA +6
Skills Perception +11, Sleight of Hand +7
Damage Vulnerabilities Psychic
Damage Resistances Necrotic
Condition Immunities Charmed, Paralyzed
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Elvish, Telepathy 60 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Fury at Fate. When the loar ballee rolls below a 5 on any d20 roll it immediately goes into a rage. While raging the loar ballee is resistant to bludgeoning, slashing and piercing damage, doubles its movement speed and gains a +3 to hit with melee weapon attacks. The rage ends when the loar ballee does damage to any hostile creature.

Innate Spellcasting. The loar ballee's innate spellcasting ability is Charisma (spell save DC 14). The loar ballee can innately cast the following spells, requiring no components:

At will: pass without trace, prestidigitation, speak with animals

1/day each: calm emotions, conjure animals

Actions

Multiattack. The loar ballee makes two attacks: one with its Evil Eye and one with its Filthy Mind.

Evil Eye. Ranged Weapon Attack: +7 to hit, range 20/80 ft., one target. Hit: 11 (2d6 + 4) psychic damage.

Filthy Mind. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 8 (1d8 + 4) psychic damage. The target must make a DC 10 Wisdom saving throw or take an additional 6 (2d4+1) psychic damage and drop whatever it is holding.

Enriching Touch (1/Day). The loar ballee touches a gem or other valuable item and magically doubles its value until the next dawn. Alternatively, the loar ballee can touch a creature and grant 20 (4d8 + 2) temporary hit points.

Teleport (1/Day). The loar balee and up to 3 willing creatures within 5 ft of it teleport to another location it is familiar with that is within 1 mile of its current location.  

Legendary Actions

The loar ballee can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The loar ballee regains spent legendary actions at the start of its turn.

Evil Eye(Costs 1 Action). The loar ballee makes one attack with its evil eye.

Steal Item (Costs 2 Actions). The loar ballee attempts to steal one item it can see that is worn or carried by a creature within 5ft by touching it with its horn. The target creature must succeed on a DC 16 Dexterity saving throw to prevent the theft, on failure the touched item magically vanishes from the target. Stolen items reappear at the loar ballee's feet on the command of the ballee or if the ballee dies. Magical items are not immune to theft.

Description

The loar ballee is roughly humanoid in shape with a pair of ethereal wings sprouting from its shoulder blades and a single spiral rainbow coloured horn jutting from its forehead. The loar ballee is inherently greedy despite its good alignment, and prefers to flee with its stolen items than fight to the death. 

Monster Tags: Misc CreatureHaghumanoid

Habitat: CoastalForestMountain

Agilemind

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