Enthralling Dance. The Bird of Paradise has advantage on all Charisma (Performance) checks revolving around dancing.
Enchantment Protection. The Bird of Paradise has advantage against being Frightened, Charmed, or forced to act against its will (such as via the Command or Dissonant Whispers spells), and it has advantage on saving throws against spells from the Enchantment School of Magic.
Innate Spellcasting. The Bird of Paradise's spellcasting ability is Charisma (spell save DC 15, +8 to hit with spell attacks). It can cast the following spells, requiring only somatic components.
At Will: Jump*, Longstrider*, Expeditious Retreat*, [spell[Kinetic Jaunt[/spell]*, Hex*
3/day: Mirror Move (see Monster Description), Charm Monster*
1/day: Freedom of Movement
*Was learned via Mirror Move and not innate to its species.
Mimicking Dance. When the Bird of Paradise casts Mirror Move, the spell's effects are modified in the following ways:
The spell's duration increases to 10 minutes.
The Bird of Paradise's concentration cannot be broken as a result of taking damage.
The Bird of Paradise's body does not take on any glass-like properties, causing it to suffer no ill effects from the spell.
If it mimics a spell from the School of Enchantment or School or Transmutation, that spell gets added to its Innate Spellcasting if the spell is 5th level or lower. A cantrip or spell of 1st or 2nd level can be cast at will, a spell of 3rd or 4th level can be cast three times a day, and a spell of 5th level can be cast once per day.
The Bird of Paradise is considered to have unlimited spell slots of 5th level or lower for the purpose of mimicking spells with Mirror Move.
It ignores any Verbal or Material Component of any spell it casts via Mirror Move, unless a material component has a cost and is consumed on use.
Quick Dodge. The Bird of Paradise uses its quick speed to dodge out of the way of most attacks. If the Bird of Paradise’s speed is reduced to 0, or if it is prone, its Armor Class is reduced to 14.
Teeter Dance (Recharge 5-6). The Bird of Paradise dances in such an elegant and confusing fashion. It must expend 30 feet of movement to do this, which it can do by moving in its space. If its movement speed is reduced to 0 or it is knocked prone while expending this movement, this ability fails and it is wasted. On a success, each creature within 60 feet that can see the bird must make a DC15 Wisdom Saving Throw or become Compelled for 1 minute on a failure. On a successful save, the target is immune to the Teeter Dance from the Bird of Paradise for 1 hour. While not being a charm effect, any effects that would prevent or end a charm inflicted by a Fey creature affects this condition.
This counts a spell of 4th level from the Enchantment School of Magic for any effect that interacts with spells or specific schools of magic, however, it cannot be prevented via Counterspell or ended via Dispel Magic.
While compelled this way, the target cannot take reactions or the Dodge action, attacks against them have advantage, and they have disadvantage on any ability check, attack roll, or saving throw that involves Dexterity or Strength.
At the start of the target's turn, they can repeat the save. On a failure, they must use their bonus action to attack themself, causing them to take psychic damage equal to twice its proficiency bonus. On a successful save, the condition ends.
Once per turn, if the target moves more than 10 feet or expends more than 10 feet via an ability, they must make a DC15 Dexterity (Acrobatics) check or fall prone on a failure.
If the target attempts to cast a spell while compelled this way, they must make an Intelligence Saving Throw with the DC equal to 10 + the spell’s level (minimum of DC10 for a cantrip.) On a failed save, the spell fails but isn’t wasted, and the target takes psychic damage equal to twice the spell’s level (minimum of 2 damage for a cantrip.)
Purifying Dance. The Bird of Paradise makes a Charisma (Performance) check based on dance. It must expend 30 feet of movement to do this, which it can do by moving in its space. If its movement speed is reduced to 0 or it is knocked prone while expending this movement, the check automatically fails, regardless of the roll on the d20. Based on the outcome of the check, it can choose one of the following options:
15 or higher: The Bird of Paradise ends one effect that would Frighten itself or a creature of its choice that can see it.
20 or higher: The Bird of Paradise ends one effect that would Charm or Compel itself or a creature of its choice that can see it.
25 or higher: The Bird of Paradise ends a Curse effect (as if casting Remove Curse at 3rd level) or a spell from the Enchantment School of Magic on itself or a creature of its choice that can see it.
30 or higher: The Bird of Paradise ends a spell of 5th level or lower on itself or a creature of its choice that can see it.
Jump Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage. The Bird of Paradise readies an attack and then moves up to its remaining movement speed. It must jump at one point during its attack and be within 5 feet of its target either during the jump or at the end of the jump. If the Bird of Paradise’s movement speed is reduced to 0 or if it is knocked prone at any point during this attack, it takes 6d8 bludgeoning damage. On a hit, if the target is a creature, they must make a DC14 Strength Saving Throw or be knocked prone. If the target was already prone, upon being hit they take an additional 3d8 bludgeoning damage.
Kick. Melee Weapon Attack: +7 to hit, range 5ft, one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a creature, its speed is reduced to 0 feet until the end of the current turn.
Mirror Attack. Melee or Ranged Spell Attack: +8 to hit, range varies, target varies. Hit: The target takes damage based on the attack the bird is mimicking, and copies any additional effects from the attack. If an additional effect requires a Saving Throw, the DC becomes 15.
Rival Mockery. If a creature within 60 feet of the Bird of Paradise makes a Charisma or Dexterity check or casts a spell from the Enchantment School of Magic that imposes a Saving Throw, or if they impose a Saving Throw that would Charm, Frighten, or force another creature to act against their will, the Bird of Paradise interferes with their attempt.
If the target made a Charisma or Dexterity check, the Bird of Paradise reduces the outcome by 5, potentially turning a success into a failure.
If the target imposed a Saving Throw, the Bird of Paradise reduces the DC of the Saving Throw by 5, potentially turning a failure into a success. If the Bird of Paradise is a target of the effect, it can do this after seeing the outcome of its roll.
Stay Down. If a prone creature within 5 feet of the Bird of Paradise attempts to stand up, the Bird of Paradise makes a Kick attack against it. On a hit, they are unable to get up from being prone.
Description
The Bird of Paradise is a Fey Creature that resembles a large flightless bird. These creatures, despite being Fey, are rarely found in the Feywild but can be more often found within jungles and tropical areas on the Material Planes, though typically in areas with strong Fey influence. Their plumage is considered a luxury material, and it is often found used to make fancy clothing. However, hunting these birds is dangerous, and their speed and cunning nature allows them to evade potential hunters. Should one obtain a carcass, they could sell it and the feathers for a whopping sum of gold.
Enchanting Dancers. The Bird of Paradise is known for its enthralling performances. These birds infuse Enchantment Energy into their dance, which allows them to confuse and bewilder would-be foes. They are also able to use the power of their dance to cure mental effects similar to a Bard’s Counter-Charm, with more elegant displays curing other magical ailments such as curses or harmful spells.
Strong and Agile. Outside of their dancing, they are known for their strong legs and unmatched speed. Their quick movements allow them to dodge out of the way of their enemies' attacks, and they can retaliate with a powerful airborne kick that can knock the wind out of even the sturdiest of foes. They also can replicate the effect of the spell Freedom of Movement, which makes pinning them down a great challenge. Some birds can even cast transmutation spells such as Longstrider or Kinetic Jaunt to further their agility.
Rival Plumage. Birds of Paradise live in communities with other members of their kind that share the same plumage coloring and patterns. However, when a Bird of Paradise comes across another bird, if that bird displays a different coloring or pattern, they will attack on sight and attempt to outperform their rival, attacking relentlessly until one of the birds collapses from exhaustion.
Learning From Others. The Bird of Paradise has the ability to use magic to replicate the actions of others, which strongly resembles the spell Mirror Move, a potent transmutation spell that isn't commonly known on most worlds. It uses this ability to drive an enemy crazy by making them believe that the bird is the original and their enemy is just a cheap copy, as well as using the ability to learn new spells. Different groups of these birds know different spells, all of 5th level of lower, and of the Enchantment or Transmutation school of magic. They share the spells they learn with other members of their community, and they try their hardest not to allow their rivals to learn their coveted secrets. These birds Intelligence score varies, with some of them being a minimum of 7 Intelligence with others being known to have up to 16 Intelligence, with an uncertain ceiling of potential.
Fey Tricksters. When a Bird of Paradise shows up in a humanoid settlement, it seeks out an individual who it believes it can either learn from, or that it can harass the most. If it finds a creature it believes it can learn from, such as a Bard or Enchantment Wizard, it will observe them to be able to learn new spells from them. If it wishes to harass an individual, it follows them around and attempts to sabotage any of their social interactions by using its Rival Mockery ability to embarrass them at inopportune times. Some more powerful birds use spells to exasperate the situation, such as using Hex to further lower their odds at a successful interaction. The reason for this behavior is uncertain, but given their Fey nature, it might just be for fun, or it may be its way of gaining sustenance outside of raw food or water.
Indeterminate Courtship. Researchers are uncertain how this creature reproduces, as a courtship ritual has not been witnessed. Some people claim to have seen an egg or a chick of these birds, but no concrete evidence has yet been found. Fights between these creatures have been witnessed and documented, but it is believed that is entirely territorial rather than an attempt to attract a mate.
Mirror Move
5th Level Transmutation
1 Action
Concentration, up to 1 minute
Self
VSM (a small silver mirror)
Bard,, Ranger, Sorcerer, Wizard
You cause your body to have a reflective glasslike property to it. For the spell’s duration, all attacks have advantage against you and you make saving throws imposed by hostile creatures with disadvantage.
While your body is in its mirror form, you can manipulate the weave in such a way that allows your magic to precisely mimic the recent actions of another creature.
When you cast the spell, and as an action on your turn for the spell’s duration, you can attempt to copy the last action of a creature you can see within 60 feet. If the action requires an Attack roll, it uses your spell attack bonus. If the action has a listed DC, it instead uses your spell save DC.
You repeat the movements to replicate the action, causing your form to shift if necessary. You use the same range and targeting restrictions of the original action, having it originate from you
For example, if an Elk used its Ram attack, you can make a spell attack against a target within 10 feet of you that deals 2d6+4 bludgeoning damage on a hit, and if the Elk used its Hooves attack, you can only use it on a prone creature within 5 feet of you. If a Black Bear used its Multiattack action, you can make two spell attacks, one that deals 1d6+2 piercing damage on a hit, and one that deals 2d4+2 slashing damage on a hit.
If a Brass Dragon Wyrmling used its Sleep Breath, you can create a 15 foot cone emitting from you that uses your spell save DC.
If an action lasts multiple turns, you can maintain the effect until the spell ends, the effect ends, or you use this spell to mimic another action. For example, if you mimic the Claw attack of a giant crab and successfully grapple a creature, you can have the magic retain the form of a claw until the creature escapes the grapple as long as you don’t use this spell to mimic another action.
If your target casts a spell, you can replicate the spell, but you must expend a spell slot of the same level or higher of the spell you are trying to replicate, or else the action fails. You must follow the normal spellcasting rules, and if you cannot provide the components for the spell, the spell fails. If the spell requires concentration, this spell ends and is replaced with the spell you are mimicking. If you don’t have an appropriate spell slot available when you attempt to mimic the spell, you cannot move or take reactions until the start of your next turn.
The DM can make any action fail for whatever reason they choose if they deem the action impossible to copy.
If you fall unconscious due to falling to 0 hit points while concentrating on this spell, your body retains the glass-like property until you regain 1 hitpoint. If you die while the glasslike property of this spell is in effect, your body shatters like glass, leaving nonmagical glass in your place. You can be restored to life only by means of a True Resurrection or a Wish spell. In addition, attempting to copy the Mirror Move action from another creature using the Mirror Move spell causes a paradox in the weave. The spell ends for you, and you take 8d10 force damage. If this damage reduces you to 0 hit points, your body shatters like glass and your soul is destroyed and cannot be brought back to life by any means short of a Wish spell.
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