Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Divine Innate Spells
DC 26; 4th counter performance, hallucinatory terrain, heal, inspire heroics, sound burst, suggestion; 3rd sleep; 2nd darkness, invisibility; 1st charm; Cantrips (4th) daze, detect magic, ghost sound, inspire competence, inspire courage, light; Constant (5th) tongues; (4th) speak with plants; (2nd) speak with animals
Ability
Free Expression
A lillend's auditory and sonic effects attempt to counteract any effect that would directly control, manipulate, or prevent them from expressing themself freely, such as silence. She can also spend an action, which has concentrate trait, to speak forcefully and counteract such effects.
Offense
Melee
Circumstance: combat round (melee)
longsword +18 [+13/+8] (chaotic, magical, versatile P), Damage 1d8+10 slashing plus 1d6 chaotic and 1d6 good
Trait
Azata
This family of celestials is native to Elysium. They are typically chaotic good and have darkvision and a weakness to evil and cold iron.
Trait
Celestial
Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.
Item
+1 longsword
virtuoso harp
Language
Draconic
Infernal
speak with animals
speak with plants
tongues
Perception
darkvision
Weakness
cold iron 10
evil 10