Old World» Eladrin

The eladrins are a celestial race native to the plane of Arborea. They are knights and lords who roam the cosmos in search of good folk to aid. Eladrins are free-spirited, but they are also mighty champions of good.

Combat

Eladrins are deadly and resolute foes of evil, fearless and clever in battle.

Eladrins

Eladrins

Ecology

Environment Olympian Glades of Arborea

Special Abilities

Poison Resistance (Ex)

Eladrins have a +4 racial bonus on saving throws against poison.

Tongues (Su)

All eladrins can speak with any creature that has a language, as though using a tongues spell. This ability is always active.

Bralani

The being before you resembles a short, stocky elf, broad in the shoulders but quick and nimble. Its hair is a bright silver-white, and its eyes are an ever-changing rainbow of hues.

The bralanis are the wildest and most feral of their kind, existing from heartbeat to heartbeat in a glorious, never-ending passion.

In addition to their natural form, bralanis can assume the shape of a whirlwind or zephyr of dust, snow, or sand.

Combat

Bralanis prefer the scimitar and bow, the weapons of the desert nomads they most closely resemble. A bralani’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.

A bralani eladrin can be summoned with the summon monster V spell.

Bralani

Medium outsider (chaotic, extraplanar, good)

Init +8; Senses darkvision, low-light vision; Perception +14

Defense

AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)

hp 45 (6d8+18)

DR 10/evil

Fort +5 (+9 vs. poison), Ref +9, Will +7

SR 17

Resist cold 10, fire 10

Immune electricity, petrification

Offense

Speed 40 ft., fly 100 ft. (perfect) (in whirlwind form)

Melee +1 holy scimitar +11/+6 (1d6+7/18–20)

Melee slam +10/+5 (1d6+7) (in whirlwind form)

Ranged +1 holy longbow +11/+6 (1d8+5/×3)

Space 5 ft.; Reach 5 ft.

Special Attacks whirlwind blast (20-ft. line, 3d6, Reflex DC 16 half) (in whirlwind form)

Spell-like Abilities

  • At willblur, charm person (DC 14), gust of wind (DC 14), mirror image, wind wall
  • 2/daylightning bolt (DC 15), cure serious wounds (DC 15)

Statistics

Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 15

Base Atk +6; CMB +10; CMD 24

Feats Blind-Fight, Improved Initiative, Skill Focus (Perception)

Skills Bluff +11, Fly +21, Handle Animal +11, Perception +14, Ride +13, Sense Motive +11, Stealth +13

Languages Celestial, Infernal; tongues

Morale resolute (+4)

Special Qualities alternate form

Ecology

Organization solitary, pair, or squad (1d3+2)

Equipment +1 holy scimitar, +1 holy longbow, quiver with 20 arrows

Special Abilities

Whirlwind Blast (Su)

When in whirlwind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 16 half ). The save DC is Constitution-based.

Alternate Form (Su)

A bralani can shift between its humanoid and whirlwind forms as a standard action. In humanoid form, it cannot fly, make slam attacks, or use its whirlwind blast, but it can use its spell-like abilities and its weapons. In whirlwind form, it can fly, make slam attacks and whirlwind blast attacks, and use spell-like abilities, but it cannot use its weapons.

A bralani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.

Shiradi

This heavily muscled, statuesque figure has gleaming bronze skin, wild black hair that seemingly moves of its own accord, and piercing black eyes. Its features are bold and striking, and its twin bronze wings shine brightly even in faint light.

Shiradis battle for freedom across the planes, helping the oppressed, deceived, and less fortunate wherever they travel. They are in some ways the most morally flexible of all celestials, believing that all creatures are free to act as they see fit as long as their actions do not in turn impinge on the freedoms of others.

Although they often act on impulse, shiradis fight tirelessly on the side of good, seeking out those conflicts and areas where good creatures cannot act or think freely.

A shiradi exhibits none of the elflike frailty of other eladrins. In addition to its statuesque humanoid form, it can take the form of a swirling cloud of golden, triangular shards of light.

Shiradis stand 11 feet tall and weigh 400 pounds.

Combat

Shiradi eladrins do not lightly engage in combat, but when moved to strike against injustice, they attack with unflinching courage and devotion. In the first few rounds of combat, shiradis try to keep their foes within the usually superior reach of their mighty spiked chains while casting beneficial spells such as divine favor. In this manner, they try to take advantage of their reach and multiple attacks of opportunity. Their creative and individualistic nature makes shiradis inventive tacticians, and they use their abilities to surprise foes whenever possible.

Any weapons a shiradi eladrin wields are treated as having the chaotic and good alignments for the purpose of overcoming damage reduction.

A shiradi eladrin can be summoned with the summon monster IX spell.

Shiradi

Large outsider (chaotic, extraplanar, good)

Init +3; Senses darkvision, low-light vision; blessed sight, discern lies, enchantment awareness, see invisibility; Perception +18

Aura protective aura (20 ft.)

Defense

AC 26, touch 12, flat-footed 23 (−1 size, +3 Dex, +14 natural); +4 deflection vs. evil

hp 144 (12d8+90)

DR 10/evil

Fort +13 (+17 vs. poison), Ref +7, Will +11; +4 resistance vs. evil

SR 25

Resist cold 10, fire 10

Immune electricity, petrification

Defenses lesser globe of invulnerability (from protective aura)

Offense

Speed 40 ft., fly 90 ft. (good) (in lightshard cloud form)

Melee +1 holy spiked chain +19/+14/+9 (2d6+11)

Melee slam +18/+13/+8 (2d6+10 plus lightshard strike) (in lightshard cloud form)

Space 10 ft.; Reach 10 ft. (20 ft. with spiked chain)

Spell-like Abilities

  • Constantblessed sight, discern lies (DC 20), see invisibility
  • At willaid, bless, bless weapon, detect poison, detect undead, greater dispel magic (+20 to dispel enchantment effects), divine favor, remove curse, remove fear, remove paralysis
  • 3/daybreak enchantment (+20 to dispel enchantment effects), holy smite (DC 21), restoration
  • 1/daycloak of chaos (DC 22), heal (DC 22)

Statistics

Str 24, Dex 16, Con 20, Int 16, Wis 16, Cha 22

Base Atk +12; CMB +20; CMD 33

Feats Combat Expertise, Combat Reflexes, Consecrate Spell-like Ability, Greater Trip, Improved Trip, Intimidating Prowess, Power Attack

Skills Fly +20, Diplomacy +21, Heal +18, Intimidate +28, Perception +18, Perform (dance) +21, Sense Motive +28

Languages Celestial, Infernal; tongues

Morale resolute (+4)

Special Qualities alternate form, dispel enchantment

Ecology

Organization solitary

Equipment Large +1 holy spiked chain

Special Abilities

Lightshard Strike (Su)

A shiradi that assumes the form of a cloud of light shards can slam an opponent for 2d6+10 points of damage. The slam is treated as a ghost touch attack for purposes of hitting incorporeal creatures. In addition, the light shards also act as a greater dispel magic spell targeted upon the creature.

Alternate Form (Su)

A shiradi can shift between its humanoid and “cloud of light shards” forms as a standard action. In humanoid form, it cannot fly or make slam attacks, but it can use its spell-like abilities and its weapons. In cloud form, it can fly, make slam attacks, and use spell-like abilities, but it cannot use its weapons.

A shiradi remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the shiradi revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.

Blessed Sight (Su)

As a free action, a shiradi can activate this ability, which makes its eyes glow white and allows it to see evil auras within 120 feet. The effect is similar to a detect evil spell, but does not require concentration and discerns aura location and strength more quickly. The shiradi immediately knows the location and strength of all evil auras within its sight.

Dispel Enchantment (Su)

Shiradis gain a +8 sacred bonus on caster level checks made to dispel enchantment spells or effects when using greater dispel magic or break enchantment.

Enchantment Awareness (Su)

Shiradis are automatically aware of enchantment effects affecting creatures within 20 feet.

Protective Aura (Su)

As a free action, a shiradi can surround itself with a nimbus of light having a radius of 20 feet. Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the shiradi. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet.

Skills

Shiradis get a +10 racial bonus on Sense Motive checks.