Eladrins
From: Planescape Monstrous Compendium Appendix II
Product Number: 2613
Year Published:  1995
Converted from 2nd Edition to 3rd Edition D&D 
by Walker, somecallmetim30@hotmail.com
Last Updated: 2-14-01

Summary of Conversion: The eladrins appeared in the PSMCII and all have been converted from that 2E source.  The ghaeles have since appeared in the 3E MM but some of their 2E characteristics were omitted.  For instance, no mention was made in the MM of the eladrins’ weakness to cold-wrought iron, and the racial resistance to fire was not translated to 3E with the ghaeles.  Thus I have included ghaele eladrins here, with elements that seem more faithful to the 2E Planescape creatures.  But for the most part of course the 3E MM was right on and its attempt conversion has been a guide for my own.

The eladrins are the native race of Arborea, just as the baatezu are associated with Baator and the tanar’ri with the Abyss.  They’re wild and free beings who exult in their own existence and live a life of song and celebration.  The eladrins aid all people of good hearts against the forces of evil, but seek to do so with individual acts of kindness or heroism.
	In Arborea, the eladrins move from place to place constantly, reveling in the natural beauty of the plane and seeking adventure.  They’re defenders of goodness and freedom wherever it is threatened, and seek to counter the influences of tanar’ri, baatezu, and yugoloths among mortals.  To the eladrins, mortals should be free to choose their own destinies without fiendish interference; many of the more powerful eladrins constantly roam the planes and prime-material worlds, working against the fiends who seek to dominate these realms.
	Although the individual types of eladrins are diverse in power and appearance, as a race they’re creatures of faerie grace, quickness, and beauty.  Eladrins fall into two categories:
•	Lesser (bralani, coure, noviere, shiere)
•	Greater (firre, ghaele, tulani)
Lesser eladrins rarely leave the plane of Arborea, but greater eladrins can be found
anywhere, serving the cause of good.

	Lesser eladrins are vulnerable to weapons of cold-wrought iron and suffer double damage from any cold iron weapon that strikes them.  If the could iron weapon is enchanted, the eladrins ignore the double damage; the magic spoils the baneful properties of the blade.  Greater eladrins don’t suffer double damage from a cold iron weapon, but they do suffer normal damage even if the weapon normally couldn’t damage them efficiently because of a lack of enchantment.  For example, a greater eladrin that normally takes full damage only from weapons of +2 or greater enchantment can be damaged with full efficiency by a nonmagical cold iron weapon.  Cold iron weapons have to be custom-made, cost twice as much as normal, and will break much more easily than normal weapons if used against creatures not specifically susceptible to damage by cold iron.

Bralani (lesser)
Medium-Size Outsider (Chaotic, Good)
Hit Dice: 6d8+12 (41 hp)
Initiative: +4 (+4 Dex)
Speed: 35 ft., fly 60 ft. (perfect)
AC: 18  (+4 Dex, +4 natural), or 22 in whirlwind form
Attacks: +2 mighty composite shortbow: +12/+12/+7 ranged; or thrown spear +12 ranged; or scimitar +8/+3 melee; or 2 sand- or snow-blasts +7 ranged touch
Damage: Masterwork arrows 1d6+3; masterwork spear 1d8+3; 1d6+2 scimitar; sand/snow blasts 1d10 
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 10/+1, SR 18, celestial qualities, alternate form
Saves: Fort +6, Ref +9, Will +6
Abilities: Str 14, Dex 18, Con 12, Int 13, Wis 13, Cha 12
Skills: Animal Empathy +5, Craft (any two) +7, Escape Artist +6, Knowledge (nature) +11, Handle Animal +6, Hide  +8, Listen +8, Move Silently +8, Sense Motive +5, Spot +10
Feats: Point Blank Shot, Rapid Shot, Shot on the Run

Climate/Terrain: Pelion (Arborea); rarely, any land
Organization: Scouting group (2-3), band (4-24)
Challenge Rating: 7
Treasure: ¼ coins, standard goods, standard items
Alignment: Always chaotic good
Advancement: 7-9 HD (Medium-size);
	             10-18 HD (Large)

	Bralani in their natural form resemble short, stocky elves, broad in the shoulders but graceful nevertheless.  Their hair is usually a bright silvery-white, and their eyes are an ever-changing rainbow of hues that flicker and shift with the vagaries of the bralani’s mood.  Bralani can also take the shape of a whirlwind of dust, sand, or snow, racing across their beloved plains like living zephyrs.

Combat

In combat, bralani prefer the spear, bow, and the scimitar—weapons of the desert nomads they most closely resemble.  Often (60%) a bralani will possess at least one minor enchanted weapon.  Bralani rely on a mobile, skirmishing style of combat.  Devastating arrow attacks from multiple directions are not uncommon dangers in fighting a group of bralani.  If a bralani is especially enraged or endangered, it may assume the form of a living whirlwind of sand or snow.  Bralani love to careen through an enemy’s ranks in whirlwind form, knocking their foes left and right as they dance right past them.

	Spell-Like Abilities: At will—alter self, blur, charm person, comprehend languages, control weather, cure disease, cure light wounds, detect evil, gust of wind, mirror image, remove disease, silent image, and wind wall; 2/day—lightning bolt, and cure serious wounds or neutralize poison; 1/week—heal, usable on anyone but themselves.  These abilities are as the spells cast by a 9th-level sorcerer (save DC 11 + spell level).
	Celestial Qualities: Protective aura, electricity and petrification immunity, cold and acid resistance 20, fire resistance 10, tongues (always active), +4 save against poison.
	Blast Attack (Ex): A bralani in whirlwind form can attack with two scourging sand- or snow-blasts for 1d10 points of damage each, inflicted upon any caught within the area of effect.  The blasts are 20-foot long cones.
Alternate Form (Su): A bralani can shift between humanoid and whirlwind form as a standard action.  In humanoid form, it cannot fly or use its blast attacks, but it can use its spell-like abilities and make physical attacks.  In whirlwind form, it can use its blasts and spell-like abilities, but can’t make attacks with its weapons, obviously.  A bralani’s AC in whirlwind form is 22 and its movement increases to 60 ft.
Any creature within 20 feet of the bralani in whirlwind form suffers –2 to attacks due to stinging sand in its eyes, Will negates DC 13.  Any medium-size or smaller creature within 5 feet of a bralani in its whirlwind form is swept off its feet by the raging winds and thrown 10 to 30 feet, Ref negates DC 14.
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.
Vulnerability to Cold-Wrought Iron (Ex): Any hit scored by a weapon made of specially crafted cold iron deals double damage to a bralani.
Archer: Bralani possess the Shot on the Run feat even though they do not typically have all the necessary prerequisite feats.
Summon Allies: Once per day a bralani can attempt to gate 1d4 bralani eladrins to his location with a 40% chance of success.

Coure (lesser)
Tiny Outsider (Chaotic, Good)
Hit Dice: 2d8+2 (11 hp)
Initiative: +4 (+4 Dex)
Speed: 20 ft., Fly 50 ft. (good) or Fly 100 ft. (perfect)
AC: 15 (+4 Dex, +1 size), or 20 in faerie-light form
Attacks: shortbow +6 ranged; or +1 sword +2 melee
Damage: +1 Silver arrows 1d3;  +1 sword 1d4
Face/Reach: 2 ½ ft. by 2 ½ ft./0 ft.
Special Attacks: Spell-like abilities
Special Qualities: SR 7, celestial qualities, alternate form
Saves: Fort +3, Ref +7, Will +4
Abilities: Str 8, Dex 18, Con 10, Int 11, Wis 13, Cha 14
Skills: Animal Empathy +2, Bluff +4, Escape Artist +2, Hide +4, Knowledge (nature) +6, Listen +4, Move Silently +4, Sense Motive +2, Spot +4
Feats: Shot on the Run

Climate/Terrain: Arborea
Organization: Solitary, scouting group (3-6), faerie circle (8-40)
Challenge Rating: 2
Treasure: No coins, ½ goods, standard items
Alignment: Always chaotic good
Advancement: 3-6 HD (Tiny)

	Coure eladrins resemble tiny, slender elves with long, gossamer wings trailing from their shoulders.  They appear in a variety of improbable colors and are fond of wearing bright apparel of questionable taste.  A coure can assume the shape of a tiny (6” diameter) ball of faerie-light at will.

Combat

Coures go to great lengths to avoid physical confrontations, choosing flight over battle unless there seems to be a threat to their home on Arborea, or unless they are confronting their most hated nemeses: the imps and quasits of Baator and the Abyss.  (Coures are not fond of mephits, either).
	If forced to fight, a coure will attack with miniature weapons perfectly scaled to her size.  Short swords and rapiers are favored and are treated as daggers +1.  The coures, like the bralani, are archers of surprising skill, preferring to attack from a safe distance when possible with their tiny shortbows and silver arrows +1.  The coures utilize their ability to assume the shape of a non-corporeal ball of light extensively in combat, as they do with their many spell-like abilities.

	Spell-Like Abilities: At will—alter self, comprehend languages, cure light wounds, dancing lights, detect evil, faerie fire, ghost sound, prestidigitation, silent image, sleep; 3/day—magic missile; 1/day—tasha’s hideous laughter.  These abilities are as the spells cast by a 4th-level sorcerer (save DC 12 + spell level).
	Celestial Qualities: Electricity and petrification immunity, fire, cold, and acid resistance 20, tongues (always active), +4 save against poison.
Alternate Form (Su): A coure can shift from its humanoid form to its faerie-light form as a free action.  If the coure wins initiative, it can (and often does) shift immediately into the tiny ball of faerie-light after attacking.  Coures can shift from their faerie-light forms to their humanoid forms as standard actions.  In their faerie-light forms, coures do not have any physical attacks, cannot use spell-like abilities, and have an AC of 20 and speed of 100 ft.  In humanoid form, coures may use spell-like abilities and make physical attacks.
A coure remains in one form until it chooses to assume a new one.  A change in form cannot be dispelled, nor does the coure revert to any particular form when killed.  A true seeing spell, however, reveals both forms simultaneously.
Vulnerability to Cold-Wrought Iron (Ex): Any hit scored by a weapon made of specially crafted cold iron deals double damage to a coure.
Archer: Coures possess the Shot on the Run feat even though they do not typically have all the necessary prerequisite feats.

Firre (greater)
Medium-Size Outsider (Chaotic, Good)
Hit Dice: 7d8+14 (48 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 35 ft., fly 75 ft. (perfect)
AC: 23
Attacks: +3 greatsword +16/+11; or fire javelin +22; or burning rays +8/+8 ranged touch
Damage: +3 greatsword 2d6+8; fire javelin 1d6+10; burning rays 3d6/3d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spellsong, spell-like abilities, spells, gaze
Special Qualities: Damage reduction 15/+2, SR 25, celestial qualities, alternate form
Saves: Fort +8, Ref +8, Will +11
Abilities: Str 20, Dex 14, Con 14, Int 17, Wis 16, Cha 17
Skills: Bluff +8, Concentration +10, Escape Artist +6, Gather Information +11, Hide +8, Knowledge (arcana) +12, Craft (art or music) +11, Listen +10, Move Silently +10, Sense Motive +10, Spot +12
Feats: Improved Initiative, Iron Will

Climate/Terrain: Arborea; rarely, any land
Organization: Solitary, troupe (2-4)
Challenge Rating: 11
Treasure: ½ coins, double goods, standard items
Alignment: Always chaotic good
Advancement: 9-12 HD (Medium-size)
	             13-24 HD (Large)

The firres (pronounced feers) devote themselves to art, music, and magic.  They are creatures that live for beauty; their lives are consumed by a fiery passion for art of any kind, and they strive to make their own existence a living image of wonder and delight.
	In their natural form, firre eladrins resemble stocky elves with brilliant red hair and fiery red eyes.  At first glance, a firre might be taken for a half-elf, but her eyes give her away; they have no iris or pupil, and glow brightly with the firre’s inner flame.  Firres can also transform themselves into man-size pillars or balls of fire; in this form they can fly at the listed rate.

Combat

Against large groups of enemies, firres will often either use their Spellsong attack to bewitch many of the foes at once, or use their spells or spell-like abilities, whichever is most appropriate.  Against smaller numbers of enemies, the firre’s fiery gaze or alternate form can be quite destructive, as can its flaming javelins and deadly greatsword.  The firre’s fiery alternate form also provides an excellent means of escaping in the face of overwhelming odds.  The firres are always careful not to start uncontrollable forest fires with their flame-based attacks.

	Spell-Like Abilities: At will—alter self, comprehend languages, cure light wounds, daylight, detect evil, detect thoughts, improved invisibility, persistent image, polymorph self, pyrotechnics, wall of fire, fireball; 1/day—prismatic spray.  These abilities are as the spells cast by a 10th-level sorcerer (save DC 13 + spell level).
	Spells: Spells: Firres in humanoid form can cast divine spells from the cleric list and the Animal, Chaos, Fire, Good, and Plant domains as 9th-level clerics (save DC 13 + spell level).
	Spellsong (Su): In humanoid form—unearthly voice functions as a charm, hold, sleep, or suggestion spell on any creatures within 50 ft.  The firre chooses the exact effect.  The sleep song can affect creatures normally even if they are normally resistant to sleep spells.  In all cases, Will negates DC 14.
	Gaze (Su): In humanoid form—blind creatures meeting the firre’s fiery gaze for 2d10 rounds and cause 1d10 points of damage, range 60 ft., Will negates DC 16.
	Celestial Qualities: Magic circle against evil and magic circle against law always in effect; one or the other functions if applicable against an opponent.  Electricity and petrification immunity, fire, cold, and acid resistance 20, tongues (always active), +4 save against poison.
	Alternate Form (Su): A firre can shift between its humanoid and flaming pillar forms as a standard action.  In humanoid form, it cannot fly or use its flaming rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells.  In its fiery form, it can fly, use its ray attacks, and use spell-like abilities, but it cannot cast spells or use its gaze attack.
A firre remains in one form until it chooses to assume a new one.  A change in form cannot be dispelled, nor does the firre revert to any particular form when killed.  A true seeing spell, however, reveals both forms simultaneously.
Fire Ray (Ex): A firre in pillar form can lash out with flame rays to a range of 200 feet.
Vulnerability to Cold-Wrought Iron (Ex): Weapons made of specially crafted cold iron deal damage to firres at normal efficiency, even if their enchantment bonus is lower than +2.

Ghaele (greater)
Medium-Size Outsider (Chaotic, Good)
Hit Dice: 10d8+20 (68 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 50 ft., fly 150ft. (perfect)
AC: 25 (+1 Dex, +14 natural)
Attacks: +4 greatsword +21/+16 melee; or 2 light rays +11 ranged touch
Damage: +4 greatsword 2d6+14 and positive energy; light ray 2d12
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, spells, gaze, positive energy
Special Qualities: Damage reduction 25/+3, SR 28, celestial qualities, alternate form
Saves: Fort +9, Ref +8, Will +10
Abilities: Str 25, Dex 12, Con 15, Int 17, Wis 16, Cha 16
Skills: Animal Empathy +13, Concentration +12, Escape Artist +11, Hide +11, Knowledge (any three) or Craft (any three) +13, Listen +15, Move Silently +11, Sense Motive +13, Spot +15
Feats: Alertness, Blind-Fight, Improved Initiative

Climate/Terrain: Arborea; any land and underground
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 13
Treasure: No coins, double goods, standard items
Alignment: Always chaotic good
Advancement: 11-15 HD (Medium-size);
	             16-30 HD (Large)

The ghaeles are the knights-errant of the eladrins.  Wherever evil and tyranny raise their ugly heads, the ghaeles respond.  Working behind the scenes, they quietly muster resistance and offer guidance to any creatures of good heart with the courage to stand against their oppressors.  More than any other eladrins, the ghaeles are accustomed to working from behind the veil.
	Ghaeles resemble tall, athletic elves.  They might easily be taken for noble elves if not for their pearly, opalescent eyes and radiant aura.  Of course, a ghaele may be wearing any manner of mortal guise when encountered away from Arborea.  Ghaele eladrins can also take the form of an incorporeal globe of eldritch colors, 5’ in diameter.

Combat

Ghaeles who enter combat prefer direct confrontation and damaging attacks to more subtle or insidious methods.  They usually fight in their humanoid forms, wielding incandescent +4 greatswords.  If a ghaele desires mobility, it assumes its globe form and blasts the enemy with light rays.
	Spell-Like Abilities: At will—aid, alter self, charm monster, color spray, comprehend languages, continual flame, cure light wounds, dancing lights, detect evil, detect thoughts, dispel magic, hold monster, improved invisibility (self only), major image, see invisibility, and teleport without error (self plus 50 pounds of objects only); 1/day—chain lightning, prismatic spray, and wall of force.  These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).
	Spells: Ghaeles in humanoid form can cast divine spells from the cleric list and the Air, Animal, Chaos, Good, and Plant domains as 14th-level clerics (save DC 13 + spell level).
	Gaze (Su): In humanoid form—slay evil creatures of 5 or fewer HD, range 60 feet, Will negates DC 18.  Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds.  Nonevil creatures, and evil creatures with more than 5 HD, must succeed at a Will save (DC 18) or suffer the fear effect.
	Positive Energy (Ex): The ghaele’s incandescent sword deals an additional 2d6 points of positive energy damage to evil creatures.
	Celestial Qualities: Protective aura (double strength magic circle against evil and magic circle against law in a 20’ radius and only one or the other functions against any particular enemy, minor globe of invulnerability, protection from arrows), electricity and petrification immunity, fire, cold, and acid resistance 20, tongues (always active), +4 save against poison.
	Alternate Form (Su): A ghaele can shift between its humanoid and globe forms as a standard action.  In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells.  In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack.
A ghaele remains in one form until it chooses to assume a new one.  A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed.  A true seeing spell, however, reveals both forms simultaneously.
Light Ray (Ex): A ghaele in globe form can project light rays with a range of 300 feet.
	Vulnerability to Cold-Wrought Iron (Ex): Weapons made of specially crafted cold iron deal damage to ghaeles at normal efficiency, even if their enchantment bonus is lower than +3.

Noviere (Lesser)
Medium-Sized Outsider (Chaotic, Good)
Hit Dice: 5d8+9 (32 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 35 ft., Swim 60 ft.
AC: 17 (+4 Dex, +3 natural) or 23 in dolphin form
Attacks: Thrown net +10 ranged touch; or +1 trident +10/+5 melee; or +2 dagger +11/+6 melee; or dolphin strike +9 (at least, see below)
Damage: Net: entanglement; +1 trident 1d8+4; +2 dagger 1d4+5; ram 2d8+3 plus possible envelopment
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, spells, drowning
Special Qualities: SR 19, celestial qualities, alternate form
Saves: Fort +6, Ref +9, Will +7
Abilities: Str 16, Dex 18, Con 12, Int 13, Wis 14, Chr 14
Skills: Animal Empathy +5, Concentration +10, Craft (any) +6, Escape Artist +7, Knowledge (nature) +9, Hide  +8, Listen +8, Move Silently +8, Sense Motive +8, Spot +8
Feats: Improved Initiative

Climate/Terrain: Ossa (Arborea); rarely, any ocean
Organization: Solitary, band (2-16)
Challenge Rating: 6
Treasure: No coins, double goods, standard items
Alignment: Always chaotic good
Advancement: 6-9 HD (Medium-size);
	             10-18 HD (Large)

	The novieres appear to be aquatic elves or other fey creatures.  Their skins are greenish, blue, or golden in hue, and their hair ranges from deep blue-green to pale blond.  They’re equally at home in the water or on land.  The novieres are somewhat more human in appearance than a full-blooded aquatic elf; they are a bit stockier, and have no prominent gills or webbing in their fingers.  Their eyes mirror the color of the seas around them.  In addition to their demihuman form, novieres can take on the shape of golden dolphins made entirely of shimmering water.

Combat

The novieres are slow to anger and try to avoid combat unless it’s absolutely necessary.  Novieres like weapons that can be used on water or land, and are skilled in the use of nets, which they use to ensnare their foes.  Opponents who dare threaten the novieres in the warm waters of Ossa will be subject to attacks by the novieres’ golden dolphin forms, as well as their nets, tridents, and spells.

	Spell-Like Abilities: At will—alter self, charm person, comprehend languages, cure light wounds, daylight, detect evil, minor image, mirror image, and slow; 1/day—confer water breathing for 6 hrs., water bolt- a 60 ft. stream that does 4d6 damage to all creatures in a 5 ft. wide path,  Ref save for ½, DC 13.  These abilities are as the spells cast by an 8th-level sorcerer (save DC 12 + spell level).
	Spells: Novieres in humanoid form can cast divine spells from the cleric list and the Chaos, Good, Plant, and Water domains as 5th-level clerics (save DC 12 + spell level).  They can easily cast divine spells while underwater, but can do so only when in humanoid form.
	Celestial Qualities: Electricity and petrification immunity, fire, cold and acid resistance 20, tongues (always active), +4 save against poison.
	Alternate Form (Su): A noviere can shift between its humanoid form and its dolphin form as a standard action.  In humanoid form, novieres can cast spells, attack with weapons, and use spell-like abilities.  In dolphin form they cannot do any of these things, but they have their ram attack.  And of course if the noviere’s opponent is not accustomed to underwater combat, the ram attack will likely gain substantial bonuses to hit.
A noviere remains in one form until it chooses to assume a new one.  A change in form cannot be dispelled, nor does the noviere revert to any particular form when killed.  A true seeing spell, however, reveals both forms simultaneously. 
Envelopment (Ex): On a natural attack roll of 19 or 20 with her ram attack, a noviere can envelope their foes in the watery mass of their own bodies.  To break free an enemy must make a strength check DC 20 or find a way to drive the noviere away with magic.  Neither the held opponent nor the noviere can make any attacks while the opponent is held.  If the noviere was engaged in mortal combat with her enemy and envelopes it, she will often simply hold the opponent underwater until it drowns.
	Vulnerability to Cold-Wrought Iron (Ex): Any hit scored by a weapon made of specially crafted cold iron deals double damage to a noviere.

Shiere (Lesser)
Medium-Sized Outsider (Chaotic, Good)
Hit Dice: 8d8+16 (53 hp)
Initiative: +1 (+1 Dex)
Speed: 40 ft., Mounted 60 ft., Fly 60 ft. (perfect)
AC: 26 (+12 shiere’s armor, +3 from +1 large shield, +1 Dex) or 17 without gear (+6 natural, +1 Dex)
Attacks: (see below) +3 bastard sword +17/+17/+12 melee; or +3 heavy lance  +17 charging melee
Damage: +3 bastard sword 1d10+8; +3 heavy lance  charging (1d8+8)*2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, spells, gaze
Special Qualities: Damage reduction 15/+2, SR 21, celestial qualities, alternate form
Saves: Fort +8, Ref +7, Will +7
Abilities: Str 20, Dex 12, Con 15, Int 13, Wis 12, Chr 13
Skills: Animal Handling +12, Escape Artist +11, Intimidate +10, Listen +16, Ride +15, Sense Motive +10, Spot +15
Feats: Power Attack, Cleave, Mounted Combat

Climate/Terrain: Arborea; rarely any land
Organization: Solitary, squad (3-7), host (8-24)
Challenge Rating: 9
Treasure: ½ coins, standard goods, standard items
Alignment: Always chaotic good
Advancement: 9-12 HD (Medium-size);
	            13-18 HD (Large)

The warriors of Arborea are the shieres, graceful eladrin knights who fight with skill, strength, and honor.  They’re the defenders of the eladrin courts, a shining host that seeks out evil intruders and ensures that no darkness will trouble the folk of Arborea.  By night the shieres gather together in bright companies to ride the wilds of Olympus and drive away any who would do the folk of Arborea harm.
	The shieres appear to be exceptionally tall elves of some kind.  They’re long-limbed and slender, with lanky frames and long, narrow faces and hands.  A shiere’s as strong as the mightiest mortal warrior despite his slender build.  All shieres are very fair-skinned, with pale golden or silver hair and piercing eyes of blue, green, or violet.
	Unlike the other eladrins, shieres are bound more permanently into their demihuman form and can change shape only into a harmless ball of faerie-light, similar to that of a coure eladrin.  The shieres can transform only once per hour, so they don’t often use this ability, preferring to maintain their demihuman appearance.

Combat

The shiere knights tend to attack in ferocious waves that conceal the tactical expertise of the eladrin warriors.  Shieres are unafraid of melee with virtually any foe, especially when part of a host that is defending Arborea from foreign threats.  A shiere seldom assumes its fairy-light form except when wounded or in need of great stealth.
Shieres prefer any knightly weapon, such as the lance, battle axe, longsword, bastard sword, mace, flail, or morningstar.  The shieres are highly skilled warriors and in addition to being versed in the use of any knightly weapon they choose, they receive one extra melee attack with their weapon of choice at their highest attack bonus.  Shieres always possess at least one weapon (their favored weapon) that is enchanted to a value of +3 or better and may have keen, defending, or speed properties.  
The Horses of the Shiere: Whether hunting, patrolling, or riding to war, shiere knights are always mounted.  A shiere’s horse is the equivalent of a heavy war-horse except that it is fearless, even in the face of magical fear effects, and it never has fewer than 5 hit points per HD.  In addition, the shiere’s war-horse has a movement rate of 60 ft. and can fly as long as the sun is not in the sky.

	Spell-Like Abilities: At will—alter self, color spray, comprehend languages, cone of cold, cure light wounds, daylight, detect evil, ice storm, major image, wall of ice; 1/day—heal another creature.  These abilities are as the spells cast by a 10th-level sorcerer (save DC 11 + spell level).
	Spells: Shieres in humanoid form can cast divine spells from the cleric list and the Chaos, Good, Protection, and War domains as 5th-level clerics (save DC 11 + spell level).
	Celestial Qualities: Electricity and petrification immunity, fire, cold, and acid resistance 20, tongues (always active), +4 save against poison.
	Vulnerability to Cold-Wrought Iron (Ex): Any hit scored by a weapon made of specially crafted cold iron deals double damage to a shiere and is not affected by the shiere’s damage reduction.  However, a shiere’s magical crystal and glass armor will often cause brittle cold iron weapons to break.  Any attack with cold iron against an armored shiere that successfully hits AC 14 carries a 30% chance that the iron weapon shatters against the shieres armor.
	Gaze (Su): A shiere’s gaze causes fear in any creature that meets his eyes, range 60 feet, Will negates DC 15.
Alternate Form (Su): Once per hour a shiere can shift between its humanoid form and its faerie-light form as a standard action.  Incarnated as a small, harmless ball of faerie-light, a shiere cannot use any of its special abilities and has no means of attack.  In faerie-light form a shiere’s AC is 17.
A coure remains in one form until it chooses to assume a new one.  A change in form cannot be dispelled, nor does the coure revert to any particular form when killed.  A true seeing spell, however, reveals both forms simultaneously.

Tulani (greater)
Medium-Sized Outsider (Chaotic, Good)
Hit Dice: 12d8+27 (83 hp)
Initiative: +5 (+5 Dex)
Speed: 45 ft., Fly 75 ft. (perfect)
AC: 27
Attacks: +4 lightblade +25/+25/+20/+15; or alternate form attacks from any other eladrin
Damage: +4 lightblade 2d4+12+2d8 positive energy; variable alternate damages
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, spells, gaze, positive energy
Special Qualities: Damage reduction 30/+4, SR 32, celestial qualities, alternate forms 
Saves: Fort +12, Ref +13, Will +13
Abilities: Str 26, Dex 20, Con 19, Int 20, Wis 21, Chr 24
Skills: Animal Empathy +12, Concentration +22, Diplomacy +15, Escape Artist +13, Hide +19, Knowledge (any three) +15, Listen +20, Move Silently +19, Sense Motive +15, Search +13, Spot +19, Tumble +15, Wilderness Lore +15
Feats: Power Attack, Cleave, Sunder, Great Cleave

Climate/Terrain: Arborea
Organization: Solitary (see below)
Challenge Rating: 17
Treasure: No coins, double goods, double items
Alignment: Always chaotic good
Advancement: 13-18 HD (Medium-size)
	             14-36 HD (Large)

The greatest of the eladrins are the tulani, or faerie lords.  Their courts are scattered throughout Olympus, never staying in the same place more than one night.  The tulani are peaceful in nature and take up arms only when Arborea itself is threatened or the direst of emergencies requires their attention.
	Tulani are creatures of unearthly beauty and grace; their voices are living music, and their faces shine so brightly that mortals find it difficult to look at them.  In form they’re tall, stately elven lords dressed in shimmering robes of shifting color.  A tulani is surrounded by a magical aura that evil creatures cannot bear to be near.

Combat

The tulani have no need for weapons and armor; their unearthly forms naturally resist damage, and at will (as a free action) they can create a swordlike blade of fiery light in their fist.  When provoked to combat by dire circumstances, tulani are devastating opponents, utilizing all the powers at their disposal to ruthlessly ensure the swiftest possible victory.

	Spell-Like Abilities: At will—alter self, color spray, comprehend languages, chain lightning, cure light wounds, dancing lights, daylight, detect evil, detect thoughts, dispel magic, hold monster, mass charm, persistent image, polymorph any object, prismatic spray, telekinesis, teleport without error, wall of force; 1/day—meteor swarm, power word: kill, time stop; 1/year—grant another’s wish.  These abilities are as the spells cast by a 15th-level sorcerer (save DC 17 + spell level).
	Spells: Tulani can cast divine spells from the cleric list and the Air, Animal, Chaos, Good, Plant, and Protection domains as 16th-level clerics (save DC 15 + spell level).
	Fly (Su): A tulani in humanoid form can fly unaided as a free action.
	Gaze (Su): In humanoid form—slay evil creatures of fewer than 8 HD, range 80 ft., Will negates DC 20, but even if successful the creature is blinded and stricken with fear for 2d10 rounds.  If the opponent is of any nonevil alignment or is evil and of 8 HD or more, then it suffers blindness and fear only if it fails to save.
	Positive Energy (Ex): The tulani’s blade of light deals an additional 2d8 points of positive energy damage to evil creatures.
	Celestial Qualities: Protective aura (double strength magic circle against evil and magic circle against law in a 20’ radius and only one or the other functions against any particular enemy, minor globe of invulnerability, protection from arrows, any evil creature must make a Will save DC 18 to be able to approach within 20 ft. of a tulani), electricity and petrification immunity, fire, cold, and acid resistance 20, tongues (always active), +4 save against poison.
Alternate Forms (Su): A tulani can assume the secondary form of any other eladrin as a free action, or assume its humanoid form from any alternate form as a standard action.  The tulani keeps its AC and base attack bonus (+13) but causes double the damage of a bralani, noviere, or firre eladrin’s alternate form.  In the ghaele’s form, its light-beams strike for 3d12 points of damage each and never miss.  A tulani can use its spell-like abilities and spells in any form it chooses to assume, and of course its celestial qualities are always functional.
A tulani remains in one form until it chooses to assume a new one.  A change in form cannot be dispelled, but a tulani always reverts back to its primary, humanoid form if killed.  A true seeing spell reveals the tulani’s humanoid form.
	Vulnerability to Cold-Wrought Iron (Ex): Weapons made of specially crafted cold iron deal damage to tulani at normal efficiency, even if their enchantment bonus is lower than +4.